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SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => NAM Creations => Topic started by: Tarkus on April 13, 2007, 09:10:49 PM

Title: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 13, 2007, 09:10:49 PM
(https://simtarkus.files.wordpress.com/2019/03/nam-realhighway-logo.png)

Download Links and Installation Instructions (#post_DownloadLinks) | Optional Addons (#post_OptionalAddons) | Tutorials and Guides (#post_Tutorials) | Frequently Asked Questions (#post_FAQ) | What is Project 57? (#post_Project0E) | Fixes (#post_Project0E)

The RealHighway (abbreviated RHW) is a mod which utilizes an unused, unfinished network that Maxis left in the game's files, reintegrated into SC4 by the NAM Team, to create a series of highway networks of varying widths.  Despite its name, it has evolved beyond the original scope of the project, into an all-purpose highway network.  Coupled with the Modular Interchange System (MIS), it allows for a highly-customizable and modular network with nearly complete freedom in the creation of custom interchanges. 

If you are new (or even old ;)) to the RHW, please read this post (which is at the top of every page for reference).  It will answer many frequently asked questions about the network and its future development, and it is updated regularly.  If your question isn't answered by this thread, by all means, ask. ;) 

Additionally, the NAM Documentation has a detailed section on the RHW, which can be found online here (https://sc4devotion.com/namdoc/).

This Overview Post Last Updated 7/12/2016--still undergoing major renovation.

CURRENT PROJECT STATUS

Since NAM 31, the RHW is now included in the NAM, rather than existing as a separate download. We will no longer be offering the separate download.  (download links below)

DOWNLOADS

Core File
NAM Version 36 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)--Released September 12, 2017

Patches/Fixes
(none at this time) (#post_Fixes)

Required Dependencies
None.  The RHW is now included in the NAM itself


INSTALLATION NOTES


FOR USERS OF PAST VERSIONS OF THE RHW
NAM 31 marked the introduction of the Project 57-era RHW.  RHWs built with previous versions should generally continue to function with the Legacy Support files, and old RHWs can be updated to the new specs using the Legacy Conversion Overrides, activated by simply clicking on an existing stretch.

For those of you who haven't used the RHW since 2007, the entire mechanism for producing the RHW-4 was changed from the "side-by-side" method to a "puzzle drag method" using starter pieces, like Draggable GLR.

Also beginning with NAM 31, the development team has been pushing the vast majority of new feature development away from standard "static" puzzle pieces (static PPs) and moving toward FLEX items.  With the release of NAM 33, at least 90% of all ramp interfaces now exist in a FLEX form, allowing for single pieces to function for many different RHW networks, vastly reducing the number of pieces to navigate in the process.  Height transitions have also been converted to a FLEX format, reducing the number of required pieces from 100 to 4, and width transitions and wide-radius curves are on the docket for future FLEX treatment.




OPTIONAL/RECOMMENDED RHW ADD-ONS (listed alphabetically by author) Currently Outdated






TUTORIALS AND GUIDES

RHW Interchange Guide (http://sc4devotion.com/forums/index.php?topic=6843.0) by Haljackey, et al
The interchange guide was started by the NAM Associate and YouTube star Haljackey to show his secrets of interchange construction using the RHW, and is a great source of information.  It is also routinely updated to cover new functionality as it becomes available.  Note: Due to ImageShack's switch to a paid-only service in recent years, unfortunately, many images from the guide and other tutorials have been lost.

How to make a Multi-RHW with RHW 4.0 (http://sc4devotion.com/forums/index.php?topic=5860.0) by Haljackey
Describes methods for building a "Multi-RHW" collector/distributor system with the RHW.

How To Make Smooth RHW Curves (90 Degrees) (http://sc4devotion.com/forums/index.php?topic=5548.0) by Haljackey
Shows a way of using the existing Smooth 45-Degree Curves to build a 90-Degree Curve with the RHW-4.

Show us your . . . Intersections (http://sc4devotion.com/forums/index.php?topic=252.0)
An immensely popular "Show us" thread with abundant examples of RHW interchanges.  A great place to get ideas and inspiration.

Tarkus' YouTube Channel (http://www.youtube.com/user/TarkusSC4) by Tarkus
Features videos showcasing RHW development and more SC4-related content

Maarten's Real HighWay Mod Tutorials: Episode 1: Basic Techniques and Tricks (http://www.youtube.com/watch?v=_OzGIt2Zuc8) by mrtnrln NEW!
Great tutorial introducing the basics of the RealHighway mod by an RHW developer.

YouTube Tutorial Videos (http://www.youtube.com/results?search_query=Asteconn+RHW&search_type=&aq=f) by asteconn
Tutorials showing how to build a variety of interchanges with the RHW, featuring audio commentary.  Note: These tutorials were made during RHW Version 3.2 (coincident with NAM 25), and quite a number of things have changed since.





FAQ

1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed? (#post_Q1)
2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong? (#post_Q2)
3.  Why am I seeing old RHW textures or clear mismatches? (#post_Q3)
4.  When is the next version coming out? (#post_Q4)
5.  Why the name change from "Rural Highway" to "RealHighway"? (#post_Q5)
6.  Is the RHW Left-Hand Drive (LHD) compatible? (#post_Q6)
7.  What is the MIS? (#post_Q7)
8.  Can the RHW make bridges and tunnels? (#post_Q8)
9.  Why are only freight trucks able to use my neighbor connection? (#post_Q9)
10.  What's new since NAM 32's RHW Plugin? (#post_Q10)
11.  What will the next version include? (#post_Q11)
12.  What's the difference between the "S" and "C" versions of the RHW-6? (#post_Q12)
13.  What are all the networks currently included and in the works for this project? (#post_Q13)
14. What's going on with the Euro texture end of things? (#post_Q14)
15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW? (#post_Q15)
16.  Why are the interchanges larger than Maxis? (#post_Q16)
17. Will "Maxis-styled" plop interchanges ever be produced for the RHW? (#post_Q17)
18.  What about traffic signals for the RHW? (#post_Q18)
19. How do I make Neighbor Connections with the Wider RHWs? (#post_Q19)
20. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible? (#post_Q20)
21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4? (#post_Q21)
22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces? (#post_Q22)
23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow? (#post_Q23)



1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

Yes.  jondor created a mod to allow display of RHW networks on the Region Transport Map View, which is included in the NAM as an optional plugin.  Read the enclosed documentation for more details.  Note that it is not compatible with any other Region Transport Map View mods.  The particular colors that were chosen were to minimize the "halo" effect that would otherwise result from the particular method used to show RHW networks.

2.  I can't place the RHW puzzle pieces, and I'm getting a gray mouse cursor or red arrow, or am unable to use the RHW Bridges.  What's wrong?

The only thing which causes this issue is outdated transit mods in your Plugins folder (old versions of the NAM, RHW, or other high-level transit mods with altered RUL files).  The NAM installer has BSC Cleanitol built-in, to find and remove these outdated files, so the only way one could possibly encounter this issue now is by installing an incompatible mod after installing the NAM, or by otherwise tampering with the files.  Reinstall the NAM if you are experiencing this issue.

3.  Why am I getting old RHW textures or seeing clear mismatches? (#post_Q3)

You still have an old version installed, which is interfering your current NAM installation.  Again, the NAM installer's built-in Cleanitol should be able to pick these up and remove them, so reinstallation would be advisable.

4.  When is the next version coming out?

Beyond the one exception with NAM 31.0, the NAM Team does not give out release dates or timelines for release.  The next update will be ready when the development team determines it is stable enough for the general user base.

5.  Why the name change from "Rural Highway" to "RealHighway"?

The name "Rural Highway Project" dates back to the project's origins back in 2005, well before many of the later innovations in the current mod had even been conceived.  While it can still be used in rural areas, and we are planning to extend the more "rural" features of the mod even further as development continues, in reality, it has effectively become a multi-purpose network that is also designed for building realistically-scaled highways and interchanges in urban and suburban settings as well.  There's been proposals throughout the past 4 years to change the name from "Rural Highway" to something else at various points.  RealHighway was chosen as the new name for the project as: a) it has historical precedence, having been suggested by project founder qurlix back in 2006, b) it retains the acronym "RHW", c) removes the "rural-only" stigma.

6.  Is the RHW Left-Hand Traffic (LHT) compatible?

Yes, it is, though with a smaller LHT contingent in the community, some issues may exist in LHT that do not in RHT.  The NAM installer should detect your drive side and install the appropriate files.  Note that the NAM does not change drive side.  It is extremely inadvisable to tamper with the NAM's drive-side settings, as doing so could lead to a botched installation.

7.  What is the MIS?

MIS stands for Modular Interchange System.  It is a feature that was introduced as part of Version 2.0 (coincident with NAM 22) in 2008.  The MIS is a new network tool for creating interchanges with the RHW.  It involves a series of draggable and small ploppable ramp segments, allowing for thousands of new interchange possibilities.  It will be continually expanded with each update to the RHW mod.

8.  Can the RHW make bridges and tunnels?

The RHW has bridge functionality, and bridges are included for all networks except the RHW-3, RHW-6C, and RHW-8C.

Functional tunnels are not possible.  They are hardcoded and there is no known way to fix it.   

While it is possible to actually build what appears to be a tunnel with the RHW, and the Maxis default slope settings for the network will allow it, the tunnel will show up missing models and will not function.  Even if proper models and paths are applied, the tunnel cannot be made to function due to the hardcoding.

As far as tunnel solutions go, some RHW Flexible Underpass (FLUPs) pieces by Chrisim and toja, including an RHW-2 portal, were added in RHW Version 4.0 and can be found under the Road/RHW Interface Puzzle Pieces button, not under any special FLUPs-related button.  For traditional tunnel functionality, you'll also need to use another network as a workaround, or use one of buddybud's underpass lots or blahdy's Boston Big Dig (BBD) lots, which utilize the Subway network.  The FLUPs system is currently not in active development.


9.  Why are only freight trucks able to use my neighbor connection?

In order to create a neighbor connection with the RHW-4 (or wider) or the MIS, you will need to use the Neighbor Connector Pieces.  The Readme has documentation on these pieces.  Simply place the appropriate network piece on top of the network you're trying to make a Network Connection with, and use the "NC Underground Loop" piece (the one with the blue arrow and the "N") to fill in any empty median tiles between the network carriageways.  The following diagram should also provide some guidance as to how the pieces are to be used:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FTarkus%2FRHW%2Fnc_diagram.png&hash=cb2522497baa4205f5536e29a73971798bebba08)


10.  What's new in NAM 32's RHW Plugin?

NAM 32's RHW Plugin includes numerous features:


11.  What will the next version include?

You'll just have to wait and see.  We like to surprise people. ;)  You'll probably be able to get a general drift from the development pics shown here, though.

12.  What's the difference between the "S" and "C" versions of the RHW-6 and 8?

The "S" versions is the "separable" versions--they act similarly to the RHW-4 in that the two halves of the highway do not have to be adjacent, allowing for variable width medians.  The "C" versions are the "combined" versions, which were made to address the space concerns, and only take up 3 tiles, but cannot be separated.

13.  What are all the networks currently included and in the works for this project?

Here are the basic ones, which will give you an idea of their size:

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-2[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-3[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-4[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-6S[/data] [data]2 Tiles1[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles1[/data][/row]
[row] [data]RHW-10S[/data] [data]4 Tiles[/data][/row]
[row] [data]MIS[/data] [data]1 Tile[/data][/row]
[row] [data]DDRHW-4[/data] [data]1 Tile[/data][/row]
[/tabular]

The RHW-4 and MIS Ramps also come in an Elevated Form at 15m, which line up with the NAM Elevated Road/OWR/Avenue puzzle pieces.

1--These networks have slight overhang onto adjacent tiles.

The network capacities with the five standard capacity levels of the NAM Unified Traffic Simulator are shown below, reflecting the changes made in Version 4.1, which has resulted in increased capacity on some networks and has made the RHW-6S more useful in particular.

[tabular type=4]
[row][head] Network Type [/head] [head] Network Width (in tiles)[/head] [head]Classic[/head] [head]Low[/head] [head]Medium[/head] [head]High[/head] [head]Ultra[/head][/row]
[row][data] RHW-2 [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] MIS [/data] [data]1[/data] [data]2700[/data] [data]6000[/data] [data]10,000[/data] [data]15,000[/data] [data]30,000[/data][/row]
[row][data] RHW-3 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[row][data] RHW-4 [/data] [data]2[/data] [data]5400[/data] [data]12,000[/data] [data]20,000[/data] [data]30,000[/data] [data]60,000[/data][/row]
[row][data] RHW-6S [/data] [data]2*[/data] [data]6750[/data]  [data]15,500[/data] [data]25,000[/data] [data]37,500[/data] [data]75,000[/data][/row]
[row][data] RHW-6C [/data] [data]3[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-8S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] RHW-8C [/data] [data]3*[/data] [data]10,125[/data] [data]22,500[/data] [data]37,500[/data] [data]56,250[/data] [data]112,500[/data][/row]
[row][data] RHW-10S [/data] [data]4[/data] [data]13,500[/data] [data]30,000[/data] [data]50,000[/data] [data]75,000[/data] [data]150,000[/data][/row]
[row][data] DDRHW-4 [/data] [data]1[/data] [data]3375[/data] [data]7500[/data] [data]12,500[/data] [data]18,750[/data] [data]37,500[/data][/row]
[/row]
[row][data colspan=7]* Denotes network with slight overhang extending beyond listed width.[/data][/row]
[/tabular]

If you have modified your simulator using the Traffic Simulator Configuration Tool (TSCT), multiply the appropriate "base" values by the Network Capacity Multiplier.

14. What's going on with the Euro texture end of things?

A variety of Euro and international texture sets are now included as options in the NAM itself.  Just select the appropriate options in the installer.

15.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

There will not be a SAM-type setup for the RHW.  While it is a nice idea, it's simply not feasible, as it would require producing likely 3-4 times the number of puzzle pieces.  Considering that once the system is built out to its full extent, there will be literally hundreds of puzzle pieces included with the RHW, it would be far too much work. Not to mention it could possibly overload the IntersectionOrdering RUL (RUL 0x10000000) for a merely cosmetic modification. 

16.  Why are the interchanges larger than Maxis highway interchanges?

The RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.  The introduction of multi-height elevated networks in NAM 31 has begun to have a dramatic impact.  Additionally, the QuickChange system added in NAM 32 simplifies the construction of some basic intersection types greatly, almost to the level of ease of Maxis pre-fabs, without sacrificing the flexibility of the RHW system.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.  Check out the Tutorials and Guides (#post_Tutorials) section for more information.

17.  Will "Maxis-styled" prefab/plop interchanges ever be produced for the RHW?

No.  The massive amount of time required in making one, the size limits imposed on them, the fact that they would duplicate already existing functionality, along with the rigid inflexibility of such setups and the massive number that would have to be made in order to account for all the networks included in the RHW renders the notion of plop interchanges impractical and unworkable.  The QuickChange system is the closest we will come to making full prefabs.  *cough* Except for . . . that QCX thing . . . *cough*

18.  What about traffic signals for the RHW?

Generally speaking, they will not be implemented on the default, draggable network segments.  They will be added on select RHW Turn Lane Extension Pieces (TuLEPs) and other cosmetic pieces, both planned for future updates to the mod, however.

19. How do I make Neighbor Connections with the Wider RHWs?

Place the appropriate Neighbor Connector network piece over top of your RHW where the neighbor connector arrows appear at the edge of your city tile, and then connect all RHW carriageways by placing the "Underground Loop" pieces (the little blue arrows with the "N" in the middle) in the median, if applicable.  The Readme file for the RealHighway Mod contains documentation on how to use the Neighbor Connector Pieces.

20 How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

This has been a non-issue since these networks received draggable versions.

21. Is it possible to build Elevated Overpasses with the Wider RHWs beyond the RHW-4?

Yes, as of Version 4.1, Orthogonal x Orthogonal overpasses can be built, where the Wider RHW is the lower (ground level) network.  Some combinations involving diagonal elevated wider RHWs crossing other diagonal RHWs may prove problematic at present, however.

22. I've got white arrows on the RHW Neighbor Connector Pieces.  What do they mean and how should I orient the pieces?

The RHW Neighbor Connector pieces should not have white arrows on them.  This was an error that was fixed many NAM releases ago.

23. Why won't the Residential, Commercial and/or Industrial zones I have facing my RHW grow?

The RHW is a highway-type network, and much like the Maxis Highways, it generally does not allow RCI zoning to grow along it.  As this property is controlled by the .exe there is no way to change this, nor is this something we would want to change.

What is Project 57?

Project 57 is an effort to completely redesign the "under the hood" workings of the RealHighway mod.  It entails the following:


Why are these efforts being undertaken?  What are the plans going forward?


Fixes


Title: Re: RHW (RealHighway) - Development and Support
Post by: Travis on April 13, 2007, 09:29:35 PM
Hey, it's good to see the RHW project over here. I'll be tuned in for more.

Later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 13, 2007, 10:07:09 PM
yeah nice to see this project here!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 13, 2007, 10:11:51 PM
Thanks, Travis and HabLeUrG!

At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

-Pedestrian paths removed
-Pathing fixes for Elevated Rail, Elevated Highway and Monorail crossings
-New Avenue-over-RHW, One Way Road-over-RHW and Rail-over-RHW puzzle pieces
-Working preview model for Road-over-RHW piece
-Compatibility with cogeo's Fenced GLR Puzzle Pieces.  Please see the Readme to ensure full-compatibility (a file needs to be removed).

There are still a couple issues remaining from the prior version (v12), including the infamous dual buttons and the pathing glitch on the RHW-Ground Highway connector (which can be worked around by connecting to an Avenue in between).  And do keep in mind, this is still a beta.

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: meinhosen on April 13, 2007, 10:21:42 PM
Quote from: Tarkus
At any rate, I have a big announcement to make.  The long anticipated fix for the RHW mod to make it compatible with the January 2007 release of the NAM has been released on the SC4D LEX!  There are a number of other new features inRHW v13 beyond the NAM-compatibility:

Thank you!  Thank you!  Thank you!  Thank you!  Thank you!

Thanks Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 13, 2007, 10:24:59 PM
Yes!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 13, 2007, 10:33:32 PM
excellent!

man, thank you alot for this wonderfull tool! those highways just rocks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Travis on April 13, 2007, 11:10:18 PM
IT'S HERE!!!!

Off to the LEX...

()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: wouanagaine on April 14, 2007, 03:32:35 AM
THANKS A LOT FOR THE HARD WORK  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sarungman on April 14, 2007, 06:31:34 AM
i have a problem here..... i have installed this RHW, but in the game, the road/highway doesnt appear... i'm sure it's because i dont have ANT plugin installed... so, where can i find this ANT??? Sorry if i ask in the wrong place.... &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: vester on April 14, 2007, 08:54:54 AM
It comes with NAM, but you need to check it to install, as it is an optional plug-in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 14, 2007, 09:06:26 AM
Great see RHW dev will be here as well, Tarkus.

I got the textures, don't have time until later to work on them, but I'll come up with something in the next couple of days.

Congrats on the release, I installed it but haven't had time to play with it. Being engaged takes up a lot of free time!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: sarungman on April 14, 2007, 09:23:27 AM
ooooo..... thanks so much vester!! i dont know if there is ANT plugin in the installer...... (gee.... i had missed that plug in from the begining..... ()sad())
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on April 14, 2007, 09:59:32 AM
w007!
(couldn't resist ::)) 
Now I can start that new region I've been planning for the last 2 months.   &dance &dance &dance &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelevan on April 14, 2007, 10:15:18 AM
So...I have to ask. What is the history of the ANT and how was it discovered?

Joel
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 11:29:24 AM
Thanks everyone!  I'm glad I was able to finally offer you all a solution for the NAM-compatibility issue.  The v17 release that was originally planned to solve the issue, appears to be indefinitely delayed, so it was necessary to release something to keep the project moving.  And I intend to update this thread just like I update the thread at that "other site". :D  I'll have an overview of some of the new features we're working on here shortly.

joelevan, to answer your question about the ANT, it was originally a network that Maxis was going to include (in the Rush Hour expansion, I believe), which was going to be a "Dirt Road" network.  Due to time constraints, they scrapped the idea, but they left enough data behind within the files that the NAM Team was able to actually re-enable and complete the network about 2 years ago. Instead of using Maxis' "Dirt Road" idea, however, they instead made it into the Additional Network Tool (ANT), which basically functions like a 2-lane highway, with a faster speed and higher capacity than the Road network.  So the RHW is basically an extension of this idea.

Hope that answers your question.

(And many, many thanks to whoever fixed the formatting on the LEX info for the mod :thumbsup:--I tried fixing it last night to no avail. &mmm)

-Alex

Edit:  And I should also add that I've already been working on integrating the RHW with the next NAM release, so this problem won't happen again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Frankie on April 14, 2007, 12:36:50 PM
Tarkus: I noticed that RHW railraod crossings are missing something along the lines of this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi91.photobucket.com%2Falbums%2Fk294%2FFrankie_117%2FTennille-Nov.jpg&hash=6f9e543fb1b51f70c838f61a71388e418e10ccc8)


Do you think you would like to use it for the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 01:02:17 PM
Frankie, that would look great with the RHW. :thumbsup:  It is quite a bit more realistic than the crossing that is currently in there, so yes, definitely.  Thanks for bringing that up!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on April 14, 2007, 01:06:39 PM
I know I already posted on the thread at ST, but I have to post it again: this is awesome!

I can't wait for the RHW-MIS to be released, so I can use proper exits instead of streets. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 14, 2007, 07:31:29 PM
Very nice.   I have been waiting for this for a while now.   LOL   I followed the thread over at ST till I thought it had been forgotten about.    Thank you so much for posting here and making RHW available again to us all.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 14, 2007, 10:56:20 PM
Alex,

There's a plugin that's interfering with RHW, it causes only the regular ANT to be drawn with the RHW tool. I'm in the process of figuring out what it is, so far it works with the BSC, c.p./cycledogg, and SimGoober folders.

Will keep everyone updated so that the bug can be tracked down.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 11:26:17 PM
Hi Kevin-

Thanks for letting me know about that issue.  I'm actually messing around with a couple more plugins right now to see if I can get it to not work.  I just tried it out with the HSRP, and it appears to work fine, at least when the HSRP files all have a z- added in front of their names..

We'll get to the bottom of it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 14, 2007, 11:32:32 PM
So far 10 out of about 40 folders added. Its going to be a long night for me...

I'd daresay that the final list of 3RR collaboration plugins would be welcome about now...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2007, 11:41:05 PM
Hi again Kevin-

I just tested the HSRP without the z- appendage, and it worked fine as well.  I did have a couple more thoughts, though. 

Are you using wouanagaine's DatPacker and running the PluginsCompressed folder it produced?  If so, there may be a compressed NAM v20 without the RHW hiding in there, which would revert everything back. 

Also, are you using cogeo's Fenced GLR pieces?

I'll see what I can do here on my end to speed up the process.

The file that's causing the conflict is obviously something that needs to use RUL 0x10000002 to function, so in all likelihood, it will be a fairly advanced transit-related plugin.

-Alex

(Edit: 100th post)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 12:09:38 AM
Alex,

I completely deleted my plugins_compressed when I add new stuff to it, so that's not the problem. I don't use cogeo's Fenced GLR yet, he hasn't released the version with the fence I want.

My Japanese plugins are back in the folder and working fine. Still moving along, about 1/3 of the way there.

Don't stay awake for me, even though it is two hours earlier in the Pacific Northwest. Will post an update when I figure out more.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 12:31:13 AM
Hi Kevin-

Don't worry, you're not keeping me up. :D  Thanks for narrowing it down . . . it sounds like there may be some sort of loose NAM file that's outside the NAM Plugin folder, likely in a plug-in folder that is later in the alphabetical order.  As far as I know, the only other files out there that contain the RUL 0x10000002 are the main NetworkAddonMod.DAT file, and the previous version of the RHW (filename RHW_v012_public.DAT).  I've actually had this happen, too, when I was shuffling a bunch of new modifications I was working on around and accidentally dropped some stuff in the wrong folder.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 01:27:02 AM
Alex,

All right, the conflict exists somewhere within my 59.9 MB "Unfoldered Plugins" folder, which is where essential files, meta mods (like industry quadrupler and city fixes and the like), and the stuff that's really, really old lives. And by really old, I mean dating back to 2003 and 2004, when SC4 and RH were release.

So its back to testing.

I'll keep you posted.

Also, I intend to delete all of my posts, save for the resolution, just to keep the thread clean. Do you agree?

Cheers,
Kevin

EDIT: I hope someone else is reading this besides Alex and myself, even if it is just to laugh at my unorganized plugins folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 01:40:15 AM
Hi Kevin-

My guess is that you'll probably find a NAM v20 DAT file in the unfoldered part.  If there's anything older than that (including the RHW v12 DAT), then it would have impaired your NAM v20 functionality as well.  That reminds me that I should clean up my unfoldered ones as well.    :D

No need to delete your previous posts unless you really want to, as this process we're going through is one of the most common ones that people installing new transit mods face, so it could be helpful for posterity. ;)

Best of luck finding the culprit, and let me know when you do.  Hope I didn't keep you up too late.  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 02:24:05 AM
I have found the location of the offending file!

Before I say more, I would like anyone who undertakes a similar task to ignore that you have a blank map to experiment with transit networks.

For example, I now know how to make an entire suburban neighborhood out of roundabouts, which looks pretty, but probably doesn't affect the commute much (if at all).

That being said, Alex had it right, its a transit file. Now the question is, "which one?"

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi152.photobucket.com%2Falbums%2Fs196%2Fbigslark%2Ftheculprit.jpg&hash=ef2900563e4fa489ac912ff8fd1d4ce8eebeb7f2)

As you can see, these files are varied in their ages, from the PZ12x6_Seaport_P2_aa63f3c1.SC4Lot dating from October 2003 to the EL-pier, which dates from October 2006.

Now I have to figure out which one it is.

Back to the salt, err, SC4 Mines for me!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 02:29:45 AM
Kevin-

Thanks for the image of the Plugins folder.  I'd lean toward Transit_supp_1_2_1 myself--that one looks the most suspicious.

-Alex

Edit: I pulled up that file over at ST, and it appears it is an old, pre-NAM Transit fix that redlotus did back in 2004.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 15, 2007, 02:38:51 AM
As Archimedes said, "Eureka!"

It turns out that Transit_supp_1_2_1 was the culprit behind not only the RHW problems, but also funny happenings with turning lanes and roundabouts.

Apparently, its an early mod for diagonal one way road intersections and to fix strange behavior between adjacent rail lines, or at least thats what I gathered from the RUL comments and FSH files.

Thanks for the support, Alex. If you'd like to see the file, let me know.

Now I'm going to bed, to do more RHW'ing tomorrow!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2007, 03:03:15 AM
No problemo, Kevin.  You're more than welcome.  ;)  Glad I was able to help you get that sorted out.  I managed to find that file over at ST, downloaded it, and opened it up in the Reader.  And to show everyone else, the culprit was right at the top of the heap--a 3-year old version of RUL 0x10000002.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F2550%2Ftransitsuppyk4.jpg&hash=dd987bf442d65fc736752415572ee5e9a1be76d2)

I think I'm going to get some sleep as well. :sleeping:  Have a good night, and have fun RHW-ing :thumbsup:.

And I will have an FAQ up shortly with troubleshooting for common installation problems, and some technical info on the mod.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 17, 2007, 07:29:21 PM
I have a request:
If is possible to include the default maxis bridge with that highway texture? if it will be awesome  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 17, 2007, 07:44:29 PM
HabLeUrG, no soy seguro que significas. ¿Significas los puentes de RHW sobre el agua?

Me disculpo si mi gramática es mala.

-Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 17, 2007, 08:29:01 PM
No estoy seguro, pero te dejo una edición
Here is what im talking about, hope you understand  :P
From here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F9000%2Ft1gy8.jpg&hash=a545129e5dab1cd23a42bf96214480ad906d4c8f)
To here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg174.imageshack.us%2Fimg174%2F1116%2Ft2kk5.jpg&hash=62c51e54b5571c301997cb4f07e3bd7cffaf633f)
see what I mean
(the image is edited, dont think... hehe)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 17, 2007, 08:56:49 PM
Ah, I understand now. Just wanted to make sure I was answering the right question.

Well, if someone wants to add the RUL's to enable draggable bridges, then it will happen. Someone was working on it but had some issues with it in the past. It seems that jeronji is the current master of the bridge, hopefully he will be able to shed some light on the issue.

Sorry this is not very helpful, its just the facts I know.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2007, 10:58:18 PM
HabLeUrG, that's a brilliant idea! :thumbsup:  I know that qurlix had been working on making bridges for the RHW but ran into some issues--I believe he had some sort of fancy override setup going with it, but I haven't seen his code, so I don't know.  But that solution you posted could work quite nicely. 

I'd still like to figure out the overrides, since I'll need to use them for making bridges for the future, wider RHWs (6+ lanes), and I think I may talk to jeronij about things too, since he is indeed the master of the bridge.  Bridge coding is one area I haven't gotten into much yet, but I'm more than willing to look into it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 21, 2007, 09:18:09 AM
You folks are just phenomenal sorting this stuff out.  Is there a double-secret reference manual somewhere?- I am usually pretty good with puzzle sort of stuff, and I've never been able to make heads or tails of the whole transit thing trying to figure it out on my own.

This. Is. Great. Work!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on April 21, 2007, 05:11:14 PM
I had a quick look to the level road bridge, and it seems it should be possible to clone it and add these textures....i repeat "it should be".... because I am not sure until I try to make it seriously  ::)

Btw, the real bridge master is Smoncrie (MIA actually) and I am a humble apprentice who starts to run away when I ear the word "overrides"  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2007, 06:45:32 PM
Thanks, David.  That means a lot hearing that from an accomplished SC4 player as yourself. ;)  As far as a double-secret manual, actually for a lot of this stuff, there is no manual, unfortunately.  A lot of it I had to figure out myself, and some of it I've gleaned from what people like Swamper77, qurlix and memo have told me.  And one of the few resources out there, redlotus' Interchange Tutorial, took me about a few months to really decipher--it's not an easy read by any stretch :D.  I'd like to at some point actually produce some sort of manual for getting people started, to perhaps ease the feeling of being overwhelmed that many experience.

And jeronij, that's good news!  As I mentioned in HabLeUrG's RHW Bridge thread, there may be a way to implement the bridges without having to mess around with overrides at this stage.  Eventually, though, if anyone ever wants to tackle the challenge of making bridges for the wider RHWs, that will probably need to be investigated.

Well, I figured I may as well bring an overview of some of the things that will be coming to the RHW Project in the future.  Some of this you may have seen before at that "other site", but I figured I'd bring it over in a comprehensive overview.

The first of these is the RHWMIS (Rural Highway Modular Interchange System).  Basically, the RHWMIS is a "toolkit" for the construction of completely customized interchanges.  The ramps have been broken up into smaller pieces, often just 1x1 or 1x2, which can be assembled in a nearly infinite variety of ways, and can even be used to create interchanges up to real-world scale.

A few RHWMIS pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F4704%2Frhwmisindpieces7uo.jpg&hash=30a4a566a51d3a8e39d44f2f854860b24a058c7f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F5510%2Frhwmisorthdiagum2.jpg&hash=c9bb026b17e9b1892a547c416dfe090cf08faf37)

Interchanges produced by the RHWMIS (the textures and other "cosmetic" aspects will be improved ;)):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5530%2Fpenrosedrrhwmismh6.jpg&hash=b366e4b82f76f33489ed4f02c35a0815cb5023d8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg216.imageshack.us%2Fimg216%2F8149%2Fcarresrdrhwmispd2.jpg&hash=6b231d93bd346d44f586f5bd9f14589b53107cdb)

(Note that buildings can be placed between the ramps and the highway)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F8430%2Fcloverleaf1uj4.jpg&hash=337c8a3615ad1edbe7434202321c3fc7463db3ea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5569%2Fcuprumaverhwmisjv9.jpg&hash=053ad45a260e7df68400d4702b4ac845755c55c2)

In addition to the this, the RHW is being produced in a variety of wider versions beyond the currently available 4-lane (2-per-direction) version:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F6997%2Frhw68pathed18xx.jpg&hash=43a5bea76a59e5e57711c6edd5360c4db6832930)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F4155%2Frhw101129200602oc4.jpg&hash=dfed08a3f969cde46a62353a3307773982b163e5)

Further, as a result of collaboration with blahdy, creator of the Boston Central Artery/Tunnel (Big Dig) and Charles River Crossing Project (CRCP), the RHW will also be going underground--literally:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Frhw-portal101.jpg&hash=e447445100b121f0886df70b02c911ad18ac7557)

Plus, the RHW will also eventually be available in a Double-Decker version:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F9586%2Fdualdecker1dz4ym5.jpg&hash=108b0c1179382dceee87d80fbb5a999b10475eee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5208%2Fdualdecker2bj6sb0.jpg&hash=d5a7d7516ef5c3aaa2535bfd810ed2774f838e5b)

Further updates on these projects will be posted here as they occur. ;)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on April 25, 2007, 08:26:06 AM
You guys are great, what an awesome addition to the game.

Robin :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on April 25, 2007, 08:42:37 AM
Wow! Those pics are jaw dropping. Your dedication to making SC4 better is inspiring! I'll be watching this developement closely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: artforce1 on April 25, 2007, 11:40:53 AM
I actually opened an account here just so I could further watch the progress of this project!  Keep up the good work!!!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: schooner2 on April 25, 2007, 07:39:30 PM
WOW, this all so exciting!!!  Way to go!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on April 26, 2007, 01:53:37 PM
I've been just experimenting a bit with Dirt Road (RHW) bridges to include hableurg's and mine. Here are some shots of a RHW plain bridge

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F2828%2Frhw1eq4.jpg&hash=ee6314ecb6cf6b726ab4da064204f418bc9fcdb0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F7197%2Frhw2ol4.jpg&hash=e8ccbc3b8d42b33918c1dec64c52188662a4ec8a)

A little beta with this bridge will be uploaded soon, I'm working on right now
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 26, 2007, 01:55:24 PM
Ooooooo   I'm drooling.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on April 26, 2007, 01:57:25 PM
thats excellent!!!  :thumbsup: &apls love this bridge
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 26, 2007, 02:15:57 PM
Fukuda, that is awesome work!  Many thanks to you and HabLeUrG for filling this part of the RHW Project! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Antoine on April 26, 2007, 02:25:35 PM
OMG  :o good job fukuda !
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 26, 2007, 05:01:50 PM
Fukuda, I'm amazed.

How do you build the bridge? Drag the RHW roadway you're working on over the void and go from there?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 26, 2007, 08:07:42 PM
Very nice, y'all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 02:13:01 AM
The v13 RHW should work fine with NAM 19 (the old one).

Tarkus, it might be a good idea to look at the end paths of the RHW. Every time it is dragged, the game freezes for a few seconds. It seems that there are no end paths for the RHW (I remember the exact same thing happened with the OW roundabouts when they were in beta.

Hmm... I wonder what would happen if I used a v19 NAM with a v20 ANT...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 02:24:46 AM
Shadow Assassin, that's a really good point about the freezing and the lack of end paths.  I have that slight freeze happen everytime too, and that would really speed up the override process as well (which is horribly slow with some of the experimental wider RHWs).  I know qurlix had said something about some way he was improving the reliability and speed of dragging the RHW for the indefinitely delayed RHW v17, but didn't specify exactly what--that's probably what he was going to do.  I'll look into this for the RHW v14 release (for which I'd also like to include some part of the RHWMIS).  Thanks for bringing that up.

And yes, RHW v13 should work fine with NAM v19. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 02:32:54 AM
If you use the DrawPaths cheat, you'll see what I'm talking about.

Oh, and please, please, please sort out the RHW dat file. It looks like there's duplicate FSHs, quite often at the same zoom level with different instance numbers. Actually, what's with that? Some other pieces aren't even used at all.

Meanwhile, I've been looking through for instance IDs to use, so I can create a texture mod if needed. It should be quite easy to do at this point, before all those extra interchange pieces are added.

Yup, Qurlix was in fact going to fix it, but you might as well fix it, since he's nowhere to be seen. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 02:42:16 AM
Shadow Assassin, with the duplicates, are you referring to all the various diagonals that have basically been repeated in some sort of flipped around form?  Pretty much the only thing I did with the textures in v13 was to add 3 in for the new Avenue, OWR and Rail-over-RHW puzzle pieces.  The rest of the IID assignments and whatnot were all my predecessor's doing :D.  I should take a look at that as well.

And yes, qurlix is nowhere to be seen.   

-Alex

Edit:  I just tried drawing an RHW after adding paths in for the stubs.  Even though I did them rather quickly and they ended up being invalid, they greatly sped up the draw time.  Thanks again!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 27, 2007, 03:30:03 AM
Not a problem. I find that the paths don't even have to be valid, as long as they're there. I think that's what qurlix did with the roundabout - just gave the centre tile invalid paths... problem solved. :D

I'll see how things go.

EDIT, 21:15 AEST:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F6923%2Fshintoh4.jpg&hash=7e648d8753403982ffa3ffe886442d203c731946)

A closer up shot.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg162.imageshack.us%2Fimg162%2F9899%2Fmmmshinyhn0.jpg&hash=d22957c05de6bfeb8452cb72b423934bac5a0bd9)

Just did a quick texture change. That's all.

EDIT, 01:39 AEST:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F5537%2Frhweditiv1.jpg&hash=5d0664b9b336ee2c1a0f7709dc1e38eced8e46cf)
Curves, one-way roads, oh my!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on April 27, 2007, 06:13:38 AM
Quote from: BigSlark on April 26, 2007, 05:01:50 PM
Fukuda, I'm amazed.

How do you build the bridge? Drag the RHW roadway you're working on over the void and go from there?

Cheers,
Kevin

Indeed, I dragged the RHW over the water,lol.
I'm refinishing the last details of the bridge  &dd
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2007, 01:17:48 PM
Shadow Assassin, those textures look absolutely amazing!  Great job on those--it will be nice to finally have some asphalt.   :thumbsup:

And Fukuda, that's great news as well, and I'm looking quite forward to the RHW bridges myself.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on April 27, 2007, 01:49:15 PM
Great work SA  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 05:42:58 PM
Well, unfortunately, there appears to be an error in the RHW v13 .dat which is preventing the NAM Diagonal Streets plug-in from working correctly.  However, I have found the problem, and it is an outdated copy of RUL 0x10000001 from RHW v12, dating back to September 18, 2005 &mmm.  I will be uploading the new RHW v13 .dat to the LEX shortly (within the next few hours).  It will also contain the aforementioned fix to the ANT-to-RHW conversion, thanks to Shadow Assassin.

My apologies for any inconvenience.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Glenni on April 28, 2007, 06:01:40 PM
wait, is that RHW that Shadow Assasin made , made with the one way tool?  ??? awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 06:06:47 PM
Glenni, I'm not entirely certain since I haven't seen any more than you, but I believe what Shadow Assassin showed is actually a new set of textures for the currently existing RHW, which would mean they're drawn through the ANT, not the One-Way Road tool.  The reason the One-Ways are in the pic is because he wanted to show how the One-Ways transition to the RHW and vice-versa, and how the textures match up color-wise.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 28, 2007, 08:38:48 PM
(Sorry for the double post, but I felt in this case it was necessary.)

The updated version of RHW v13 Beta has been uploaded to the SC4D/BSC LEX.  Here's what has been included:

-Fixed NAM Diagonal Street Plugin issues
-Improved ANT-RHW conversion and RHW draw time (thanks to Shadow Assassin)
-Incorporated GLR Neighbor Connection compatibility (mainly to avoid conflict with the recently released mod, which uses the same RUL file)

Hopefully, this one will work better for everyone. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 28, 2007, 09:11:31 PM
Interesting. I actually didn't have any problems with the diagonal streets... But then again, my plugins folder was empty, with only the NAM and terrain mod in it. :P

Well, all the textures have been done (with the exception of the rail textures), but I'll probably modify the OW-RHW transition a little bit more. It actually kind of looks a little odd, IMO.

All that's needed in the transition is a modification of the alpha map.

I'll do the RHWMIS textures as soon as v14 or v17 comes out with them.

EDIT: All I've done is touched the textures. I haven't touched the RULs, SC4 paths, overrides, or exemplars - just the textures. If I had retextured the OWs, it would've involved a huge, huge number of overrides, and I actually quite like the existing texture for the one-way roads. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on April 29, 2007, 12:35:41 AM
@Alex: I've just had a look at the files myself and seems that there is an extra copy of the RUL file 0x10000002 in the diagonal streets plugin. Anyway, this is the most updated one because it contains overrides for the new diagonal streets. Maybe you could use this file as a base for the RHW. :)

@Shaddow Assassin: The transition to oneway roads indeed looks somewhat unrealistic, since I've never seen semi-transparent tarmac. ;) Other than that the textures look excellent. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2007, 12:58:31 AM
memo, you're correct.  I hadn't really poked around in there, so I hadn't seen that--thanks for pointing that out. :thumbsup:  From what I've already heard from the people having the problem, removing the 0x10000001 from the RHW .dat actually seems to have alleviated the problem for them (it worked for me as well), but it may be too early to really tell.  I'll get the RHW stuff into the new RUL just to be on the safe side.

And Shadow Assassin, thanks again for doing those textures, and as soon as I have a little more RHWMIS stuff, I'll send it your way for asphalting/internationalizing. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on April 29, 2007, 03:30:18 PM
When will there be textures for roadconnection/one way roads? I think its absolutely essential, atleast for me before I can start using RHW for real. I saw quirlix posting some pics a long time ago over at ST with oneway on/offramps that looked really good. whatever happend to thouse?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2007, 06:10:21 PM
metasmurf, unfortunately, a lot of that stuff has been delayed.  qurlix, who was going to include those things in the RHW v17 release that he was working on by himself, has been MIA since February.  The RHW v13 Beta that I just released was mainly to address the whole NAM-compatibility issue, which v17 was originally intended to address.  The v13 release was not originally in the plans, but was necessitated due to these factors, and was mainly intended as a "quick fix" for the NAM-compatibility issue, with a few small additions (like the new puzzle pieces).  I mainly just wanted to "get it out the door", so that the public had a NAM-compatible RHW, since they had been waiting 4 months, and I'm sorry that I couldn't have included more &mmm. 

The next release, RHW v14, however, will be a much more complete release, and it will come out simultaneously with the next NAM, so there isn't a gap in time between having a new NAM and a new RHW that's compatible with it, as happened this time around.  I'm trying to cram as much new stuff as possible into this release, and you'll more than likely see the RHWMIS in some form.  I also agree with you that those at-grade crossings are essential, and I would like to include them in the v14 release as well. 

As far as those One-Way On/Off Ramps that qurlix had, I personally feel that they're kind of unnecessary at this point because of the RHWMIS, so I don't plan on replicating those.  From what I've seen, the only reason people had been using OWRs to make interchanges was as an interim solution to deal with the lack of any sort of interchange setup for the RHW. 

Hope that answers your questions.  There will be some more new RHW stuff soon. ;)

-Alex 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 30, 2007, 11:00:54 PM
I've changed the menu icons for the RHW, as well as the LTEXT files. As the 2 lane RHW hasn't been done (this is for freeways), I'm not gonna touch it. :P.

But if you want, I can remove the LTEXT file, and leave the description as-is.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F%2Frhwmenuiconhu2.jpg&hash=709265ed98585f50b433898b79c14d3d05ddcbc7)

Oh, and Tarkus: little hint if you're having problems with white edges on your puzzle pieces - use a shade of grey that's most similar to the actual road texture. If possible, avoid using black, as it'll also appear odd.

Otherwise, it's all good. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 01, 2007, 02:02:15 AM
Shadow Assassin, that's an awesome job on the buttons there!  Would you mind if I used them in the next RHW release?

Excellent job on the LTEXT as well--looks like it would work for the two-lane as well.  I think that it perhaps would work best if it were included with your asphalt texture mod. 

And thanks for the suggestion on the transparency issue as well--I'll try that out when I have a little time to mess around with it. ;)

Superb work as always!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 01, 2007, 04:34:23 AM
Not at all! I don't mind, that is. :P

I'll just put them into a blank exemplar file and upload them, so it's just an easy drop-n-replace for you in iLive's reader. :P As for the 2L mod, I'll see what I can do. I can do replacement textures easily, because I have the PSD files for both straights and diagonals. I'll probably just use double lines/dashed lines (except they'd most probably be white, since these are well, based on Australian road markings). Unless people want me to use just dashed lines?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F559%2F09tr4.jpg&hash=deabf16721aaf51479816589432be66270b09534)
This is a typical Rural highway in Australia. The precise state of the road may vary, though. :P

That's what they'd most likely look like. I've got a little experience with Type 21 exemplars, so I could easily put those posts on the side (just 1 or 2 minutes in the BAT, is all). It'd be optional, of course.

By the way, if people are wondering where I got the road markings from, here is a photo showing these markings.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg462.imageshack.us%2Fimg462%2F6379%2Fm80m801pz2.jpg&hash=1ba20c96e4ce83408630c589f7c347970c499e55)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F6854%2Fm80m1intoc9.jpg&hash=48c0774b4ed7a0a7d3050b9fb20fe439c49ba91d)

These photos were taken on Melbourne's M80.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on May 01, 2007, 12:21:48 PM
The diagonals are much better ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 02, 2007, 04:33:48 AM
Tarkus, I've attached my menu icons and LTEXT file to my post.

Note to all: this small zip file does not include any of the textures I've been working on. I should have them finalised this weekend, and then it's likely I'll have to temporarily stop work on them because I have an assessment period coming up soon (meaning no modding time for about 3-4 weeks (till the end of May), as I'll be busy completing my final assessments before I do my Trial HSC and HSC, which are the final exams of 13 years schooling.  ;D Yay.)

Meanwhile, Tarkus, have fun with the menu icons. As I said, it should be a simple matter for you to drag and drop. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bongoswimp on May 02, 2007, 05:04:17 AM
I'm amazed to see that your australian highways look very similar to ours in switzerland.
Now if you added safety fences as in your RL pics, it would be perfect for me.

Great work overall!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on May 02, 2007, 10:09:49 PM
I had a feeling those were Melbournian markings. I knew I'd seen the road markings in photos before, but couldn't place them (though I knew they were definitely Australian). Given the popularity of the ERTM, I'd suspect that this texture mod would be very, very popular. For those of us that use the no-oneway road arrows mod, the transition between these new textures and the OWR's will be virtually seamless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 02, 2007, 10:37:11 PM
Shadow Assassin, thanks for the new icons!  They're definitely going to be in the next RHW release. ;)  And those asphalt textures actually look a lot like a lot of highways here in the US, aside from the dual white lines instead of the yellow on one side.  It sounds like it's the same with the 2-lane textures as well.  Best of luck with all your exams as well!   ;)

Well, everyone, I figured I'd post the plans for the future RHW releases:

As far as what I'm planning for RHW v14, here's what you can expect:

Things which will definitely be a part of RHW v14

    * Compatibility with the next NAM release
    * Solution to the double-icon issue (thanks to memo)
    * New icons by Shadow_Assassin
    * New texture options (multiple ones will be included in the download, you'll just select the one you want through the installer)
    * New optional HSRP-over-RHW crossing, for those using the HSRP beta mod.

Things which will likely be a part of RHW v14


    * An initial version of the RHWMIS
    * An initial version of the Elevated RHW
    * RHW-over-Network puzzle pieces (both Orthogonal and Diagonal)
    * New at-grade (surface-level) intersections for Roads and One-Way Roads
    * Diagonal Network-over-RHW puzzle pieces


Things which will likely be a part of RHW v15


    * Wider RHWs (up to 10 lanes, 5 per direction)
    * Double-decker RHW
    * Further RHWMIS developments (ongoing)


Ongoing things dependant on other releases

    * Underground RHW and RHWMIS (will be released simultaneously with Big Dig/RHWMIS Portal)
    * Further NAM compatibility fixes (will be released as the NAM Team releases further updates to which the RHW needs to be added)
    * Puzzle pieces to interface with other Network Widening Mod (NWM) expanded networks, like the OWR-5 and TLA-7 (will be released as soon as the NWM mods are released)
    * Updates to allow compatibility with any other new transit mod that alters the RUL files (will be released as necessary)



When will RHW v14 be released?


RHW v14 will be released at the same time as the new NAM features.  The next "NAM" won't be so much a "NAM" as much as a bunch of new features created by the NAM Team.  (ArkenbergeJoe and Andreas Roth have developed a new strategy for NAM releases which will allow for quicker releases of new features.)

And of course, the NAM Team has a no release date policy (we like to surprise people), so I can't give an exact date.  But the RHW will be released at the same time as the new NAM features--no waiting this time.

What happened to RHW v17?

RHW v17 is indefinitely delayed.  However, some of its features have been incorporated into RHW v13, while others will be released as part of RHW v14 and v15.

Hope that answers some questions. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 03, 2007, 12:20:44 AM
um....thats a plateful can i have seconds?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 03, 2007, 07:39:02 PM
Filasimo, lol . . .  :D

Couple things I accidentally omitted from my release update post.  In addition to the releases I mentioned, there are a number of associated projects which will be released as well.  These include Fukuda's and HabLeUrG's bridges, and the new overpasses and underpasses by blahdy and HabLeUrG. 

In addition, Alidonkey has made some fantastic new puzzle pieces, including the long-anticipated RHW-4/RHW-2 connector, which will likely figure into one of the next couple releases.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 05, 2007, 02:57:38 AM
I want to let you guys know, I'm working with Tarkus to updated the current style RHW pieces.  The additions to them will be this:

There is no timetable to when I'll have all of the normal pieces upgraded because RL can always throw a curve at ya when you can least predict it.

But, here's a preview shot of the one title that I have done so you guys can see what it will look like. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-4New.png&hash=3072b79c4b1673c65b3ef10a3eb6eb3af5802c08)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Colyn on May 05, 2007, 03:13:07 AM
Good work here guys ... I appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 05, 2007, 04:05:13 AM
Rickmastfan: Make the line a little shorter. Otherwise, it's looking good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 05, 2007, 04:15:11 AM
Quote from: Shadow Assassin on May 05, 2007, 04:05:13 AM
Rickmastfan: Make the line a little shorter. Otherwise, it's looking good.

Well, that's the same size that the current RHW pieces are using right now.

But I'll look into making it possibly shorter if Tarkus thinks that's a good idea. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on May 05, 2007, 05:13:45 AM
Quote from: rickmastfan67 on May 05, 2007, 02:57:38 AM
I want to let you guys know, I'm working with Tarkus to updated the current style RHW pieces.  The additions to them will be this:

  • Brighter paint; Both the Yellow and White lines will be upgrade to show up better and to be more realistic
  • Highway reflectors; I've created a highway reflector to go in between the middle lane divider lines

There is no timetable to when I'll have all of the normal pieces upgraded because RL can always throw a curve at ya when you can least predict it.

But, here's a preview shot of the one title that I have done so you guys can see what it will look like. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-4New.png&hash=3072b79c4b1673c65b3ef10a3eb6eb3af5802c08)

I really like the reflector :thumbsup: . I am not sure how it will look like on a long RHW strip.... if it looks too repetitive, you may consider using T21 exemplars to add them more "spaced"

About the new paint, I also prefere the new ones but they will make look the RHW always very very new. Maybe a slight paintbrush edtion (add some dirty, not too much, just a little touch) would help to make the look more realistic  ;)

This is of course my humble opinion ::) . You are making a great work so far, and the new look makes the tool even more interesting and eye-candy  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 05, 2007, 04:45:22 PM
Well, rickmastfan67, I think they look fine with that line width like it is, though if you really wanted to, you could shorten it just a little. 

jeronij, if you're wondering whatwhat rickmastfan67's textures look like in the game, here's a pic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5530%2Fpenrosedrrhwmismh6.jpg&hash=b366e4b82f76f33489ed4f02c35a0815cb5023d8)

Personally, from what I've seen on US highways, I'd say the spacing is actually quite accurate.  Some of them look a little bit lighter since they are on RHWMIS pieces and are undergoing the 3D render.

And Colyn, thanks!  It's no problem. ;)

-Alex



Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 05, 2007, 06:44:44 PM

Hey Alex that is looking pretty good.
I do agree with Jeronij that the reflectors should
have more spacing like in every other one not one
after the other.  But other then that its looking mighty
fine - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on May 06, 2007, 01:30:31 AM
Thanks for the pic Alex, they dont look too repetitive  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 06, 2007, 04:42:34 AM
Nice work you folks are doing. I think the reflectors are just right. Can't wait to do interchanges like that in my regions.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on May 06, 2007, 05:52:56 AM
I've been lurking here for quite some time, and wanted to give my support. This project is coming along great, and am looking forward the new release. The reflectors and the lines look just right. Alex- your hard work is appreciated  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheTeaCat on May 06, 2007, 02:58:34 PM
Astounding work and effort that has been put into this. I am sure that most of the community are eagerly looking forward to its release and here is a thank you on behalf of all the people who never comment ;) and of course from me too :D.

:satisfied:
TTC
Title: Re: RHW (RealHighway) - Development and Support
Post by: Masochist on May 06, 2007, 08:15:53 PM
Quote from: TheTeaCat on May 06, 2007, 02:58:34 PM
here is a thank you on behalf of all the people who never comment ;)

Heh heh...thanks, TTC! ;)

And thanks to everyone involved in this project!  I, like so many others, really appreciate what you guys have done/are doing for this game!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 07, 2007, 07:30:31 PM
Hi everyone-

Thanks again for your support and compliments for the project.  We're more than happy to provide the community with improved transportation options. ;)

I'm posting this primarily to further update everyone on status.  Unfortunately, it is appearing that the long-anticipated MIS will probably not be a part of the next RHW release, but the reasoning for that is that the next NAM is coming quite soon, quicker than I can get the RHWMIS ready for public consumption.   ;)    My utmost goal is to keep the RHW compliant with the NAM at all times, so that the whole "v17 Saga" doesn't happen all over again.  The RHWMIS will still be released in fairly short order, just after the next NAM/RHW release.  And of course, being a NAM-ite, I can't give a release date for anything.  :D 

My apologies for any inconvenience.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 07, 2007, 07:43:35 PM
Well, we all appreciate your hard work - That's EVERYONE working on these modds that make our SC4 gaming experience more enjoyable. We await, patiently, knowing that your work will be exceptional. I know that if I hadn't found you folks here with all this wonderful improved stuff and additional content, and all the great tutorials and personal, friendly help, I would have probably moved on to another game. But, you all keep it fresh, exciting and interesting. SC4 and SC4DEV is an addiction I'm happy to have.
$%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on May 07, 2007, 08:12:45 PM
Quote from: jeronij on May 05, 2007, 05:13:45 AM
I really like the reflector :thumbsup: . I am not sure how it will look like on a long RHW strip.... if it looks too repetitive, you may consider using T21 exemplars to add them more "spaced"

About the new paint, I also prefere the new ones but they will make look the RHW always very very new. Maybe a slight paintbrush edtion (add some dirty, not too much, just a little touch) would help to make the look more realistic  ;)

This is of course my humble opinion ::) . You are making a great work so far, and the new look makes the tool even more interesting and eye-candy  :thumbsup:

I'll look into that.  Thanks for the suggestion.  I just might make them a tad darker, but I don't know at this time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on May 18, 2007, 05:51:29 PM
The reflectors look good

Just a stupid question about the MIS, is it going to have guardrails or those concrete barriers? or is that not possible to do?
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on May 24, 2007, 01:23:32 PM
Alex,
So whats going on in RHW world? I'm still curious and following the Transit Modding world.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2007, 02:16:03 PM
Zaphod: Well, it is possible to do, and it's something I'd like to do.  I'm leaning toward concrete right now. 

Kevin:  Well, there hasn't been much lately.  RL's been hitting me lately, plus helping finish up things with the next NAM, and I'm also in the process of prepping a new MD.  But, I do have a rather big announcement regarding the future of my transit modding projects to make. 

The RHW will cease to exist as a separate mod by the release of v14, possibly even by v13b (the next release). The RHW will become an integral component in a new mod package, the Network Widening Mod, or NWM for short.  In addition to the RHW, the NWM project will also incorporate the Turning Lane Avenues (TLA) Project, as well as the Wider One-Ways project, and future override-based network extensions. 

Hope that answers your questions.  The next NAM will be out very soon as well. ;)  Hope everything is going well in Central America.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on May 24, 2007, 02:23:54 PM
This officially confirms that the transit mods for SimCity 4 is nothing but alphabet soup. :D

Anyways, can't wait for the NWM to come out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 24, 2007, 02:33:37 PM
Well, this is good news, Alex! I can't wait for the NWM to be released! Keep up the fantastic work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on May 24, 2007, 07:17:20 PM
ditto, here.
I'm almost not wanting to start anything new until it comes out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 24, 2007, 08:20:25 PM
garrrrr!!!! im gonna have to redo my city again so i can use the wider OWR mod when it comes out  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 24, 2007, 10:16:18 PM
Quote from: glepet on May 24, 2007, 07:17:20 PM
ditto, here.
I'm almost not wanting to start anything new until it comes out.

I was thinking the exact same thing! With all these new transport network mods coming out, I'm hesitant to start any major projects.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 25, 2007, 06:43:37 PM
I am making a new texture set for the RHW at the moment... pictures will come later after modding and initial testing is complete.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: l.h. on May 26, 2007, 10:56:50 PM
Great work on this project guys. I'm really looking forward to the new rhw with the cool ass looking onramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2007, 08:25:46 PM
Hi everyone-

Well, I have an update for the first time in awhile with some actual pics of progress. ;)

I've gotten the hang of the puzzle drag method for the most part, and figured out a way to do more compact (but still RL-scale) versions of the RHW-6 and RHW-8.  They won't be separable because of the way they are structured, but I do plan on interfacing them with the separable versions.  Officially, I guess you can call these the RHW-6C and RHW-8C ("C" meaning "compact").  Eventually, I'd like to get a concrete median barrier added in for the RHW-8C.

Here's a shot showing the initial dragging mechanism for the RHW-6C:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9928%2Frhw6052720073ao8.jpg&hash=b06500ef1f576ec62119da62fe87041c409b49a4)

And further in the construction (I still need to make the overrides a little bit more stable):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F3131%2Frhw6052720072yv1.jpg&hash=889481ab7b799ec3c50933988ee750184a079ab2)

Here's the completed RHW-6C network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F1034%2Frhw6052720071mh2.jpg&hash=6c1e2b54675480dd9b614aee50a80ffe0e88ddd0)

And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9529%2Frhw805272007dj4.jpg&hash=41caa0a88a5ec9342dab530fd277e52ce8ccefdd)

Before anyone asks, this won't be in the next NAM--I wasn't even able to get the MIS ready by then. :D  But it's certainly possible that you'll see it by NWM Beta v1. ;)

As far as those of you wanting to wait to start anything new, well, as much cool stuff as will be in the next NAM, you might be tempted. ;)  Don't let me be a spoilsport.  But of course, NWM Beta v1 may be done fairly soon as well, depending on how things go.  You'll at least get the onramps by then, l.h., and I'm looking forward to seeing your new texture set, Allan. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 27, 2007, 08:47:17 PM
um im speechless........utterly speechless........anywho tarkus, is it possible to make a RHW auxiliary lanes? in which the lanes are leading you into the exit ramp and then the lane starts again at the end of the offramp? just thought id ask..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2007, 09:14:13 PM
To answer your question, Filasimo, yes, I would indeed be able to create some sort of auxiliary lane setup with these wider RHWs and the MIS.  Of course, this whole development also may have some effects on the MIS as well . . .  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 27, 2007, 09:29:24 PM
interesting tarkus i would be wondering how u would drag the RHW-6/8 to make a auxiliary lane since all it is is an exit lane that connects two exits together     (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fops.fhwa.dot.gov%2Ffreewaymgmt%2Fpublications%2Ffrwy_mgmt_handbook%2Fimages%2Ffig5-1.gif&hash=151009eb8ce92bb127157eaf92550854bd38aaef)
interested to see how u can do that with the RHW since the auxiliary lane is one continous lane bw exits n such..
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 27, 2007, 09:46:43 PM
That would be a good addition to the RHW, provided it can be done. Good thinking, Filasimo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2007, 01:27:20 AM
I agree with Dustin (thundercrack) that this is indeed a great idea, Filasimo.  And yes, it is certainly possible.  I 'd probably have to do it via an on/off ramp puzzle piece as I have in the MIS (which basically just gives a ramp stub), designed specifically to add/subtract lanes like that.  I don't know if you'd necessarily have the shorter dashed lines for the entire length (probably just limited to the immediate area around the puzzle piece), but other than that, functionally, piece of cake. ;)  Except for the texturing. :D  Maybe one day I'll have to get off my lazy rear-end and figure out how to make decent textures. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 28, 2007, 02:25:40 AM
thanks guys i just figured it would be awesome to have those lanes bc we have them here in nashville,TN USA as for the dotted lines what ive seen here where i live that on the interstates, the aux lane has the same striping as the other lines BUT as u get say roughly 100-200 feet it turns into the shorter dash lines...hope that helps and i look for the day i see that ingame  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on May 28, 2007, 04:37:47 AM
well multiple offramp interchange lanes are used for over a mile about 30 minutes drive from me

[linkie] (http://maps.live.com/default.aspx?v=2&cp=51.296424~0.507195&style=a&lvl=15&tilt=-90&dir=0&alt=-1000&encType=1)

zoom in and you can see the main 6 lanes carriage way with two interchange carriageways separated by medians, with two lanes a piece. this new junction was constructed to replace two standard overhead roundabouts
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on May 28, 2007, 09:28:48 AM
That is looking great, alex! Great idea, Filasimo! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 29, 2007, 12:27:30 AM
I will try to post some pictures of the new textures in action by this Friday (this is when my teachers have a professional development day). I have tested the textures, but I can't seem to find or change the texture for the puzzle pieces, which still use an old texture. This could be because it is in a location that is different than the main RHW file. Can you please tell me file name and exemplar where that file might be located?

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2007, 12:35:12 AM
Well, Allan, the puzzle pieces actually use a 256x256 pixel texture, as is standard for them.  They should be in the main RHW .dat file, but you'll need to use FiSHMan to export them.  The IIDs should be as follows:

0x5EEE7300 (Rail-over-RHW)
0x5EEE7700 (Road-over-RHW)
0x5EEE7800 (OWR-over-RHW)
0x5EEE8200 (Avenue-over-RHW)

Hope that helps!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 02, 2007, 11:03:41 PM
Hey, Alex! Just thought I'd stop in and see how things are going with all your various projects. Hope all is well, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 03, 2007, 01:21:37 AM
Hey Tarkus, I just got the new NAM all installed with the RHW.  Just wondering, why is the building of the RHW much slower now?  I kinda liked that super speedway way from the "RHW 13A" version. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on June 03, 2007, 05:46:38 AM
Well, we changed the speed back to the default value. ;) The high-speed setting was only introduced because there were some paths missing in the previous version, so building the RHW took ages. If you're a bit familiar with the Reader, I can explain how to change it to super-fast again, of you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 03, 2007, 12:02:16 PM
Hey all, Ive wanted to use the RHW for ages now, but its never seemed to work for me. It installs correctly and the button appears at the top of the Highway menu, but it only ever drags ANT, and never turns into RHW.
Any suggestions?

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 03, 2007, 12:41:15 PM
Hello, Fred!

The same thing happened to me with the new NAM, but I installed the NAM Essentials and now it works. If you installed the NAM Essentials before you installed the RHW, try re-installing the Essentials. If that doesn't work, I'm not sure what the next step would be. I hope this helps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 03, 2007, 06:42:06 PM
Quote from: Andreas on June 03, 2007, 05:46:38 AM
Well, we changed the speed back to the default value. ;) The high-speed setting was only introduced because there were some paths missing in the previous version, so building the RHW took ages. If you're a bit familiar with the Reader, I can explain how to change it to super-fast again, of you want.

Nah, it's ok.  I was just wondering.  Thanks for the back-story on it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on June 04, 2007, 12:13:16 PM
@freedo50
just a question: you do drag ANT roads beside each other, as the ANT is there until you drag another ANT road beside it then it turns into RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on June 05, 2007, 10:52:05 AM
Would it be possible to just make the ANT a RHW without having to "double-drag" it? That would be great, because whenever I try to make a good multi RHW (8 lanes) it just changes into 2 parallel, normal highways  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 06, 2007, 08:39:22 AM
Got the problem sorted by reinstalling the NAM essentials. Thanks for the help.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 06:27:37 PM
@Sim Jesse: The variable width RHW has not been released yet. You can only make 4-lane divided highways (2 lanes each way) at this time. The variable width RHW will be available as part of another project.

It's not possible to make the ANT a RHW in the manner you suggested due to how the network is setup in the EXE. By default, the ANT is a single tile network. Tarkus and other NAM modders created a set of overrides to overcome this limitation and created the RHW with these overrides.


After talking with Tarkus the other night, I decided to continue with my cosmetic mod that I was working on for the RHW. I will also be helping him with the RHW MIS so he can get it released. So, here's what I have been up today:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F2878%2Frhwguardrailsstartgr7.jpg&hash=bcd1f6d1f90aec4c3665c4704b30c4dea4275720)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F3503%2Frhwguardrailsstart2yo3.jpg&hash=2084e5286ba88fd8d7b3c57af7a0067dc087d54d)
Starting the draw of the RHW with two parallel segments of the ANT.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F1313%2Frhwguardrailsspeedlimitoz4.jpg&hash=ac6b8ec2546f0ff1c3fcf551cf5f9a5bbe1b9684)
Speed Limit Signs (70 MPH in this case, which is my personal preference for the network speed)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F8273%2Frhwguardrailsrightcurvejj7.jpg&hash=a69d1a1d362931a798bfe067800bde9cd21fbb05)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F6599%2Frhwguardrailsleftcurvewf9.jpg&hash=8f68e1571453d80e3f6fc939518338d970f48aed)
Curves. There are also setups for the opposites of each curve. (Sign props custom made by me)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg354.imageshack.us%2Fimg354%2F8835%2Frhwguardrailsowendsjp7.jpg&hash=6243ebeab2f1d6b5b15f31479b1816a48137ec56)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F6040%2Frhwguardrailsaveendff0.jpg&hash=994a240364fa66075dcd8f596ea42773c0f4ddbe)
Ends of the RHW with One Way Roads and an Avenue

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F6004%2Frhwguardrailssidestreettc8.jpg&hash=f1d253419d79b60d85db09a624749cd8087d7ff8)
Intersecting side street with a custom stop sign prop. The white sign on the bottom is a "Right Turn Only" (http://www.trafficsign.us/650/reg/r3-5r.gif) sign.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F7320%2Frhwguardrailswideyh2.jpg&hash=142c2386b904780f9335421372effebd0fc113bf)
Wide median between sides of the RHW with guardrails and a crossover.

The guardrail props are Jestarr's and are found in his MEGA Prop Pack Vol 01. I modified the exemplar for the 8 meter long straight guardrail prop so it will appear, even if a network tile gets flipped. All the signs and guardrails seen here have been placed via Type 21 exemplars (Network Lots). These exemplars are what make props appear on networks without needing transit-enabled lots. T21's will work for both texture- and model-based networks.

The dirt alongside the roadways are part of a custom mod that I created, which is based off of PEG's Rural Roadways Mod. I modified it to put dirt shoulders in rural/unzoned areas only. My mod affects several networks.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 09, 2007, 06:40:20 PM
jan,
is it possible to fix the centerline transition when u transition it from a OWR or ave to RHW? i notice that when transitioned the centerline abruptly becomes longer or gets cut up.
Ryan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 06:48:05 PM
Filasimo,

That would have to be handled by the texture artists. My dirt-shouldered textures are simply copies of existing ones pasted onto a dirt texture that is floating around on my hard drives. I'm better at making vehicle skins than network textures. :(

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 09, 2007, 07:04:41 PM
its ok jan youve done alot of great work with ur latest update and visuals it would be cool if someone was able to create some sort of gentle sloping median kind of like a center ditch with gentle sloping sides....alot of interstates here in the US have them
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 09, 2007, 07:40:04 PM
Looking good, Jan! I do have a question, though: Is it possible to have wider curves (like the NAM road and rail curves) for the RHW? I think the more gradual curves would add some realism.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 09, 2007, 07:49:19 PM
Filasimo: Someone could probably BAT the median you are suggesting for where the RHW is wider. With careful terraforming, you could create the same result ;) I know what you are talking about though. SR20 in Washington State, between Anacortes and Mount Vernon, has a grassy median with a ditch at the center.

@Thundercrack: that would be up to Tarkus to decide. I'm just doing the Type 21 exemplars to "decorate" the RHW.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 09, 2007, 09:07:59 PM
Swamper77, you up for making an Eisenhower Interstate Shield Type-21 file? ;)  I can provide you a picture of the 50th Anniversary Shield that I've taken pictures of.  Only state that I've found it in is SC.  And then, it was just leaving the Welcome Centers.  Found it in two different places.  The SB Welcome Center on I-77, and the NB Welcome Center on I-95.  Have pictures of both, but I would send you the best one of the two that I.  So, you game?  If so, send a PM with your e-mail address so I can send you the picture. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on June 09, 2007, 09:13:20 PM
thats an excellent work swamper  :thumbsup: &apls

Im thinking in doing non-functional wide curves for RHW and others at my RHW project... thats a nice idea, thundercrack!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 09, 2007, 09:29:48 PM
Quote from: Swamper77 on June 09, 2007, 07:49:19 PM
@Thundercrack: that would be up to Tarkus to decide. I'm just doing the Type 21 exemplars to "decorate" the RHW.

I guess I should have opened the question up to everyone working on the project, as I meant to do. Sorry about that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on June 10, 2007, 04:00:03 AM
That is looking wonderful, jan! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on June 10, 2007, 04:25:24 AM
Wow great work Swamper, I came in here specifically to ask about a version of this I had seen over at ST some time ago. Isn't that a weird coincidence? Great work though!


Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on June 10, 2007, 05:41:31 AM
nice work jan, it really adds to the realism of the rhw.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 10, 2007, 08:27:46 AM
I've been working the past few days on a new transition piece for the RHW.  I'm open to questions and comments, as always.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F2260%2Frhwtransitionlk9.png&hash=d66e759cdbf923ea4e1747c566471df2894ce4cb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 10, 2007, 11:22:06 PM
burgsabre, a silly question i ask...is that a transition piece for the RHW-4 in which the right side lanes transition to 3 lanes? if so why not have the transition occur on the right side? unless its a euro version i would show an example when i get back in town in a few days...also a 3 lane to 4 lane transition piece would be good also to make the RHW-6 into RHW-8...well just some ideas and questions i had...hope u get my concept
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 11, 2007, 03:31:17 AM
I've been working on for the last few hours on some street MIS connections.  These are totally different from the street junctions that are currently on the mainline RHW.  So, how do they look to you guys?  Any suggestions?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fstreetxmisrampmt4.png&hash=00ff27c12b69639dc01d0b9dad6fdaf3eef8337f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fstreettmisrampmt3eft.png&hash=b5deb7b71a7ccbbdf822b7ca1750141282eca688)

BTW, these pieces mostly will only be able to be used with the Elevated-RHW when it comes out since there isn't any elevated street puzzle pieces yet. **HINT, HINT other NAM people. :P **  However, the Right Turn Only piece onto the MIS system below can be used almost anywhere in the RHD world.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fstreettmisrampmt3right.png&hash=551d4e66cea8d48f98d291668ab20bb1cbb830b2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 11, 2007, 05:10:18 AM
filasimo:  That's a transition for 2 two-lane sections of RHW traveling in the same direction merging.  The reason I had the extra lane come in from the right side was because it made sense to me.  (I'm really not sure why it did.)  Maybe I'll try bringing the lane in from the left.  There's also this piece's opposite - a splitter piece - forthcoming from me shortly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 11, 2007, 02:51:46 PM
Quote from: burgsabre87 on June 11, 2007, 05:10:18 AM
rickmastfan67:  That's a transition for 2 two-lane sections of RHW traveling in the same direction merging.  The reason I had the extra lane come in from the right side was because it made sense to me.  (I'm really not sure why it did.)  Maybe I'll try bringing the lane in from the left.  There's also this piece's opposite - a splitter piece - forthcoming from me shortly.

Um burgsabre87, that was Filasimo that commented about your RHW merging piece, not me.  I made a post about new street interchanges for the MIS. ;)   BTW, how do you like them? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 11, 2007, 03:24:27 PM
i see now burgs bc it makes me think if there will be a RHW-6 and a RHW-8 wouldnt we just need a transition piece such as a RHW-4 > RHW-6 transition piece and a RHW-6 > RHW-8 transition piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban on June 14, 2007, 05:21:54 AM
Hey

I installed the RHW after installing the new NAM but the ANT network does not show up in any menu  ()what()

can someone help me??? please
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 14, 2007, 05:43:50 AM
urban:  It sounds like you didn't get the ANT installed when you installed the NAM.  Try uninstalling and re-installing everything, and make sure you select the ANT Plugin when you re-install the NAM. 

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ardecila on June 14, 2007, 11:05:21 PM
Umm..  Tarkus, I have a couple questions.  First of all, is there a private thread here for contributors?  I'd like to be able to discuss some technical aspects of a project I'm working on.

Second...  there were two new roads that got me excited a few months ago.  One was a 4-lane road that fit onto one tile, by removing the sidewalks.  The other was a wider one-way road (I think that also fit onto one tile).  Who was making these, and are they still "in the works", so to speak?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 14, 2007, 11:21:45 PM
ardecila:  Glad to see you over here!  To answer your first question, see the PM I sent you.

As far as the second question goes, Shadow Assassin had done the 4-lane road awhile ago.  We had talked about doing a puzzle drag implementation on it.  I don't know if he's still working on it or not.  As far as the wider one-ways, that was something jplumbley and mikeseith were working on, and I've done some technical advising as well.  They have a thread on it here (http://sc4devotion.com/forums/index.php?topic=1076.0); it's still slowly progressing.

Hope that answers your questions!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban on June 15, 2007, 08:41:34 AM
@Tarkus:thanks it's working now  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 16, 2007, 02:55:16 PM
Quote from: Tarkus on May 27, 2007, 08:25:46 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F1034%2Frhw6052720071mh2.jpg&hash=6c1e2b54675480dd9b614aee50a80ffe0e88ddd0)

And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9529%2Frhw805272007dj4.jpg&hash=41caa0a88a5ec9342dab530fd277e52ce8ccefdd)

Hey Tarkus, pass over to me a copy of the RHW-6C & RHW-8C.  You have the e-mail address. ;)  I have an idea for a Puzzle piece that could start them out.  For instance, I'm thinking of making a puzzle piece that starts out as a RHW-4, then it gains a left lane and also gains a lane from the right from an entrance ramp for the RHW-8C. ;)  For the RHW-6C, just the left lane addition. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 17, 2007, 05:06:43 PM
ouu that sounds interesting rick good luck with starter piece....the entrance ramp starter piece, could that mean the beginning of an auxiliary lane i mentioned earlier in the thread?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 17, 2007, 05:20:10 PM
Filasimo:  I don't see why that couldn't be an option.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 17, 2007, 06:49:48 PM
if im not mistaken Alex mentioned that its possible so lookin forward to that
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 17, 2007, 07:32:42 PM
Quote from: Filasimo on June 17, 2007, 05:06:43 PM
ouu that sounds interesting rick good luck with starter piece....the entrance ramp starter piece, could that mean the beginning of an auxiliary lane i mentioned earlier in the thread?

I'll look into doing it somewhat like that.  I don't think that should be that hard to do. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 22, 2007, 11:06:01 PM
Hi everyone-

I realize this thread's been a little quiet on the development front.  Have a few things in the works which I don't have ready to show yet, and RL will be beating up on me a good deal here soon.

At any rate, I do have something developed here--and available to download (attached to this post). ;) 

Edit as of 3/27/2008:  Attachment has been removed, as it is outdated and will not work with RHW v20 or later, as well as HSR v2 by Warrior.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F1640%2Frhwhsrpmr0.jpg&hash=83aff182ae4a5e14b225f95c5a4d8a58b1a160db)

For those of you using the High Speed Rail Project (HSRP) mod by 3ddz and Murakumon (which replaces the Monorail network and can be downloaded here-Link Removed on 3/27/2008),  I have worked up a cosmetic patch, which prevents it from reverting to the old Monorail models when you drag it over an RHW (or ANT).  Just place the zz-RHW_HSRP_Patch.dat file in your Network Addon Mod\Rural Highway Mod directory.

Enjoy!

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 22, 2007, 11:11:31 PM
w000t!! 1 Ring rules the....oops what am i saying?!? good job in releasing that out Alex!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 05:31:28 AM
Here's something that I just made this morning.  This could be the default RHW-4 to RHW-8C Puzzle piece if Tarkus wants it to be.  Spent about 3-4 hours making this playing around with a few different settings in PSP7.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW4-8C.jpg&hash=72fb82726f1990c9c80a37a869489bafe2e5474e)

So, how do you guys like it?  It's going to be a 3x9 Puzzle Piece Starter.  Tarkus, try to hit me up later today on MSN and I'll pass on over the PNG format so we can see if we somehow can get it into SC4 because I've never done anything like that since I'm only a grapics kind of guy. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 23, 2007, 06:32:44 AM
awesome puzzle piece design rickmastfan, if u also want some inspiration and an idea how the RHW-4 to RHW-6C should look like, heres a link to a pic of how it executes and starts in an interstate where i live close to: http://maps.google.com/maps?f=q&hl=en&q=hermitage,tn&ie=UTF8&ll=36.173998,-86.49011&spn=0.002884,0.005021&t=k&z=18&om=1 later on the interstate forms a 4th lane each side
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 23, 2007, 06:57:51 AM
Rickmastfan,

Great puzzle piece! I'm really excited about RHW-6 and RHW-8, and thanks for contributing. I know Alex really needs your texturing skills!

However, there are two changes that would make it excellent:

1. extend the dotted white lines all the way to the yellow shoulder line, as well as removing the reflectors and replacing them with the dotted white lines.

2. Remove the yellow hash marks. They don't serve any purpose as drivers should be following the other markings and paid attention to the signs warning "Two Left Lanes End-1/2 Mile," etc. It would look much more realistic if there was blank pavement after the lanes begin to merge.

However, every state interprets the Federal Highway Administration guidelines differently. Until 2004, Mississippi didn't pay very close attention to their recommendations, however, new roads and repaving projects since then follow FHWA guidelines to the T. Alabama doesn't follow them closely at all, and they often get creative with their striping. For example, the end of the 6 lane on I-20/59 near Vance, AL (between Birmingham and Tuscaloosa) the far left lane runs out and it leaves and unmarked space about 400 feet long to merge! Louisiana does a decent job from what I can tell, Like Mississippi, the LADOTD has gotten better about striping in recent years.

If you have any questions let me know and I hope I've been helpful.

Cheers,
Kevin
Your local DOT Representative
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on June 23, 2007, 11:07:45 AM
Thank you Tarkus for the High Speed Rail Plugin. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 03:32:46 PM
Quote from: BigSlark on June 23, 2007, 06:57:51 AM
Rickmastfan,

Great puzzle piece! I'm really excited about RHW-6 and RHW-8, and thanks for contributing. I know Alex really needs your texturing skills!

However, there are two changes that would make it excellent:

1. extend the dotted white lines all the way to the yellow shoulder line, as well as removing the reflectors and replacing them with the dotted white lines.

Ok, I'll do that.  Should have an updated image posted above in about 10-15 minutes.

Quote from: BigSlark on June 23, 2007, 06:57:51 AM
2. Remove the yellow hash marks. They don't serve any purpose as drivers should be following the other markings and paid attention to the signs warning "Two Left Lanes End-1/2 Mile," etc. It would look much more realistic if there was blank pavement after the lanes begin to merge.

I think I'm going to keep it the way I have it.  Mainly because I modded this after a real-life highway that I've travel on several times.  It's I-77 in NC/SC.  The lanes that are going from 2 to 4 are based off the segment of I-77 SB just North of Charlotte, NC just South of Exit #23 I think.  The lanes going from 4 to 2 are based of I-77 SB just South of Rock Hill, SC near Exit 73 or 75.  Can't remember which one at this time without pulling up a Sat image of the area in Google.  However, here's a picture that I took from the car showing the Yellow striping in the left lanes as they end.  That's why I'm keeping it that way. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FInterstates%2FImg_1261s.jpg&hash=8272c5ef2757f63e04da69e0014c8d962dc37939)




EDIT: The puzzle piece 4 posts above has been updated.  How does it look now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 23, 2007, 09:20:53 PM
Here's another new starter piece.  It's the RHW-4 to RHW-6C starter piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW4-6C.jpg&hash=d1fc899376bc1ae8eaae23ed637dd513dd241b72)

Next up, a RHW-6C to RHW-8C.  Then some other versions that use exit ramps. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 23, 2007, 09:56:54 PM
Brilliant work, rickmastfan67! Those look fantastic! Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on June 23, 2007, 10:10:39 PM
rickmastfan67:  Nice work.

A few issues, though:
-  The shoulder along the added lanes should align with the lanes themselves.
-  Why are the merge areas different lengths?  IMO, it would look better if they were consistent.
-  Finally, the skid marks should align with traffic flow -- i.e., should not continue past the end of the merge lanes.

Sorry to be a such nit-pick.  They look great, though.

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 23, 2007, 11:29:38 PM
Those look almost exactly like what I see on IH 990 (Lockport EXPWY), northeast of Buffalo.  Great work, and keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 24, 2007, 12:03:44 AM
Rickmastfan,

Looking great! It seems that what the FHWA recommends isn't always what State DOT's adhere to.

At any rate, I can't wait to see these in game and keep up the great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 24, 2007, 05:18:06 AM
Quote from: ACEfanatic02 on June 23, 2007, 10:10:39 PM
rickmastfan67:  Nice work.

A few issues, though:
-  The shoulder along the added lanes should align with the lanes themselves.
-  Why are the merge areas different lengths?  IMO, it would look better if they were consistent.
-  Finally, the skid marks should align with traffic flow -- i.e., should not continue past the end of the merge lanes.

Sorry to be a such nit-pick.  They look great, though.

-ACE

1. It doesn't always happen.  I based the two puzzle pieces you see in this thread on real-life stretches of road that I've personally traveled on.  For the RHW-4 to RHW-8C, I based that off of two different segments on I-77 in NC and SC. (See post #157)  Also here's the Sat Image links to those areas.  Based them both sides on SB I-77's design and added a little bit of a personal flare to them.  Plus on the merge from 4 to 2 lanes, I made that shorter than what it looks like in real life because I don't think anybody would want a 3x30 puzzle piece that they couldn't add any off-ramps to if SC4 would have allowed it. LOL.  Anyways, here's the Sat images of those areas:
I-77 NC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=35.381291,-80.849022&spn=0.003998,0.007231&z=17)   I-77 SC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=34.90632,-80.985804&spn=0.004021,0.007231&z=17)
For the RHW-4 to RHW-6C, I made it similar to the other piece.  But with the RHW-6C to RHW-8C piece, I do plan on making the left shoulder follow the yellow line.

2. See #1.  However the RHW-6C to RHW-8C piece lanes will be similar when I have that completed.

3. Are you referring to the RHW-4 to RHW-6C piece, or both of them with that comment?  You want me to somewhat gray out the area past the yellow line on the RHW-4 to RHW-6C piece?  Because I can do that since I did that with the RHW-4 to RHW-8C piece.  Or did you have something else in mind?  If you did, please provide a picture in what you're thinking so we're on the same page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on June 24, 2007, 11:28:38 AM
starting to put signs up on rickmastfan's lane merge transition:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F1.jpg&hash=997ea8f7ec8e65ccc8d90c106aafe973c07b7f6c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F2.jpg&hash=a44317650299a63257d5a59de55a0776ba4b3794)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 24, 2007, 11:34:09 AM
Well, that looks simply amazing, blahdy! I can't wait to see more development. As I've said countless times here before--the work coming out of this thread alone is enough to boggle my mind! Great job to all of you who have been working here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 24, 2007, 11:51:11 AM
Wow. Simply amazing.

I think I owe all of you a beer for this unbelievable realistic work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 24, 2007, 03:44:02 PM
Quote from: blahdy on June 24, 2007, 11:28:38 AM
starting to put signs up on rickmastfan's lane merge transition:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F1.jpg&hash=997ea8f7ec8e65ccc8d90c106aafe973c07b7f6c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F2.jpg&hash=a44317650299a63257d5a59de55a0776ba4b3794)

Now that looks dam sexy. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 24, 2007, 05:44:37 PM
Quote from: BigSlark on June 24, 2007, 11:51:11 AM
I think I owe all of you a beer for this unbelievable realistic work.
Wait just over a year, and I'll be able to take you up on that.   :P :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on June 24, 2007, 09:11:24 PM
rickmastfan:   thanks;  Btw, the lane painting for RHW does not appear to match on your texture.  The northbound lane paints and south bound lane paints do not have uniform termination to lot's edge. (i.e. look at the top.  the white lanes should start from the edge on *both* directions of the highway, where as in your case, only one direction of white lane paints is terminated to the edge, the other side has it starting after being striped blank for a bit..)


here's something new for RHW: Variable Speed Limit Signs
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F4.jpg&hash=0dc1f5d81f580f7e0e9f3f718aaae519527bce70)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F3.jg.jpg&hash=b0f4eb86adcee3300626f7ffaa57dfbd5772e243)


The sign is based off of Daktronics VS-5220 VSLS: http://www.daktronics.com/vms_prod/SL/SL-09868.pdfhttp://www.daktronics.com/vms_prod/SL/SL-09868.pdf (http://www.daktronics.com/vms_prod/SL/SL-09868.pdf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glenni on June 24, 2007, 11:17:04 PM
Wow.. :shocked2:

How many pollies did you put into that baby, eh? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on June 25, 2007, 12:46:30 AM
if only we can really implement the ITS system in SC4 can things really get nasty!  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 25, 2007, 03:13:52 AM
Quote from: blahdy on June 24, 2007, 09:11:24 PM
rickmastfan:   thanks;  Btw, the lane painting for RHW does not appear to match on your texture.  The northbound lane paints and south bound lane paints do not have uniform termination to lot's edge. (i.e. look at the top.  the white lanes should start from the edge on *both* directions of the highway, where as in your case, only one direction of white lane paints is terminated to the edge, the other side has it starting after being striped blank for a bit..)

If I think I know what you're talking about, I just followed the pieces that Tarkus provided me.  As an example, I took the picture of the RHW-6C he posted in this thread and drew lines across it where the grid lines are. (picture below)  Depending on which direction you're going (NB/EB or SB/WB), the white middle line is only suppose to touch the edge of the way you're going.  Now, if you're looking @ Tarkus's picture of the RHW-8C, he said he messed up on the textures for that one.  I just corrected the left lane to match what the two right lanes show because I bet that Tarkus is only going to fix the left side of the NB lanes since the SB match up perfectly already.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2Frhw6052720071mh2a.jpg&hash=9ed6d2ae063eb5b32cc5c44246e666ca98c243ed)
Quote from: Tarkus on May 27, 2007, 08:25:46 PM
And the RHW-8C (I realize I screwed something up with the textures--that will be fixed):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9529%2Frhw805272007dj4.jpg&hash=41caa0a88a5ec9342dab530fd277e52ce8ccefdd)

Quote from: blahdy on June 24, 2007, 09:11:24 PM
here's something new for RHW: Variable Speed Limit Signs
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F4.jpg&hash=0dc1f5d81f580f7e0e9f3f718aaae519527bce70)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F3.jg.jpg&hash=b0f4eb86adcee3300626f7ffaa57dfbd5772e243)

That looks awesome!!!!!!!!!!!!!!! :thumbsup:  You are really the king @ the 3dsMax part.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 26, 2007, 12:20:26 AM

WoW you guys are simply amazing and sooooo much detail... will any of that be lost in render?
god i hope not cause i agree with what you said rickmastfan
QuoteNow that looks dam sexy.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 27, 2007, 08:31:32 PM
Just want you guys to know, I updated the RHW-4 > RHW-6C piece.  I hid the black area that had shown up after the yellow line.  So, how does it look to you guys now?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW4-6C.jpg&hash=d1fc899376bc1ae8eaae23ed637dd513dd241b72)

NOTE: You might have to do a hard refresh of the page to update the image.  If you don't know how to, all you have to do is this if you're using IE: Ctrl+F5.  Remember to hold down the Ctrl key when you're hitting the F5 Button. ;)

=====

Also, I should have time this weekend to do the RHW-6C to RHW-8C Piece. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 27, 2007, 10:50:08 PM
The striping is spot on, however, I would suggest changing how the "stain" begins/ends in the new far left lane. Keep up the good work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on June 28, 2007, 12:26:21 AM
You make an excellent work here, guys  :thumbsup:

Looking at these pieces I had an idea (unfortunately I'm a newbie in computer graphics and I can't draw quickly what I think about, I'll try to explain)
Having the RHW-8C piece you can divide it to 2 RHW-4C and make the smooth exit this way.  However, I see 2 problems:
1. After the exit you will have 2 RHW-4C running parallel in the same direction. Didn't they affect one to the other? Maybe not, if the outside one will immediately turn right or inside one will turn left?
2. To make such exit it is necessary to have the RHW-8C 2 tiles width, and your version have about 1,5 tile width. But maybe it can be solved?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 28, 2007, 12:34:22 AM
 &apls &apls great job much better improvement :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 28, 2007, 01:10:55 AM
Quote from: Ennedi on June 28, 2007, 12:26:21 AM
1. After the exit you will have 2 RHW-4C running parallel in the same direction. Didn't they affect one to the other? Maybe not, if the outside one will immediately turn right or inside one will turn left?
2. To make such exit it is necessary to have the RHW-8C 2 tiles width, and your version have about 1,5 tile width. But maybe it can be solved?

1. There is no such thing as a RHW-4C.  There is the default RHW-4 and I don't think there will ever be a RHW-4C since the default one is already 2 tiles wide, but that would be up to Tarkus.
2. Tarkus has created a RHW-8 that is 4 tiles wide compared to the RHW-8C that is only 3 tiles wide, but I don't know how much more Tarkus has done on the RHW-8.

Quote from: BigSlark on June 27, 2007, 10:50:08 PM
I would suggest changing how the "stain" begins/ends in the new far left lane. Keep up the good work!

I'll look into trying something about this on the weekend.  But no guarantees that it will work.

Quote from: patfirefghtr on June 28, 2007, 12:34:22 AM
&apls &apls great job much better improvement :thumbsup: :thumbsup:

Thanks. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 28, 2007, 11:00:21 PM
Hi everyone-

Sorry I've been a little quiet lately.  Dealing with some hardcore RL (moving, helping run a music festival, etc.) and I didn't have working internet in the new place until just a couple of hours ago (ISP being a pain).  So I'll probably be fairly scarce around these parts until about mid-July, when the festival ends.  I do have a couple updates for my MD essentially ready to go, but I likely won't have time to get any modding done.

blahdy and rickmastfan67, this stuff is looking fantastic!  To answer your question, rickmastfan67, about the RHW-8, I've basically just gotten some preliminary orthogonal RULs done (ditto with the RHW-6).  The non-compact RHW-6 is pathed, and 8 is almost pathed.  The "C" versions I need to fix some things with the RULs (that's what was causing the texturing glitch).  If you were to reverse the striping coloration on those RHW-4/6C transitions, it would work very well for the RHW-6 (the 4-tile one). 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 29, 2007, 03:51:07 AM
Quote from: Tarkus on June 28, 2007, 11:00:21 PM
If you were to reverse the striping coloration on those RHW-4/6C transitions, it would work very well for the RHW-6 (the 4-tile one).

Do you mean have it add a right lane instead of a left lane?  I'm looking at the RHW-6 piece you sent me awhile ago and if that's what you're talking about, it shouldn't be that hard to do.  I'll see if I can work it into my timetable for the weekend.  Same with the RHW-4 > RHW-8.  But first objective this weekend it to try to add a correct stain following the yellow line to expand the highway correctly to the RHW-4 > RHW-6C, then to the RHW-4 > RHW-8C. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on June 29, 2007, 11:20:30 AM
nice work there!!

also, rickmastfan, may i request to leave those red/white spots away?

regards

Meastro444
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 29, 2007, 08:11:41 PM
Those red / white spots are reflectors embedded in the highway surface.  I happen to think they add a realistic feature to the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 29, 2007, 08:47:16 PM
Also, what is currently being developed is decidedly based on US and Canadian practices, which are governed by the United States DOT Manual for Uniform Traffic Control Devices. The MUTCD specifies that all roads are to have reflectors between lanes and on the shoulders. So, burgsabre87 is making puzzle pieces that reflect the current highway safety laws of North America.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on June 29, 2007, 08:52:30 PM
Quote from: BigSlark on June 29, 2007, 08:47:16 PM
Also, what is currently being developed is decidedly based on US and Canadian practices, which are governed by the United States DOT Manual for Uniform Traffic Control Devices. The MUTCD specifies that all roads are to have reflectors between lanes and on the shoulders. So, burgsabre87 is making puzzle pieces that reflect the current highway safety laws of North America.

Cheers,
Kevin

I'm the one adding the reflectors. :P  But burgsabre87, if you need the reflectors for any pieces you're making shoot me a IM or a PM and I'll send it over. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 02, 2007, 03:54:31 AM
Ok guys, here's the weekend work report.  I was only able to work on the RHW-4 > RHW-6C piece's stain because of a power outage for most of Saturday due to a bird committing suicide out at the street and hardly any access to the PC on Sunday.  But what little time I did have, I got the stain added to the RHW-4 > RHW-6C piece.  Plus with the technique I developed doing it, adding it to the other pieces shouldn't be that hard at all as long as I have the time. ;)

So guys, here's the picture of the new piece.  How does it look to you all now? ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW4-6C.jpg&hash=d1fc899376bc1ae8eaae23ed637dd513dd241b72)

NOTE: You might have to do a hard refresh of the page to update the image.  If you don't know how to, all you have to do is this if you're using IE: Ctrl+F5.  Remember to hold down the Ctrl key when you're hitting the F5 Button. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 03, 2007, 01:57:30 PM
awesome update on the textures my friend, and poor bird may the lil fly fly birdie rest in piece er peace :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: shoreman905 on July 03, 2007, 03:43:37 PM
That is nice work, Sir. Another example of the hard work that goes into making this game special.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 03, 2007, 03:55:42 PM
Quote from: rickmastfan67 on June 29, 2007, 08:52:30 PM
I'm the one adding the reflectors. :P  But burgsabre87, if you need the reflectors for any pieces you're making shoot me a IM or a PM and I'll send it over. ;)

Sorry, I should have proofread better.


Edit: I didn't look at the textures very closely earlier and the stain is now perfect! Great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 04, 2007, 05:06:27 AM
Ok, I have a quick update for you guys.  I got the RHW-4 > RHW-8C piece updated with a stain on it and it's posted below.  Also, I was also able to get the RHW-6C > RHW-8C piece created and finished at the same time.

So, how do these look to you guys now? ;)

RHW-4 > RHW-8C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW4-8C.jpg&hash=72fb82726f1990c9c80a37a869489bafe2e5474e)

RHW-6C > RHW-8C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW6C-8C.jpg&hash=a292ac898f80ff28e31097d70c63dff66943a6d2)

Also blahdy, let me know when you want me to pass over to ya the updated PNG files. ;)

Quote from: Tarkus on June 28, 2007, 11:00:21 PM
The "C" versions I need to fix some things with the RULs (that's what was causing the texturing glitch).

Alex, I think I know why the RHW-8C was having that texturing glitch that you showed in this thread.  You just didn't rotate it correctly.  All you did was "Mirror" it over and thus, created the problem for ya.  So, if you just do a flip of the NB/EB side of the middle piece in whatever painting program you're using, that should fix the problem in less than 10 seconds.  Just remember to have the NB/EB lanes selected, otherwise, you'll mirror the SB/WB lanes at the same time thus causing a whole new problem. lol. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 04, 2007, 08:11:30 AM
Damn. I can't wait until I get to plop these bad boys! Great work!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: flame1396 on July 04, 2007, 01:27:18 PM
Great textures... I may postpone my next xity until these babies are out :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 05, 2007, 10:06:32 AM
So this project is moved here now... Huh.

Are there going to be elevated puzzle pieces for theses? Bridges? Anything like that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 05, 2007, 12:06:02 PM
Quote from: simzebu on July 05, 2007, 10:06:32 AM
So this project is moved here now... Huh.

Yes.

Quote
Are there going to be elevated puzzle pieces for theses? Bridges? Anything like that?

Yes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 06, 2007, 10:21:37 PM
I love what has been happening with the RHW. However, I did notice one thing with the ANT network. I don't kno w if it's inheirent within the architerial structure. Basically, what I'm talking about is the climb rate of the road up the side of a mountain.
For example, if I place a default Maxis freeway up the hill, it has a climb rate say about 30% incline. Place the same RHW up the same hill and the climb rate is like 10%. It doesn't matter if you use dual highways or a single roadway. The result is the same. A very low climb rate. This would work fine if I'm using flat land, but in this case, I'm looking to design some rural highways in the mountains and hills.
So has anyone else noticed this or am I just plain crazy... Well, I am crazy, but you know what I mean.

-Susan Marie aka blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shiftred on July 07, 2007, 06:54:56 AM
I have a slope mod that makes the ANT/RHW very restrictive in its climb rate, is it possible you have one of these mods?  I believe the restrictiveness was designed before the ANT was use much for transit as a tool to make extremely smooth slopes where other networks could be laid.  With the mod removed the ANT/RHW climbed inclines much steeper.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 07, 2007, 07:47:04 AM
Some people may wonder what happened to the RHW mod I was working on a while ago. Well, after a while of consideration, I've decided to start again from the ground up, using road markings extremely similar to the standard way of Australian markings on motorways. Also, note the addition of cats-eyes, to bring it in line with what's planned for the new incarnation of the RHW.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F8459%2Faussierhwv2rt3.jpg&hash=3688b51cfef9239887e2d2eeb24f0b17f4717e90)

These are the only pieces done. I apologize for the shoddy image quality. It seems Photoshop's decided to change my settings. Again.

Okay, here's the run-down. This texturing is based off standard road markings for motorways here in Australia (with the exception of Perth, since their freeways use American road markings :P). It's always - red cats-eyes on the outside shoulder, white for the lane cats-eyes, and these cat-eyes always appear in front of the lane markings, and yellow cats-eyes for the inside shoulder. Oh, and did I mention that some pieces are wealth-dependent? :P Also, the main road surface is almost always darker than the shoulders.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg477.imageshack.us%2Fimg477%2F6269%2Faussierhwv2wdgp6.jpg&hash=b4c8507b8d85fdf4687cc332d22a444d8a374ffe)

Wealth-dependent pieces in action. (look, it's conveniently labeled!)

And blahdy, I certainly hope the RHW elevated network pieces will be easily skinnable. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on July 07, 2007, 07:55:22 AM
That looks really awesome SA  :thumbsup:

They would be lovely for my cities  ;D

Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 07, 2007, 09:04:17 AM
Is there any chance that you could create a set of textures without those cateyes as well? They would make an awesome European RHW! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 07, 2007, 10:54:51 AM
Beautiful work, SA! I like the asphalt color!
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 07, 2007, 11:34:15 AM
Alex -
I followed you here so i can keep up with the RHW and the TLA, only to find out more information on here than on ST.  Keep up the great work! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 07, 2007, 03:45:12 PM
Thanks Shifted.
The clue was the slope Mods. After doing a little searching I found it, temp. removed it and was able to build RHW over hills.

-Susan Marie aka Blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 07, 2007, 07:48:01 PM
I ran into a problem with the RHW.  I have the NAM RHW version, the latest.  I can not run the RHW inot one-way roads or even into ground-highways.  Plus I have only one icon the where the default ATN (or whatever its called, can not think of it off the time of my head) for the RHW, is this suppose to happen?

Thanks,

Tyler
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 07, 2007, 08:06:48 PM
QuoteIs there any chance that you could create a set of textures without those cateyes as well? They would make an awesome European RHW!

That's easily done - the cats-eyes are actually a separate layer from the rest of the texture - one of the most important things I've done is actually to separate the layers so for all four pieces (the straight, street intersection, and the inner street, as well as the outer street), all I need is the one PSD file.

icfan: I think it's a feature of the new RHW. Try starting the OW tile next to the RHW, and the game will do the rest. Avenues will work better, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 08, 2007, 12:56:05 AM
Later that day...

Got the corners done. Also Wealth Dependent. I have to do the underpasses next, as well as improving the OW/AVE-RHW transition.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F7948%2Faussierhwv2cornersqj8.jpg&hash=63fdf8bc81415b51d290bb895416acb130f3ff03)

If people are wondering about the wider RHW textures - if any are going to be done, etc, these will actually be done as soon as I find out the precise specifications of the textures (ESPECIALLY the RHWMIS :P). But it'll be pretty similar to what we're seeing with the expansion of the RHW pieces like rickmastfan's doing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 08, 2007, 06:09:21 AM
Sweet! Euro RHW, here I come!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on July 08, 2007, 12:31:05 PM
Shadow Assassin - Thanks for the tips, I am using the OW to transfer the RHW into the Big Dig lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 06:17:26 PM
Quote from: icfan on July 08, 2007, 12:31:05 PM
Shadow Assassin - Thanks for the tips, I am using the OW to transfer the RHW into the Big Dig lots.

yea, for now that's good idea as presently there is no RHW<->BIGDIG conversion lots available.

However, due to the recent bigdig-NAM merger, RHWMIS-BigDig components are being worked on.  So when they are released in the future, one-way enabled big dig lots should only be used for downtown/city arterial environments.  Dedicated RHW-BIGDIG highway pieces would be made, for being used in highway environment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 09:11:05 PM
new updated work for rickmast's lane merger texture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F10.jpg&hash=42f3d76b6dacc25bf598123b9bd96275d18d9ae7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F11.jpg&hash=66a4d7b67f06cbbc539a914fcb85bb793eba787d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F12.jpg&hash=f5037efbfc9e2fce2f897b48dd43682c53426952)


rickmastfan, there is another sign bridge gantry that's sitting empty that needs to have some signs on it.  if you have any particular signs that you want to request to be put up in the model, let me know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 08, 2007, 09:12:16 PM
I am shocked! Shocked at how realistic those signs look, blahdy! Excellent work, my friend! Excellent work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 08, 2007, 09:21:27 PM
VERY nice work, blahdy. Are they props, or will it include the ground texture? (I actually hope it doesn't :P)

I got my hands on some extra textures from Alex, and I'll post the end result below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg383.imageshack.us%2Fimg383%2F4913%2Frhw426transitionvn4.png&hash=a98ed013932d09c298af720acc63c52cf0cfbdee)

This is the Aussie version of rickmast's texture. In Australia, that third lane beginning like that (on the right side of the image) is quite common.

And the RHWMIS offramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F5206%2Frhwmisofframpme8.png&hash=404fdbb5121b86c237f4d9fa9832c8801fc1ecde)

Now, if some people are wondering why I've got the background a shade of grey rather than white, it's because the existing RHWMIS puzzle pieces have problems with white borders and the like. I have already spliced these textures up, ready for easy addition into the game when Alex releases his RHWMIS.

Next up: Doing the underpasses. The RHW has yet to have these done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 08, 2007, 09:46:15 PM
Shadow_Assassin: it will be a giant prop.  LOD work to show vehicle automata will be quite a challenge if the texture was to be included.  I'm using rickmast's texture in 3ds max to basically guide myself on where to place the signs and structures before rendering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 09, 2007, 01:02:48 AM

WoW y'all what amazing progress here... great job and keep up that hard work
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 09, 2007, 05:14:07 AM
Quote from: blahdy on July 08, 2007, 09:11:05 PM
rickmastfan, there is another sign bridge gantry that's sitting empty that needs to have some signs on it.  if you have any particular signs that you want to request to be put up in the model, let me know.

I have to think about that.  Should have an idea later today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 09, 2007, 05:19:22 AM
Great work SA  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 09, 2007, 06:01:02 AM
I need a little help here - does anybody know how to transit-enable for the RHW? I have a little problem because even though the lot plops onto the RHW just fine, I cannot draw the RHW into the lot itself to clean up the connection.

Is there any voodoo magic I have to do to get it to work? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: slincoln on July 09, 2007, 08:55:00 AM
With those lanes like that I wonder if it would be possible to make exit only lanes for the MIS exits, and then make entrances to the freeway have that 3rd lane for merging....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 09, 2007, 09:32:14 AM
Quote from: Shadow Assassin on July 09, 2007, 06:01:02 AM
I need a little help here - does anybody know how to transit-enable for the RHW? I have a little problem because even though the lot plops onto the RHW just fine, I cannot draw the RHW into the lot itself to clean up the connection.

Is there any voodoo magic I have to do to get it to work? :P

Shadow Assassin: In SC4Tool just TE the lot for road (make sure you have the directions the way you want), save and then in the Reader change the 13th rep of the tile you want TE'd for the RHW to 0x0000000B and save it sould now be TE'd for RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 09, 2007, 11:21:09 AM
@SA   Those interchange pieces if they are going to be part of MIS, should probably be puzzle pieces as that is what Tarkus is using for all the other MIS pieces.  It may even be possible to get that to be draggable if I had the textures  ::).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 09, 2007, 02:12:16 PM
slincoln: although that is a good idea that has already been mention itll eventually be worked on
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 09, 2007, 06:15:00 PM
Quote from: slincoln on July 09, 2007, 08:55:00 AM
With those lanes like that I wonder if it would be possible to make exit only lanes for the MIS exits, and then make entrances to the freeway have that 3rd lane for merging....

I plan on making some in the future.  However, right now, I have to finish the lane transitions for the default RHW-6/8.  Then I can get to Exit Ramps that have a lane end directly onto a MIS piece.

Quote from: rickmastfan67 on July 09, 2007, 05:14:07 AM
I have to think about that.  Should have an idea later today.

Ok, I have an idea.  How about a sign that says "West US-22 to I-376" and then under it "Harrisburg, PA" then under it "Pittsburgh, PA".  I can provide you the I-376 shield.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 09, 2007, 07:23:39 PM
Quote
Shadow Assassin: In SC4Tool just TE the lot for road (make sure you have the directions the way you want), save and then in the Reader change the 13th rep of the tile you want TE'd for the RHW to 0x0000000B and save it sould now be TE'd for RHW

I've done that - I think the behaviour of the RHW has changed quite a bit, though. It just won't allow a through route (unless I cheat and use roads, because the transition will act a little differently).

Quote@SA   Those interchange pieces if they are going to be part of MIS, should probably be puzzle pieces as that is what Tarkus is using for all the other MIS pieces.  It may even be possible to get that to be draggable if I had the textures

Yup, I know, but I did some normal overlay textures for people to use in lots.

EDIT:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F7108%2Fmorningonroute36ac3.jpg&hash=6fb0d27d287ec3d0dccb006e7ab9560162a09d8c)
Morning on Route 36 - showing the RHW in action, as well as a lot with the offramp. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 10, 2007, 11:34:09 PM
rickmastfan:  sorry, but it appears the VMS takes all needed space out of the sign bridge :/  but i've also changed the sign width for that large sign that had 495 on it.  So I can re-edit that sign to the content you wanted.  provide me with the shield and exact wording/configuration of how you want the sign to look and i'll get it done for ya... unless ofcourse, you think the current one i put up looks good ;)  up to you man..

Here is the completed type-21 exemplar for rickmastfan's texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F20.jpg&hash=76245cdd9b7ba0d3c87d9fdf6d19c3699f344fc2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F21.jpg&hash=f16a7dcefde03912aa1bca14c84466488b95f345)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F22.jpg&hash=ab7e1f538ce28339315d99337e46a6d3419a9418)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F23.jpg&hash=3042fff100d70eaf1f00994f67afda996109411f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F24.jpg&hash=cc37952fa8cce8953505fc54313b2c00eacf699c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on July 10, 2007, 11:38:57 PM
blahdy everything is perfect, but the base texture looks odd I dunno how  :-[ maybe the road lines looks too wide
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 10, 2007, 11:41:04 PM
Looks good, blahdy. I have never seen a camera that high up, though. Here, they're usually sitting just above the sign gantry.

Love the flow sticky up thingies. :P They're awesome. They'd be perfect for use in tidal flow situations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 12:03:42 AM
Quote from: HabLeUrG on July 10, 2007, 11:38:57 PM
blahdy everything is perfect, but the base texture looks odd I dunno how  :-[ maybe the road lines looks too wide

the base texture won't be part of my finished product, and I haven't updated my texture to rickmastfan's latest version yet (i will soon)  I'm just using the base texture to guide on where to place the structures and signs :)  When it becomes finalized, everything minus the texture will be rendered as a prop model, which then can be brought onto RHW as a type-21 exemplar by Tarkus, using proper texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 11, 2007, 12:08:20 AM
Blahdy,

For a T21, you will not want it all as one piece. A puzzle piece that size is made up of several models/textures, one for each tile that it covers. So you will want the gantry assemblies, the flow sticks, and the jersey barriers all as separate props.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 12:14:33 AM
Quote from: Swamper77 on July 11, 2007, 12:08:20 AM
Blahdy,

For a T21, you will not want it all as one piece. A puzzle piece that size is made up of several models/textures, one for each tile that it covers. So you will want the gantry assemblies, the flow sticks, and the jersey barriers all as separate props.

-Swamper77

roger that I'll group them separately as recommended before handing it over. ;)  thanks for the tip
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 11, 2007, 03:48:59 AM
Looks great blahdy.

Quote from: blahdy on July 10, 2007, 11:34:09 PM
rickmastfan:  sorry, but it appears the VMS takes all needed space out of the sign bridge :/  but i've also changed the sign width for that large sign that had 495 on it.  So I can re-edit that sign to the content you wanted.  provide me with the shield and exact wording/configuration of how you want the sign to look and i'll get it done for ya... unless ofcourse, you think the current one i put up looks good ;)  up to you man..

Well, since you're using I-90 stand along shields on the poles, would you be up to playing with both of the BGS's to a Pennsylvania flavor since I-90 visits PA?  Since we have two Interstate Junctions with I-90 here in PA (I-79 & I-86), how about we model the BGS off of one of them?  I'm thinking about the I-79 interchange myself since it has a A and B ramps since you have 2 BGS's on the signboards.
http://www.wrx900.com/I-90%20at%20I-79%20Erie.jpg
That's a link to a picture somebody else took going EB on I-90 @ the I-79 interchange.  I can provide you with a proper I-79 shield with no problems since I've personally worked up a personal 2di shield that I can change the numbers on it to anything I want.  Heck, it even works with a 3di Interstate on the 2di shield.  If you're wondering why I fiddled with that option for it, it's because of I-295 in Jacksonville, FL.  About 90% of the I-295 shields down there are on 2di shields.  No idea why, but it's like that.

So, I'll try to catch you later tonight on MSN with the I-79 shield. ;)  I'll leave the distance part up to you for underneath the control cities. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 04:23:47 AM
... and the RHW asphalt mod's done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg366.imageshack.us%2Fimg366%2F7672%2Frhw001nb8.jpg&hash=610b56a18e05149b926b04d34832dd89d4820c4f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg178.imageshack.us%2Fimg178%2F9830%2Frhw002zv4.jpg&hash=71437c917b5678a497784a06eada6aa8f921e220)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg329.imageshack.us%2Fimg329%2F7937%2Frhw003fi2.jpg&hash=f974dd5ee958c0302398222c63d03167b55326cd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F3492%2Frhw004vt9.jpg&hash=47b0098f1979ca171aae1482c132b0dca9153f6e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F9881%2Frhw005gn8.jpg&hash=d03fecc9b113a3755ea69a66a9a9827477923831)
The RHW in action in a built up area.

Will post it on the LEX soon, but I have to get permission first. :P

(until then, it'll be on the STEX soon :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 11, 2007, 05:40:57 AM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 06:19:30 AM
Download the RHW Texture Replacement Mod here! (http://www.simtropolis.com/stex/index.cfm?id=18407)

Have fun, folks!

--SA
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 11, 2007, 06:35:25 AM
@Rickmastfan  Is there a possibility of you sending me the textures you have created for the transitions you made?  Alex and I were coming up with some ideas last night in how to implement them and I am sure I can get them to work with RULs to make them draggable without the use of puzzle pieces.

@SA  Very nice!  That is an awesome set of textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 11, 2007, 06:51:44 AM
mightygoose hope this post answers your comment:

Quote from: rickmastfan67 on June 24, 2007, 05:18:06 AM
1. It doesn't always happen.  I based the two puzzle pieces you see in this thread on real-life stretches of road that I've personally traveled on.  For the RHW-4 to RHW-8C, I based that off of two different segments on I-77 in NC and SC. (See post #157)  Also here's the Sat Image links to those areas.  Based them both sides on SB I-77's design and added a little bit of a personal flare to them.  Plus on the merge from 4 to 2 lanes, I made that shorter than what it looks like in real life because I don't think anybody would want a 3x30 puzzle piece that they couldn't add any off-ramps to if SC4 would have allowed it. LOL.  Anyways, here's the Sat images of those areas:
I-77 NC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=35.381291,-80.849022&spn=0.003998,0.007231&z=17)   I-77 SC (http://maps.google.com/?om=1&ie=UTF8&t=k&ll=34.90632,-80.985804&spn=0.004021,0.007231&z=17)
For the RHW-4 to RHW-6C, I made it similar to the other piece.  But with the RHW-6C to RHW-8C piece, I do plan on making the left shoulder follow the yellow line.

2. See #1.  However the RHW-6C to RHW-8C piece lanes will be similar when I have that completed.

3. Are you referring to the RHW-4 to RHW-6C piece, or both of them with that comment?  You want me to somewhat gray out the area past the yellow line on the RHW-4 to RHW-6C piece?  Because I can do that since I did that with the RHW-4 to RHW-8C piece.  Or did you have something else in mind?  If you did, please provide a picture in what you're thinking so we're on the same page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 11, 2007, 07:15:12 AM
Quote from: mightygoose on July 11, 2007, 05:40:57 AM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.

Agreed. Usually there's a bigger distance for the merge, or one of the right lanes becomes exit-only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 11, 2007, 07:49:16 AM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on July 11, 2007, 08:35:52 AM
Quote from: jplumbley on July 11, 2007, 07:49:16 AM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.
Agreed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 11, 2007, 09:22:29 AM
Quote from: Shadow Assassin on July 11, 2007, 04:23:47 AM
Will post it on the LEX soon, but I have to get permission first. :P

What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 10:31:00 AM
Quote from: mightygoose on July 11, 2007, 05:40:57 AM
maybe its just me, but those rickmasterfan lane merge textures are still far to aggressive to be realistic.

There are actually lane mergers that happen at shorter distance, more often in urban/sub-urban environments in northeast US. 

Obviously, the modeling work I've done on top of rickmastfan's texture conforms with strict highway safety standards to realistically compensate for the short merger approach distance -- flashing lights on lane merger signs, flow sticks, etc are all recommended and approved practices by federal highway administration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 11, 2007, 12:17:10 PM
Quote from: Andreas on July 11, 2007, 09:22:29 AM
What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)

I second that one.  Those are some really, really nice textures SA.

And I'll also come to the defense of rickmastfan67's textures.  They look more than fine to me.  The signs are looking superb as well, blahdy. :thumbsup:

I should actually have some developmental stuff to show here soon.  Some wild stuff. ;)

-Alex

Edit: And SA, the reason why the RHW is acting funny on the TE lots is because setting the Transit-Enabling to 0x000000B will set it for the default ANT (RHW-2).  It will require a custom path to work properly with the RHW-4.  The one you'll want is 0x5EEE0100.
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 11, 2007, 12:40:20 PM
I was wondering about the Maxis highways, and if they had yellow lines. So I did a Google image search, and found this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsimcity.ea.com%2Fimages%2Fabout%2Finside_scoop%2Fnetwork_3.jpg&hash=a4516a8392b2629580429b600f51d32a6dade9a2)
It looks like an early screen shot. Note the single yellow line on the road, and the much different highway model.
This whole page (http://simcity.ea.com/about/inside_scoop/network.php) has a bunch of them.

Ah, here we go. From the first page of the ST thread on the RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fidealbb%2Ffiles%2F%2FRHW1.jpg&hash=bdbd39a63229c5bf92d3c028f14634b0cb5d769e)
So there is not a yellow line on the inside of the MHW. So really it wouldn't be a change to use those new textures. I think I might just switch...
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 11, 2007, 04:25:33 PM
Quote from: jplumbley on July 11, 2007, 06:35:25 AM
@Rickmastfan  Is there a possibility of you sending me the textures you have created for the transitions you made?  Alex and I were coming up with some ideas last night in how to implement them and I am sure I can get them to work with RULs to make them draggable without the use of puzzle pieces.

See the PM to ya. ;)

@ everybody:   To who have defended my transitions, thank you.  I appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 11, 2007, 06:14:58 PM
Quote from: jplumbley on July 11, 2007, 07:49:16 AM
Comon guys.  Rick's textures look just fine.  You need to remember there is RL and then there is a SC4 Balance, we need to realize that the Vanilla highway has on/off ramps of 3 tiles (speaking of aggresive), Rick is doubling that with 6 or more tiles in length.  If he goes much further, there will be people complaining that they are too long and it leaves a wide open space with no over passes.

Yeah, I know. I wasn't complaining, I love the textures, and they're much better than anything I could create. I guess it's just the fact that we all live in different states in the US, and each state has their own way of doing things. :P

(And honestly, I've seen RL on/off ramps that would be the length as the vanilla ones, and not just in urban areas.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 11, 2007, 07:00:28 PM
Quote from: Andreas on July 11, 2007, 09:22:29 AM
What about uploading them with the NAM team account, like the other NAM stuff? I could also create a small installer, although I guess the file isn't that huge to justify one. ;)

I was actually thinking about asking one of you guys to upload on my behalf - by all means, go on ahead and upload to the LEX! :P

Well, it is pretty much NAM-related, yeah.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 11, 2007, 07:37:59 PM
i was not attacking them they just seem a little short however if such things do inded exist i eat my words...
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 11, 2007, 09:15:55 PM
rickmastfan:  per your request, the sign configuration you ordered is now complete:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F34.jpg&hash=98fe9f194e40ceb520f23caeae143d1a84517bb3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F35.jpg&hash=e9a59aa5d8d78e90bdafbfeab0cc0c1c34378246)


Here are the final game view -like pictures.  I'll upload this soon so tarkus can work on it when he gets to it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F30.jpg&hash=ce1364f3a0692a43ee973278b72d93e26e52bf34)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F31.jpg&hash=3dc40459577519a40baafa5930e98c3c8eebbe21)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F32.jpg&hash=cfb9a0507d086ca80e0f8abca14e7c2644fa620c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fmast%2F33.jpg&hash=281e5dd0fe1641d3cae7844c4ad7a0e682b7468e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 11, 2007, 09:21:06 PM
I don't know what to say! Incredible looking, blahdy! Absolutely incredible!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 12, 2007, 02:13:39 AM
Quote from: Shadow Assassin on July 11, 2007, 07:00:28 PM
I was actually thinking about asking one of you guys to upload on my behalf - by all means, go on ahead and upload to the LEX! :P

Well, it is pretty much NAM-related, yeah.

Ok, I shall upload it later this day, in the usual NAM format. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 12, 2007, 02:37:18 AM
Well, I have something new to show off to you guys.

It's the Highway reflectors V2.0.  How do they look to you guys?  I've remodeled the reflector to look like it's now embedded into the pavement.  I've also created the Yellow reflector to add beside the yellow line.

Here's what V1.0 looked like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW-4New.png&hash=c6d43443f9788abc86d868627a15ba4616c58a34)

And here's what V2.0 looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW-4New2.png&hash=45f6ebb01814ee41083180980f50bea5cf267d09)

So guys do you like the upgrade, or should I stick to V1.0?  I did this for another reason other than the transitions pieces I'm making in this thread that I'm just not ready to announce yet. ;)  But when I do, you will all like it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 12, 2007, 02:51:41 AM
looks good rick! -eagerly waits for what he is about to unveil-  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 12, 2007, 04:48:29 AM
That looks much better. My problem with the old one was that the cats-eye was too big in proportion to the road marking.

Love the side reflectors. They're looking good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on July 12, 2007, 04:49:31 AM
I just wanted to say thank you to rickmastfan67, blahdy, Shadow Assassin, and anyone else for all the hard work you guys have been doing for the RHW. Your work is appreciated! 
&apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 12, 2007, 09:21:07 AM
The RHW Textures Replacement Mod has been uploaded to the LEX via the NAM Team account. :)

Download: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=969
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 12, 2007, 02:01:28 PM
Wow, blahdy!  That transition looks wonderful now!  At first I had second thoughts about it... but now they have been compromised.  ;D

Awesome job here on SC4D!  Those textures are looking great rickmastfan67!  Added defense here on your newer textures.   ()stsfd()

Shadow Assassin, your dark asphalt/Euro RHW texture looks awesome in game!  Thanks a lot for uploading it! :thumbsup:

Oh and by the way, I'm here now, well at least for a while.  ;)  I am seeing many projects moved here, and I can see why.  This site is well, different than ST, I'll give ya that :P.  We miss ya guys @ Simtropolis!  Be sure to reply there once and awhile for all the newbies there as well as the regular members!  By the way Tarkus, Qurlix is back, and is saddened with your sudden departure from the project @ ST &mmm. 

On all the development I have seen here (1st time viewer), my morale for RHW is boosted after seeing it take a dive when tarkus left ST.  Best of luck on the project anyways RHW Team!  Keep viewing Simtropolis for the latest updates there too!

     -Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 12, 2007, 03:33:05 PM
Hello all,

The transitions look great, blahdy's work on "signing" the transition is amazing.

I also like the new reflectors, they're pretty darn cool (not to mention that whole "realism" concept)!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 12, 2007, 04:56:27 PM
@Haljackey  For those of us who are working on the RHW qurlix's words publically did not seem very enthusiastic or warming.  He hasnt posted anything since.  If he truely is saddened about Tarkus leaving ST then maybe he should attempt to contact Tarkus.  But, its over Tarkus has left ST and is working here, qurlix hasnt been seen, but everyone is has been hoping that he will turn around and see whats happening here.  If you have his ear maybe you can show him that this isnt a bad place to be, and that its not "failing" in his words.

I can assure you that Tarkus has no plans of replying, helping or giving any support at ST.  Any "newbies" asking for help will have to find it from those who are there or come here to ask Tarkus himself.  There is reason for people leaving ST but this is not the place to deal with it.

I hope that qurlix comes here as you did and looks at this place without prejudices and sees that it is just another great SC4 site.  And a place where projects are flourishing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2007, 05:56:19 PM
Haljackey:  Welcome to SC4D!  It is good to see a familiar face over here.

As far as the situation regarding qurlix and ST, I personally feel that this would not be the proper place to comment on such matters.  You are more than welcome to send me a PM, however.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 12, 2007, 06:29:46 PM
Well, we all have our own opinions on the matter... but let us stick to the RHW here!  Whats done is done... The internet is a free country anyway (for now)... Great to hear from you guys again too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on July 12, 2007, 07:09:56 PM
Quote from: Haljackey on July 12, 2007, 06:29:46 PM
Well, we all have our own opinions on the matter... but let us stick to the RHW here!  Whats done is done... The internet is a free country anyway (for now)... Great to hear from you guys again too!

Yes, lets please stick to the topic.  We have already discussed the matter thoroughly in the past, and need to move forward now.  Case is closed in my opinion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: hconline on July 15, 2007, 01:03:43 AM
Quote from: rickmastfan67 on July 12, 2007, 02:37:18 AM
Well, I have something new to show off to you guys.

It's the Highway reflectors V2.0.  How do they look to you guys?  I've remodeled the reflector to look like it's now embedded into the pavement.  I've also created the Yellow reflector to add beside the yellow line.

Here's what V1.0 looked like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW-4New.png&hash=c6d43443f9788abc86d868627a15ba4616c58a34)

And here's what V2.0 looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW-4New2.png&hash=45f6ebb01814ee41083180980f50bea5cf267d09)

So guys do you like the upgrade, or should I stick to V1.0?  I did this for another reason other than the transitions pieces I'm making in this thread that I'm just not ready to announce yet. ;)  But when I do, you will all like it. ;)

Should use V1.0 with yellow reflecors on the yellow line. That is how I have seen them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcs072488 on July 15, 2007, 06:13:59 PM
Is it possible to make Multi Level interchanges with the MIS ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Johnnyman7 on July 16, 2007, 02:19:04 PM
I posted this over on Simtropolis - I hope nobody stones me to death for asking it here. I just cant figure out my problem.  ()sad()  Any help would be appreciated:

But I just installed the new NAM and RHW last night, and unfortunately, it's not working for me. I followed Tarkus's instructions exactly - first deleting the old NAM, then installing the new one, installing the NAM Essentials, and then the new RHW.

When I fire up Simcity, the RHW icon shows up, but when I go to plop the highway the way I did before, it doesnt show up. In other words, it just stays as a ANT road - not switching to the RHW when its supposed to.

Am I doing something wrong? I used the prior RHW with no problems at all. Is there a certain order that the RHW has to be loaded in the Plugins folder?  %confuso  Thanks in advance for the help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 16, 2007, 02:36:55 PM
@Johnny  If you want RHW-4 to draw, right now you have to drag 2, side by side ANT networks next to each other.  It will not change the textures unless this is so.  I hope this is what your issue is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 16, 2007, 03:08:52 PM
Quote from: Johnnyman7 on July 16, 2007, 02:19:04 PM
But I just installed the new NAM and RHW last night, and unfortunately, it's not working for me. I followed Tarkus's instructions exactly - first deleting the old NAM, then installing the new one, installing the NAM Essentials, and then the new RHW.

You forgot one important step - reading the readme file.  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: jlouhill on July 16, 2007, 07:44:43 PM
OK. Having a little trouble with the new RHW euro texture replacement modd. The only way the hightway works is if I lay down two roads right next to each other. How do you get them to work with wider medians? Also I can't find these new curves and what not. I have the modd in the following folder:

C:\Documents and Settings\John Thornhill\My Documents\SimCity 4\Plugins\NetworkAddonMod\Rural Highway Mod

Is this correct or do I need to move it out of this folder and after the NAM essentials folder?

Thanks,
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 16, 2007, 11:54:51 PM
If you are having problems with the new NAM, there is a thread for that to post your issues: http://sc4devotion.com/forums/index.php?topic=1444.0
thanks and good luck!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 17, 2007, 12:02:38 AM
Quote from: jlouhill on July 16, 2007, 07:44:43 PM
OK. Having a little trouble with the new RHW euro texture replacement modd. The only way the hightway works is if I lay down two roads right next to each other. How do you get them to work with wider medians? Also I can't find these new curves and what not. I have the modd in the following folder:

C:\Documents and Settings\John Thornhill\My Documents\SimCity 4\Plugins\NetworkAddonMod\Rural Highway Mod

Is this correct or do I need to move it out of this folder and after the NAM essentials folder?

Thanks,
John

Try putting the RHW euro texture mod into a folder called \SimCity 4\Plugins\zzz_RHW\ and see if that problem goes away. It could be a file conflict.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 17, 2007, 11:04:14 AM
Being a graphic artist for 30 years and then retiring for 4, once again, I feel the creative juices starting to flow. This time in a slightly different direction than before. With that in mind, I would like to help with RHW project. In order to get underway in understanding how to set things up, I have a few questions to ask. Please don't throw me to the lions for this.
The questions are... What kind of programs are you using to Mod with? What do you use for creating pathways or automaticas? I'm willing to learn from scratch but I just need the right direction to start from. Any advice will be appreciated.
Thanks
-Blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 17, 2007, 11:37:15 AM
@Blunderclod  Please PM me with your questions about helping out.  We can find attempt to find something in which you can help in.

Tools used in Transit modding:

SC4Tool (textures)
iLive Reader (RUL editing and other general modding)
Swamper77 (SC4 Path genius) Sometimes use Daeley's Path Creation Tool.
Gmax or 3DS (3D network models)
Paint, Photoshop, etc. (texture creation)
Lot Editor (T21 Exemplars)

Each of these areas have their own "experts" and it takes about 3 to 4 people to create a full new network.  Textures, Models, Modders (can be more than one modder).  PM me and I can try to help with details as best as I can.

It takes a very logical thinker to be a RUL editor, and you need to be able to visualize before its in-game, otherwise you will never understand.  It is hard to teach RUL editing it only comes from practice and patience.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Johnnyman7 on July 17, 2007, 01:14:36 PM
Hey Tarkus,
Thanks for the reply.

I used the RHW (prior version) in the past in my cities with no problems, so I know how to use it and how to lay the ANT network next to each other. After I switched over to the the NAM and the new RHW, I see the "RHW" button in my "highways" menu. I click it, lay two roads next to each other, but they stay as roads....they dont transition to the RHW.

I followed your post on how to install the new NAM step-by-step (which is excellent, BTW  &apls), and I've read the Read Me. I guess I'll read it again to make sure I havent missed anything, but am I doing something wrong? Does a certain file need to be located in the same folder as the NAM? Is there anything that needs to be "last loaded"?

This is my first-ever NAM/plugin file (been playing for 2 years)...I guess I'm no longer a Plugin virgin.  $%Grinno$%

Quote from: jplumbley on July 16, 2007, 02:36:55 PM
@Johnny  If you want RHW-4 to draw, right now you have to drag 2, side by side ANT networks next to each other.  It will not change the textures unless this is so.  I hope this is what your issue is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 17, 2007, 01:25:00 PM
Quote from: jplumbley on July 17, 2007, 11:37:15 AM
Swamper77 (SC4 Path genius) Sometimes use Daeley's Path Creation Tool.

Just a SC4 Path Genius? I'm a bit more than that, and you know that ;)

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 17, 2007, 01:27:58 PM
Quote from: Swamper77 on July 17, 2007, 01:25:00 PM
Just a SC4 Path Genius? I'm a bit more than that, and you know that ;)

-Swamper77

In no way did I mean for it to read that you only do pathing.  You are a SC4Path Genius though!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jlouhill on July 17, 2007, 07:34:45 PM
Thanks Shadow Assassin. I tried that and still no go. The only time anything changes is when I put two Rural Hwys next to each other. If I try to do it with a wider median I just get two roads. Also, I'm not seeing any of these new curves and such that comes with the RHW texture replacement. Any other suggestions would be greatly appreciated.

Thanks,
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 17, 2007, 10:57:16 PM
This is probably a waste of space to ask/say. But what if the RHW textures of the highway itself were wealth dependent rather than the sidewalks w/e it is along side them. So rural areas are more... Beat up looking, and urban areas are in better condition. Just a thought. Probably way to late.

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on July 18, 2007, 02:02:58 PM
Quote from: Sir Charles of Dunlap on July 17, 2007, 10:57:16 PM
This is probably a waste of space to ask/say. But what if the RHW textures of the highway itself were wealth dependent rather than the sidewalks w/e it is along side them. So rural areas are more... Beat up looking, and urban areas are in better condition. Just a thought. Probably way to late.

-Charlie
Realistically, it'd be the other way around.

(Rural interstates are better roads than urban interstates, trust me.)

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 18, 2007, 02:38:10 PM
^^ Agreed. Rural Interstates don't have as much traffic, so there isn't as much wear on the road. The only exception is when rural Interstates are about to be repaved, and urban Interstates have just been repaved.

I think the change would need to have transition pieces to make it look natural. I probably wouldn't notice, because my RHW is usually surrounded by things the game considers parks. (Noise barriers, seasonal trees, etc.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 18, 2007, 03:30:01 PM
Right... I guess I got that a little backwards... lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 18, 2007, 04:00:44 PM
Well guys, here's my announcement.

I'm going to be working with Tarkus and jplumbley on overhauling the main highway pieces for the RHW to version 2.02.  The upgrades include a brand spanking new roadbed and the highway reflectors on each piece to match North America highway standards.  Right now, I only have a preliminary shot of the brand new RHW-4 Curves to show you all.  The pieces for the curves have been updated since this picture below, but I don't have an updated shot to show you all since I'm not at home right now.  So, enjoy this early shot, and hopefully, I'll be able to show off more to you all once I finish off another piece or two. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FNewRHWCurvesIn-progress.jpg&hash=0331fa506025a614447753e6edef135d9c0dbe7b)

Also, once I've finished off the RHW-4 pieces, I'll be working on a proper set of RHW-2 pieces that should be released with the next RHW per Tarkus's approval. ;)

Enjoy all. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on July 18, 2007, 04:02:23 PM
Very cool!!!! &apls  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 18, 2007, 04:27:09 PM
Way cool. Nice curves.

-blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 18, 2007, 04:51:10 PM
That's looking really, really good.

I can't wait to see more!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: hoshattack on July 18, 2007, 08:49:10 PM
It looks awesome Rickmastfan67.  Can't wait to see those new pics!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 18, 2007, 09:04:58 PM
Those curves are looking good so far, my friend! Keep up the fantastic work! I'll be looking forward to seeing how it progresses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 19, 2007, 01:58:28 AM
Great curves, rickmastfan67! Looking forward to more...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcs072488 on July 19, 2007, 09:13:57 AM
Nice! Can't wait to see more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 19, 2007, 09:26:15 PM
Well guys, here's some more shots for ya to see.

First, a zoomed out picture of the new curves.  They aren't still fully finished because I still need to finish the rumble strips, but everything else for them are completed enough to show off this new preview.  You guys also get to see the new RHW-4 base piece.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.02_preview1.jpg&hash=a24f8ed8cc77c4d68037daaac52a3b393d6a4275)

Second, here's a more zoomed in shot of the pieces.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.02_preview2.jpg&hash=4a0aa9f1bcfb66a55fba38a0acfa338715148282)

Third, you get to see the brand new RR Crossing as well as the Emergency U-Turn lanes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.02_preview3.jpg&hash=360a8cc8f53ab6f541fad7673b99eb724ccc2db5)

Fourth and final, you now get to see the Street junctions with the RHW.  Just finished them overnight.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.02_preview4.jpg&hash=83da5cbd3d7ae16728c63867746ed81d9548ab1d)

Enjoy everybody!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 19, 2007, 10:10:40 PM
rickmastfan67:  Holy mackerel!  That looks really good.  Better than I could ever do.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on July 19, 2007, 10:16:32 PM
Those curves look a million times better, but Im afraid I think those textures are too bright. I liked the brightness and shinyness of the original.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 19, 2007, 11:04:34 PM
I also love the curves but I prefer the original textures in the way of the brightness of the lines, and I personally like the old rail/RHW better, so if you added the reflectors to the old text and made curves using the colours of the current textures, I know I would find it better. But those textures are far better than anything I could have done.uk
Title: Re: RHW (RealHighway) - Development and Support
Post by: gt6282 on July 19, 2007, 11:05:24 PM
That is one Sexy Curves! nice job rickmastfan67..  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 03:56:11 AM
Quote from: Yoman on July 19, 2007, 10:16:32 PM
Im afraid I think those textures are too bright. I liked the brightness and shinyness of the original.

Well, I tried my best to base them off the colors they're using on I-77 in SC.  Here's a picture I took from the SC Welcome Center showing the highway going SB.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FInterstates%2FIMG_1259as.jpg&hash=d8fb46b57593de242d6570adb1f30ab213b86e20)

I know I can't please everybody, but I wanted to show you guys what I was using as my base. ;)


Oh, and BTW, I updated my post above with the Street Junctions with the RHW. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 20, 2007, 04:38:06 AM
Damn that looks good! Since some of us (read: me) use RHW has a rural divided highway system as well as an interstate, could there be the railroad crossing marking on the pavement?

Looking forward to seeing more!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 04:53:44 AM
Quote from: BigSlark on July 20, 2007, 04:38:06 AM
Damn that looks good! Since some of us (read: me) use RHW has a rural divided highway system as well as an interstate, could there be the railroad crossing marking on the pavement?

Looking forward to seeing more!

Cheers,
Kevin

I'd love to, but it isn't really possible.  There isn't any extra room on the Rail/RHW piece. :(  It may look like there is, but it's just a normal RHW-4 piece connected to the RR Crossing piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 20, 2007, 05:23:07 AM
Darn. Is there a way to do it with Type 21 exemplars?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 05:44:21 AM
Quote from: BigSlark on July 20, 2007, 05:23:07 AM
Darn. Is there a way to do it with Type 21 exemplars?

No idea if that would be possible. :(  But maybe one of the resident Type-21 gods can show up and answer the question. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 20, 2007, 06:16:41 AM
Absolutely fantastic Rick, this could get me using that RHW again, I have tried it so many times, but the textures just didn't seem right to me. They're fantastic now!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on July 20, 2007, 09:33:32 AM
It looks nice but I'm having some concerns about the brightness of it...  ()what()

But we all know Rick does a wonderful job and thats what matters  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 20, 2007, 01:57:53 PM
a couple of nit-picks about the textures:

Railroad Crossing: If those are rubber panels in the roadway, I have never seen them with the roadway lines painted over the top of them.

The textures overall: The lines are too bright, almost glowing in the daylight. If you could use either the old colors or colors that are halfway between the current and old ones for brightness, they would look much better. They appear to "outshine" your reflectors at the moment.

As for the "RXR" marking for the pavement, it could be done with the following conditions:
- The terrain will have to be level with the tile that has the crossing
- You won't be able to have curves before the crossing.
What I have in mind is a planar S3D model (like the ped mall tiles) with the graphic of the "RXR" on it. The model will be offset by 16 meters so it will be on the tile before the crossing. The prop's location would be on the tile that has the railroad crossing on it:

|X|R|  X=where prop appears, R=railroad crossing tile

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 04:10:27 PM
Quote from: Swamper77 on July 20, 2007, 01:57:53 PM
a couple of nit-picks about the textures:

Railroad Crossing: If those are rubber panels in the roadway, I have never seen them with the roadway lines painted over the top of them.

I just found some more info about RR Crossings (http://epg.modot.org/index.php?title=903.17_Traffic_Controls_for_Highway-Rail_Grade_Crossings), so, that WILL be updated.

Quote from: Swamper77 on July 20, 2007, 01:57:53 PM
The textures overall: The lines are too bright, almost glowing in the daylight. If you could use either the old colors or colors that are halfway between the current and old ones for brightness, they would look much better. They appear to "outshine" your reflectors at the moment.

Guess alot of people think that as well.  I'll try again to darken them some more.  Hopefully, I'll find a happy medium that I and most everybody else can live with.  I'll work on it later tonight after I do my normal Friday night NR2003 racing. :)

Quote from: Swamper77 on July 20, 2007, 01:57:53 PM

As for the "RXR" marking for the pavement, it could be done with the following conditions:
- The terrain will have to be level with the tile that has the crossing
- You won't be able to have curves before the crossing.
What I have in mind is a planar S3D model (like the ped mall tiles) with the graphic of the "RXR" on it. The model will be offset by 16 meters so it will be on the tile before the crossing. The prop's location would be on the tile that has the railroad crossing on it:

|X|R|  X=where prop appears, R=railroad crossing tile

-Swamper77

Swamper (or anybody else that works with RUL's), would it be someway possible that I could "make" a special RHW title that a special RUL code could allow it to show up before RR Crossings as long as it isn't a curve?  Because if that's possible, I might work on one to go with the RHW-2 pieces as well once I finish off the default RHW-4 pieces which I still need to do. lol.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 20, 2007, 06:05:37 PM
Quote from: rickmastfan67 on July 20, 2007, 04:10:27 PM
Swamper (or anybody else that works with RUL's), would it be someway possible that I could "make" a special RHW title that a special RUL code could allow it to show up before RR Crossings as long as it isn't a curve?  Because if that's possible, I might work on one to go with the RHW-2 pieces as well once I finish off the default RHW-4 pieces which I still need to do. lol.

It should be possible if you make a RR Crossing texture with the X's to write a few overrides to make is so that when a Straight RHW is next to a RHW-RR intersection that the Straight tile will convert to a RHW RR-X tile.  We would even be able to have the rail crossing props on this tile if need be.  All I need is a texture.

Rick how many textures have you created so far for the RHW?  It may be a good idea to use your set when you get the tweaking done for the re-write.  Alex and I are going to re-write the RHW RUL code for draggable technolgy and have it more organized.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 20, 2007, 06:52:41 PM
Quote from: jplumbley on July 20, 2007, 06:05:37 PM
It should be possible if you make a RR Crossing texture with the X's to write a few overrides to make is so that when a Straight RHW is next to a RHW-RR intersection that the Straight tile will convert to a RHW RR-X tile.  We would even be able to have the rail crossing props on this tile if need be.  All I need is a texture.

Rick how many textures have you created so far for the RHW?  It may be a good idea to use your set when you get the tweaking done for the re-write.  Alex and I are going to re-write the RHW RUL code for draggable technolgy and have it more organized.

I think I should be 75% done on the current RHW textures that are in the RHW dat.  Still need to make the OWR-RHW connection, and AVE-RHW connection which I have the texture numbers for.  But there are some other pieces I plan on making as well for the RHW that currently don't have texture numbers for them.  Something like having the RHW ending @ a Street/Road/AVE @ a T-intersection.  Also plan on working up more RR-RHW crossings for the diagonal RHW-4 and also some diagonal RR's crossing a straight RHW-4 piece.  And also a Road-RHW junction where the RHW continues.  But I have several ideas to help complete the RHW texture pieces. ;)  I even plan on a better curve so if you want, you can move the RHW over just one tile instead of having to have a 2-tile medium between the RHW-4 textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 20, 2007, 07:27:44 PM
For anyone wondering what this railroad crossing pavement texture looks like in the real world:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F7417%2Frrxingsq6.png&hash=9e5d1d1b2e8d8a6f916a27848cb1dc71cef32bdf)

This image is taken from the United States Federal Highway Administration's Standard Highway Signs Book, page 10-15 of the 'Pavement Markings' section.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 20, 2007, 08:13:02 PM
I have to ask, though, why are there railroad crossings on highways?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 20, 2007, 11:44:22 PM
Quote from: Shadow Assassin on July 20, 2007, 08:13:02 PM
I have to ask, though, why are there railroad crossings on highways?

True  :D :D :D also in less developed countries  ;D
I'm afraid the RHW/RR crossing needs some work to make a viaduct - imagine these traffic jams, hard swearing and riots at the one-level crossing  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 21, 2007, 01:31:08 AM
Not to mention that if we were to add crossing gates to it, they will not work even with the stop points defined. Since the ANT/RHW has the characteristics of a highway, none of the traffic on it will stop when a train runs through the crossing. It has something to do with how the network is defined in the EXE. &mmm

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 21, 2007, 05:49:25 AM
Oh yay. Another way for the Sims to kill themselves, courtesy of the NAM. :P Just drive through, without stopping to check if a freight train's coming by...

(that includes the elevated roadways being able to be plopped in water)

;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: hconline on July 21, 2007, 10:32:12 AM
There generally aren't RR X-ings on a highway anyways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 21, 2007, 11:26:25 AM
But I think such signs have sense in the highway's surrounding (entrances, exits, service roads). Maybe this is the reason of putting them to the "Standard Highway Signs Book"? It would have sense also in SC4, if these additional roads would have the same texture as the main RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bulldog2010 on July 21, 2007, 11:42:54 AM
Yea, I have seen at-grade railroad crossings here in the U.S. before, but they were not on an interstate-type highway with exits and interchanges, just on regular four lane divided highways.  I agree with what Ennedi said in that it all depends on what type of highway it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 21, 2007, 11:46:04 AM
I don't think that the railroad crossings are meant to cross interstate highways, rather regular state highways. In PA, there are hundreds of different places where railroads cross state highways directly, and this type of marking is used in those circumstances. I think this is what they are going for in this situation, but I'm not sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 21, 2007, 03:54:06 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 21, 2007, 04:23:57 PM
Quote from: DFire870 on July 21, 2007, 03:54:06 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Depends on the traffic volume of both the highway and the railway. On US 2 out here in Washington State, they build bridges over one another, depending on location. Sometimes the railroad goes over, other times under the road.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on July 21, 2007, 05:10:55 PM
Quote from: DFire870 on July 21, 2007, 03:54:06 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).
Well, there aren't supposed to be. I'm sure there is one somewhere; every law in the US has an exception. That's just how we roll. There actually was an at-grade crossing on I-87 just north of Albany, though I don't know if it was I-87 yet before they got rid of it.

Anyway, the RHW isn't necessarily an Interstate. I can think of two roads in my area that look like RHW (Sligerlands bypass and that other bypass, Rt. 32 from 9W to Elm in Bethlehem). Neither has a rail crossing, but it's just for the point. I say make the crossing as realistic as possible, and if you don't want it, don't use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 21, 2007, 05:40:30 PM
Quote from: DFire870 on July 21, 2007, 03:54:06 PM
I'm pretty sure that by law there can't be at-grade railroad crossings on interstate highways, because of their purpose. With other roads it's fine (I think they're allowed on US Routes, but I'm not sure).

US-11 in PA goes right through the town where I live, and crosses over railroad tracks. But, as Swamper77 and simzebu pointed out, I think that each state has different ways of doing it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on July 21, 2007, 08:41:09 PM
I-45 south of houston had a grade crossing a long long time ago I think

Anyways, I agree its not realistic, but then again maybe for game purposes then Im for them

Hmm....You know if maybe that the crossings wouldnt work, then omit them, and make the road around the rails look all worn to give the impression that the tracks are lightly used industrial spurs and that a bridge wasnt necessary.

Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on July 22, 2007, 08:03:43 AM
Many many years ago, US 45 heading NW of Milwaukee was a multilane freeway. There was one at grade rail road crossing on the freeway. I remember this crossing well, as it struck me a bit odd to see a railroad crossing on a freeway.
Now a days, I look at satellite images and see that now there is a railroad bridge that spans over the freeway.
But at one time, it was an at grade crossing.

- blunderclod aka Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on July 22, 2007, 09:17:47 AM
Blunderclod is quite correct.

I know that stretch of road (US 41/45) very well.  I have traveled it often through the years.  At the time it was an "Expressway", a Wisconsin term for a divided highway with freeway speeds and a combination of at-grade and limited access intersections/interchanges.  There used to be a number of "at-grade" railroad crossing on that road, but they since have either been removed or bridged.  In one case they built the freeway under the tracks instead of over them.  Big mistake!!!  There is almost always flooding after a big downpour at that RR overpass (located on US 41 in Fond du Lac)  They are currently converting US 41/45 into I-41 - at least that is the word on the street.  In any case, WisDOT is certainly doing a lot of work on that road. 

US 151 is an example one of these Wisconsin "Expressways".  If you drive to Beaver Dam (WI), you will find an "at-grade" railroad crossing surrounded by road overpasses.  The speed limit on that stretch of road is 65 mph.  In every other way, that Beaver Dam bypass is Interstate Class, except for this RR-Xing.  It's strange, but true. 

So, having an "at-grade" RR crossing is appropriate to recreate rural Wisconsin "Expressways", but maybe not appropriate for the recreation of freeway/Interstate class hyways.  I am happy that the at-grade RR crossing are there for my purposes.   :)  Thanks for working on them.

Cheers,
Riponite

Quote from: blunderclod on July 22, 2007, 08:03:43 AM
Many many years ago, US 45 heading NW of Milwaukee was a multilane freeway. ... -  blunderclod
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 22, 2007, 07:37:37 PM

There is anther stretch of RR-Xing at grade along 45 at least it was about last year in the vincinty of Port Washington... Well its not in Port Washington but along the way to i cant recall the city name as i only went
threw there twice, once going to Port and the other Leaving Port back to Summit Lake....
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 22, 2007, 08:15:10 PM
In Mississippi, Alabama, and Louisiana divided highways are built to the same standards as interstates, except for the whole "limited access" thing, which means there could be a grade crossing.

I was on US 61 north of Baton Rogue, LA earlier today and there is an industrial spur that crosses a four lane divided highway that has a few road overpasses.

If you look at the pavement and markings for US 49 and I-55 south of Jackson, MS they're exactly the same.

That's why I made the suggestion, so that all situations would able to be recreated with RHW.

Sorry if I caused any controversy.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 22, 2007, 09:38:11 PM
Well, if you don't want at-grade rain intersections, there exists an alternative with the latest version.  Use the raised rail (not to be confused with elevated rail) puzzle pieces included with the NAM and press TAB until you find the rail over RHW piece.  This will grade-separate the two networks.  A picture follows below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F1263%2Fdowntownfeb147118516283lh9.jpg&hash=c3791b3def5283a22793cab73676142655c01475)

Hopefully this will solve all of these "standards" for real/in game highway networks! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 23, 2007, 05:29:56 AM
The only problem with this is that in real life it would usually be the other way round, with the RHW over the railway, as train have a much harder time climbing slopes than cars do.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 23, 2007, 05:34:21 AM
Yes. But the MIS/El-RHW is likely to come out next version, probaly when the new textures are released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 09:43:39 AM
Quote from: Warrior on July 23, 2007, 05:34:21 AM
Yes. But the MIS/El-RHW is likely to come out next version, probaly when the new textures are released.

We shall see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on July 23, 2007, 11:07:39 AM
Yeah, either the highway is elevated over the tracks, but since we can't use that for RHW right now, you can make a portion of the RHW a sunken highway, then use the rail on-slop puzzle pieces to make it a straight track over the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 23, 2007, 11:53:41 AM
So I it's(MIS) not coming out next version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 12:01:11 PM
Quote from: Warrior on July 23, 2007, 11:53:41 AM
So I it's(MIS) not coming out next version?

Im not confirming nor denying that MIS is going to come out in the next version of RHW.  The fact is we dont know.  It really depends on how much is done on it, and Tarkus has be blindsided by some real bad RLS.  We dont even know when the next release will happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 23, 2007, 01:13:43 PM
Hey everyone,  I am wondering if there is anyone out there with a copy of RHW-2, the only link I can find is dead.  I need to extract the textures for a test.  So anyone that has a functional link, or that can send me the original zip folder, I will be greatful.

Thanks in advance!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 23, 2007, 05:27:03 PM
Quote from: jplumbley on July 23, 2007, 01:13:43 PM
Hey everyone,  I am wondering if there is anyone out there with a copy of RHW-2, the only link I can find is dead.  I need to extract the textures for a test.  So anyone that has a functional link, or that can send me the original zip folder, I will be greatful.

Thanks in advance!

Hit me up on MSN.  I got what you need. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zaphod on July 23, 2007, 07:05:04 PM
Im looking foward to MIS, just curious how broad are the curves tilewise? Im saving space right now

Hey, not highway related, but I found a used ELP cd at hastings that has your avatar and namesake song on it. Listening to it now, cool stuff :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 23, 2007, 07:30:19 PM
Ok guys, I got the colors darkened.  How do they look now?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.03_preview1.png&hash=ccedd309875606438720012cc4ee5d34e5ac20d7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on July 23, 2007, 08:15:52 PM
that looks good to me.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on July 23, 2007, 08:41:33 PM
Awesome! :thumbsup:

Very nice rickmastfan67, keep up the good work.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 23, 2007, 08:59:08 PM
All I have to say is "Damn!"

You did a great job on these textures rickmastfan67!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 23, 2007, 09:00:37 PM
I didn't the last set looked bad, but now seeing the new ones, they are much better. Great job, rickmastfan67!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on July 23, 2007, 11:32:43 PM
rickmastfan67:  New textures look perfect.  Great job.

About the RR crossings further upthread:  certainly, Interstate-grade highways do not have at-grade crossings.  But state highways, US highways, and really any non-interstate highway outside of a major city have at-grade crossings.  And since the RHW emulates them as much as Interstate-grade highways, wouldn't it make sense to include a realistic RR crossing as well?

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 24, 2007, 02:19:36 AM
Thanks guys.  Here's a new piece that I just finished up a little bit ago.  It's really two pieces but you all know it as one. ;)  It's the Avenue connection to the RHW system.  Up next when I have the time, the One-Way Road connection. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.03_preview2.jpg&hash=7c6296d2aa5dbe9f46156f66981c14a4fa405fcc)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 24, 2007, 02:26:04 AM
A great new piece, rickmastfan67!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 24, 2007, 10:43:14 AM
The RHW-Avenue connection looks pretty good, rickmastfan67. I like the extra reflectors at the end of the RHW. Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 24, 2007, 11:12:23 AM
well talking with tarkus surely this isnt really a rural highway but more of a total highway replacement. these are perfectly viable in urban areas as they are in rural.... maybe this should infact become the HAM.... highway addon mod.

anyway enough semantics....

i was wondering if anyone out their fancied giving me a hand with something me and Dusktrooper were talking about.

basically the idea is draggable sunken highway's, done as modelled puzzle pieces.... we know that automata can be spawned below grid, and we know that they can be pathed, so all i need really is a guy who is good with textures.... and a modding whizz.... to help me get this badboy off the ground....

here is the basic piece that i came up with.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x1viewport.jpg&hash=9b7135bd3147239483cf1b2a8a7f22355fdf9a39)

and five adjacent....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x5a.jpg&hash=7951dd1ea9f192b11e7f360c459c4b45e109f837)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x5b.jpg&hash=5452b4c8740911c3512dcf95bc1faa63431b19a3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on July 24, 2007, 11:13:55 AM
Nice work rick, is it possible to create a connection directly to highway for the RHW, because it would be much easier than doing RHW -> Avenue -> Highway.

Mightygoose, that would be amazing for urban areas, I really hope you can get someone to help you out with this!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 24, 2007, 02:34:18 PM
@Mighty Goose:
You can't use BAT models for a draggable network. They will have to be converted to a True3D model, like the game's interchange pieces are. As a True3D model, you can't have the street lights as part of the model, but you can add them in via Type21 exemplars (network tiles). Also, the lighting for a network will have to be done with light cone models and not as rendered models. There are a few light cone models in the game, just not angled like your proposed street light. The light cone models in the game are vertical.

You will need a transition for this for where the highway goes from ground level to below ground level. You will also need to have a prepared trench in the landscape for it. Puzzle Pieces and networks don't do well with trying to show themselves below ground level.

@Fred:
There is a problem with the RHW-Ground Highway connection at this point, which is why you have to do the connections in that manner. The connection between RHW and the Ground Highway can be done, but the paths are not working on it so the traffic will not go through. Hopefully, this will be fixed in the next release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 24, 2007, 04:53:48 PM
swamper. as far as i was aware, from discussions with tarkus, that sunken models for model based transit netowrks would not require terrain modification. that was the entire point of making these models. these true 3d models. are all model based transit networks made of moels of this type? also is it possible to have angled lightcones in game as lightcones in the LE? i am fully aware that a transition piece is required as are curves and intersections, i just was using this piece as a generic straight piece as this is the only piece i have textures for....

is there a particular reason that true3D models dont like displaying below grid?
marrasts underpass lots, the pathed versions were below grid and had no problem displaying themselves or automata. why did they not require any trench, why did ardecila's sunken GLR not require any trench?

hopefully you can answer all my questions, if you can then i will have a much clearer understanding of what is required.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fukuda on July 24, 2007, 05:07:48 PM
All puzzle pieces or 3D draggable network pieces must be true 3D. You'll need to model your own lightcones (there's a tutorial at simtropolis, I think) and add them with Type 21 exemplars as Ardecila pointed out.

Transition pieces and all kinds of intersection models (a real pain in the neck) will be required, indeed

The grid is only "dug" with tunnels or TE lots, it seems, and transit pieces are not lots nor tunnels, marrast's lots are simply TE lots with fake underpasses ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 24, 2007, 11:38:18 PM
Also, they've had some LOD work done to them so they could appear the way that they did.

Mightygoose, the only problem I see with your idea - is it at all possible to change the textures between the two RHW texture mods?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 24, 2007, 11:58:39 PM
Quote from: Shadow Assassin on July 24, 2007, 11:38:18 PM
Mightygoose, the only problem I see with your idea - is it at all possible to change the textures between the two RHW texture mods?

Only if he makes them True3D like any other puzzle piece/interchange model &mmm

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 04:46:28 AM
right OK, firstly can what i propose be done, no matter the difficulty. can it be done?

secondly, shadow assassin, all my models are done with what i call texture plates. these are the bits of the model that are placed specifically designed for having the RHW textures added to them. if the textures are supplied i can add any flipping texture you want to them. rail road RHW OWR anything lol. however for the intersections i will need a guy who is clever with textures... maybe you SA for your texture mod, who can work with me to make textures to fit the pieces i make, if of course this is all possible.

EDIT:

well anyway, i have completed a slope piece...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x8a.jpg&hash=a45faa659ea35cba503596f7895853e21ef9e763)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x8b.jpg&hash=e30eef31218fb721099feaebf3dc1eedaf4cb9b6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 03:09:54 PM
That looks preatty good mightygoose.  If you want, I can pass over to you the newest RHW-4 piece that I created for the RHW overhaul so you can use it in the shots instead of the old one.  Just PM me your e-mail address and I'll send it on over. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 25, 2007, 03:12:22 PM
Wow, mightygoose! This looks excellent! I hope it can be done. I do have a question, though: Do you plan to expand them so you have more than two lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 03:40:38 PM
well talking with tarkus, i intend to make this compatble all the way up to RHW18
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 04:15:03 PM
Quote from: mightygoose on July 25, 2007, 03:40:38 PM
well talking with tarkus, i intend to make this compatble all the way up to RHW18

I personally don't think we will ever see RHW-18 come to life, but I do think we will get to at least RHW-10 being completed.  When, I have no idea, so don't ask me. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 25, 2007, 05:13:45 PM
Is there any way this great looking model could be turned into an underpass, as in putting RHW below other networks?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on July 25, 2007, 05:16:40 PM
Quote from: BigSlark on July 25, 2007, 05:13:45 PM
Is there any way this great looking model could be turned into an underpass, as in putting RHW below other networks?

Cheers,
Kevin

That would be a good idea there.  I'd support it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 25, 2007, 05:19:30 PM
As a BAT with custom LODs on a Lot, yes.
As a True3D model as a draggable network, no.

We do have puzzle pieces for when the RHW is at ground level and another network goes over on raised puzzle pieces, though. As a draggable network that is composed of True3D models, you would only see what is at or above ground level. The rest would be there but hidden by the terrain. Marrast's models are BATs with custom LODs which allow the vehicles to be seen on the Lot when they travel on it.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 05:54:42 PM
so what about if they were transit enabled RHW lots with overhanging props with the clever LOD's, that way no true 3d models but to any observer it looks like a continuous sunken network???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 25, 2007, 05:58:54 PM
Mighty Goose,

That would work with one exception: paths cannot overhang a Lot. They must exist on each tile and not beyond the borders of each tile.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 25, 2007, 06:07:47 PM
so it would be automataless.... well thats a bummer.... unless we supplied progressively larger sections.... like up to say 20-30 tiles long, so a good stretch of automata... you just wouldnt have any on diagonals.... but thats a  fair compromise is it not
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 25, 2007, 07:03:59 PM
@Mightygoose  If you want my opinion, your efforts could go into somthing else with better results.  Sunken draggable networks are not possible and in my honest opinion TEd Lots acting as a network are just a "cheap" substitute to a game limitation.

Your efforts could be better used by making an alternative to the exsiting GHW system, or modelling new El-RHW pieces that have better detail.  Or if you are such "obsessed" with having Sunken RHW make a new lot set for the sunken slopes.

Im not meaning to be harsh or disrespectful, your work is great and I am glad you are trying.  Its just not something that can be done properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on July 25, 2007, 09:12:12 PM
Would it work to make the network with no models on it, and then have lots and place one every so often to make the network viewable?

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 25, 2007, 10:04:43 PM
Quote from: Sir Charles of Dunlap on July 25, 2007, 09:12:12 PM
Would it work to make the network with no models on it, and then have lots and place one every so often to make the network viewable?

-Charlie

Sure, it could work.  But the issue is you will never be able to make intersections pop up without them being a TEd Lot, and if you have pre-determined lengths there will be many situations that you will never be able to include.  For instance since they will use TE lots you will not be able to have 2 intersections next to each other.  Another issue would be if you want curves, turns etc in the network your pieces are going to start getting too clos together or you are going to start having repetitiveness because the pieces will be standard pieces.

Have I ever stated how much I think TE lots are useless for networks?  They are good for bus stops, train stations etc. not the actual network themselves.  The paths never work properly, you can get sims using the lot as a short cut when its not.  I am totally biased towards the use of TE lots for transit networks, if you want eyecandy you might aswell make it no functional.

True3D is the way to go.  There is a helpful tutorial called Red Lotus' Interchange Tutorial.  Its alot of reading but then you are only working on one piece of it.  I still think that Mightygoose's time is better off being spent on re-moddeling the existing GHW or a puzzle piece set.  Sunken networks just simply dont work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on July 25, 2007, 11:43:03 PM
ok then... How about a draggable network, where MG's models are added to the appropriate network tiles with T21 exemplars, This way there would be no messing around with True 3D models. If using custom LOD's the paths assigned below groud on te network tile should show up, or am i mistaken?
Another advantage is that you could, in theory make diffrent models or diffrent wealth and have them all on one network where the props change depending on the surrounding wealth.
This wouldn't allow placing them on sloped peices, but it would a lot better than messing around with TE lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 26, 2007, 12:33:55 AM
Mjig,

Dragging the network is physically possible.  The T21s will work physically, but because a transit network requires a texture the "sunken" porting will not be visible.  The network cannot have an invisible base like lots and the terrain textures are not removed like with lots.  Meaning anything below ground level will not be visible for any type of Custom LOD you create.

Automata is not visible below ground level except for within specially modified lots.

-Swamper77
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on July 26, 2007, 02:18:41 AM
Will the next RHW include flyover ramps, loops, cloverleafs, etc. ?  &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 26, 2007, 04:09:01 AM
That's up to Tarkus, but it seems he's been away for the last week or so - RL beckons, but he's got the pieces working for that.

It probably will, but then again, it might not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 26, 2007, 05:16:04 AM
jplumbey the problem is you cant really make more detailed models of draggable model based networks as you are limited to about 600 poly's per model

i will make an underpass
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 26, 2007, 05:25:52 AM
Quote from: mightygoose on July 26, 2007, 05:16:04 AM
jplumbey the problem is you cant really make more detailed models of draggable model based networks as you are limited to about 600 poly's per model

i will make an underpass

It doesnt matter, there is nothing you can do but make True3D models.  If you dont want to make True3D models for Transit networks, then you might as well not even start.  Believe me I know there are limitations, but there simply is not a better way.  You guys are in puruit of something unobtainable with the game limitations unless you want a crap substitute called a TE lot system.  And crap is being nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 26, 2007, 10:03:40 AM
ok well i will make an underpass at least and take it from there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 27, 2007, 01:24:51 AM
I'm not sure about this, but I think 600 polys is just a recommendation. You could probably go higher, but I'm not sure about that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2007, 03:42:19 AM
Hi everyone-

I know I've been quiet here as of late.  RL plus not having a stable internet connection for the past couple of weeks. 

To answer a few questions:

Regarding the sunken RHW and polycount: That's a very nice model you have there mightygoose. 

ardecila once did something very similar to this sort of thing with some Underground Rail pieces he did awhile ago, through which he did get the automata to show: 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm1.static.flickr.com%2F146%2F346372147_acf77be9f3_o.jpg&hash=0b59a87b272155cad279398511bdb2f39371c3ce)
If I remember right, it was through an overhanging prop on a lot placed next to the Underground Rail.  So that's one method through which that could work.  I've done some work with an underground RHW, which will be at 10m below ground level (as per specifications blahdy and I worked out for the BigDig/RHW/MIS Portal).  There's also no transit enabling involved, since the lot is merely eyecandy.

The other way would be if the model were broken into 16m x 16m pieces (if it isn't already), it could be made draggable.  With regards to the poly count, redlotus said in his interchange tutorial that anything over 500-600 tends to crash the game, so it's more or less a rule as opposed to just a suggestion.  What you can do to get around that involves making the base model for the draggable network under the poly limit, and adding the extra details in via Type21 Exemplar.  You will need to make the base model be in True 3D as jplumbley pointed out, which basically just involves some Complex LODing and altering the BuildingMill script.  If you're using 3DS Max, however, you should be able to export the models as .3ds files, and iLive's Reader supports direct .3ds import into the Maxis-native S3D files.

I'd also concur with jplumbley that it's best to avoid TE Lots whenever possible, unless you're doing a transit switch (in which case it's necessary).  It's a nice model, and I think putting in the effort to get everything working right is worth it. ;)

Regarding the future of the RHW/MIS/NWM:  warrior, to answer your question, the next major public release of the RHW, which should come in the form of Network Widening Mod (NWM) Beta version 1, will most definitely include the MIS.  I can't say entirely what all will be included--that will depend on how development goes on various other projects like the TLA, OWR-5 and the Wider RHWs (which, for the time being, will go up to RHW-10).  As far as the current status of the MIS, in case anyone is wondering, it kind of got derailed in the wake of having to make an "emergency" release (v13, to solve the compatibility issues with the January NAM).  Then came the June NAM release and RL.  It's been one thing after another. :D  I've been trying to salvage the old RUL entries I did for it, but it appears that for a variety of reasons, I am going to have to completely rewrite them, beyond making the MIS draggable

The Ground Highway-to-RHW transition has been fixed as of about 5 minutes ago.  The issue was not a bad SC4Path file, but rather a mis-assigned Group ID for a network-specific exemplar, required for the model (and path) to work properly.  The intersection RUL coding (in 0x10000001) had also been disabled at some point.  I'll likely wait for the NWM Beta v1 release to include it, since it requires modifications to the NAM Essentials file.

Hope that clears some things up. :)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on July 29, 2007, 05:49:08 AM
Thanks for the update Tarkus.   I know we all appreciate it.    I myself was startig to wonder what was happening.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 29, 2007, 08:51:43 AM
Alex,

Thanks for the update. Glad to see you reappear, I (and I'm sure I'm not the only one) was getting worried about you, even though your sig did indicate you had RLS going on.

I hope life is back to normal now and that all is well.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: gt6282 on July 29, 2007, 11:03:15 PM
Thanks for the update Tarkus..  I hope I could help you guys. well, actually I'm planning to make a 3d model of a double decker highway. I also intend to use either asphlat RHW texture or rickmastfan67's texture..  ;D

OT: could anyway give me a link where can i download the Bat4Max? Thanks..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 29, 2007, 11:10:17 PM

Hey Alex im glad to hear you are still alive and kicking i was about to send out the search and rescue teams out for ya's... Ty for the update and project status as well take care and remeber us once in awhile - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on July 30, 2007, 03:13:32 AM
Alex,

Thanks for the update.  I am looking forward to the "Network Widening Mod (NWM) Beta version 1".  Yet again this community is surpassing my expectations with content that I am sure will greatly enhance the game. I'm very grateful.

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2007, 03:38:32 AM
Hi again everyone-

Thanks for the warm welcome back, and I'm glad to be back in the swing of things.  I missed you guys. ;)  Just wanted to show a screenie of the aforementioned RHW-Maxis Highway transition with DrawPaths turned on. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F3900%2Frhwfhwtranshl1.jpg&hash=95c8d1585d857de65f04610b530c5a6a3060c606)

I also managed to get the MIS On/Off Ramp pieces working again just a few minutes ago, and I now just need to further edit them to prevent the infamous "NAM Sinkhole" issue, as well as adding in the "false intersection" for the puzzle drag starter.  And so they'll actually be usable, a working Preview Model. :D  I should have some screenies on that end here shortly as well.  There are some other rather "interesting" things you'll be seeing more of soon as well. 

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 30, 2007, 03:50:14 AM
Just a quick pop-in to say that I've had a few minutes to play around with RHW-6 and RHW-8, despite RL. Here's some screenies:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F4153%2Frhw6previewff0.jpg&hash=28483db8980c0dd393a8d3b00d4981d62ff88cc3)
RHW-6C

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F5880%2Frhw8previewoi6.jpg&hash=ac8d043e0dce893ec371d29933abe6f501287b6a)
RHW-8C

Disregard the fact that the lines seem to be facing the wrong direction (the catseyes should be facing the driver; as in they should be in front of the line). That'll be easily fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 30, 2007, 05:28:51 AM
Great pictures of the RHW, SA & Tarkus! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 30, 2007, 06:23:05 AM
Great looking stuff, Alex and SA. I like to look at non-North American textures and dream about the MIS some nights...

Ok, well, maybe I don't dream about the MIS, but I'd really, really like to have it for the usual purposes.

Good luck getting the MIS function properly, Alex. After reading up on RUL's I think its a much luck as anything else...sort of a black magic (or dark art for you Harry Potter fans), if you will.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 30, 2007, 06:57:42 AM
Wow!  Some very nice progress here!  I like it!   ;D

It also makes me happy to see that the ground highway-to-RHW connection is fixed now, for that will make it much easier to connect the two networks.  Also, those darker asphalt networks look great too!

Concerning the RHW-6/8C, I know there is a model in development for the transition to the RHW-4.  But, how about another transfer/transition for the ground highway as well? 
-The RHW-6C would just need to spread out a tile, not losing/gaining any lanes at all.  This would be the perfect transition to biuld between urban and rural environments, because the ground highway is even more compact than the RHW-6C.  This also keeps the name "Rural" true in this situation.
-The RHW-8C would be similar, but would gain/lose a lane at this transition.

Anyways, I know these are two more requests in a request-cluttered project, but I think that it would benefit the connectivity of the RHW, since this is (currently) the only way to connect ground highways and the RHW.  Once again, great work and looking forward to seeing more!

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 30, 2007, 07:58:02 AM
trouble is with 2 tile to 3 tile networks you can't maintain symmetry.... which is a big pain in the backside. i'd personally suggest having diagonal corner  transfers... so a two tile wide diagonal network turns to the orthogonal and spreads to the the 3 tile wide netowrk on the corner. thus not looking odd
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 30, 2007, 12:13:58 PM
Welcome back, Alex! Glad to see some more development here. I'll definitely be looking forward to seeing what the "interesting" things you have for us are.

SA: The RHW-6 and -8 look fantastic! And don't worry about the cat's eyes--just rotate the tile and they'll be right!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on July 30, 2007, 12:41:04 PM
Great to have you back. Will their be a RHW 12-C included?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 30, 2007, 11:32:03 PM
QuoteSA: The RHW-6 and -8 look fantastic! And don't worry about the cat's eyes--just rotate the tile and they'll be right!

Actually, all that needs to be done is the line markings have to be flipped vertically. It only takes me a second in Photoshop.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 31, 2007, 02:08:08 AM
The MIS returns . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F2816%2Fmis17312007gm7.jpg&hash=b8fe89e31dd94f2707a50db4e2d4c629d5e75c41)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F7084%2Fmis27312007jk9.jpg&hash=4b424abd3f4781af3e88afc2ae7f75db8faa4e37)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F8215%2Fmis37312007ux0.jpg&hash=dad0417e6b546d685b03890264fa18f1b55e42ba)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F9966%2Fmis47312007ov5.jpg&hash=b0a0b6f656dd1b9e51f5597e1fe2368a786a6b2c)

. . . and it's now draggable.  Well, the RULs still have a long way to go, but it's a start . . .

And another thing I managed to make draggable awhile ago which some of you may be interested in.  These screenshots are from back in March, actually, and the result of the first puzzle drag starter I ever made.  This was a very early proof of concept of it (it'll be shifted 15m higher in the final version). 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg362.imageshack.us%2Fimg362%2F8998%2Fddrhwdraggable1vc9.jpg&hash=6d271500a3796f250d9bf4b5839b10304ba635b4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg362.imageshack.us%2Fimg362%2F4840%2Fddrhwdraggable2hw7.jpg&hash=ed2ef37f8f14cb0b9c34078ce6eaa43afebdb534)

Yes, that's a double-decker.   ;)

To respond to a few comments:

Shadow Assassin:  Those textures look absolutely brilliant as always! 

Kevin (BigSlark):  Thanks for wishing me luck.  I'll need it. :D  I've still got quite a bit to do on it, but hopefully these development screenies hit the spot a little.  And I do dream about the MIS . . . mainly, getting it done, so you guys can finally play with it. :) 

Haljackey:  Thanks for the compliments, and the feedback on the RHW Compact versions and the transitions.  I've been thinking through a few different scenarios.  I'm strongly leaning toward doing a complete redesign of the Maxis Highways to make them fit better with the RHW aesthetic.  I've also toyed with the idea of redesigning the RHW-6 a bit by using a T21-initiated overhang for the shoulders, which won't require redoing any of the transition textures rickmastfan67 has supplied me with, but would allow the RHW-6 to fit on a smaller footprint (2 tiles) without diminishing anything with the textures.  The overhang shoulder could also be eliminated/built on by the user without any additional modding.  The current setup with the RHW-6, the third tile with the "C" version, as well as the two extra tiles on the "S" version, contain nothing but shoulders, and have no transit function at all.  This could potentially free some stuff up as well.  Just thought I'd throw that out there.

mightygoose: The way Maxis set up diagonals is indeed a pain with regards to scaling and whatnot, and thanks for the interesting suggestion on dealing with it.  That's something I've considered with some of the TLA stuff.  I've managed to find a way to cover more of the diagonals with usable road surface but still managing to get them to line up with some of the TLR-3 textures I've worked up (which I hope to be able to show here soon), which solves some of the problem.  The diagonals are definitely going to be interesting regardless, though . . .  :D

Dustin (thundercrack83):  Thanks!  Glad to be back!  Hope these developments were interesting enough, and I've got some further stuff in the works which may be of interest as well. 

godjcjk12:  Thanks for the welcome back!  As far as an RHW-12, jplumbley and I decided awhile ago that we're going to stop once we hit the RHW-10.  ;)

-Alex




Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on July 31, 2007, 02:16:25 AM
@Tarkus,

These RHW exits are very important. They are the first highway exits wchich don't look ugly.
Maybe it would be good to make also the second version of them, turning right/left by 45o?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on July 31, 2007, 02:23:57 AM
i also agree with ennedi and also a gentle MIS curve piece would be crucial specially when u make certain avenue junctions
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 31, 2007, 04:53:45 AM
Indeed. It looks very good, Tarkus. I'll get back to you regarding the models, see how I can do them.

I'll be working on a cosmetic mod for all the elevated road pieces so they at least look attractive. Right now, they look fat and ugly. :P All that's needed is some extensive plastic surgery...
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 31, 2007, 05:38:41 AM
Alex,

I just drooled on my keyboard. Thankfully has proved to be relatively liquid proof over the years.

Keep up the good work and thanks for keeping us all posted.

Chees,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on July 31, 2007, 05:59:32 AM
hey tarkus if you want some support props for the type 21 exemplars just give me a shout via PM or MSN. anyway should have some more bits for showing later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on July 31, 2007, 09:47:03 AM
Outstanding work, there, Alex! Both the exit ramps and the double-decker RHW are absolutely indescribable! I can't wait to see more progress!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 31, 2007, 01:24:18 PM

WoW Alex this is looking wonderfullllllllllllllll omg its sweet....   :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on July 31, 2007, 11:43:43 PM
may I suggest using this RHW texture ive made  ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F5720%2Frhw1ca6.jpg&hash=0fa9dc2dab70684a503d2d8324b87d86f85df885)
thanks!

i've based this from I-40 in US
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi126.photobucket.com%2Falbums%2Fp110%2FHabLeUrG%2FDSC00028.jpg&hash=cce46c02d92615730b4e2c7b07b74dab96874244)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 01, 2007, 03:26:31 AM
hableurg we already have a new replacement RHW texture.... and for that one we have curves and stuff.... look back at rickmasterfans work
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 01, 2007, 03:43:37 AM
not bad looking texture hableburg......
RE: mightygoose: it wouldnt hurt to have another texture variation just like how  SA made a asphalt texture. There are different types of highway layouts just so you know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 01, 2007, 04:37:50 AM
I think RHW-10 is probably as much as is needed. If more lanes are needed one can always have multiple carriageways in each direction (ie a collector distributor system). One would only need to separate them by a tile. The few circumstances where motorways/freeways are wider are usually somewhat split anyhow.

On that point, some puzzle pieces to facilitate that sort of thing would be nice.

Oh, and some way to have centre off-ramps would be nice - even if it means merging two MIS off-ramps into a road.

Just ideas, you don't have to get them into this build or ever, but thought I may as well throw them out there.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 01, 2007, 09:45:49 AM
HabLeUrG: That's another great looking texture you've made there! Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 01, 2007, 12:27:09 PM
Howdie Mayors, My name is Steven. I think that the wider avenue will solve my traffic problems. I'm just curious when will you guys have a new update?
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 01, 2007, 04:24:01 PM
The MIS is looking great, as is everything else. And thanks for making it draggable. That will save my sanity for sure (though I'm not sure about yours. :D All this work must be driving you near insane!). SA, those textures are AWESOME.

Thanks for making the section of the MIS that connects to the RHW a smooth one. That's one thing that always bugged me about the Maxis standard exits. As I've just said to the folks in the SAM thread, keep up the great work, and take all the time you need to get this done properly. I know I'll definitely be appreciating it when the new release does finally come out.

Are any bridges in the plans? If you're overwhelmed, I don't mind it being on the backburner, but it strikes me as something that'll eventually be needed.  The problem of crossing rivers though will be largely reduced I suspect thanks to the collaboration with blahdy. I'm only querying about the RHW-4 and RHW-2, It's pretty much a given to my mind that anything else would not be possible due to game limitations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 12:32:13 AM
Actually, yes, there are some bridges in the works. Last I heard, fukuda was working on new bridges for the RHW (mainly a retexturing of the new level bridge that's been included a few NAMs ago).
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 02, 2007, 02:06:11 AM
Wonderful work, Tarkus! The exit ramps and the double-decker of the RHW are looking beautiful! Great texture, HabLeUrG!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 03:02:48 AM
Just playing around with the possibilities of the RHW:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F2030%2Frhwfhwmodifiedab5.jpg&hash=0b5c8983e906b7c0f160de2ec8a61e205e71ba84)

Say hello to the Urban RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on August 02, 2007, 04:04:33 AM
SA, you are the man for the people from Europe!!!  the euro style RHW looks amazing and now you have an urban RHW that totally fits into euro style cities!! awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 02, 2007, 04:55:31 AM
isnt urban rural highway a mistake lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 02, 2007, 05:17:07 AM
The work going on around here is simply amazing,
SA: Is that two highways joining? It's awesome. Surely urban rural hghway doesn't make sense, more like UHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 02, 2007, 09:01:13 AM
Please, somebody pinch me! This isn't a dream, right?  :o  Sure, "urban RHW" sounds a tad odd, but the prospect to get draggable elevated "avenues", probably even with some nice on- and off-ramps, is beyond awesome!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 02, 2007, 10:48:29 AM
What the...
Wow, that totally came out of nowhere! Is that a new draggable elevated highway or what? How does it differ from the original, other than looking much better?

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 02, 2007, 10:56:27 AM
Incredible, SA! Those textures look amazing! I can't wait to see what else you're playing around with!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mayor Abe on August 02, 2007, 11:50:34 AM
To be honest, as long as that is RHD, I actually could use those in my (American themed) cites. In fact, asphalt textures are universal. I have than for the Maxis highways too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sir Charles of Dunlap on August 02, 2007, 07:59:16 PM
It would be cool to have the elevated rhw, but could there be two? One at the normal height, and one that's twice that?

-Charlie
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 02, 2007, 08:47:14 PM
Quote from: Andreas on August 02, 2007, 09:01:13 AM
Please, somebody pinch me! This isn't a dream, right?  :o  Sure, "urban RHW" sounds a tad odd, but the prospect to get draggable elevated "avenues", probably even with some nice on- and off-ramps, is beyond awesome!  &apls

Yuppers Andreas took the words outta my mouth... WOW  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 02, 2007, 10:01:12 PM
FYI: For those wondering why my lines for the RHW are a tad longer than SA's, it's because Tarkus wanted them that way. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 02, 2007, 10:09:08 PM
Quote from: star.torturer on August 02, 2007, 04:55:31 AM
isnt urban rural highway a mistake lol

Nah, it's an urban Regional highway.  ;)

See, no acronym change needed.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 10:10:41 PM
Well, the reason why I called it the "urban RHW", was of course, a reference to how Tarkus calls the default highway the FHW (Fake Highway), and he called the RHW the "Real Highway", so it's really Urban Real Highway. :P But Urban Highway will work too (so will Urban Regional Highway).

It's really a re-texture of the default Maxis highways. Paths will probably have to be redone so they're two lanes, not three.

And the on-ramps, of course, will get retextured. But I'm gonna cheat a little and use the Asphalt highway textures for those off/onramps, mainly because they're so damnably difficult to texture properly, and since thorvin's pretty much done most of the work, might as well use them, eh? And even better, it only takes me five minutes to do the texturing for well, everything. The only thing that will be of difficulty is actually the tunnels. They'll most likely have to be reBATted.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 02, 2007, 10:27:30 PM
SA,

Great looking work! Is it possible to repath the maxis standard? I didn't think that was something that could be done.

Y'know, the whole "RHW bridge" issue could be easily fixed with this...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 10:29:48 PM
It is indeed possible to repath Maxis highways. The problem is trying to find the bloody things in the SC4 files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 02, 2007, 11:01:50 PM
Quote from: Shadow Assassin on August 02, 2007, 10:29:48 PM
It is indeed possible to repath Maxis highways. The problem is trying to find the bloody things in the SC4 files.

Who needs to repath when you can make those El-URHW into a draggable variation of El-FHW?  If I am not mistaken, Alex has already found that it is possible to override 3D networks in somewhat the same fashion as is possible with the SAM project.  I am not exactly sure how Alex did it but I think he made a draggable version of El-RHW already as a test.  If this holds true then you can make HSRP a variation of Monorail, have all the El-Puzzle Pieces draggable, etc.

But, if these were a separate variation for El-FHW then you could have separate path files.  Meaning no surfing through the SimCity_.dat files for missing paths, you could make your own.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 11:13:24 PM
He indeed has found a way - using the puzzle-drag method.

But I (and quite a few people will actually agree with me about this) would very much prefer FHW to be eliminated from the game entirely, as it will be replaced with this mod. But this is not a high priority compared to retexturing the MIS and NWM (which actually has already been done on the RHW front, so only the RHWMIS will need to be done).

The HSRP can be made seperate from monorail. Remember GLR and how it was implemented?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 02, 2007, 11:24:09 PM
Quote from: Shadow Assassin on August 02, 2007, 11:13:24 PM
But I (and quite a few people will actually agree with me about this) would very much prefer FHW to be eliminated from the game entirely, as it will be replaced with this mod.

The HSRP can be made seperate from monorail. Remember GLR and how it was implemented?

Yes SA, I have to agree with you.  But one of the fundamental rules of the NAM is not to remove anything, only add.  Since it is a possibility that we can make El-URHW a variation of the El-FHW, then I would have to say that by the Team's Rules we must attempt to do it this way so we are not removing the El-FHW.  I personally wouldnt want the El-FHW or the FHW in the game anymore but there might be one person out there that does.

I know its possible  ;)  I was just bringing up an example of how it could be implemented but leaving some "doubt" just in-case it was proven to be an unrealistic project.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2007, 11:29:54 PM
Hmm, I suppose. Though people would have the option of having this or not. It'd be entirely optional.

Very little work would be required, actually, if you wanted to keep the normal El-Hwy (and GHW), since all that would be needed is a starter puzzle piece, retaining the existing models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 02, 2007, 11:48:39 PM
Well, SA, there is a bit more that needs to be done beyond the puzzle piece.  But that has to do with the override RULs.  This is where the biggest work is for the draggable variations of networks (after the actual texturing or modelling), because hundreds maybe even thousands of lines will have to be written to override everything properly so both may co-exist.  Its not so bad once you get the hang of it though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 03, 2007, 02:10:27 AM
I think the only reason why I haven't used HSRP so far is the fact that it uses the monorail network. I used monorail extensively in quite a few cities, and I don't want to lose it. And although I rarely used elevated highways since the release of Rush Hour, it's still an option for some places, so I'd appreciate if the new pieces could be made additional. It's certainly quite some work, but I guess it's worth in the end. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 03, 2007, 03:53:52 AM
for those who look at the bridge engineering department, the gibralta bridge..... anyone fancy working with me on making it a bridge for the RHW6..? i think its just about possible to do isnt it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2007, 06:03:33 AM
It'd be possible, but you'd probably would need puzzle pieces, as well as getting rid of the shoulder (so that'd mean a wide bridge deck). I wonder... hey, that's a great idea, RHW6 on two tiles, solely for the creation of bridges - that means no shoulder, just a concrete barrier. :P

As for the FHW texture replacement, I was considering just making it replace the normal FHW for the time being, until the starter pieces can be done. Remember, it's a low priority thing. By the way, jplumbley, the FHW actually uses the same textures on the orthos as it does on the diagonals - so that could mean one set of textures being replaced, but would still require the paths. Anyway, this is just a simple texture replacement mod for the moment - it's only eye-candy right now.

Though, it'd look odd having three lanes of traffic on a road marked for two. Both ground and elevated highway will be affected by this mod.

I suppose the following starter pieces would be done:
- GHW to RHW (RHW to El-RHW not necessary since it has to enter GHW first)
- Avenue to GHW

With diagonal variants, perhaps?

Anyways, I'll look and see how it can be implemented. I'm learning how to path (it should be quite easy to do once I get the trick, especially when dealing with paths that go over multiple tiles), but this has to be put on the backburner for the next month or so. I'll have two weeks then towards the end of August to work on it, and then it's study, study, study (with breaks, of course. I'd burn myself out if I didn't take a break) for my final exams.

So, here's how it's gonna pan out: The replacement mod will be done first (most likely won't be released, as it's more for testing purposes - this means that if the path files are done beforehand, replacing the FHW, all that would be needed is for the path files to be given a new IID and the RULs changed to refer to that IID), then I'll talk to Tarkus or jplumbley about the starter pieces and RUL overrides. I'm only a texture person, but hopefully I should expand my forte of skills with transit related networks.

After my final exams, I'll probably look at replacing the NAM overpass models with something that looks better, and match up the diagonal styling with the ortho styling. That means that the footpath on the elevated sections will need to be removed. It's unfortunately necessary. I will have a model ready to show before long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 03, 2007, 09:29:40 AM
Hey SA, sounds like you've got it all planned out and ready to get started, but I was just wondering if it would be possible to do a 3 lane version of these new textures too, because most motorways/highways in urban areas are at least 3 lanes in my experience. That tends to be the case in the UK anyway.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 03, 2007, 10:44:30 AM
no the gibralta bridge has a gap between the two roadways as wide as each roadway which is why the RHW6 sprung to mind....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 03, 2007, 02:31:39 PM
Quote from: freedo50 on August 03, 2007, 09:29:40 AM
Hey SA, sounds like you've got it all planned out and ready to get started, but I was just wondering if it would be possible to do a 3 lane version of these new textures too, because most motorways/highways in urban areas are at least 3 lanes in my experience. That tends to be the case in the UK anyway.

Well, the regular in-game elevated highways have three lanes already, so it would be somewhat pointless to re-create them with a slightly different texture (thorvin's Euro highway textures should do the trick).
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on August 03, 2007, 11:08:08 PM
okay,  Big Dig -over- RHW-4 Overpass is completed;  Comments welcome.  it will be uploaded to NAM repository soon..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm10.jpg&hash=539a1ff3540e693db2088e8139ab7945d4a5a132)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm11.jpg&hash=8d537f62ce56c6e05cc316f54fb0e1a4c663c62f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm12.jpg&hash=037a1825753dcf5b169a3debc472020e75236f0d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm13.jpg&hash=b47e265467c833f123ce2775f535c048bdd6fb2b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm14.jpg&hash=cbfdce1548888025d0ec88ac9c44914ad258000e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2Fcrossover-xm1%2Fxm15.jpg&hash=e8a464f728a3570b8c89cb51b2598030d302d88b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 03, 2007, 11:11:34 PM
That's very well done.  I can't wait to use it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on August 04, 2007, 01:10:26 AM
Blahdy,

I'm a bridge engineer and that is pretty much to most realistic overpass I have ever seen in SC4. Great work!

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 04, 2007, 07:34:38 AM
blahdy,

Wow. You're the master of 3DSMax9. Excellent work and I cannot wait to see what you come up with next.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mjig_dudy on August 04, 2007, 07:49:04 AM
blahdy: Wow! that looks awesome!  &apls

any chance of a with SA's textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on August 04, 2007, 08:04:07 AM
The only problem is that its too good for Sc4, all your recent BATs loose alot of the amazing detail when you render them, damn you SCS for sucking!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Artman on August 04, 2007, 09:09:35 AM
&apls oh wow im speechless--thats one heck of a creation
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 04, 2007, 10:08:24 AM
OMG. Yet again blahdy, you have surpassed yourself, this is probably the best model I have seen since, well... since your last one!
Keep up the good amazing work!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: glepet on August 04, 2007, 10:10:42 AM
That is very cool, Blahdy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 04, 2007, 10:42:41 AM
Amazing! Simply amazing! Excellent work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 04, 2007, 11:54:30 AM

Blahdy im total speechless....................  &apls :thumbsup: &apls :thumbsup: &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on August 04, 2007, 02:39:14 PM
It really is too bad you loose all that great detail in the game.     This is really a work of engineering art.   Absolutely georgeous.     I'd love to see a mod that makes ALL my overpasses look like that.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on August 04, 2007, 03:07:40 PM
Outstanding model as usual Blahdy  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 05, 2007, 03:25:24 AM
That overpass is looking very beautiful, Blahdy! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: stewart_garden on August 05, 2007, 04:12:22 AM
Just one quick question Blahdy.  Would you be able to release a version with the gantries turned the other way around for those of us who have versions of SC4 where the cars drive on the left?  I appreciate this might be a bit of an undertaking, but if it is relatively simple and you could find the time in what must be a packed modelling schedule, there would be much applause from the UK, Australia, New Zealand, Japan ...

Stewart
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on August 05, 2007, 07:12:16 AM
blahdy:  &apls That's a great B.A.T. you got there. &apls

Also, i have a suggestion, instead of that one hazmat sign, make it like this but keep the 55 MPH sign if you want to.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg295.imageshack.us%2Fimg295%2F7750%2Ffreewaysignsuggestion1lg2.th.png&hash=367997ff5821833df66dec5c89698cf50b6ecb80)

Thanks,
sc4luv2


PS:

WELCOME TO PAGE 23!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 06, 2007, 04:48:23 AM
Ok guys.  I have a new update for ya.  I now have the OWR/RHW-4 transition completed.  I also updated the AVE and RR Crossing ones as well.  Below is a picture of all three together.  So, what do you guys think? ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW_2.03_preview3.jpg&hash=72ffb8cb34f6c13972e0e57a792c2482adc2ac46)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on August 06, 2007, 05:54:14 AM
rickmastfan67:   
;D &apls Those textures are so great, i think it's impossible to have a word about em'. &apls ;D

Thanks
sc4luv2
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 06, 2007, 08:53:30 AM
MOD EDIT: Please don't quote two full replies, including pictures, it doesn't add anything, and it disrupts the flow of the thread. - Fred

An urban rural highway, isn't that an oxy moron? j/k ;) but really though, that looks great, I was hoping for an elevated two lane highway and right now the only real option is the elevated avenue, which is a bit under speed.
And as for those big dig/RHW crossings, words can't even begin to describe it! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 06, 2007, 09:05:15 AM
yoshi you dont have to carry updates over if u want to reply to them specially if they have a bazillion pics on them just so u know next time  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 06, 2007, 10:19:27 AM
Great picture of that, rickmastfan67! Wonderful work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on August 06, 2007, 03:46:17 PM
Quote from: rickmastfan67 on August 06, 2007, 04:48:23 AM
Ok guys.  I have a new update for ya.  I now have the OWR/RHW-4 transition completed.  I also updated the AVE and RR Crossing ones as well.  Below is a picture of all three together.  So, what do you guys think? ;)
Rick,

The textures look much better. ;D

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on August 06, 2007, 03:58:27 PM
Quote from: Swamper77 on August 06, 2007, 03:46:17 PM
Rick,

The textures look much better. ;D

-Swamper

100% agree  :thumbsup:

Shadow Asassin, it can be great thing - completely new possibilities  &apls But I'm very curious, what is to the right of this picture?  &Thk/( 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on August 06, 2007, 04:10:49 PM
Quote from: Ennedi on August 06, 2007, 03:58:27 PM
Shadow Asassin, it can be great thing - completely new possibilities  &apls But I'm very curious, what is to the right of this picture?  &Thk/(

That is the NAM's Gradual Elevated<-->Ground Highway Transition Puzzle Piece.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on August 06, 2007, 04:54:10 PM
It seemed to me it's a highway exit - I'm an idiot (there is only 2 hours of new day and I say it second time  :D - first time in the tanslations thread) - this day looks very promising  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 07, 2007, 04:17:24 PM
Some great stuff being developed here.  I like it!  Keep up the excellent work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 07, 2007, 09:18:36 PM
More pics of the Urban HW. :P The textures need to be tweaked a little, but otherwise, it's all good.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F4646%2Frhwfhwcloverleafnk7.jpg&hash=a05fba278ff4a653b7ccf0a1f2d23309da3b7d40)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg58.imageshack.us%2Fimg58%2F2193%2Frhwfhwexitslf6.jpg&hash=e7990b89a05e661dcd30cc3402c0c6ecc1027a85)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg58.imageshack.us%2Fimg58%2F3926%2Frhwfhwnaminterchangehu2.jpg&hash=39e91a49d4465f7e67e4683973946a6a26407938)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg58.imageshack.us%2Fimg58%2F6553%2Frhwfhwoverpassnz9.jpg&hash=1e7d3ec959cd02a7896513345967b3729cee2623)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F6320%2Frhwfhwstackyd4.jpg&hash=63634954320fa62d6c71c23f01168a22a82c9fa1)

That's pretty much it. All that's needed is fresh new paths, and it's set.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 07, 2007, 10:25:09 PM
Wow, SA! Excellent job! I love these textures!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on August 07, 2007, 10:59:39 PM
@SA-That would be pretty sweet with the other RHW textures.  The only problem that I see is that bridges and toll booths would have to be completely redone. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 07, 2007, 11:32:29 PM
SA: Wow, Fantastic I'm speechless. Just one thing, is this going to replace the maxis highways or use a draggable puzzle piece?
&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 12:53:54 AM
Well, the version I am showing replaces the Maxis highways. A draggable puzzle piece will most likely be done in the future. The priority of this, I'm afraid, is quite low - the MIS has to be done first. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 08, 2007, 01:07:12 AM

WooooooooW that is awsome progress on UHW  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 08, 2007, 01:24:14 AM
Well, even if it replaces the Maxis highways for the time being, I need this soooo badly. Excellent work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 01:30:10 AM
Is it just me or do the Maxis Highways look a bit dated now? lol

The RHW/UHW project has some screens of 3-lane highway further up the thread as a possible highway replacement.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F4153%2Frhw6previewff0.jpg&hash=28483db8980c0dd393a8d3b00d4981d62ff88cc3)

Image courtesy of the Urban 'Highway' Cowboy of Shadow Assassin. Not mine
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 01:38:48 AM
Well, that's unfortunately not possible, since that 3 lane highway is 3 tiles wide. So it wouldn't work for that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 01:45:29 AM
Ok no problem, I always thought the Maxis highway looked squashed!

The 3 tile wide 3 lane RHW/UHW would make an excellent 'indirect' highway replacement though. Combined with the 2 Lane UHW 'direct' highway placement....outstanding.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 06:52:14 AM
Don't have access to my pc, but i do have access to my wii... and it's crazy typing with a wiimote - brings a literal meaning to point and click. :p

Anyways, that is intended to be a part of the nwm, and well, you'll just have to wait till then! :p

It's really dependent on when Tarkus gets it ready - as I only make texture modifications at this point in time, as I leave the the RULing to Tarkus and jplumbley (really should learn, eh? :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 08, 2007, 08:59:27 AM
So, would the new ground/elevated highway be called the UHW?  Is that right? 

Anyway, the only real problem with that network that I see is the pathing it uses.  The Ground/elevated highway are 3 lanes, the UHW is 2.  That may take some work to get it working right.  Also theres the factor that may people may not want to use this network because you lose a lane.  A 2 lane UHW would look good in suburbia, but the regular 3 lane highways look more realistic in dense urban areas where highways are generally wider to accommodate higher volumes.

I know She Who Will Not Be Named over at Simtropolis is working on a newer ground highway, and this one is still 3 lanes and features a paved shoulder.  I think it starts on page 3. Heres a link to the project:
http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281 (http://www.simtropolis.com/forum/messageview.cfm?catid=154&threadid=83281)

Heck, the "UHW" looks similar to the the highways used back in Sim City 3000, as they were only 2 lanes as well.  Nice work with it!  It shows a lot of potential!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 08, 2007, 09:04:33 AM
SA: Ask Jplumbley or Tarkus for Tarkus's Tutorial, that's how I learn't how to make Starter puzzle pieces and it gives help on RULs
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 08, 2007, 09:04:54 AM
Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 08, 2007, 09:10:15 AM
Quote from: le_harv on August 08, 2007, 09:04:54 AM
Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...
Hmm... I guess never mind then &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 08, 2007, 10:01:40 AM
Where to start... hmmm.

Nice textures SA, they really do look awesome and more realistic.  I would like to make a quick comment about those who think these new textures are not "fitting".  Tarkus, told me the other day that he was rummaging around in the Simcity.Dat files and found an old set of textures for ground and El Highway, these textures were only 2 Lanes.  Why would MAXIS have a 2 Lane texture unless they changed their minds for some reason later to goto a "squashed" 3 Lane texture?  It seems as though they were tossing around the idea "realistic width" vs "standard number of lanes".  Obviously we know what they chose.

Now, someone mentioned something about the paths.  Making new SC4Path files is actually fairly easy, there is just alot of them to do for the entire network but, whatever it will get done.  At first, this mod can be released without new path files if it is wanted bad enough, the only difference is it will have 3 paths instead of 2.  The texture on the model does not in any way shape or form effect the path files.  This means you could have a texture that makes the El Highway look like a water aqueduct and you could have cars "floating" in the water down the highway aqueduct.  Also, the number of lanes on the highway have no effect on the in-game capacity of the highway.  The capacity is set in the NAM files.  This mod will not change the actual capacity of the network, its just a visual guide.

Can this be turned into an alternative puzzle drag? Yes.  It means copying the models from the Simcity.Dats put the new textures on them and give the models new IIDs.  Then a puzzle starter piece is needed and alot of RUL overrides to complete this.

Can this be made into "wider versions"?  Yes, but not easily and it will take ALOT of time.  New models will have to be designed for everything including interchanges.  There are not very many people who can make these models either.  I think the handful includes Arkenbergejoe, Jeronij, and anyone who has created a bridge.  Making interchanges follows very closely to bridge making except that the models used for the bridge can only a few pieces, where as an interchange will have alot of pieces (one for each tile).  Maybe, if we can get these guys together and Alex and I as a team we might be able to pump out some new interchanges.  But right now I dont see this happening since all of us have different projects we are working on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 08, 2007, 06:09:12 PM
You know what'd be cool?

If Maxis had the original two-lane path files for the highway. :P

I remember that, the original two lane textures... they were actually quite good. Can't believe they got rid of it...

The only problem with this texture mod replacement is that it makes a few of the interchanges appear odd, because of the way they were set up in the spaghetti-bowl.

Quote from: le_harv on August 08, 2007, 09:04:54 AM
Haljackey

I wouldn't get your hopes up to much about that highway project over at ST because of this post here (http://sc4devotion.com/forums/index.php?topic=1860.0)

Sorry...

It's possible to take up that project where he left off - unfortunately, to redo that would take a lot of effort. However, it's probably a lot better to get these projects finished and organised. As for the wider UHW, making new models is quite simple, since the normal model is a low-poly model. In fact, I've modified an example of it in 3dsmax, but I've got no pics, seeing as I ah, misplaced the models. Interchanges, of course, are a different matter - but on the bright side, we can get rid of those tiny little T interchanges and make em bigger with different styles. But one problem - the side road would need to stay standard, wouldn't it, otherwise we'd have huge problems making say UHW6 interchanges connecting to UHW4, and so on. The MIS might provide a solution to that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 09, 2007, 01:29:26 AM
QuoteThe MIS might provide a solution to that...

I agree that the UHW/RHW should take priority as it is highly anticpated due to the MIS! I agree that the slip road would need to be 1 lane as it makes it simpler to join different sized road systems together. I think it would be a fair compromise between realism and SC4 (plus being a great starting point). I am not saying now but I suppose in the distant future the MIS system could be adapted so that larger slip roads were possible between the various forms of UHW and RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2007, 02:27:17 AM
Hi everyone-

Just thought I'd weigh in on a few things here.

Shadow Assassin, the UHW is looking extremely nice, and it's really good to see the old Maxis "FHW" (Fake Highway, for those of you who are wondering ;)) look like a real highway.

Now, for those of you wondering what my thoughts are on how the UHW should be integrated into the grand scheme of NAM/RHW/NWM stuff, here's my reasoning.  Yes, if the UHW were released as is, it would effectively replace the existing Maxis Highway setup, and we do generally try to avoid replacing things on the NAM.

However, I'm fully in favor of SA's UHW completely replacing the old Maxis Highways.  Here's my reasoning. 
-It brings the original Maxis Highway networks up to scale (it's 50% of the size it needs to be, considering both SC4 and RL scale).
-It simply looks better, in my opinion. 
-It was what Maxis originally intended to do with the highways.
-The pathing on the diagonals for the original Maxis 3-lane setup is so tightly packed the cars are actually running into each other.
-The Network Widening Mod (NWM) will require modifications to the Transit Simulator Exemplar, which affects the speed and capacity of SC4's transit networks, in order to function properly.  With the modifications I have made, the RHW and the 2-lane UHW will have equal capacity.  The loss of a lane will, in effect, have no impact on capacity.  (Even without the modifications, the way the exemplar works, unless there's some highly unlikely deal with the pathfinding relating to the number of paths, the capacity will not be reduced anyway).
-Everyone wanting a 3-lane-per-direction highway will have the option of using the RHW-6C or RHW-6S.  For those of you concerned about the additional space consumption of these two networks, the shoulder of the RHW-6S occupies only about 1/4 of the second tile added to either side of the RHW-4 setup.  Thus, through the use of overhanging lots (this could include signage, sound barriers, or even buildings), this remaining 3/4 of a tile left on the sides of the RHW-6S can in fact be utilized.
-While a puzzle drag override can be used to add the UHW without replacing the Maxis Highway, there are many special circumstances that must be taken into consideration because of the characteristics of 2-tile networks, like the Maxis Highways and the Avenue network.  This greatly complicates the override and puzzle drag creation process.  I've experienced this firsthand when I tried to implement the AVE-6 through an override involving the Avenue network.  It is also why the Avenue Roundabouts had to be implemented via puzzle piece, rather than a draggable override like the other roundabouts in the NAM.  These complications would also make it infinitely more difficult to widen the UHW or Maxis Highways as has been done with the RHW, the TLAs, OWR-5, etc.
-I'd be willing to interface the MIS with the new UHW. ;)

And speaking of the MIS, SA, you couldn't be more right about the purpose of the whole thing.  If one were to make a traditional "mega-plop" interchange (like the existing Maxis and NAM interchanges), the design is cast in stone.  If there was need to lengthen a ramp one tile, or have a Road cross under one tile of it, it would require a completely new "mega plop"--new models, new RULs, new paths, new everything.  All for just one slight variation.  The entire reason for the MIS was to eliminate the need for new "interchanges" (by that, I mean traditional mega-plops) by breaking everything down, to allow the user nearly infinite variation while greatly decreasing the amount of work needed, while improving aesthetics and functionality.  While there isn't really much functional difference between the Maxis Cloverleaf and the NAM Stack interchanges, where and how you place the ramps with the MIS will make a noticeable difference.  (It's not just for show, you know. ;))

And to answer your question, le_harv, at some point, there will be various widths available for the MIS.  It may not be as distant as you think. ;)

Hope that answers some questions.  I'll hopefully have some new developments to show here with the MIS, as well as some stuff over at the TLA project (which is still alive)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 09, 2007, 05:10:51 AM
Quotele_harv, at some point, there will be various widths available for the MIS.  It may not be as distant as you think.

You guys know how to keep the suspense going eh? lol

Just so I got this right in my head in terms of realism (e.g. I want to eliminate the Maxis Highway from my cities completely)...

The loose road heirachy I will use is as follows (I appreciate that the FHW will still be in there somewhere and that the NWM might not be technically faster than RHW/UHW but from a looks point of view will be excellent)...

Street
Road/OneWay
Avenue
RHW/UHW (indirectly replaces Maxis highways as a two lane dual carriageway)
NWM (larger freeways/motorways possibly 3 to 5 lanes in each direction?)
MIS (For creation of larger interchanges, however u wish to plan them between roads/avenue/RHW/NWM, with a future possibility of wider slip roads for more seamless linking between different width roadtypes)

Because if so.... AWESOME...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 09, 2007, 05:11:08 AM
Well, for the UHW, all that would be needed is for the exit ramp on the adjacent tile to be made, and then a conventional MIS could be drawn from that... unless you'd like to see the MIS with barriers like on the UHW? :P

And yes, le_harv, that's the whole point of the NAM - to add all that stuff. Goodness me, I remember the days when the old crowd said "this isn't possible, we need the .exe to do it"... and look at what the NAM's become!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mayor Abe on August 09, 2007, 02:10:59 PM
While I disagree wit Tarkus's characterization of the Maxis highways as "fake" (after all, there are 3 lane elevated highways in real life), I like the progress of the UHW Good work, SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on August 09, 2007, 04:02:15 PM
Quote from: Mayor Abe on August 09, 2007, 02:10:59 PM
While I disagree wit Tarkus's characterization of the Maxis highways as "fake" (after all, there are 3 lane elevated highways in real life), I like the progress of the UHW Good work, SA!

Actually, I believe the "Fake Highway" moniker came from the fact that there aren't any ground or elevated highways IRL that look like the Maxis ones, and that the scale is off for the two.

Oh, and great work on the elevated highway SA! It kinda reminds me of the upper deck of I-35 here in Austin, but not separated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 09, 2007, 05:57:43 PM
Welll... the scale might come into debate because on a motorway near here on a 2km stretch, the lanes are that narrow. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 10, 2007, 02:01:13 AM
well hmm so interchange models have to be made in 1x1 segments, is that not what jplumbey was implying.... thats not too difficult....hell i would be game for doing all the highway pieces two lane up.... provided i had the relevant modding support....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 10, 2007, 02:05:57 AM
QuoteThis means you could have a texture that makes the El Highway look like a water aqueduct

Hmm, interesting. Who's game for that? :D It'll be good for making canal bridges, the paths could be changed. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 10, 2007, 02:47:57 AM
Having an aquaduct would be awesome, but that would have to be using a draggable puzzle piece otherwise we wouldn't be able to have your amazing textures
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 12, 2007, 11:18:09 AM
I believe the Maxis highways are "fake" to some extent, because the lanes are so narrow when I do the bus UDI the cars next to me always get bumped off...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on August 12, 2007, 01:46:28 PM
Hello everyone

I have made a slope mod for the RHW.  I did not like the original slopes, so I adjusted them.

Here are some pictures (click to enlarge).

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F2355%2Fnamtestjan1500118693776my5.th.png&hash=da2ca1772f8635d552f5c0f7e2d9edad55b944bc) (http://img117.imageshack.us/my.php?image=namtestjan1500118693776my5.png)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F8994%2Fnamtestjan1500118693833sm1.th.png&hash=4c590d3de8476695e86f156208329af2f9b098e1) (http://img405.imageshack.us/my.php?image=namtestjan1500118693833sm1.png)

This mod only affects the RHW. It is designed to be used by itself OR with other slope mods, as long as the

RHW slope mod loads after the other slope mod(s), the RHW itself, and the NAM. 

I have attached it bellow.  I hope you find it useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on August 12, 2007, 03:27:16 PM
Quote from: nwelsh on August 12, 2007, 01:46:28 PM
Hello everyone

I have made a slope mod for the RHW.  I did not like the original slopes, so I adjusted them.

Here are some pictures (click to enlarge).

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F2355%2Fnamtestjan1500118693776my5.th.png&hash=da2ca1772f8635d552f5c0f7e2d9edad55b944bc) (http://img117.imageshack.us/my.php?image=namtestjan1500118693776my5.png)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F8994%2Fnamtestjan1500118693833sm1.th.png&hash=4c590d3de8476695e86f156208329af2f9b098e1) (http://img405.imageshack.us/my.php?image=namtestjan1500118693833sm1.png)


I have attached it bellow.  I hope you find it useful.


Thanks for posting this - it will certainly make the highways look even more realistic!

Does this address only the RHW?  I have slope mods installed already that address the other transport networks and I don't want to mess too much with the rules I've already grown accustomed to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on August 12, 2007, 03:48:38 PM
Great work on this so far!

I was wondering though, for the MIS, is anyone making small toll plazas for on/off-ramps? Just placing the toll plazas on the highway aren't enough IMO, since realistically there should be some on the on/off-ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nwelsh on August 12, 2007, 04:15:14 PM
@schradinator

Sorry I did not make that more clear.  This mod only affects the RHW. It is designed to be used by itself OR with other slope mods, as long as the

RHW slope mod loads after the other slope mod(s). 

I hope this clears things up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 12, 2007, 05:30:16 PM
Could we get a little update on the RHW? Nice work by the way on the slope mod 4 RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 12, 2007, 06:52:56 PM
Quote from: godjcjk12 on August 12, 2007, 05:30:16 PM
Could we get a little update on the RHW?

All in good time.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 12, 2007, 07:56:08 PM
Quote from: godjcjk12 on August 12, 2007, 05:30:16 PM
Could we get a little update on the RHW? Nice work by the way on the slope mod 4 RHW.

RHW is undergoing a re-organization to fit within the Structure of the Network Widening Mod.  Right now RULs are setup for the 1-tile wide networks, Ortho and Diagonal.  The 1-tile networks include TLA-3 and RHW-2, RHW-4 may be included as a 1-tile network if we can get it to draw properly as one tile instead of side by side tile.

2-Tile networks like RHW-4, 10, TLA-5, Medianless Avenues, OWR-5 are currently being worked on.  I will be picking up on writing the RULs at the end of the week along with working on the final stages of getting a BETA release ready for SAM.

3-Tile networks like RHW-6c, 6s, 8, TLA-7, AVE-6 and AVE-8 are currently in the planning stages.  RULs and IIDs will be in the process of determination a little later in the process of the NWM.  These networks will be much harder to RUL since there are more possibilities at the intersections to override.  The intersections will take upto 9 tiles in a 3x3 configuration.  Lets just say that they can easily hit 15 lines or more of RULs to get working.  These networks are probably not going to be part of the first BETA release of NWM.  Maybe only Straight runs with a merger to a 2-tile wide network.  Intersections will be few and far between in the begining.

This is the best update that we have at the moment.  RHW will probably not have an interm release before NWM because the more work that is done in the previous structure (or non-structure) that RHW will create more work for us, in a sense doubling up on the work that we would be doing.

Will MIS be released during the release of NWM?  Maybe, it depends on how far both projects have reached.  MIS is in the process of becoming draggable and it is not sure at what state MIS will be in when NWM is released.  Obviously NWM has priority.
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 14, 2007, 04:40:21 PM
Thanks for the info. Good luck on finishing the project. Hope it comes out very soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 15, 2007, 04:03:46 PM
Has anybody suggested changing the name of this project from Rural Highway Project to Realistic Highway Project? I mean, several pages ago... SA (Shadow Asassin) showed us some pics of some in-progress "Urban" Rural Highway Textures, and that just shows how this project is now no longer limited to the countryside. With this small rename, the RHW acronym (is that what it is called?) can still be kept, but instead of using the word rural, it uses the word realistic, which the project is basically aiming for, isn't it?

And many nice textures and developments people!

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 15, 2007, 04:41:12 PM
Hows about we just call it NWM - Network Widening Mod.

There will be no new releases of RHW on its own anymore.  It is being integrated into NWM.

This can be taken as an Official Announcement as to what NWM will consist of:

Turning Lane Avenues:

Turning Lane Avenues has 3 versions in production.  A 3 lane 1-tile road variation.  A 5 lane 2-tile wide avenue variation.  And a 7 lane 3-tile wide variation.  The first version of NWM will include TLA-3 and some sort of BETA for TLA-5.  TLA-7 will be worked on and if enough progress has been made it will be added to future BETAs of NWM.

5 Lane One Way Roads:

This will either be an override of side by side One Way Roads or an override of the avenue network.  It will be 2-tiles wide with 5 lanes.  Hopefully will be part of the first NWM BETA release.

Wider Avenues:

New variations of Avenues are being created.  There will be a new 6 lane Avenue over 3 tiles and an 8 lane verion over 3 tiles.  These may not be part of the first BETA of NWM because of the width of the networks.

Also a meadianless Avenue is planned.  Memo started working on some textures for this and testing an Avenue override with puzzle drag.  Hopefully more textures can be created in time for a NWM BETA release.

RHW (URHW, Real Highways, etc.):

RHW will have multiple versions.  We are working diligently to get RHW-2, RHW-4 and RHW-10 ready for the first NWM BETA release.  RHW-6c and 6s and RHW-8 will be added later.
_____________________________________________________________________________

Please do not take this as a "hint" that NWM will be coming out relatively soon.  We still have many textures to re-index along with hundreds of RULs to write.  Essentially, the 1-tile networks are ready including diagonals.  2-tile networks are in the process of being written RUL wise and when we have them setup it will be easier to copy from network to network.  When the 2-tile networks are ready, we should be able to release the first version of NWM.

This could be 2 weeks or 2 months we just dont know the timeframe so please dont ask.  RLS does not allow us to give a date for release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: HabLeUrG on August 15, 2007, 04:46:27 PM
sounds interesting, i cant wait for it releasing  ;) if you guys are interested in new textures i can make some  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 15, 2007, 07:10:41 PM
A RHW-2 mod to go with my texture-replacement mod for the RHW-4 is underway.

jplumbley, I might have to talk to you about the various textures required for the RHW-10. The RHW-8 and 6 (both S and C variants) have already been textured. The UHW is on hold for the moment - I want to finish the RHW-2 and RHW-10 mods first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on August 15, 2007, 08:35:06 PM
is there any chance to make the rhw visible (or is it viewable?   :-[) in the transportation map of the region view?
just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 15, 2007, 09:14:43 PM
It appears in transportation view, but it's not obvious. If you're using the default RHW, it'll appear light grey. If you're using the texture replacement mod, it'll appear black.

It depends on your terrain mod, that's the thing - your terrain mod will affect how visible it is in transportation view. I don't think it's possible to change it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on August 15, 2007, 09:54:17 PM
thanks for the answer. anyways, it is not that important
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2007, 02:16:42 AM
Also, to add further to jplumbley's announcement about the NWM, the MIS will be a part of the NWM, since it is a part of the RHW.  The RULs that the MIS (in its new draggable form) will require are very similar to those utilized by the TLA-3, so there is a good chance that the MIS in some form may be a part of the initial NWM BETA release.  I can't guarantee it, however.  And of course, there is no scheduled release date.  We've got RL, so there's no telling how long it might take, plus weird stuff happens quite frequently with modding.  And besides, aren't surprises fun? ;) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 16, 2007, 09:58:58 AM
Hey Alex, Looking forward to seeing the new network widening modd(NWM). Hope it will solve our traffic problems in SC4 LOL.

Your Friend;
Mayor Of Stevens Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 16, 2007, 08:58:37 PM
NWM Team,

Glad to see that a definitive plan for the NWM exists. Heck, even without a release date I'm pretty damn excited. You all are doing great work and after attempting to understand RUL's I have come to realize that the pretty textures are the easy part.

I cannot wait to see more and if you need any inspiration I'm always around. I just traversed over 3000 miles of America's interstates and highways and have seen all sorts of neat things to replicate.

Cheers,
Kevin

Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on August 16, 2007, 10:34:32 PM
Will there be diagonal TLAs and RHWs over 4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 16, 2007, 10:51:30 PM
Quote from: godjcjk12 on August 16, 2007, 10:34:32 PM
Will there be diagonal TLAs and RHWs over 4?

Eventually.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 17, 2007, 04:30:45 AM
i am eagerly waiting,
;D
maybe the topic title should be changed into NWM? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 17, 2007, 08:33:11 AM
Quote from: Meastro444 on August 17, 2007, 04:30:45 AM
i am eagerly waiting,
;D
maybe the topic title should be changed into NWM? ;)

Meastro444, The NWM is the modd that incorporates all of these NAM projects.  Inside the NWM, there is the RHW (which the abbreviation should stick because it rolls off the tongue so well.  I am all for changing the "Rural" to "Real" because it keeps the "R" in "RHW"), the TLA project, the MIS (for the RHW), wider One-way roads, and wider Avenues.

Having all these topics put all into one thread called the NWM would flood the thread because of all the projects in the NWM and would confuse the people browsing the pages.  So I think its best to leave this one for the RHW, and other NWM threads on their own to avoid this confusion and help keep things more organized.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 17, 2007, 08:49:28 AM
So are we all for changing the name now? I also cant wait for it to come out, it will save me some trouble aswell

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 17, 2007, 09:13:54 AM
Whats in a name?

It really does not matter what it is called as long as it is created.  This is really a waste of time debating whether the name should be changed.  I tried to end this by changing the discussion to the new Official Announcement of Network Widening Mod.  The RHW is called RHW, what ever that means to you it means to you, whether is "Rural Highway Mod" or "Real Highway Mod".  Who cares, the acronym is staying RHW and not changing and pretend it is whatever you want it to be.

For those who think the name of this thread should be named for the NWM.  I have to disagree.  This is and always where you will go for RHW.  The TLA thread will be and always be where you go for TLA, eventually OWR-5 will be given a new home here in this forum and Wider Avenues will aswell.

I hope this makes it clear.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 17, 2007, 09:18:35 AM
The name is somewhat irrelevant indeed. Quite often, the name of a project just sticks, like it happened with the GLR that is included in the NAM. I guess nobody in real-life says "ground light rail" to a tram system, but we all know what GLR is, since it became a handy acronym.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 17, 2007, 09:19:59 AM
ok im sorry, didnt know you would want it the same, just thought it best to keep the name of the thread up to date

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 17, 2007, 01:22:20 PM
guys relax,  it was a suggestion, not an attack on anyone!!!

i still like this project, no matter what it is called!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Emperor Stormont on August 17, 2007, 05:31:23 PM
All this just sounds fantastic, love the ideas of wider/medianless avenue and wider one-way roads.

Simply wonderful work indeed  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 18, 2007, 01:13:41 AM
HI!

First of all, GREAT WORK on the NAM and the RHW. I am experiencing a problem though and was wondering if anyone can help. I cannot seem to get one of these highways working! Is there a help file or anything that I can read to help me learn how to build one of these beautiful things?? I am either too dumb to figure it out or I am just not doing something right...HELP!!  &hlp

Kalanc69
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 18, 2007, 01:51:08 AM
Well, I have to agree here with jplumbley and Andreas.  The "RHW" has stuck, whether you interpret it as Rural Highway, Real Highway, Redesigned Highway, or Rabbit Hating Widget. :D  Perhaps if any thread name changing is necessary, I'm thinking perhaps removing "Rural Highway" from the title, just leaving it simply as "RHW".  I do understand where you're coming from, though, Meastro, and I'm thinking perhaps a locked sticky may be in order, linking to all the topics for the various NWM components.  How does that sound?

kalanc69, to answer your question, there is a readme included with the most recent version of the RHW (v13b, released on June 1st), and there's additional info in the NAM Readme and "Read First" documents.  From the sounds of it, either a) you may have installed the NAM Essentials file before installing the NAM, which would have overwritten the RUL files in the NAM_Controller.dat file to the default NAM ones, which don't include the RHW, or b) you have an older high-level transit mod (involving RUL modifications) that is conflicting with the new NAM and RHW.  I'd recommend uninstalling the NAM, running the NAM BSC Cleanitol definitions, and then reinstalling the NAM.  I posted a detailed step-by-step guide awhile ago as well, which can be found here (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=89350&enterthread=y&STARTPAGE=4#1137943).

Hope that helps!

I'll be back with some developments here quite soon. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on August 18, 2007, 03:04:34 AM
An alternate plan with regards to the threads may be to retain the separate threads until such time as the NWM is released. Since the NWM actually doesn't exist in the public domain yet, this may be a worthwhile option.

Just an idea.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 18, 2007, 03:15:47 AM
I would hate to echo the previous comments Alex and Plumbey stated but as Plumbey has mentioned the threads will be as they are for no reason is there to change it....


as momma always sed "If it isnt as broke then it aint isnt as worth fixin'"  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 18, 2007, 03:25:21 AM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 18, 2007, 06:14:37 AM
Quote from: kalanc69 on August 18, 2007, 03:25:21 AM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()

Do you have a screenshot of this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: le_harv on August 18, 2007, 03:19:35 PM
Quote from: kalanc69 on August 18, 2007, 03:25:21 AM
Tarkus,

Thanks for your help, I really appreciate it. I am starting over because I had to reformat my drive, so the only thing I have on my SC4 right now are the nam and rhw files. One interesting thing I am encountering is when I try to make an avenue an rhw style road...The portion that I am connecting the rhw to disappears, unless I put a highway over it..then it appears, until I try to delete the highway then it disappears again...Any suggestions???  ()what()

Kalanc,

I had the same problem myself and the reason was that there are 2 NAM locations on this site, for a while the one accessible from the landing page was the old version even after the new one was released. I had the exact same problem. Basically redownload the NAM from the LEX NOT the landing page and it will work for you. For more information read the following thread as it outlines the problem I had but also the solution...

NAM PROBLEMS THREAD (http://sc4devotion.com/forums/index.php?topic=1444.40)

Hope that helps!

Le_Harv
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on August 19, 2007, 12:19:30 AM
Le_Harv,

Thanks for your response! I was able to get everything to work (at least I think so) by re-downloading the NAM. I am not sure where I got the first one, but the second one seems to be doing the trick...Now I just need to get used to using it
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 06:07:14 PM
Now Released!!!!  The updated RHW-4 textures that you've seen in this thread.  They are uploaded right now @ the LEX under the "NAM Team" banner.

Enjoy everybody!!!!!!!!!! :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW_Release%2Freadme1.jpg&hash=89947fc3a3cdb3d24477c7c85152a45f80f1240f)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW_Release%2Freadme2.jpg&hash=3e03c1cbabfc85b57db60de5f571ec6e27db75fc)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW_Release%2Freadme3.jpg&hash=f6bf210399241bfcdef462fbb0c73ac3a1c635f6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 19, 2007, 06:13:06 PM
Speaking of which, does anyone have a copy of the RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 06:15:20 PM
Quote from: Shadow Assassin on August 19, 2007, 06:13:06 PM
Speaking of which, does anyone have a copy of the RHW-2?

Talk to Tarkus. ;) **HINT, HINT**
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on August 19, 2007, 06:43:46 PM
Speaking of the RHW 2 - which I truly love by the way...  I have a quick question - and please forgive me if I missed the answer somewhere else.  Is there a bridge puzzle piece that allows a Road to cross the RHW 2?  ...Or am I just missing it?  I have already used the one that allows a Road to cross the RHW 4. 

Beyond that, keep up the great work, and thanks for your patience with my question.   :)

Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 19, 2007, 06:46:41 PM
Quote from: riponite on August 19, 2007, 06:43:46 PM
Speaking of the RHW 2 - which I truly love by the way...  I have a quick question - and please forgive me if I missed the answer somewhere else.  Is there a bridge puzzle piece that allows a Road to cross the RHW 2?  ...Or am I just missing it?  I have already used the one that allows a Road to cross the RHW 4. 

Beyond that, keep up the great work, and thanks for your patience with my question.   :)

Riponite

No, there isn't a puzzle piece at this time for the Road to cross the RHW-2.  Hopefully when the next RHW comes out, there will be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on August 19, 2007, 08:43:26 PM
Nice texures!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 19, 2007, 08:52:10 PM
Great work, rickmastfan67! Congratulations on the release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 19, 2007, 10:19:12 PM
Quote from: Shadow Assassin on August 19, 2007, 06:13:06 PM
Speaking of which, does anyone have a copy of the RHW-2?
Yes I do!  Here is the link:

http://www.simtropolis.com/forum/attachments//twoway%20RHW2%2Ezip (http://www.simtropolis.com/forum/attachments//twoway%20RHW2%2Ezip)

Anyways, My comments on the textures:

I like how it looks like the regular RHW and the new Euro-RHW put together. With 3 textures now, the network can now look like a highway in nearly every region of the world (though we are missing an Asian-RHW but you see my point).

Of the 3 textures, I got to say this one looks the best in comparison to my country (Canada), while other country/region may still prefer another RHW texture. I really like this network veriety because it represents a more worldwide view.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 19, 2007, 11:02:01 PM
Quote(though we are missing an Asian-RHW but you see my point)

An Asian RHW is really very similar to the Euro RHW. The road markings might differ slightly, but the differences are almost non-existent. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 21, 2007, 01:05:09 AM
I've started work on the RHW-2. When completed, it will be integrated into my texture replacement mod for the RHW-2 (formerly known as the ANT).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg523.imageshack.us%2Fimg523%2F5505%2Frhw2prevag4.jpg&hash=5441c72df9a427652a060988544fcbc080491d33)

I'm actually having problems with the diagonals at the moment - the textures don't line up properly (they are 1 pixel off).

EDIT: Corrected a little error. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 21, 2007, 03:36:10 AM
awesome! cant wait SA!! &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 21, 2007, 05:08:13 AM
Yeah, Maxis did a sloppy job with the diagonal textures - frimi had to correct them in the Euro Road Textures Mod as well (and the latest NAM contains a fix for the one-way-road textures, if I'm not mistaken). I never used the ANT because of the US textures, but now the time has come where this will change. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on August 21, 2007, 08:14:46 AM
Very nice texture SA  :thumbsup:

It fits perfectly in wild and rural environements.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 21, 2007, 08:39:42 AM
That looks very great, SA! Looking forward to it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 21, 2007, 09:27:36 AM
That texture looks magnificent, SA! Great work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on August 21, 2007, 11:22:15 AM
ALL: Sorry about what happened earlier, and I'll do better in the future

Shadow Assasin: I was looking at your Urban RHW and could tell it utilized the original Maxis highways, but has a two lane texture instead of three.  Will it replace the original Maxis highways, or will it be an additional network like the TLA and GLR?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 21, 2007, 10:01:04 PM
Look a few pages back because I think SA explained it already.

If I remember clearly, SA was thinking of replacing the dangerously narrow ground and elevated highways with the new textures, but he has stated that it is on the bottom of his to-do list.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 12:21:10 AM
Yup, that's right - as I have said: It's at the bottom of my to-do list because I want to finish the RHW-2 and other RHW variants as well as the RHW MIS. Luckily, they all have been started, but fine tuning is necessary for all these pieces.

I'll post my list here again (some things actually have been changed) [note: things in blue are things that MIGHT be done]
- Completing the RHW-2 textures using only the textures that actually are included in the ANT... however, this might be a little issue considering the nature of some of the pieces (I will have to cheat blatantly with these - jplumbley or Tarkus - is there any way RUL-wise to make a texture act a particular way - for instance if a normal road crosses a RHW2, the texture would be oriented that way, and not stuffed up on other orientations?).
- Fixing the Instance IDs of the RHW-4 and RHW-2 as part of the NWM update.
- Adding RHW-10, as part of the NWM update.
- Adding the RHWMIS pieces when they are completed (possibly as part of the NWM).
- Tweaking the rail RHW-4 piece so it lines up correctly (this may not be required, since it is merely a detail thing - the piece itself is fine).
- Replacing the Maxis Highways (or rather, more likely adding them as a supplement). This is not really important, because it only adds an extra part to the existing RHW. There are, essentially, only a few textures to replace, and they've all been done, but there are minor cosmetic tweaks that still need to be done.

In the future, though, it's possible that I may add a series of new mods dealing with the NWM, expanding what's being added to include a few new things.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on August 22, 2007, 02:16:31 AM
Quote from: Shadow Assassin on August 22, 2007, 12:21:10 AM
- Completing the RHW-2 textures using only the textures that actually are included in the ANT... however, this might be a little issue considering the nature of some of the pieces (I will have to cheat blatantly with these - jplumbley or Tarkus - is there any way RUL-wise to make a texture act a particular way - for instance if a normal road crosses a RHW2, the texture would be oriented that way, and not stuffed up on other orientations?).

Hey SA,

Im not sure what the issue is if you are replacing textures...

What I have noticed from old mods, like ATL in the NAM, some people have made more textures than actually are needed.  For example, for the ATL the intersection between 2 Avenues is a 2x2 tile square.  There are 4 different textures in the ATL at the 4 different rotations for this.  At first, I thought the difference would be the SC4Path files, but I was wrong.  All the SC4Path files are the same except that everything has been rotated 90 degrees in orientation.  I dont know if the ATL was made before some of the discoveries in the RULs, but I know that it is possible for me to write the RULs using only one of the textures.  This would eliminate the need of 3 textures x 5 zooms x 4 wealths = 60 FSH files, 3 SC4Paths and 3 T21 exemplars.  Because of this one inefficiency we have 66 extra files within the NAM files.  Now, the size of these files are probably only about 125 to 150 kb but its still an inefficiency.  Thats something for another day.

To answer your question the best I can.  Only one rotation is needed for any texture, there are 8 separate rotations we can RUL with the texture.  These rotations are 0, 90, 180 and 270 degree rotations and mirrored 0, 90, 180, and 270 degree rotations.  Any possible orientation of the texture can be made in game is possible to be RULed off of one texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 22, 2007, 02:21:53 AM
wow that is some to-do-list, SA
Ithought if you were replacing textures you didn't need to RUL anything?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 02:23:14 AM
That's exactly what I needed to know, because for some of those textures, RULs would be required to ensure they stayed in the proper orientation when intersecting with other road types.

Warrior: For the RHW-2 (and I suspect the RHW-4 may need it), RULs may be needed for intersection textures to keep them oriented in the right direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 22, 2007, 02:25:04 AM
I thought the RHW-2 was exactly like the ANT except it looked different? NOT saying that thats bad or anything like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2007, 02:29:34 AM
It is. The reason for those RULs is because of the intersections. If you look at the default ANT texture intersection, you'll notice something very important: it's able to be rotated in any direction because it's got a standard crossing texture - plus it's the same as the default road texture. And incidentally, that same intersection texture (I think) is used both for RHW-RHW T-intersections and Road-RHW T-intersections (which are most likely needed to be edited in the RUL). The RHW-4 is much simpler because the RULs have been done for it.

edit: Didn't realise you had edited this post till after I posted this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 22, 2007, 08:21:53 AM
Shadow Assassin:  It looks as if you have everything well planned out.   If you need anything else (like the RHW-2 textures or RHW-8 setup) I can see what I can do to help out!  Best of luck with your work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jugioh1012 on August 22, 2007, 09:59:29 AM
The button that says RHW is only a road,well it appears as a road.Why is that? :sunny:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 22, 2007, 10:20:36 AM
First have you read the manual/readme?
Next did you install the NAM essentials files before the RHW files?

Hope this helps

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 23, 2007, 05:22:18 AM
Quote from: Haljackey on August 22, 2007, 08:21:53 AM
Shadow Assassin:  It looks as if you have everything well planned out.   If you need anything else (like the RHW-2 textures or RHW-8 setup) I can see what I can do to help out!  Best of luck with your work!

Well, all's fine on the texturing front, so that's alright. RHW-8 setup - you mean the whole override thing (well... the textures have been done ages ago for that)? That's being handled by someone else, or are you referring to something else? :P

Thanks, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: hoshattack on August 23, 2007, 02:48:06 PM
Is there a way to sort of combine the features of the UHW with the larger lane versions of RHW?  I really like having the wall barriers between the sides of the highway rather than grass.  It just makes it feel like it was made for a more dense area.

So it has the urban feel of the UHW but has like 5 lanes on each side.

Just thinking..   &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2007, 02:08:27 AM
Hi everyone-

Just thought I'd drop by and share a few little developments.

I finally got around to making the Elevated RHW draggable. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F6227%2Frhw4el082520071az0.jpg&hash=9583d99ebc6f1a9644ccc9c2fa20d10ef6d1f974)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg463.imageshack.us%2Fimg463%2F4590%2Frhw4el082520072jq2.jpg&hash=9bc43e1a7c724a4859f0c0c5b59af102e7525ad4)

The way the El-RHW is set up, you'll basically have a puzzle drag starter which creates one side of an El-RHW-4. 

And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F2300%2Frhw6c08252007dj5.jpg&hash=3d88b51c0cb2553940ad66191bb98eaab5a773ed)

I've got some other interesting developments relating to these two components of the RHW/NWM which I'll be able to show you quite soon.

hoshattack, to answer your question, the wider RHWs will receive some sort of Type21-Exemplar treatment which will place barriers under certain conditions.  It will likely end up looking something like the El-RHW above.

And SA, that RHW-2 texture looks fantastic!

I'll be back with more here in the next few days.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 25, 2007, 03:22:02 AM
That's great, Tarkus! Wonderful work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 25, 2007, 04:32:36 AM
Quote from: Tarkus on August 25, 2007, 02:08:27 AM
And I've also stabilized some things with the RHW-6C.  Here's a test stretch I dragged out, using rickmastfan67's textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F2300%2Frhw6c08252007dj5.jpg&hash=3d88b51c0cb2553940ad66191bb98eaab5a773ed)

I'll soon have an overhauled strait RHW-6C piece for ya Alex.  Got some other personal things I have to get dealt with first before I can get to it. ;)

Also, for that draggable ERHW-4, that looks sweet!!  Is that the texture for the strait piece that I released with the rest of the RHW-4 Update Textures, or an earlier version before I dulled the paint some?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 25, 2007, 11:18:29 AM
Oooh, the Elevated RHW looks fantastic, Alex! And making it draggable is always a plus! Excellent work, as always, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 25, 2007, 11:30:37 AM
Excellent work, Alex!  :thumbsup:

Thanks for the update!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 11:57:09 AM
Hmm... is the ERHW 4 a hint to bigger things? (thinks of draggable overpasses for roads, avenues, and one-way-roads)

The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.

And wow... how many networks are the NWM team working on now? I already saw these so far in various threads:

TLA 3 *
TLA 5 *
TLA 7
AVE 2
AVE 6
AVE 8
RHW 3 (planned)(single-laned highways with alternating passing sections)
RHW 4 ^
RHW 6
RHW 6C (compact version)
RHW 8
RHW 8C
RHW 10 *
ERHW 4
DDRHW 4
RHWMIS 1 *
PSR 3 (Passing Lane Roads)
RD 4 (4-laned road with no median) *  **
OWR 5 *

* means Jplumbley has indicated that the project might be included in NWM Beta 1.0.
^ means that the project already completed.
** I cannot treat RD 4 as an avenue specifically because it does not have a median.

You people seem to be going somewhat overboard with the NWM. (no offence) :D $%Grinno$%

Anyways... nice work as always!

- Allan K.

MESSAGE EDITED: Inclusion of DDRHW 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 25, 2007, 01:01:12 PM
Quote
You people seem to be going somewhat overboard with the NWM. (no offence)

And that's definitely a good thing! I can't keep track of all the projects involved in this, much less all the abbreviations, but I sure think that it's going to be great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 25, 2007, 01:27:46 PM
Add TLA7 to the "in progress" list, Allan. Tarkus once shared a photo of it in a thread...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 04:18:37 PM
It's there... look closely... Jplumbley however has mentioned that the network is somewhat tricky to work on (being 3 tiles) and therefore might not make the first BETA of the NWM.

- Allan K
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 25, 2007, 04:23:45 PM
maybe somebody should make this its own topic. maybe even a sticked topic...

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 25, 2007, 06:48:58 PM
Uh why? This is kinda related to the RHW discussion. Okay... maybe the TLA stuff that i discussed in my last post does not count.

And everyone is getting off-topic here. So... let's just get back into being amazed by the stuff Tarkus and the NWM team are making.

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2007, 01:54:06 PM
Hi again everyone-

Glad you enjoyed the ERHW-4 pics.  And yes, Allan, you will be able to drag the ERHW over networks to produce overpasses.  It will work similar to how the Maxis Elevated Highways work in that regard.  (Thanks for the list of NWM stuff, too.  I had no idea we were working on that much stuff :D--though you did forget the double-decker, or DDRHW-4. ;))

Just stopped by to show some progress on a few more things here.

First things first, last update you saw the RHW-6C, so here's how things are shaping up with the RHW-6S.  The orthogonal RULs are in place. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F2923%2Frhw6s082620071eg7.jpg&hash=a676af19da16f5f8cc29efe42e2a88805cdc56d6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F8652%2Frhw6s082620072li2.jpg&hash=a5aace3425374dc8263b8449e5f14164d7d65a2d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3149%2Frhw6s082620073ay3.jpg&hash=688bb54c3c8d8c7fd113daafa22599f86465cee6)

A couple curious things to note here.  Some of you probably have wondered what the "S" and "C" designations actually mean.  The "C", of course, means "compact", but the "S" means "separable" (not "standard" as some have speculated), such that you can have various widths of medians.  They function just like the RHW-4 and the future RHW-10.  The C versions take up less space, but the median is always the same size.  Getting to the point of this rumination, you may notice in that series of images that there's actually only 5 lanes instead of 6.  The fact is, since the network is separable, it is possible to only apply the widening overrides to one side, allowing for an RHW-5.  In essence, with the S versions, you'll have numerous options with regards to lane configurations, including asymmetrical divisions like this.

The second little item I should point out--does that starter piece used in creating the override look familiar?  That's because it is the exact same piece used to create the RHW-6C.  (We Oregonians like to recycle.  :))  The way the override is set up, dragging the starter between two RHW-4s separated by one tile creates an RHW-6C, while dragging to the outside creates the S version.  In my files, I actually have the starter labeled as a "RHW +1 LPC" (LPC=Lane(s) Per Carriageway).  In essence, it will add one lane to any RHW carriageway.  And I do mean any.  If you catch my drift. ;)  (With the 6C, it's actually adding two lanes, because it is effecting two carriageways).  The RHW-8 will be set up exactly the same, except that a "RHW +2 LPC" starter will be used.  For the RHW-10, you'll only have to drag the good old ANT to the outside of an RHW-4.

Quote from: allan_kuan1992 on August 25, 2007, 11:57:09 AM
The RHW might need two-laned high-capacity entrances and exits for busy intersections. In these cases however, it might be good just to use the existing OWR 2 to a puzzle piece that merges the OWR 2 into the RHW to save you some work.
[/font]

I have a rather interesting solution to show you for just such a thing . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F605%2Frhw4drag082620071xi1.jpg&hash=b65e8f9b5b5b22336a4377a81458688007cdbc56)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F6144%2Frhw4drag082620072iy2.jpg&hash=7ba5c71d34851c49a233deb9b728f8ca3a6b23af)

Basically, I simply took the RHW-4 and made it into a puzzle drag.  What does this mean?  Well, several things. 

1) There will be two methods for producing the RHW networks in NWM Beta 1--the side-by-side method you're all familiar with, as well as this new puzzle drag.  (All of the RULs I have written for the wider RHWs take into consideration both versions, so either way, you'll be able to widen them.)
2) It will allow for easier construction of C/D lanes, like those produced with Haljackey's Multi-RHW setup.  The puzzle drag RHW-4 will not override itself, nor will it override a traditional RHW-4, eliminating many of the issues that arise in Multi-RHW construction.
3) I can tack the puzzle starter onto the end of an MIS ramp starter, allowing for 2-lane MIS ramps (it's also an MIS-2).  Also, taking into consideration the fact that this RHW-4 drag can also be overriden using the widening techniques, it will be possible to produce even wider MIS ramps.  In addition, it will not suffer from the much lower network speed that the OWR-2 has (which, as I've seen in my testing, results in severe negative impact on one's highway system).
4) All the textures are the exact same as the RHW-4, and the RULs can be taken from other 1-tile NWM networks and appropriated through automated modification to the correct IIDs.  Very little additional modding work is necessary.

Hope that answers some questions. ;)

-Alex (Tarkus)







Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on August 26, 2007, 02:27:55 PM
thanks for another awesome update, this is all really starting to come together now
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on August 26, 2007, 03:07:02 PM
Thanks for the update, Alex. I'm salivating at the NWM release...salivating I tell you!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 26, 2007, 05:21:57 PM
And I have something that I want to show off.  I just came up with this idea last night working up the brand new RHW-6/6C piece for Alex.  I'd like to call it the RHW-6SC.  I'm thinking it could be just a strait piece set with extra pieces for only exits and transitions from the RHW-4 and maybe RHW-6/6C.  This would mostly be for people who don't have the ROW for major expansion in an urban area and just have the ROW for 2 tiles plus 1 for exit ramps.  Right now, I just temporary used the RHW-4 strait piece id so I could test it out.  Also, with the help of Type-21 stuff, this could have something like the Ontario "Tall Wall" in the middle to prevent crossover wrecks.

So, what do you guys think?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2FRHW-6SCPreview.png&hash=4b607a509942fc582394e9f8af96fc179a7bcb14)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 26, 2007, 06:32:25 PM
It looks exactly like Freebie 90 through Albany, just without the divider. Very nice. Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Emperor Stormont on August 26, 2007, 07:45:26 PM
wall or crash barrier, something simple and clean. That looks simply fabulous.  &apls

I keep saying this. With all these fantastic transport options and the various highway/avenue/road options being developed. I fail to see the need for SC5, at least the one planned.

Amazing work, I so wish I have the talent and patience to create things like this. I'll just stick to building beautiful cities filled with wonderful custom content like the above  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 26, 2007, 08:17:48 PM
I agree that looks fantastic  &apls. Keep Up The Great Work. Cant wait to use them already  ;D.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 26, 2007, 09:51:14 PM
Interesting progress there.  It looks, to me, a little weird how the RHW 6-C or RHW 6-S(?) are drawn, but I'm sure that I will figure it out,  Keep it up everyone, the project is looking just fantastic! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on August 27, 2007, 12:40:34 AM
looks nice, though it's difficult to visualize the whole system without ramps having been shown (at least not in a while). And the lane reduce/add points. (Will we have an option of a new lane starting from an on ramp? or lane ending at off ramp?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on August 27, 2007, 02:12:48 AM
Quote from: writingliberty on August 27, 2007, 12:40:34 AM
(Will we have an option of a new lane starting from an on ramp? or lane ending at off ramp?)

As long as textures are made for them, almost anything is possible. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 27, 2007, 08:55:52 AM
The shoulders seem to be too narrow... it reminds me of the Sea to Sky Highway in BC. The province is currently upgrading and expanding it, and from what I have seen driving through there in August, the upgraded and widened portions will still have sections with narrow shoulders.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 27, 2007, 09:01:40 AM
Allan,
actually here where i live in Nashville,Tennessee, some of the interstates shoulder are very narrow due to the fact that when they were built decades ago, they didnt have room to add shoulders bc of the rocky terrain here
http://maps.google.com/maps?f=q&hl=en&geocode=&q=nashville,+tn&ie=UTF8&ll=36.145852,-86.741644&spn=0.001438,0.002511&t=k&z=19&om=1
Title: Re: RHW (RealHighway) - Development and Support
Post by: vester on August 27, 2007, 09:29:41 AM
Filasimo
Instead for just pasting the link into the post, please add some coding like this :
[url=http://......]Nashville,Tennessee[/url]
That long link mess up the page making the thread harder to read.

That will in your case looks like this: Nashville,Tennessee (http://maps.google.com/maps?f=q&hl=en&geocode=&q=nashville,+tn&ie=UTF8&ll=36.145852,-86.741644&spn=0.001438,0.002511&t=k&z=19&om=1)
It's not that hard.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on August 27, 2007, 09:43:26 AM
my bad.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on September 01, 2007, 04:50:41 PM
Several days and this forum has been awfully quiet... hmmmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 01, 2007, 06:06:56 PM
It's most likely because we're suffering from RLS.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 01, 2007, 06:53:02 PM
Quote from: Shadow Assassin on September 01, 2007, 06:06:56 PM
It's most likely because we're suffering from RLS.  ;)

I'll second that. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 01, 2007, 09:32:37 PM
ill third that  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 09, 2007, 05:46:37 PM
Where would I find a tutorial of how what things can and can't interchange with the current RHW?

On and offramps are (currently) done with avenue replacement, avenue intersections, yes?

How do I bridge?  Avenue replacement, then one-way street or highway segments?

Can traffic path through parallel, same direction RHW segments?  (8+ lane projects, etc)

Where's the overpass segments for RHW?  Are there any?

-Crissa

PS:  Everyone keeps saying they need textures.  How are textures inserted/aligned for plugins?  Because I have alot of graphical software (Adobe, Maya, etc) and can output in nearly anything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 11, 2007, 03:52:49 AM
Quote from: allan_kuan1992 on August 27, 2007, 08:55:52 AM
The shoulders seem to be too narrow... it reminds me of the Sea to Sky Highway in BC. The province is currently upgrading and expanding it, and from what I have seen driving through there in August, the upgraded and widened portions will still have sections with narrow shoulders.

- Allan Kuan

Meh. It wouldn't be hard to create a series of lots or perhaps a street-based puzzle drag that provides a shoulder. It's pretty low on the priority list, though, IMHO.

Tarkus & rickmastfan: everything is looking wonderful. I really like the puzzle-drag RHW-4. It has an additional advantage aside from MIS and collector-distributor systems -- one can emulate successfully a one-way motorway, as pointless as they are.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 11, 2007, 04:56:23 AM
Quoteone can emulate successfully a one-way motorway, as pointless as they are.

Try telling that to the people who made that motorway in Adelaide. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 11, 2007, 05:00:28 AM
Quote from: Crissa on September 09, 2007, 05:46:37 PM
PS:  Everyone keeps saying they need textures.  How are textures inserted/aligned for plugins?  Because I have alot of graphical software (Adobe, Maya, etc) and can output in nearly anything.

Textures are created as 128x128 pixel PNGs using PSP, PS, etc.  These are then taken by a modder and made into FSH file (SC4 Textures) using SC4Tool or FiSHman.  The issue is, Modders are generally very basic texture artists at the most.  For the most part Tarkus and I are good at copy/paste/overlay type functions and getting better at making the textures.  But, for additions that are totally new and there is no base texture provided for us, we have troubles making these.

If you would like to get into texturing to help make these and other projects go faster, send me a PM.  Texturing is one of the easiest ways to help out, its just in most cases you need to have a talented eye for making them and a little bit of patience.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 11, 2007, 05:46:35 PM
I can totally mod up any 128 texture PNGs you want.  Do they have an alpha channel or no?

Totally I can do that.  It'd be nice if I had a sample or two from a modder so I know what brightness is apprpos for projects, and I'd be working in a vaccum, but I can totally make any PNG blend, rotate, or pattern you'd like.  I was making some tire tracks for some 3D virtual world projects and 128 textures are a whiz to make by comparison.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 11, 2007, 06:05:36 PM
@Crissa  If want to help send me a PM, it will take a couple of days to extract some old textures for you to investigate.   If any other members who need texture help for an upcoming mod, please speak up.  If not I will find something that can be done!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 12, 2007, 02:25:49 AM
Actually, I'd need some texturing help. :) I always wanted to edit Marrast's road underpass for the Euro Road Textures Mod, but my attempts so far have shown mixed results. For more information, look here: http://sc4devotion.com/forums/index.php?topic=210.msg70258#msg70258
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 12, 2007, 03:53:44 AM
FYI: I hope to be posting an update soon on the Upgrade process of the RHW-2 system.  When I do, you guys will be shocked at some of the ideas I have and hope to be implemented into the system for you realistic buffs. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 12, 2007, 05:10:02 AM
Quote from: Shadow Assassin on September 11, 2007, 04:56:23 AM
Try telling that to the people who made that motorway in Adelaide. :P

My point exactly.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on September 12, 2007, 10:59:59 AM
Rickmastfan67, I'm looking forward to it. 

The "Super 2" is an excellent aspiration.  I use the "RHW 2" in some of my country connections between cities where there isn't enough traffic to warrent a full freeway, but where a speedy route with sufficient volume is still required to handle traffic.  Your additions will, no doubt, make some of my dreams for this type of network a reality.  Thank you for your efforts. 

Riponite

Quote from: rickmastfan67 on September 12, 2007, 03:53:44 AM
FYI: I hope to be posting an update soon on the Upgrade process of the RHW-2 system.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 12, 2007, 04:42:02 PM
Rickmastfan67: The RHW-2 has a ton of potential!  (Well, just like the rest of the "RHW family")  What we have now is a start, but I would like to see where this network has gone after leaving the starting line.

As for the rest of the project, how's it going?  I know things are slow right now for all of us (university is taking most of my free time away), but that doesn't mean that we can't still comment/compliment on this network!  Anyways everyone, best of luck with the further development of the RHW!

Patiently waiting,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 12, 2007, 06:23:56 PM
Quote from: Haljackey on September 12, 2007, 04:42:02 PM
Rickmastfan67: The RHW-2 has a ton of potential!  (Well, just like the rest of the "RHW family")  What we have now is a start, but I would like to see where this network has gone after leaving the starting line.

Well, as soon as Tarkus gets off his behind and writes the new RULs for the new pieces I have made, I might have something to show. lol. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 13, 2007, 01:39:07 AM
Quote from: rickmastfan67 on September 12, 2007, 06:23:56 PM
Well, as soon as Tarkus gets off his behind and writes the new RULs for the new pieces I have made, I might have something to show. lol. :P

Actually, I need to sit down to mod. :P  Once I get a few last details ironed out with the SAM. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 13, 2007, 06:59:34 PM
Hmm, I saw RHW2 - Avenue on a diagonal in a screenshot, but I don't seem to be able to do it... Is there any way to join on the diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 13, 2007, 10:02:08 PM
Quote from: Tarkus on September 13, 2007, 01:39:07 AM
Actually, I need to sit down to mod. :P  Once I get a few last details ironed out with the SAM. ;)

-Alex (Tarkus)

Glad to hear it, Alex! Good luck with the SAM and I'll be looking forward to your return here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 14, 2007, 01:45:29 PM
Hey, since I loaded http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1063 I don't seem to be able to spawn RHW8.

Is this a known issue?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on September 14, 2007, 02:02:46 PM
Likely yes  ()what()

Lot Description:
The Rural Highway Mod (RHW) is an optional NAM component (downloaded separately) which utilizes the ANT Network, allowing you to transform it into a 4-lane, 2-tile Highway-style network, with a variable width median. The RHW is activated by placing two parallel stretches of ANT network side-by-side.


-Olasz
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 14, 2007, 02:08:35 PM
How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 14, 2007, 02:27:31 PM
Quote from: Crissa on September 14, 2007, 01:45:29 PM
Hey, since I loaded http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1063 I don't seem to be able to spawn RHW8.

Is this a known issue?

-Crissa

My update is just a texture update mod for the RHW-4.  It's a temporary update for the textures till the next release of the RHW. ;)  So, no, you can't make a RHW-8 unless you do it the way Haljackey says in his signature.

Quote from: metasmurf on September 14, 2007, 02:08:35 PM
How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.

No idea.  As part of the NAM Team, we don't release dates as to when something might be released.  Plus RL is hitting some of us hard slowing down production.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 14, 2007, 03:05:19 PM
Quote from: metasmurf on September 14, 2007, 02:08:35 PM
How far off is an update of the RHW containing proper on/off ramps? Imo, that's the most important feature that needs to be added.

I'd agree with you there. ;)  There's a few holdups with that right now, though.  The big thing at the moment is making the MIS setup draggable--there's a few things I need to do with the diagonal RULs before any of that's ready to go.  After that, it will need some texture cleanup, and with the implementation of the elevated version, a little modeling/T21ing.  I've got good people in place at that end, fortunately. ;)  If RL and the RULs don't throw too many loops at me, it'll be before you know it.   ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 14, 2007, 06:59:22 PM
Yeah, just having annoyances, that's all:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-09-14%252014-07-40.jpg&hash=1369d8701cd795143d495970d69ae68c5931e7f0)

I don't seem to be able to pull out the outer lanes first, which makes 'saving' them to be annoying.  But most of all is this bug I get when I try turning... I hope we get some s-curve puzzle pieces.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 14, 2007, 08:10:11 PM
Quote from: Crissa on September 14, 2007, 06:59:22 PM
Yeah, just having annoyances, that's all:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-09-14%252014-07-40.jpg&hash=1369d8701cd795143d495970d69ae68c5931e7f0)

I don't seem to be able to pull out the outer lanes first, which makes 'saving' them to be annoying.  But most of all is this bug I get when I try turning... I hope we get some s-curve puzzle pieces.

-Crissa

I plan on making S-Curve pieces for both the RHW-2 and RHW-4. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 14, 2007, 09:06:42 PM
Quote from: rickmastfan67 on September 14, 2007, 08:10:11 PM
I plan on making S-Curve pieces for both the RHW-2 and RHW-4. ;)

How gradual do you plan on making the S-Curves? Since they're for highways, I would make them too sharp or else cars wouldn't be able to maintain speed on them. Just a suggestion!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 15, 2007, 05:17:05 AM
Quote from: thundercrack83 on September 14, 2007, 09:06:42 PM
How gradual do you plan on making the S-Curves? Since they're for highways, I would make them too sharp or else cars wouldn't be able to maintain speed on them. Just a suggestion!

QuoteI would make them too sharp

Don't you mean wouldn't? :P lol.

Truthfully, I don't know how I'm going to set them up yet.  Right now, I'm working on some other pieces for the RHW-2.  So, I'll cross that bridge when I come to it. ;)  But in basic thought, I think they will be 2x3 pieces.  Maybe 2x4 if I fell it's necessary.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 15, 2007, 09:22:26 AM
Quote from: Tarkus on September 14, 2007, 03:05:19 PM
If RL and the RULs don't throw too many loops at me, it'll be before you know it.   ;)

-Alex (Tarkus)

This why you're the most maddening transit modder of the them all!  :D

I'm looking forward to more RHW fun.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on September 15, 2007, 04:00:15 PM
Hey guys, first post, been around the community for a while, mostly ST. New here but I'm astounded by what is here, especially the CAM... Anyway that's another post, I've been following the individual developments in the NWM for a little while, especially this one and the avenue/owr widening mods.  That draggable ERHW leaves me intrigued because I've read some people talk about possibly in the end completely revamping the UHW system too, considering its poor scale and aesthetics. Seeing that makes me wonder, could we (and by that I mean you amazingly skilled and innovative modders and artists... I contribute nothing  :-[) completely revamp the highway system, changing the ground and elevated highway buttons into RHW and UHW? But I wonder what distinction would there be if the UHW was revamped anyway.  Or is a 2-tile network much much harder to mod in that fashion?  I would guess so.  If that's not possible maybe the ANT could be utilized in the same way, but then you'd be stuck with the same capacities, right?  Damn... I thought I had a cool idea.  My first post sucks now.  :(

()stsfd()

Maybe I should read the other threads and edumacate myself some more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on September 16, 2007, 01:57:42 PM
I have not paid much attention to this project for several months (as the Simtropolis thread slowly quit being updated) but what big-big-big things have happened in the last six months? (without browsing through 30 or so pages)

Also, back in the day, jplumbey released the RHW-2. I thought it looked pretty cool. Is it still around?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 16, 2007, 04:18:12 PM
Quote from: rickmastfan67 on September 15, 2007, 05:17:05 AM
Don't you mean wouldn't? :P lol.

Truthfully, I don't know how I'm going to set them up yet.  Right now, I'm working on some other pieces for the RHW-2.  So, I'll cross that bridge when I come to it. ;)  But in basic thought, I think they will be 2x3 pieces.  Maybe 2x4 if I fell it's necessary.

Oops! Yes, I did mean "wouldn't." Sorry about that! And thanks for the answer, too! I'm looking forward to seeing what happens when you get to "the bridge!"
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2007, 01:43:24 AM
Here's a couple signs of progress on the MIS with the textures.  I just worked these up based off of rickmastfan67's texture set.  (The image quality may be a little off, due to JPEG compression.)  The Onramp piece isn't final yet, and there's a few things I still want fix on it.  I'm also not sure if the transition is smooth enough (in terms of the angle the ramp branches off).

The Onramp piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg455.imageshack.us%2Fimg455%2F3108%2Frhwmisramppreview091720ma0.jpg&hash=dcd93e6912a2d902e2292b3a424e41dd9bcd2d01)

The orthogonal MIS piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg461.imageshack.us%2Fimg461%2F8418%2Fmisorthpreviewwc6.jpg&hash=9082dc8845b902019614a89b29d57797488a2c66)

I've also got some of the diagonal pieces ready for it as well, and I'm working with the orth-diag transitions.  Gradual curve pieces and a variety of different ramp setups are also in the works.

delta9, your first post doesn't suck, and in fact, I'd say you brought up some interesting points.  As far as the plans are right now, the revamped UHW and the RHW will have the same lane configurations, but the RHW, being essentially a 1-tile network, has the option of a variable width median, which the UHW does not (being a 2-tile network).  Hope that answers at least part of that for you.

Orange Julius, there's plenty of stuff that's gone on in the past six months, namely with new configurations for the wider RHWs, along with draggable versions of the Elevated and Double-Decker RHW.  The MIS is going draggable as well, in addition to getting a textural makeover (which is why it hasn't been released yet).  And the RHW-2 you're referring to was actually done by mjig_dudy.  There's a new set of RHW-2 textures that rickmastfan67 has in the works.

Hope that whetted everyone's appetite for the moment.  I'll be back with more soon.  Things may be a little slow from time to time for me, though, due to RL.  University's starting up again for me next week.  We'll get it done eventually, though. ;)

-Alex (Tarkus)

PS--600th post in the SC4D RHW thread!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 17, 2007, 01:46:37 AM
Finally some progress on the MIS. Looks great!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Boernie on September 17, 2007, 02:20:40 AM
That's looks really great. Intresting will be also two-lane-ramps... Just an idea..
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 17, 2007, 04:34:47 AM
Alex, check your PM's about the MIS system. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on September 17, 2007, 06:36:40 AM
Oh Tarkus! Youdid wet my appettite!!!! ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 17, 2007, 10:53:12 AM
That's looking great, Tarkus! Wonderful progress! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Madeira aka Constantina on September 17, 2007, 10:59:29 AM
it is nice and wonderful, setting a major part of the identity of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 17, 2007, 12:31:53 PM
We have an on/off ramp!  I love the texture detail too!

I have only one recommendation:  Would you be able to add a broken white line between the on/off ramp and the roadway? 
A quick example follows:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2Fhwy_402-403_images%2F402_cl_4_west.jpg&hash=cdf817f0d94b5a62953db1d3af220e09dbf8f145)
See the broken white line on the outer sides of the highway?  Thats what I'm looking for. 
(I'm still learning how to post pictures here, a little different than ST)

I know thats its still early, but its just a request.  Best of luck with the project!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 17, 2007, 12:36:20 PM
Whoa, the ramp looks great, Alex! I'm always happy to see progress in this thread! Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 17, 2007, 09:10:46 PM
Quote(I'm still learning how to post pictures here, a little different than ST)

If you know how to post pictures here, you know how to post pictures on the majority of forums across the Web. And I've seen that pic so many times now :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 18, 2007, 11:44:53 AM
RHW, TLA, MIS, UHW....god, so much stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 18, 2007, 11:56:08 AM
Dumb question, Tarkus... Because the ramps are only one lane, would we be able to use wider curves in single tiles and diagonal pieces than for a normal road?

Or would the squares make the funny?  I don't know how much control you have over nearby pieces.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2007, 02:53:04 AM
Hi everyone-

Thanks for the feedback!  Back again with something you might enjoy:

The MIS onramp is in game. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F4444%2Fmis092120071nm7.jpg&hash=ac1291879df2c0d7c324e2ebb595d9c34c272051)

and pathed
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3972%2Fmis092120072nw9.jpg&hash=5d2e03bbf74b91dd10343e4779be325a656bb11a)

I've added a dashed line to the part where the ramp splits from the RHW, based not only on Haljackey's suggestion, but also on what I saw driving down Interstate 5 here in Oregon.   If anyone is wanting an extended accel/decel lane joining into the ramp, I'm planning on a new version where the extended lane is provided through a connection to an RHW-6S (which will allow the merge lane to be as long as you want). 

Crissa, to answer your question, it certainly would be possible to make the one-lane MIS ramps have a little bit smoother curves.  It's a little tricky sometimes, but it can be done. ;)  If the curve ends up not being smooth enough for everyone, it may be necessary to produce a puzzle piece, similar to the NAM Wide Radius Road and Rail Curves.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 21, 2007, 05:19:20 AM
Now that is amazing, I feel like its coming soon. May have to reinstall windows.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 21, 2007, 06:28:28 AM
David,

That looks great! Per the MUTCD, having a dashed line and no deceleration lane is perfectly fine for low traffic off ramps.

Keep up the good work and I can't wait to see more!  :thumbsup:

Cheers,
Kevin

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 21, 2007, 08:05:39 AM
Well, that looks great, Tarkus!  Its also awesome that you said that you could extend the accel/decel lanes further.

I just have one question with what you ment by that.  Does that also mean that we can add an extra lane when a ramp enters/exits the RHW?  (from RHW-4 to RHW-6)

Thanks and keep up the good work!
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 21, 2007, 08:14:43 AM
@ Haljackey: I do believe I mentioned to Tarkus about developing an auxiliary lane which is a lane that exits off into the onramp and starts again at the offramp and it is possible to develop. Im looking forward in seeing that as well since there are alot of them where I live in Nashville. As a matter of fact there are a few dual auxiliary lanes around here as well where one lane does end at the onramp and another lane splits into the onramp and also goes straight. Well have to stay tuned to see how this comes into play
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on September 21, 2007, 10:53:33 AM
Okay, now Im on the edge of my seat  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Madeira aka Constantina on September 21, 2007, 11:27:28 AM
its very innovative  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 21, 2007, 12:16:29 PM
Oooh, that looks great, Alex! I do have one question for you, though: Is it going to be possible to put anything (trees, etc.) between the ramp and the road that it extends from?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 21, 2007, 04:38:08 PM
Well, since you can plant trees through highway tiles, I would expect the answer to be yes.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 21, 2007, 04:47:13 PM
so would i, but who knows?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 21, 2007, 06:15:21 PM
Quote from: Crissa on September 21, 2007, 04:38:08 PM
Well, since you can plant trees through highway tiles, I would expect the answer to be yes.

-Crissa

Good point! Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 21, 2007, 08:41:04 PM
that's amazing Tarkus :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on September 22, 2007, 12:12:23 AM
Yay! More progress!

The ramp looks fantastic!

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 22, 2007, 01:56:51 AM
Dustin (thundercrack), to answer your question, the setup I just showed (with the MIS ramp right next to the RHW-4) will not allow trees in between the RHW and the MIS ramp, unfortunately.  However, once the distance between the MIS ramp and the RHW is increased, it's definitely possible.

In fact, in the early puzzle piece-based prototype I worked up awhile ago (which, as you can see, is very rough looking, if not outright hideous--the new version will look nothing like it ;)), I did a cloverleaf with several buildings inside the open space.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg95.imageshack.us%2Fimg95%2F4040%2Fcloverleaf2qk9.jpg&hash=eafb910c1994a92814965d4114ddf3aa77b84f3f)

Hope that answers some questions.  The next big thing I have to do on development is getting the diagonals working, after which point things will move rather swiftly. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 02:16:32 AM
awesome pic ya got there Alex! ya really should hook up with blahdy ( if hes still alive and if you can drag him away from the game world in conflict) to make the models for you hehe. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 22, 2007, 02:23:33 AM
yes, that's looking very great! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flo8472 on September 22, 2007, 04:29:30 AM
 :thumbsup: good job
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on September 22, 2007, 06:09:54 AM
Actually, Filasimo, prior to leaving ST, Tarkus did talk about teaming up with Blahdy and the Big Dig. Hm, a McDonald's near a highway. That's great. Now hungry/weak-bladdered SimFamilies can get off the highway for a bathroom break and a Big Mac™! $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 09:28:08 AM
@ OJ and not OJ Simpson: fyi blahdy is on the NAM ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 22, 2007, 05:39:18 PM
Very nice work, Tarkus!

Is there any progress on adding RHW to bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 22, 2007, 05:41:24 PM
Well, before we move to the next "generation" of the RHW network (MIS system), I just wanted to show what different networks are possible with the current RHW.

Heres are the compressed images.  Follow the links below to see them in FULL RESOLUTION! (1440x900 pixels)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F8113%2Fdowntownnov313611905048pa5.th.jpg&hash=1ec5d1672f11507535c89f8d52204a782468dfa1)
Here we see the RHW in 3 formats.  Divided by one tile (left), undivided (bottom left), and one tile divided multi RHW (right)

And the same area zoomed out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F96%2Fdowntownnov313611905059tm2.th.jpg&hash=7040a5e24b467194b7f3baac64f403df72baf031)
Here we see an additional RHW with a large median (2 tiles).  Also, the median can be filled in to create a undivided multi RHW (right).

Link (zoomed in):http://img231.imageshack.us/img231/820/downtownnov313611905048id1.jpg (http://img231.imageshack.us/img231/820/downtownnov313611905048id1.jpg)

Link (zoomed out): http://img296.imageshack.us/img296/6840/downtownnov313611905059jd2.jpg (http://img296.imageshack.us/img296/6840/downtownnov313611905059jd2.jpg)

Also, I want to say that that cloverleaf shows the flexibility of the RHW quite nicely.  Good luck with the development!

Best,
-Hal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 22, 2007, 05:56:30 PM
i wasnt going to show this til i was feeling ancy but here goes it. a gift for the hard workers of the NAM team and company and for all you transit fanatics:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F5863%2Fdividerslw6.jpg&hash=3176b31c0e3e82f040b5b6ed21ee9427732cdae4)


after the plaza mall lotting is completed ill go back to this lil dirty secret of mine of a project and make smaller pieces to make it modular at any length but for now enjoy!  :thumbsup:



btw the divders are from frankies highway dividers he made and the lights are from the great chozo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on September 22, 2007, 08:35:06 PM
Once again this is some really exciting stuff.   I can't wait to see it happen.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 22, 2007, 09:06:09 PM
Quote from: Gaston on September 22, 2007, 08:35:06 PM
Once again this is some really exciting stuff.   I can't wait to see it happen.
can i say something else?
this is great, and those median dividers look awesome
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 22, 2007, 10:06:36 PM
I'm impressed with both the MIS and what's been done pre-MIS.

And Filasimo, I want those dividers!  ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 23, 2007, 02:47:25 AM
Oh, hmm, is there any way to make sure that RHW procs traffic lights when it intersects with Avenue?

It doesn't need it with road, a stop sign would be nice, but somehow I think it got forgotten in one of the texture packs...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-09-23%252002-35-17.jpg&hash=6a106f4163ed7996c5133130218921bb971d351a)

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 23, 2007, 03:40:53 AM
Quote from: Crissa on September 23, 2007, 02:47:25 AM
Oh, hmm, is there any way to make sure that RHW procs traffic lights when it intersects with Avenue?

It doesn't need it with road, a stop sign would be nice, but somehow I think it got forgotten in one of the texture packs...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcrissa.twu.net%2FSC4%2FSnapshot%25202007-09-23%252002-35-17.jpg&hash=6a106f4163ed7996c5133130218921bb971d351a)

-Crissa

At this time, no it isn't possible to have Traffic lights show up.  But in the future there might be away. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JereUsa1 on September 23, 2007, 08:35:43 AM
I know that you guys were talking about having merge lanes as long or short as you want, but could you have one of those merge lanes just have a exit only lane to the next offramp? (Very Common in Oregon).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 23, 2007, 09:01:05 AM
Jereusa: I already mentioned those type of lanes in prior posts which are known as auxiliary lanes and it is possible to develop if thats your question
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on September 23, 2007, 05:22:17 PM
About that RHW-MIS exit ramp, it looks good, though it could use some work--including proper road-split markings, proper shoulder transitions, and some darkening as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on September 23, 2007, 07:53:30 PM
    Okay I have noticed a trend in the RHW developement.    It seems like it has taken on a life of it's own, as it were.    Originally it was gonna be a "divided rural highway".   Similar to what I saw growing up in the south.    (And for that matter here in the Mid West)    Something between a ground highway (ie: Interstate) and an avenue.    It would have a wide grass median and more or less unlimited access (not alot of exit/entrance ramps) but direct road connections.   It seems to have become a rural interstate, with limited access via on/off ramps.      This is of course a fantastic developement in itself.   It will be very usefull to connect cities.    Or actually connect urban ground/elevated highways from one city to the next.
    I suppose what I am wondering is if there is still any work going on on the original RHW stuff or has everything switched focus to this newer concept of a rural interstate.   I'm asking because I was trying to figure out how to change a 4 lane RHW to a 2 lane RHW and back again.     This occurs quite frequently around here and also in the south.
    Anyway, these random thoughts happened to pop into my mind today and I thought I'd better let them out.    ()what()


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on September 23, 2007, 08:11:26 PM
Quote from: Gaston on September 23, 2007, 07:53:30 PM
I'm asking because I was trying to figure out how to change a 4 lane RHW to a 2 lane RHW and back again.     This occurs quite frequently around here and also in the south.

That will be an option soon. ;) ;D  However till then, you need to do RHW-4 > AVE > RD > RHW-2 so you have a proper transition. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on September 23, 2007, 11:33:40 PM
Hey  is there a way to make the RHW visible in region view? That's the only reason I'm not using it in my cities.
I know it has to do with the code or so but still I would like to know. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 24, 2007, 01:56:03 AM
@ abcd: atm the answer to your question is no. Due to the fact that the RHW concept is based on the ANT (Additional Network Tool) and was never completed by Maxis Developers. We have to be thankful that our lovely transit modding team has gone this far to implement and further develop the network to where we are now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 24, 2007, 07:07:43 PM
Quote from: Filasimo on September 24, 2007, 01:56:03 AM
@ abcd: atm the answer to your question is no. Due to the fact that the RHW concept is based on the ANT (Additional Network Tool) and was never completed by Maxis Developers. We have to be thankful that our lovely transit modding team has gone this far to implement and further develop the network to where we are now.

Couldnt a dll plugin be used to fix this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on September 24, 2007, 07:24:56 PM
Noooooooo!!!!!!!!  Keep it Mac compatible.....or I will hunt you down $%#Ninj2







:D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 24, 2007, 08:35:06 PM
no, a .dll wouldn't work bec. the extracheats.dll was already built into the .exe file, but this one would not be already in the .exe's load instructions and so would not be loaded.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 24, 2007, 10:54:35 PM
Thanks for all the comments and suggestions everyone.  Haven't had too much time to do any development work the past couple of days--university started up for me again today, though my schedule is, at the moment, light. ;)

pilotdaryl:  Thanks for the feedback.  Fortunately, the textures used on that MIS ramp are merely in the prototype stage, so the final product will look different.  The main thing was just to get it functioning at this point. ;)

Crissa:  It would be possible to have traffic signals added via T21 exemplar, but since the RHW network is a Highway-type network, it does not respond to StopPath commands in the SC4Path files, so the signal would not function.  However, there is a "workaround" I have come up with for such situations, which I should be able to unveil shortly.

Gaston:  Those are some very good point--the RHW has kind of "shifted gears", so to speak, and the goal I've personally had in mind was to make the RHW an all-purpose highway network, which could not only fit its "rural" moniker, but also be at home in suburban and even urban areas, at a wide variety of widths (no pun intended :D).  It was kind of an inevitable step, and one that qurlix had begun taking back before I even got involved in transit modding, with his initial work on the Wider RHWs. 

As far as adding in some new functionality to fit back in with the "rural" part of it, I had been planning on adding in the long-awaited Road/RHW-4 at-grade crossing to the next release (note the cryptic italics . . . ;)), and perhaps even some diagonal at-grade crossings.  The RULs would be quite easy to add in, existing paths can be cloned, and all that would be needed is just a few textures.  How does that sound? :)

abcd:  I've actually looked into the matter myself, and can explain it in terms of how the Region Transportation Map view actually works.  Each of the networks shown has a specific code which allows the game to show it on the map.  The standard networks already have their codes entered into the files that allow the map to work, but the ANT/RHW one is nowhere to be found.  The network is not even mentioned in the files.  If the code were to be found, it might be possible, but it is believed to be in the EXE.  There is one workaround, however, that I came across some time ago.  If you have the extracheats.dll file from Buggi, there's a DrawPaths cheat enabled.  Run that cheat in a city tile, then save the tile, and exit back to Region View.  All networks will be visible, with the coloration from the DrawPaths cheat.  The only drawback is that the DrawPaths coloration also effects the normal Region View.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg373.imageshack.us%2Fimg373%2F1552%2Fdrawpaths09252007yx9.jpg&hash=0bbc9057f5ae00562d87ea7a67670acea90067c6)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on September 25, 2007, 01:47:16 AM
Hey thank you all for the information. If there is no way to get around this problem let it be as it is.
Of course it is still a great and useful mod. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on September 25, 2007, 04:41:20 AM
Oh, glad you already thought about it ^-^  I was wondering why it didn't 'stop' at large intersections.  For now, I'll downgrade to a lower type of road at intersections that need to 'terminate' the highway.

On another point, that nice hov-lane texture that was offered... Will we be able to have a center hov or two-way tile in an RHW-6 (three-tile wide RHW)?  If the center lane had to be another draggable, that'd be okay, but honestly, I'm not sure if what I'm suggesting is possible.

Also, do routes cross lanes across an RHW-8, even if the animations do not?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 27, 2007, 01:32:44 PM
Who said the RHW was incompatible with the January NAM?  It worked fine.  I have the June NAM now, and it still works as well as RHW13 did back then:  imperfect because of incompleteness...can't wait until the next one is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 27, 2007, 01:58:25 PM
So... The RHW CAN be located on the transportation region view.  Nice :satisfied:

One question about the release of the RHW/NWM.  Do you think it may be possible that there could be a co-release between the RHW network and the RHW UDI-compatible tunnel entrance/exit Blahdy is working on?  There is no problem if they are released separately, but, they would make a great bundle with the rest of the NWM.

Keep it up everyone!
-Hal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on September 27, 2007, 02:10:21 PM
You guys are missing what we always say: Itll be released when its released  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on September 27, 2007, 02:13:39 PM
Quote from: Filasimo on September 27, 2007, 02:10:21 PM
You guys are missing what we always say: Itll be released when its released  ;)

Haljackey wasn't asking when the next version of the RHW/NWM would be released, he was asking if it and blahdy's tunnel entrance could be released at the same time. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 27, 2007, 06:17:27 PM
Quotethe RHW UDI-compatible tunnel entrance/exit Blahdy is working on?  There is no problem if they are released separately, but, they would make a great bundle with the rest of the NWM.

In the same package, no, because Blahdy's tunnel entrances are lots; and the NAM has a policy of not including lots with their downloads. However, companion lots (such as those tunnel entrances) can be released at the same time, just in a separate download.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 29, 2007, 04:52:14 AM
Quote from: Tarkus on September 24, 2007, 10:54:35 PM
abcd:  I've actually looked into the matter myself, and can explain it in terms of how the Region Transportation Map view actually works.  Each of the networks shown has a specific code which allows the game to show it on the map.  The standard networks already have their codes entered into the files that allow the map to work, but the ANT/RHW one is nowhere to be found.  The network is not even mentioned in the files.  If the code were to be found, it might be possible, but it is believed to be in the EXE.  There is one workaround, however, that I came across some time ago.  If you have the extracheats.dll file from Buggi, there's a DrawPaths cheat enabled.  Run that cheat in a city tile, then save the tile, and exit back to Region View.  All networks will be visible, with the coloration from the DrawPaths cheat.  The only drawback is that the DrawPaths coloration also effects the normal Region View.


It really is a shame there's no way to add it in the transport view aside from the DrawPaths cheat. Still, at least the DrawPaths cheat enables you to pinpoint it for photoshopping of standard transport views...

MOD EDIT: Please try to only quote the relevant part of posts in future, including a whole post is bad netiquette - Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 02, 2007, 12:53:27 PM
I am very excited by the RHW/MIS and the whole "modular interchange" concept and I hope it's OK to think out loud.  I was just custom-tuning my traffic settings, and hit across an idea:

As long as the RHW, UHW, and MIS are on the "dirt road"/ANT network, they'll all have the same capacity and speed. But..

Suppose RHW-4 did become a replacement for the Maxis "ground highway."  We could then set its speed and capacity in the pathfinding engine, say 100 kph, 1200-1800 cars per lane for a total of 2400-3600 vehicles/tile, something like that.

If there's also a 3-lane-per-tile UHW-6 in the works, suppose that replaced "elevated highway."   We could then set its capacity separately, say to 3600-5200 vehicles/tile.  Or whatever.  The point is, when someone upgrades from RHW-4 to UHW-6, they could really be increasing capacity, just as the visual representation suggests.  (Combined with the requested add-lane entrance and exit-only ramps, hello realistic cloverleaf with "weave lane" and realistic traffic modeling for the same.)

Oh, and both would then show up in the Transportation Map in Region View. 

Doing this frees up the "dirt highway" network, which also provides no frontage and is speed/capacity tuneable separately from the other networks.  Maybe the MIS could go there, with single lane capacity and lower speed?  Then you're looking at fully-modular upgradeable interchanges and no worries about peds walking on the ramps in densely-built areas.  A few pre-made pieces would be handy (the 270-degree turns inside cloverleaves, for example, which would also make a great realistic ground-elevated ramp), but mostly people can just drag what they need.  The ramps won't show up in the transpo map, but they'd just look like blobs on it anyway. 

When those clog up and people need more capacity at an interchange, they'd have to upgrade it to a multi-lane exit (onto a 1-way?), just like real life.  And only the ramps that carried the heavy traffic would need to be upgraded; the smaller ramps for the low-traffic directions can stay... and all of it modeled accurately for speed and congestion inside the interchange, automatically, thanks to the way the game already works.  [No more single-lane offramps dumping an entire highway onto your surface street grid in one place, at least not unless you intentionally built a ramp big enough to handle that!]

The only pre-made "exits" from the RHW/UHW that would be needed are 45-degree "ramps" (MIS and 1-way attachment points) and "splits." We can drag out what we need in the necessary directions from there).  I think this is where the MIS is headed anyway? 

Again, just thinking out loud, and for all I know there's some Really Good Reason(tm) why this is impractical.   Thanks for reading all the same.

PS: TLA project is looking sweet too.  That's going to free me up to use avenues as proper parkways, with higher speeds and overdecorated median junk that actually makes some modicum of sense, while TLAs handle slower, heavy traffic in town.   :thumbsup:  Hey, using the one-way-road trick to break the medians, wouldn't this TLA project let the avenue become, in effect, a "rural highway," freeing the existing xHW project(s) to generalize?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 02, 2007, 01:44:56 PM
@Mott... The biggest problem with your suggestion is RHW is made of single tile netwroks side by side.  MAXIS highway is a 2 tile wide network by default, we cannot, at this point in time make the MAXIS Highway draw as a 1 tile network.  Meaning, unfortunately for the "wider" RHWs that are 3 or 5 tiles wide, we cannot compensate these.

Now, if we were to come up with a NEW 2 tile network, it could be a replacement for the MAXIS Highway Systems.  But, that would be a replacement mod, along with ALOT of extra work compared to what we have been doing with the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 02, 2007, 03:29:00 PM
@jplumbley: 2-tile networks, there's that Really Good Reason(tm).  Thanks for the thoughtful response. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2007, 08:51:58 PM
Getting part of the way there with the diagonals . . . (note these aren't the final textures, and the RHW-2 sticking out of the end is just a part I haven't overriden yet)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F7149%2Fdraggablemis0000ea4.jpg&hash=20497348462e07cce987ea3b90dc355d601e77b1)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 03, 2007, 08:53:26 PM
I'm always happy to see new progress here, Alex! I've said it many times, this is definitely re-inventing the game! Excellent job, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 03, 2007, 09:25:31 PM
OOO... Ah....

All those possibilities....  I thought we had a lot of possibilities with what we already have, but then I saw this.  Thundercrack was right.  This will re-invent the game  ;D

Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 04, 2007, 12:49:42 AM
Wow... wish i had those textures so that I could edit them... =P

Anyways... I was amazed by the asphalt-dark colours that Shadow-Assassin used, but they were in a sense not to my style, especially since I'm used to yellow lines on the left! Anyways, that matter aside, I took those textures, mixed them up a bit with those of rickmastfan67, and the result looks promising... especially when I made these with only MS Paint and Paint.net! by the way, I have a whole texture set ready... just wondering though if anybody is willing to use it. Anyways, the US asphalt texture for the RHW-MIS exit is attached.

Opinions welcome!

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 04, 2007, 01:36:23 AM
That is looking wonderful! Great progress! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 04, 2007, 03:06:53 AM
Not bad there allan_kuan1992.

Anyways, you could get my name correct at least.  :P

Quote from: allan_kuan1992 on October 04, 2007, 12:49:42 AM
I took those textures, mixed them up a bit with those of rickmanfast, and the result looks promising
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 04, 2007, 03:47:50 AM
sounds like breakfast  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 04, 2007, 08:44:28 AM
Thats some really nice work there allan_kuan1992!  Great job! I really like it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on October 04, 2007, 09:19:03 AM
alex- its looking good  :thumbsup:
allan- the textures turned out nice
rickmanfast- i kinda like the new name  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 04, 2007, 09:33:54 AM
allan_kuan1992: Looks pretty good, my friend! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Envirotechture on October 04, 2007, 02:38:57 PM
I don't know if you have already done this or not, but I would like to see a MIS under Raised RHW piece. That way, it would be possible to have ramps going under the RHW. It would be helpful for making exits that go to a road that is only on one side. It would also make more interchange types possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 04, 2007, 03:01:02 PM
allan, I really like that texture you posted--it really hybridizes the two sets well.  Excellent work. :thumbsup:

Envirotechture, I can confirm that there will indeed be a MIS-under-Elevated RHW piece, as well as a MIS-over-RHW piece.  I'm trying to figure out how exactly to implement them.  I can always just do a puzzle piece, but I may experiment with seeing if I can get it draggable. ;)  As far as exits that only go to one side, that's also in the works.   :)  Hope that answers your question.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on October 04, 2007, 05:39:23 PM
allan_kuan1992: looks good  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 04, 2007, 11:43:12 PM
Whooops! >.<

Name corrected.

EDIT:

When textures come, they come in bundles. Attached is an interim RHWMIS2 exit layout and an interim RHW3 layout.

EDIT #2:

I know that the RHWMIS2 exit layout looks funny at the moment, and also the RHW3. One thing i can explain though is why the RHW3 looks funny; I couldn't center it to allow the RHW4 to be able to merge into the RHW3. Of course, merging this into an RHW2 is now harder to do, but we'll see...

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 05, 2007, 05:09:04 AM
Well guys, I don't have any new shots to show you yet of the RHW-2 rebuild (Alex hasn't gotten some of the pieces into SC4 yet), but I do want to confirm two things about it.

1. Yes, when it's released, there WILL BE a RHW-2 > RHW-4 connection.  However, it will be in puzzle piece format, but you will be able to drag RHW-2 and RHW-4 from it.  It will be 2x6, so you guys can set up any future area you need for it. ;)

2. Here's a small incite into some of the new pieces you will see for the RHW-2.  And this is the only thing I'm going to say about new pieces, so don't ask what other pieces will be included (I'll announce some of them later once I have pics inside of SC4).  The RHW-2 WILL HAVE ACCESS TO THE MIS SYSTEM. ;)

That is all.  ;) $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 05, 2007, 05:50:29 AM
You have made my day. No, seriously. I'm not joking.

The Super-2 (http://en.wikipedia.org/wiki/Two-lane_freeway) concept has fascinated me for years and the ability to add it to SC4 is simply amazing.

Great work, James and Alex.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 05, 2007, 06:42:17 AM
Hey allan_kuan1992, that first image you posted... Can that directly connect with a One-Way road? 
If not, would it be possible to do so?  That would add a LOT to the connectivity issues of the RHW network (right now you have to downconvert the RHW to a One-way road/ave to get another one-way road to connect with it.)

And about the RHW-2 being "MIS-compatible", well all I can say is that Thats Awesome!

Keep it up everyone!  This hype keeps getting bigger and bigger!
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 05, 2007, 09:47:53 AM
Quote from: Haljackey on October 05, 2007, 06:42:17 AM
Can that directly connect with a One-Way road? 
If not, would it be possible to do so?  That would add a LOT to the connectivity issues of the RHW network (right now you have to downconvert the RHW to a One-way road/ave to get another one-way road to connect with it.)

Haljackey, there are actually some issues with using OWRs as highway ramps, which seem to be because the network speed is too low, and thus, unfavorable according to the Traffic Simulator.  The two-lane connections will actually be served by an MIS-2 (which looks identical to the RHW-4), and all the modding I've done for the single-lane version can simply be copied and pasted.  I've actually done tests with on one particular interchange, re-building it using three particular methods: a) OWR ramp, b) Maxis Elevated Highway/Diamond interchange, and c) an extended setup with the puzzle piece version of the MIS. 

The OWR ramp made the motorists prefer to stay on surface streets and stay off the highway, while the Maxis interchange had some of them using it again.  I thought at first it was the purported issue with interchange ramp length, but the MIS ramps I built were longer than either and encouraged a lot more motorists to use highway.  I tried several different lengths with the OWR ramp, with the same results.

There will, however, be ways to connect the MIS ramps into OWRs to allow for frontage setups.

allan, the textures look fantastic, though I don't think I've seen any two-lane ramps that spawn off of two-lane highways before.  I'd suggest adding a third "exit-only" lane that merges into the right lane of the ramp, which will allow it to connect to the RHW-6S on one end.  That RHW-3 texture is spot on, though--it's exactly what I had in mind. :)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 05, 2007, 11:12:46 AM
Quote from: Tarkus on October 05, 2007, 09:47:53 AM
Haljackey, there are actually some issues with using OWRs as highway ramps, which seem to be because the network speed is too low, and thus, unfavorable according to the Traffic Simulator.  The two-lane connections will actually be served by an MIS-2 (which looks identical to the RHW-4), and all the modding I've done for the single-lane version can simply be copied and pasted.  I've actually done tests with on one particular interchange, re-building it using three particular methods: a) OWR ramp, b) Maxis Elevated Highway/Diamond interchange, and c) an extended setup with the puzzle piece version of the MIS. 

The OWR ramp made the motorists prefer to stay on surface streets and stay off the highway, while the Maxis interchange had some of them using it again.  I thought at first it was the purported issue with interchange ramp length, but the MIS ramps I built were longer than either and encouraged a lot more motorists to use highway.  I tried several different lengths with the OWR ramp, with the same results.

There will, however, be ways to connect the MIS ramps into OWRs to allow for frontage setups.

Wow, it seems as if you have everything planned out.  I guess I'm just used to using One-way roads as ramps for the RHW because of the current limitations of the network.  However, I guess I could just replace my one-ways with the MIS system if that will increase the "speed" of the network.  If the MIS ramps encourages commuters to use the highway, then I guess my RHW systems will finally be put to good use  :thumbsup:!  With my highway network fully functional, I can help eliminate the huge congestion on my main city arteries.  I could also use that exit to connect to a "Multi-RHW" network, for which I have used in many of my cities (it actually works extremely well).

Have I said that this project is really interesting?  Who in their right mind would have known that the RHW has the power to change the whole game for the better!?!?  When I first started following this project back in 2005, all I thought it was was a rural version of the Maxis highway network.  Now look where we are here!  Things have come a LONG way from humble beginnings.  Best of luck with the completion of the RHW network and the release of the MIS (as well as NWM) network! 

I can't wait to get my hands on this stuff and see what I can whip up.  The current RHW has so many combinations, but the next RHW with the MIS will have nearly infinite combinations!  I will be patiently waiting as always! ;)

-Haljackey.

Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 05, 2007, 11:26:57 AM
allen_kuan192: I love that passing lane one you did! It would be great for hills! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on October 05, 2007, 01:00:19 PM
just wanted to let you know that i did receive first set of MIS network piece specifications from Tarkus for modelling in 3ds Max.

I will start working on those within few weeks and post pictures of progress.

Other models I have made in the past for RHW should be posted in the usual upload place, but please let me know if they are not posted, so i can upload them for you guys to integrate in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 05, 2007, 08:26:22 PM
I'm am really enjoying the progress of this progress, and can't wait for it to be released. I have a few questions about texturing:

1) Is it possible to create textures off of Microsoft paint?

2) Is there a tutorial on road textures on SC4 Devotion, if so, what is the link?

3) If so, could someone send me the textures (so that I can ATTEMPT) of RHW-2,4,6,8, and 10; AVE-6,8, and the 4 lane road (if it exists; I assumed it did because of the 3-lane road).

Sorry if this has been posted in the wrong area.

Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 05, 2007, 08:48:01 PM
Quote from: BigSlark on October 05, 2007, 05:50:29 AM
You have made my day. No, seriously. I'm not joking.

The Super-2 (http://en.wikipedia.org/wiki/Two-lane_freeway) concept has fascinated me for years and the ability to add it to SC4 is simply amazing.

Great work, James and Alex.

Cheers,
Kevin

Glad I was able to. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 06, 2007, 05:45:07 PM
I don't think I have seen a super-2 highway in Vancouver, although there are some that are close to making the designation.

Anyways, a texture for a RHW2 exit to the MIS is attached below. Also attached is a diagonal RHW2 piece which I think needs work.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 06, 2007, 08:33:04 PM
Does anyone know where I can get the base textures of a regular road, an avenue, Ave-6, Ave-8, a four lane road, and the wider RHW (6,8,10) and the TLA's, so that I can try to texture some interchanges for this project ()what() ()what().

If they have to be sent, could someone that has them please send them to the e-mail address located in my profile?

Thanks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 06, 2007, 09:14:55 PM
Lemme see... the four-lane road, the wider RHWs, and the TLAs are in the hands of the people who are developing them. To get those, you may need to ask some people, like memo (working on the four-laned road) and Tarkus (working on the RHWs and the TLAs).

However, for base network textures, like the two-laned road, the two-laned one-way road, the avenue, the streets, and the standard elevated and ground highways, you will need to get three tools from Simtropolis; namely SC4Tool, Ilive Reader, and FiSHman. SC4Tool is the more straightforward of the three, and you can extract any texture from any game DAT-file (including the main game files and modder-created files like the NAM) as long as it is 128 x 128 in size. It's quite rare for network textures to not be 128 x 128, but irregular sizes do exist. If it isn't 128 x 128, or if it has an alpha map (two textures in one, essentially, but the second black-and-white texture tells the game what part of the texture to make transparent), then you will need to get Ilive Reader and Fishman to extract them. And that is where things get complicated...

Good luck in your texturing adventures =)

- Allan K.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on October 08, 2007, 07:10:51 PM
allan_kuan1992: THANK YOU SO MUCH for the helpful and detailed information; I will look into gathering these needed programs, and if sucessful, post some result (although it may be a while, due to "RLS").
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 14, 2007, 05:29:34 PM
Hey everyone, if you don't mind, I would like to ask a few questions regarding the future of the RHW network.  These answers will give me a better understanding of what to expect for the network itself, as well as giving other members and myself additional information regarding the workings of the RHW network.

1.  Would you be able to list the new items/upgrades that will be included with the next release of the RHW?  Also, what would the new release enable us to with the RHW network that we currently cannot?

2.  As you may or may not know, I have been experimenting with the RHW network ever since its initial release back in 2005.  Since then, I have been able to experiment with the RHW to figure out how it works and interacts with other networks.  Using these tried-and-tested methods, as well with a little creativeness, I have been able to adapt the RHW network to fit almost every environment in SC4.  Additional releases have either added to or have actually hindered the flexibility of the network (drawing the network is now more difficult near overpasses or transitions in the current release than in older versions).  Will the RHW and the MIS system be able to work well together without these network difficulties?  (hence having 3 tiles next to each other in order to convert to the RHW).  I know that there have been "puzzle piece" starters in the works for the RHW, but will these have to be added each time you want to draw the network? (ex. Is one starter enough for a whole highway or will you have to place it after each exit, entrance and overpass?)  Thanks.

3.  Will you be able to easily draw sections of the RHW network in the same direction without the inner section automatically reversing?  This has been a problem in the past for me and others, (although the Multi-RHW guide helps this problem somewhat, but there are still severe limitations such as turning) and I was wondering if these "puzzle piece" starters would indefinably end this problem.  My ultimate  goal is to make something like this in SC4 (see picture below), and I was wondering if RHW-RHW transitions/ramps are attainable with the MIS system.  Thanks

Photo in relation to question #3 (focusing on lane transfers):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F1900%2F666155gl3.jpg&hash=fe1ac51e004af236436344256690100937abdf7f)

4.  There have been questions regarding the connectivity from the RHW to another network in the past (such as road, one way road, and street intersections/transitions).  Some of them include:
"As nice as the MIS ramps are, what would be nice, is a one lane road tool, not just for RHW but as another network, maybe in SAM",
"An exit needs both a deceleration & split lanes so that vehicles aren't weaving at the breakaway point, so will the MIS include them?",
"I have everything I need to make the RHW work, and I'm following the instructions; But when I lay two ANT Network pieces, they stay looking like roads, however they are notified by the game as Rural Highway. Is there some other known mod that might cause this?",
"I am unable to connect one-way streets or Highways or anything else directly to the end or side of a RHW",
and the list goes on.  Will the connectivity issues be fixed or at least somewhat repaired with the next release (namley the "puzzle piece" starter)?  This would make the network a lot more flexible, and therefore easier to implement in more environments.

Here are two examples of a connectivity issue: (I am sure you know about all the other other examples too  :P)

RHW defaulting to its ANT (RHW-2) texture due to a road intersection
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fforum%2Fattachments%2F%2FRHW%2520Xchange%252EJPG&hash=6f4b32d249d429fe7ddc4dc224dc53cbebb68f9d)

Texture problems from monorail line and one-way road overpass
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F9409%2Fescapedec7221178317593mcx6.jpg&hash=853475991752b79672798c35f5fde28b8457d5f5)
Also note that in both images the RHW texture under the overpass does not line up with the current texture.  This ALSO applies to an elevated highway underpass, where there are also pathing problems.

Anyways I hope that wasn't too overboard.  Take all the time you need to answer the questions.  Anything that will help clear up the confusion about the network would be greatly appreciated.  Best of luck with this bad boy!  :thumbsup:

-Haljackey (and by the way, its not my real name, so don't call me Hal or something like that  ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2007, 07:07:31 PM
Haljackey, those are some interesting questions you've presented, and I'll do my best here to answer them.

1.  As far as the new items/upgrades that will be included with the next release of the RHW, it will depend a lot on how RL is treating me and everyone else involved on the project.  Contrary to previous speculation, the next RHW will not be packaged into a larger "NWM" package.  (The NWM components will be released individually.)   The version number for the next RHW release is still undetermined (perhaps v20, or RHW+MIS v1).   

The highly-anticipated Modular Interchange System (MIS) for the RHW will definitely figure into the next release, in some form or another.  (It would be pointless to make another RHW release without it.  ;))  At least 3 ramp interface designs will be included for the RHW-4 and RHW-2 to interface with the single-lane MIS, and in addition, as Filasimo and I have mentioned many times (though no one seems to have paid attention :D) there will be a version to allow for auxiliary or merge/deceleration lanes.  The extra lane will be created through a puzzle-drag stub allowing for the construction of an RHW-6S (which will be included in at least a preliminary orthogonal form), allowing one to make the lane as long or short as needed. 

Here is an initial prototype texture, not necessarily indicative of the final version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F2359%2Frhw4onramptypedms8.jpg&hash=185ff590446e18bb2fc6b39e762c4381ca33c5b3)

It is likely that both single and double-lane MIS ramps will be included.  All MIS ramps will be based on the ANT Network, allowing for higher network speed/capacity than the One-Way Road-based ramps that many people are currently using as interim on/off ramps.  The OWR-based ramps actually diminish highway functionality, with both the RHW, as well as with the Maxis Highways.  It will, however, be possible to transition from an MIS ramp to an OWR, to allow for frontage roads where development is accessed from the ramp, but the RHW will not directly connect to the OWR.   

With regards to the wider RHWs, as mentioned in the bit about the MIS, at least an orthogonal version of the RHW-6S will be included in the next version.  The main issue with the wider RHWs at this point is the diagonals. 

With the Elevated RHW (ERHW), blahdy is currently working on new models.  There's a possibility it may be included (along with an Elevated MIS).  The Double-Decker RHW (DDRHW, which will have its two decks at 15m and 30m, not ground-level and 15m like originally shown in the earlier prototype) is unlikely, and the Underground RHW (URHW) will not be included.  The DDRHW is having some exemplar-related issues, and we are still discussing how to implement the URHW, depending on how various experiments that jplumbley and Warrior have proposed turn out.

As far as other features go, there are a number of improvements being undertaken on the RHW-2, and an RHW-2-to-4 transition will be included.  New gentle curve puzzle pieces will be added, thanks to Alidonkey.  In addition, Road/RHW at-grade intersections will be possible.  Some impractical intersections which you can currently build will be disabled in the new version, including at-grade intersections between two RHW-4s, between an RHW and an Avenue, and possibly, between an RHW and a One-Way Road.  As I'll discuss under point #2 and 3, the Multi-RHW technique will be much easier to implement.

2 & 3.  I'm not sure entirely how drawing the network is more difficult near overpasses or transitions.  The RHW's internal RUL structure has been more or less unchanged between qurlix's last version (v12) and the current version (v13b).  There was some sort of glitch that appeared with the most recent version, and it appears to be related somehow to the changes made to the OWR network in the most recent NAM, likely in relation to the No Arrow/Arrow Reduction plugin (which has been cited for several other issues).  I have yet to find the source of this problem, but it will be fixed with the next release.

With regards to the Puzzle Drag version of the RHW, it is not replacing the current side-by-side method, but rather, is being offered in addition to the standard method.  It is primarily offered to add additional stability, and greatly aid building Multi-RHW setups.  It will also be possible to widen these Puzzle Drag RHW-4s, just like the standard RHW-4s.  (In fact, eventually, it will also be possible to widen the ERHW and DDRHW in this same way).  So, the setup shown in your first pic will definitely be possible.

4. With regards to connectivity, the RHW version currently available can already connect to Streets.  Roads will be added in the next version.  Avenues will definitely be disabled, as the current setup is unrealistic, and has pathing issues due to the inability of the ANT network to have functional Stop Paths.  You'll have to convert an RHW-4 to an Avenue or an OWR to intersect an Avenue.  For the same reason, the OWR-RHW at-grade setup will likely be disabled as well.  The RHW/Maxis Highway transition has already been fixed, and the RHW-OWR transition will be fixed by the next version.

With regards to some sort of single-lane road aside from the MIS, that's definitely doable, though it's low on the priorities at the moment.  (The so-called "Single Lane Road/SLR" project stickied on this board is actually a 3-lane 2+1 setup.)  For those who having difficulty with the side-by-side ANTs converting properly, they have a conflicting mod, and there's any number of mods that could be causing it.  Basically, any transit mod released before June 1st, 2007 containing a RUL with IID 0x10000002 will cause this issue.  It is suggested that they read the readme and run the BSC Cleanitol definitions, which will clear up any conflicts. 

As far as the issue with the second pic you have, that appears to be the APTX Shinkansen Addon Mod, which replaces the Monorail network.  At this time, there is not a patch to replace the RHW-Monorail crossing with an RHW-Shinkansen crossing.  I did create a patch for the HSRP mod, and at some point, I plan on releasing a small patch for users of the Shinkansen mod.

Hope that answers some questions.

-Alex (Tarkus)






Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 14, 2007, 07:14:44 PM
Great update there Alex, I want to reiterate to those of you just following this development thread to make sure to go over this thread if you have any additional questions. Also stop by every now and then for further updates and as we always say: " It will be released when released"  ;)

btw Alex happy early bday!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on October 15, 2007, 08:43:10 AM
Keep those updates coming Alexs, that photo is looking great as Tony The Tiger would say! &apls &apls &apls :thumbsup:.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2007, 04:47:12 PM
Thanks a lot Tarkus for the answers to the questions. 

However, you stated that the Draggable RHW puzzle piece starter is only an alternative to drawing the two networks together.  If you drag the RHW from the puzzle piece, will it still convert in the opposite direction if placed next to another RHW in the same direction, or will it be "immune" to this if its dragged from the starter?  Do you have any idea what I am saying? 




On another note,

That ramp looks fantastic!  THAT is what I always wanted the highways in SC4 to look like! Its what I have been hoping for ever since I downloaded the first version of the RHW. Excellent job with the design, it is just perfect!  &apls

Two quick questions about it though: ???
1. can the accel/decel lane be extended as far as you want or is there a limit?
2. Can it act as a transition between a RHW-6/6C and a RHW-4, with one lane exiting/entering the highway instead of simply merging with the others?

Thanks again, and that seeing that ramp is a dream come true! (if dream is the right word).  :o
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 15, 2007, 05:15:40 PM
@Haljackey

Yes, the RHW next to an ANT drag will convert both to RHW, no matter if it was or wasnt dragged from a Starter Piece... There is no way for us to prevent or make it immune.

The RHW On and Off ramps are Puzzle Starters for the RHW and for the RHW-MIS.  The MIS will be draggable just like the RHW except it will be shown as an MIS texture.  Eventually, you will be able to make "The Basketweave" or something similar if that is what you are asking, but the may require more puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2007, 06:10:02 PM
Actually, JP, the RHW-4 produced by the Puzzle Drag Starter is immune to the standard side-by-side RHW override.  It functions as a completely different network.  I gave the Puzzle Drag version a different set of IIDs (according to the new IID scheme, leaving the existing version in tact). ;)  The way I've coded it, they maintain their autonomy. This will allow it to function both in the capacity of a C/D lane setup (without the difficulties encountered using the current Multi-RHW method), or as a 2-lane MIS ramp.

Here's an example of the Puzzle Drag RHW-4 in action, being used to create a C/D Lane setup. 

1) An RHW-4 override is initiated through the standard side-by-side method:
(That's a new as-of-yet-unreleased RHW-2 texture by rickmastfan67 there.  Just need to add the alpha map in ;))

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F6750%2Fcdlane1hv0.jpg&hash=b68b6bf196572ea0f8224bdb002a383a7592b4a3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F9713%2Fcdlane2la6.jpg&hash=d6553c61822f5cd42d0e94065a543047059a67a8)

2) The new RHW puzzle pieces button, under the highway menu (where I'm currently storing lots of fun new stuff, including the MIS ramp pieces ;))

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F9313%2Fcdlane3eo2.jpg&hash=f869385053644509a7b8a9a144152b3acb3454a5)

3) The MIS ramp next to the side-by-side produced RHW-4

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F8070%2Fcdlane4ij0.jpg&hash=03f434c75c8bb844a87c0209380edda914f3b60f)

4) A couple of shots illustrating the RHW-4 puzzle drag stub working.  Note the lines on the RHWs.  They're facing the proper way for a C/D lane.  ;)   The puzzle drag and side-by-side RHW-4s never even try to override one another.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F4908%2Fcdlane5hh3.jpg&hash=61cb6b9cab8362041d79a11f2dcc9b0fd9b773e1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F2351%2Fcdlane6ms1.jpg&hash=b1f78bfc7fbbc13c9fab3b84fa3616e88372b2da)

Haljackey, glad you liked the new ramp, and to answer your questions:

1) There basically is no limit in terms of length on the accel/decel lane--you can have the third lane going as long as you like--through several city tiles.  It's actually an RHW-6 in the "S" (separable) form.  The lane will have a minimum length, likely 3-4 tiles.  The other limitation is that it may (at least in the initial release) be orthogonal only, unless the diagonals are worked out by the initial release.

2)  Yes, it basically can act like a transition for the RHW-6S, but not the 6C.

Hope that answers some questions, and that everyone enjoyed the latest development screenies.  I'll have more soon. ;)

-Alex (Tarkus)





Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 15, 2007, 06:33:15 PM
Although that last update seemed like a present to us hehe i just have one thing to say:


HAPPY BIRTHDAY ALEX!!!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2007, 06:55:37 PM
Wow, that is fantastic news Tarkus (Alex)!

Would you mind if I posted those pictures on my Multi-RHW thread over @ ST?  That way, it will give members the information about the project's future rather than me just answering questions. 

Happy BD by the way  :) Have a great one!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 15, 2007, 07:31:46 PM
Happy Birthday, Alex!

And Ryan is right...you gave us more of a present than the other way around.

I can't wait to see this be released.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 15, 2007, 08:06:00 PM
Happy Birthday, Alex!  :D

Secondly, the new RHW / MIS stuff is looking amazing.  I cannot wait to use this stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 15, 2007, 08:35:52 PM
Whew!

Amazing work, Alex! Absolutely amazing! And I love those textures that rickmastfan67 made, too! All in all, things look like their progressing quite well!

And, of course, I already told you, but--Happy Birthday, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 15, 2007, 09:08:17 PM
Quote from: thundercrack83 on October 15, 2007, 08:35:52 PM
Whew!

Amazing work, Alex! Absolutely amazing! And I love those textures that rickmastfan67 made, too! All in all, things look like their progressing quite well!

Glad you like the new RHW-2. ;)  Well, the best is yet to come. ;)  You'll love the improvments I have made.  And some of them will shock you guys big time. ;)  But more on that later. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 15, 2007, 09:23:42 PM
AMAZING!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 16, 2007, 12:56:55 AM
Who's birthday is it? >.< =S

Anyways, nice work!

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on October 16, 2007, 02:20:18 AM
It's tarkus' birthday! Happy Birthday!!!

Also, thanks for those amazing screenies, this could well get e back into actually playing SC4, at least for a while, until it CTDs me again %wrd

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on October 17, 2007, 06:01:52 PM
Has anyone used this yet?

RHW - 4way intersection (http://www.simtropolis.com/stex/details.cfm?id=18813&v=1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 17, 2007, 06:08:51 PM
@Cornholio  This is not in any way shape or form endorsed by then RHW Team.  This TE Lot that was uploaded is made using a highly discouraged form of modding.  It should be done using the Transit Modding RULs and released with the next update of RHW.  It should not be made on a Lot because Transit Enabled Lots cause pathfinding issues.

Please read my post in the following thread to see why these lots are discouraged and should not be used.

Why not to use TE Lots for Intersections! (http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=92583&highlight_key=y)

I forgot to mention... How in the world can it be considered RHW when the textures dont even remotely come close to matching?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 17, 2007, 06:58:04 PM
@Cornholio: No offense, but that texture is hiddeous...I could do a better job than that!  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 17, 2007, 10:01:11 PM
It is. Plus, it'd cause issues with pathing.

I am in the process of making a series of rest stops for the RHW (using my texture mod; I might ask Rickmastfan to do a standard on/offramp texture version of my texture mod for those people who use the grey RHW) with custom textures. However, they will be using custom paths, and I will be doing extensive testing as to ensure that there is no 'jumping' within the lot... which I do not like.

I could also create a TE lot that requires the MIS, which could work quite well, provided I take the right precautions in transit-enabling these lots. It must be noted that while SC4tool is sufficient for some transit-enabling, it sometimes does not do the job well if it is not used properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 18, 2007, 05:03:13 AM
Quote from: Shadow Assassin on October 17, 2007, 10:01:11 PM
It is. Plus, it'd cause issues with pathing.

I am in the process of making a series of rest stops for the RHW (using my texture mod; I might ask Rickmastfan to do a standard on/offramp texture version of my texture mod for those people who use the grey RHW) with custom textures. However, they will be using custom paths, and I will be doing extensive testing as to ensure that there is no 'jumping' within the lot... which I do not like.

I could also create a TE lot that requires the MIS, which could work quite well, provided I take the right precautions in transit-enabling these lots. It must be noted that while SC4tool is sufficient for some transit-enabling, it sometimes does not do the job well if it is not used properly.

There is a place for Transit Enabled Lots in the game.  Some things like your Roadside Stops are not possible unless they are in TE Lot form, but these lots must be designed properly so they dont not effect the pathfinding engine and create shortcuts.  But when you create Intersections, Road Texture Alternatives, etc and the Lot is intended to be a "Network Piece" this should be done at the highest modding level known at the time, it is not proper to make a TE Lot in this case and I have gone out of my way to help this guy before, he ignored my warnings and offered help, so now I am definately annoyed that he has continued to knowingly upload this crap when I took the time and explained to him that what he is doing is bad and gave him the reasons why.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on October 18, 2007, 05:52:58 AM
I haven't used it, nor endorsed it. I was just wondering if it worked.

Personally, I've been busy terraforming a new region since I got my new laptop in August & haven't even begun to start a city yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 18, 2007, 08:08:13 AM
Quote from: c0rnh0li0 on October 18, 2007, 05:52:58 AM
I haven't used it, nor endorsed it. I was just wondering if it worked.

Personally, I've been busy terraforming a new region since I got my new laptop in August & haven't even begun to start a city yet.

@Cornholio  I did not mean to direct my frustrations at you.  Alex and I have and everyone else in the RHW and NAM teams have put alot of effort and time into where we have brought things to today.  We have offered this uploader help on multiple occasions to teach him the proper way to do it, he ignores it and pretends to entertain our constructive critisms and then goes and uploads more crap.  It is not respectful of him to be calling this an RHW lot, when RHW does not include Lots at all, when his textures dont even resemble anything close to RHW and when his modding is of a sub-standard, discouraged type of modding in which we as the RHW team have been implementing in our designs.

Our work has been inventive and cutting edge in our community and then someone like this goes and uploads that crap.  How would you feel?  Pretty darn pissed off I would assume.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2007, 12:10:01 PM
Man you people are getting:angrymore:MAD, you're gonna go$%#Ninj2and whip out the?$%kar&%hs! 
Kinda a cross between()borg()and%bur2$!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2007, 12:12:56 PM
Okay, I know I'm double posting, but my 'modify' button's gone.  I think this library computer is out to destroy my emoticons... &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 18, 2007, 12:15:42 PM
you may need to leave spaces between them next time...

BACK ON TOPIC

I'm waiting... patiently of course (*steadies the shaking fist*)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on October 18, 2007, 12:16:45 PM
QuoteMan you people are getting :angrymore: MAD, you're gonna go $%#Ninj2 and whip out the ?$%kar&%hs!
Kinda a cross between ()borg() and %bur2$!

Did you mean that? :P (I can't figure out the 'whip out the [insert here]' :D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 18, 2007, 12:19:38 PM
oooooh one post to go M
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 18, 2007, 01:43:27 PM
Well, I have to say is if you don't like it, don't download it!  No one is forcing you  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 18, 2007, 03:24:42 PM
@Cornholio: Just to repeat what jpluby said, I didnt mean to offend you with my comments too...I was commenting on that horrible lot/texure/thingy  :thumbsdown:

@Haljacky: Wiser words have never been spoken   &apls

Back on topic...I cant wait for the MIS!!!!  :satisfied:

EDIT: I just read (and replied to) the whole debate at the RHW thread over at ST (http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=67624&startpage=81). I have to agree with Haljacky but, yeah, now I can read this discussion again with more context lol  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 18, 2007, 04:13:46 PM
have looked at the work of the person who made that, and frankly most of it ticked me off. some of it was good, like a few of the non-TE eyecandy lots, but mostly it was just ugly or badly done. Or both.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 18, 2007, 04:31:29 PM
Well, yeah, it is bad but in the words of Haljacky: "...if you don't like it, don't download it!  No one is forcing you"  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 18, 2007, 04:36:32 PM
knowing that this is a topic from another site everyone should quit while theyre ahead. that is all
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 18, 2007, 05:19:12 PM
and i didn't DL it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 18, 2007, 07:28:03 PM
Oh, just look at this! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F5397%2Fcashvillejul43011927578so3.png&hash=fa6e15aa7cc431ea7511dcc66fa2825c0c7e4fdf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F8056%2Fcashvillejan21301192751ut8.png&hash=924512a5aba10872815dbe5606c8db4a8d216d72) Yes that is, and azn's traffic lights there. However, this is what the RHW looks on mine, and no unlike azn, I don't mess with lottin' that type of thing. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 18, 2007, 11:33:46 PM
Might also be a good idea to point out that textures have already been completed for what you've got, and it'll actually work as a network, rather than overhanging props. It just needs to be modded, and it'll be out the door before long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 01:08:48 AM
Got one particularly pesky RUL fixed with the transition from diagonal to orthogonal that's been bothering me for some time (the upper part of the pic). ;) 

The pixel offset on the textures will be fixed too.  We're getting closer to a full interchange with the new draggable MIS. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F1390%2Frhwmis10192007ni1.jpg&hash=fa3ca05b0ffe15f5f2629e9dafdecb4c9bbc0d9b)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on October 19, 2007, 02:11:58 AM
That looks great! much nicer and smoother looking than the preview MIS pics that were shown a while ago  :thumbsup:!

Keep up the good work! I can't wait for some more interchanges to be released for the RHW, as it is of limited use at the moment, and will hopefully stop those TE interchange lots from appearing at ST  &mmm.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 04:26:44 AM
I don't usually post "Wow, that looks great!" messages, but in this case...

Wow, that MIS ramp segment looks great!    Seriously.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 09:44:46 AM
hahaha i agree with dexter i thought in my head april fools! hehe but the diags look really good Alex :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 19, 2007, 10:07:11 AM
Shadow Assassin, not that the overlays I used are recent anyway, but smeone had told me they wouldn't do a connected straight lane after the MIS on-ramp, during the first release anyway. So I decided overlays could visually make a straight merge on lane, and they would be appropriate for this toll booth as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F5037%2Frhwtollwayjv3.jpg&hash=0806bb18fea9ba1d5c2fa6182fcfdec4ef8854f2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 11:10:33 AM
@ jdub: we appreciate your pointers but its been taken cared of so just sit back and relax and stay tuned for updates. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 12:04:50 PM
j-dub, whoever told you that was simply misinformed.  ;) There's always been plans to have an accel/decel lane in the first release.  Back a couple of pages I gave a lengthy description of what is expected to be included in the next release of the RHW [link] (http://sc4devotion.com/forums/index.php?topic=990.msg80825#msg80825).  In fact, the prototype texture has been posted for some time.  Rest assured, we have things taken care of, more than most realize. ;)  This here will connect up with the RHW-6S to allow the extra lane to be as long or short as you want. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F2359%2Frhw4onramptypedms8.jpg&hash=185ff590446e18bb2fc6b39e762c4381ca33c5b3)

Dexter, mott, and Filasimo, thanks for the support and I'm glad you like the progress.  I'll have more to show shortly, now that the really pesky part of the RULing is done. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 12:21:58 PM
youre quite welcome tarkus, there are alot of wonders in this thread that noone realizes that we had already covered  :thumbsup: if you want more information if you had missed out please read this past thread http://sc4devotion.com/forums/index.php?topic=990.100  hey Alex let me know if you need any help with anything  ;)

Ryan
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 02:08:13 PM
You're quite welcome, Tarkus.  The MIS system is something I'm going to use very, very often.

BTW, while scanning the LUA files, I found advisor messages for dirt roads (commented out, of course).  If the EXE is really counting "dirt road" tiles, then I can make messages like "CITYNAME Welcomes New Expressway" appear.  It would need i18n, but if it works, would that be interesting?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 02:12:16 PM
QuoteBTW, while scanning the LUA files, I found advisor messages for dirt roads (commented out, of course).  If the EXE is really counting "dirt road" tiles, then I can make messages like "CITYNAME Welcomes New Expressway" appear.  It would need i18n, but if it works, would that be interesting?
is there anything you guys cant do???  $%Grinno$%

I seriously love you guys, its just amazing whats happened recently, might make me actually play the game  :P

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 02:15:46 PM
mott, having the LUAs reactivated for the DirtRoad/RHW network would be more than interesting.  It'd be amazing.   :)  I had noticed them some time ago as well, but I'm not all that familiar with LUAs or how they work.

And I noticed you asked about left exits at one point in another thread.  They will most definitely be possible. ;)

And Joe (star.torturer), thanks!  Just doing our part to make the game better. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 02:23:54 PM
TARKUS IS THE ULTIMATE SC4 MODDER EVER!!!! WHO NEEDS SC5????

Tarkus, when the RHW is in full swing, SC4 will be a whole new game! I mean, wont it be cool to see custom interchanges in CJs? I cant wait! You go, guys!  ;)  :D  &apls  :thumbsup:  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 02:28:17 PM
QuoteTARKUS IS THE ULTIMATE SC4 MODDER EVER!!!! WHO NEEDS SC5?

I wouldnt be that selfish... I would say that the whole NAM team have become legends in the order of magnitude of wouanagaine (who is by far the greatest programmer of the past 5 years)

(sorry for the misunderstanding... my silly mistake)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 02:36:17 PM
Quote from: star.torturer on October 19, 2007, 02:28:17 PM
I wouldnt be that selfish... I would say that the whole NAM team have become legends in the order of magnitude of wouanagaine (who is by far the greatest modder of the past 5 years)

Oh, I agree that the whole NAM team is doing a great job but the RHW is my fave  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 19, 2007, 02:45:03 PM
Actually, wouanagaine is a programmer, not a modder. ;) And there are surely quite a few people that could be considered as "legend". On the other hand, though, every single custom content creator is a valuable asset to the SC4 community, regardless if he's a BATter, modder, lot maker, scrutineer or just someone who shows us what magnificient things can be done with the custom content. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 19, 2007, 02:50:04 PM
I raise my glass to ya andreas for that great comment you just made  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 02:56:01 PM
I'd agree with Andreas here as well.  Couldn't have put it better myself.   :thumbsup: 

By the way, this just in.  This Diag-Orth transition I had started with is now done. ;)  We're getting even closer now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F8900%2Frhwmis101920072fr0.jpg&hash=3dcce1cea8ca229297226f9e68cf7e5b13ec622b)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 19, 2007, 02:58:41 PM
Quote
We're getting even closer now . . .

That makes my day, Alex! It truly makes my day! Excellent work, as always, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 19, 2007, 03:03:44 PM
Quote from: Andreas on October 19, 2007, 02:45:03 PM
Actually, wouanagaine is a programmer, not a modder. ;) And there are surely quite a few people that could be considered as "legend". On the other hand, though, every single custom content creator is a valuable asset to the SC4 community, regardless if he's a BATter, modder, lot maker, scrutineer or just someone who shows us what magnificient things can be done with the custom content. :)

Don't forget Texture Artist. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 03:07:57 PM
Quote from: rickmastfan67 on October 19, 2007, 03:03:44 PM
Don't forget Texture Artist. :P

Yes, especially with the NAM.  A lot of what we on the NAM Team have done wouldn't be able to do any of this stuff without our trusty texture artists. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 19, 2007, 03:21:42 PM
Excellent work, Alex! I'd like to thank everyone involved with the NWM for all of their hard work and dedication to the project.

I'm looking forward to the release.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2007, 03:39:44 PM
WOW!  Just 2 pixels to go!  I cannot wait!  :o

That one lane ramp makes me think about a RHW-4 to RHW-2 transition.  As of now, we have to convert the RHW to an avenue and an avenue to a road, and a road to a RHW-2.  Its a little complicated, and the textures do not line up.  Also, you do not see the sharp curve when an avenue transitions to a road in "rural" environments (only 2 tiles in game), but a more gradual curve (possibly about 3-5 tiles).  Heres an example of what I mean:

View 1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2Fhwy_17_images%2F17_cl_1508_east.jpg&hash=60f14b0b75699f64ec1c3ba4ad6e19cd0bbeaca2)

View 2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2Fhwy_17_images%2F17_cl_1530_west.jpg&hash=c7cdc4213e88971f9d3a7ce3561bbeaa3891516a)

View 3:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2Fhwy_17_images%2F17_cl_1541_east.jpg&hash=f1b2c7b11eb32de2b72014db31cd405d876f3456)

EDIT: Here is an in-game example of what I mean (sorry about it being so dark and of bad clairity  :()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F5278%2Fsudburysep7111173932761cm4.jpg&hash=3771987d5a8c55a8434b9b0935b7a426ba8779bb)

Hey, its not a problem at all if this is not included in the next release of the RHW, but this kind of transition will make this network even more flexible!

Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 19, 2007, 04:01:52 PM
this is what i was thinking on the way to somehwere where i was going... the rhw2 should also maybe have an option to be centred on a 2 tile base that then moves off to one side, as you usually never see (at least not where i am) a movement to one side, it usually just becomes thinner on both sides...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2007, 04:16:42 PM
Haljackey, we're one step ahead of you.  :)  There will be a RHW-2-to-4 transition in the upcoming version, in addition to the MIS.  rickmastfan67 and Shadow Assassin have already worked up textures for it, and I just need to get it in game, which will occur once I get a few more RULs done on the MIS. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mott on October 19, 2007, 04:36:40 PM
@Tarkus:  I have a procedure for you to follow:

1) Unzip and install the attached .dat
2) Start a new, blank city.
3) Drag a segment of RHW.
4) Wait a month or two for the advice ticker to get around to displaying low-priority messages.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 19, 2007, 05:22:07 PM
@ Haljacky: Yup, that would be a cool transition

@Tarkus: OMG!! Im sooooo excited about the MIS!!!! These updates are killing my patience lol  :'(

GREAT WORK!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on October 20, 2007, 05:25:14 AM
Quote from: JGCarter on October 19, 2007, 05:22:07 PM
@ Haljacky: Yup, that would be a cool transition

@Tarkus: OMG!! Im sooooo excited about the MIS!!!! These updates are killing my patience lol  :'(

GREAT WORK!!!
i have to second this! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 20, 2007, 07:47:57 PM
Excellent indeed, the 4 to 2 lane RHW Transition would go great for State Highway One in East Solaria

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRangeview-needworkhere.jpg&hash=adeff91eb5d7c27b946d118fde08733ad1846482)

As seen above

Anycase I have posted a few more pics of an RHW Addition over at the thread in ST http://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=67624&enterthread=y&STARTPAGE=81

Can't wait for the next addition for RHW  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jasoncw on October 20, 2007, 08:27:59 PM
In the second batch of screenshots Palpatine posted at ST, I noticed that the transition between the avenue and the highway wasn't perfect.

Here (http://www.adobe.com/devnet/director/articles/director_alpha_05.html)'s a tutorial that is hopefully helpful.  The tutorial is about doing something else, but you get the idea.  You'd have a layer of one texture, a layer with the texture of what you're transitioning into (with a mask on it), and then a layer(s) on top of that for whatever manual pixel art you want to do.  Just make sure the gradient goes from black to white smoothly and completely, and there should never be any seams.

Hope it helps!   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2007, 03:22:52 AM
Getting even closer.  Still messed up something with the Road intersection, but it's almost there. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F8673%2Fmis10212007al6.jpg&hash=d038ea8234783ad55949bb1e8abec1ff563e5718)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 21, 2007, 06:48:47 AM
Very clever... Either you purposely hid the RHW-Road intersection to keep us in suspense, or the trees just grew there by themselves. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 21, 2007, 07:48:29 AM
Quote from: DFire870 on October 21, 2007, 06:48:47 AM
Very clever... Either you purposely hid the RHW-Road intersection to keep us in suspense, or the trees just grew there by themselves. :D

LOL, I just thought the very same thing.  :D  Looks fabulous so far, though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 21, 2007, 07:50:12 AM
I see, just a lil' RUL modifacation, and it'll do it. Well, I don't mod... I just think that will fix it...  :-\

Well, anyways,

Great Work!!!  :thumbsup:  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2007, 08:04:56 AM
Wowie! The suspense is tight!!!!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on October 21, 2007, 01:09:22 PM
Quote from: Haljackey on October 19, 2007, 03:39:44 PM
WOW!  Just 2 pixels to go!  I cannot wait!  :o

That one lane ramp makes me think about a RHW-4 to RHW-2 transition.  As of now, we have to convert the RHW to an avenue and an avenue to a road, and a road to a RHW-2.  Its a little complicated, and the textures do not line up.  Also, you do not see the sharp curve when an avenue transitions to a road in "rural" environments (only 2 tiles in game), but a more gradual curve (possibly about 3-5 tiles).  Heres an example of what I mean:

Hey, its not a problem at all if this is not included in the next release of the RHW, but this kind of transition will make this network even more flexible!

Best,
-Haljackey.

Excellent Pictures! I can name the interchanges seen in those last two pictures. There are plenty of those transitions around that part of Sudbury.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ExiLe on October 21, 2007, 03:30:16 PM
looks amazing, thanks for doing this. You are doing a great job tarkus!

&apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 21, 2007, 03:37:59 PM
Wow!  Awesome job there Tarkus!  Getting closer?  Thats fantastic!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 21, 2007, 03:50:49 PM

Alex that is looking good and with your skills and some luck you will nail it down.... Again congrats my friend for your hard work on this - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 21, 2007, 03:56:37 PM
Ok for now I am doing the standard RHW-AVE-Road-2 lane RHW for State Highway One

As for the work on the ramps piece, execellent progress indeed :thumbsup:

Will be great to see the finished product

[Will post some pics of add on work at ST RHW thread]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2007, 04:30:18 PM
Glad everyone is enjoying the latest pics of the MIS.  DFire870, to answer your question about the tree-concealment of the Road-MIS intersection, I was actually trying to demonstrate how one can place trees between MIS ramps, but it did (unintentionally, I might add :D) serve that additional purpose.

Well, no hiding behind trees anymore.  This is a prototype texture, so it may not reflect the final product.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F6464%2Fmis102120072hi8.jpg&hash=f826cda8ffba58cf914778b36b64523dc5b076f5)

The whole interchange, which, as you can tell here by the RHW-2s randomly showing up, still isn't completely right RUL-wise yet.  But it's really getting there. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F7439%2Fmis102120073lv3.jpg&hash=ced4df1bd1eec863d52a5da1f294980afd90a1bb)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2007, 04:37:01 PM
Now this is quality work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 21, 2007, 04:38:09 PM
Quote from: JGCarter on October 21, 2007, 04:37:01 PM
Now this is quality work!  &apls

Quality Granted work!

I second this!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 21, 2007, 04:53:46 PM
Wow! Kevin want! Kevin want!

Great work, Alex.  &apls

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 21, 2007, 04:57:50 PM
Great work there Alex indeed  :thumbsup:

Will go great on parts of the highway network that still need ramps and not a roundabout or intersection as I posted noted here

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FSH1RHWRoundabout.jpg&hash=580521adc16099cab523508bf73a986c03668760)

Good luck navigating that


While your ramps are a little long, that is of personal preference  ;)

Anycase I have been tweaking some RHW addons of mine that can be seen at the ST RHW thread]

[I am thinking on whether to post it here]

Keep up the good work
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 21, 2007, 07:30:37 PM
You know, Palpatine's pic gave me an idea.

What about a MIS attachment to the avenue roundabouts?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 21, 2007, 08:53:11 PM
An MIS connection to Roundabouts would be appropriate.  They are planning to do that around Oshkosh, WI on US-41 (Future I-41).  Check out Wis-DOT and you will see what the plans for US/I-41 look like.  The entrance/exit ramps will connect with roundabouts on either side of the interchange bridge.  (Ex:  ==0=====0==)  Look at the Hyw 21 interchange.  I believe they are doing it in many other places as well, but it is big news around east-central WI.  Many people around here are very unhappy about it, but not me.  Such is life and the way of progress.  Web Address:  http://www.dot.wisconsin.gov/projects/us41expansion/ints.htm


Good call, Shadow Assassin.

Cheers,
Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 21, 2007, 09:56:29 PM
that sounds interesting SA here in Nashville,TN they had built a roundabout at the ramp exits and entrances connected with the road entrance one direction goes to the neighborhoods and the other direction goes to the entrance to an office center
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 21, 2007, 09:59:10 PM
They're also extremely common in Australia.

Here's an example: Oxley Highway/Pacific Highway Interchange, Port Macquarie, NSW (http://maps.google.com.au/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=Port+Macquarie&ie=UTF8&ll=-31.462173,152.821133&spn=0.006745,0.014334&t=k&z=17&om=1)

Another one, this time the M4/Prospect Highway Interchange, Prospect, NSW (http://maps.google.com.au/maps?f=q&hl=en&time=&date=&ttype=&q=Prospect+NSW,+Australia&ie=UTF8&cd=1&geocode=0,-33.801553,150.916198&ll=-33.805446,150.916094&spn=0.003285,0.007167&t=k&z=18&om=1)

The latter would be very easily created using the 2x2 (or 3x3) roundabouts. All that's needed is for the MIS to be made compatible with the roundabouts. That'll probably come later on down the track.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 22, 2007, 01:54:40 AM
You know, when I saw Alex' "uncovered" MIS ramp intersection with the road, I had the very same idea. It's getting increasingly common to use roundabouts for this here in Germany as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 22, 2007, 05:38:01 AM
Actually, theres on in Brooklyn, NYC, USA where the Belt Parkway meets Rockaway Parkway too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 22, 2007, 05:51:48 AM
Wow, I didn't realize so many areas in the US use roundabouts for highway intersections. That's unheard of here in Texas. :P (I think the only roundabout in my city is in a shopping center)

And Tarkus, that looks great! I was wondering, in the first release of the MIS will there be an intersection between the MIS ramps and a one-way road? And not just with a one-way road crossing the RHW, but like a frontage road. I use frontage roads extensively in my region, and it would be fantastic if those intersections were included.

EDIT: I was also wondering, how many tiles will each network take up (including the compact and separable versions)? I need to plan my highways for the upcoming wider RHWs, and I can't find exact answers.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 22, 2007, 06:48:41 AM
Well, it seems possible that you can connect the MIS to a roundabout if the MIS can connect to a one-way road, and then you could connect your one-way road to a roundabout just like you can now (unless a MIS-roundabout puzzle piece is made).  I never see this kind of interchange around here because about 99% of interchanges in Ontario, Canada are Parclos.  However, with the MIS you should be able to make parclos with not much trouble.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 22, 2007, 12:37:39 PM
There are absolutely NO roundabouts in the city I live in, but there is a large complicated roundabout interchange in Washington DC over Interstate 395.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 22, 2007, 04:37:21 PM
yup, there're lots here in the Phoenix area. getting very popular because they force people to slow down.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 04:55:14 PM
I am glad I can spur on some inspiration somewhere no matter how minor

Now I am going into SC4 to try something and get a pic that gave me some inspiration

BRB as get the Pic  &idea




Got it

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRHWAveOfframps1.jpg&hash=f453ce453d1c3fff393294f41c5de550fa5d2eb1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRHWAveOfframps2.jpg&hash=98e8b8a0a1eeccea8bc76d830a1f2eb75cad2e1e)

This is what is on offer at the moment using current NAM and RHW, yes a few glitches can be seen that the teams have to iron out

Whoops forgot to mention, this was done as a test for the options I had currently avaliable, while this is on State Highway 10, again this is a test bed for the options I had available and any future reference guide for the Team to work on.

So I'll wait and see what is cooked up in the labs down there  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 22, 2007, 06:38:03 PM
Hmm... I think you are overdoing it a bit Emperor Palpatine001.  How about something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.indymedia.ie%2Fattachments%2Fapr2005%2F1projeb154.jpg&hash=c5f975e1999886ed267713adfabaf3cb5e64cfbd)

(BTW, thats an image from the first page of the RHW project @ ST... People have been requesting this for a LONG time now!)

It is possible to to this with the rural highway, as well as the in-game highway.  A quick example follows
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi115.photobucket.com%2Falbums%2Fn306%2Fscrap104%2Fsi10-1.jpg&hash=5e3c983b7a8cc1ab9d79922175b9abf6e225ea81)

Oh, and by the way, I would recommend using one-way roads as ramps rather than other networks because they look much nicer and connect better as well.  A quick example of mine follows:

Follow the link below the image to view it in FULL RESOLUTION! (1440x900) :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F2849%2Fdowntownapr141571190833op4.jpg&hash=e62c6184ea88e1386d73bf54f464d4ccc553cd11)
http://img257.imageshack.us/img257/2849/downtownapr141571190833op4.jpg

Anyways, great work!
Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 06:49:50 PM
I  was wundering if you had to use a one way road in the RHW piece to make the other current ramp fit properly

I am going to reboot SC4 and have a crack at it

Pic Soon
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on October 22, 2007, 06:58:31 PM
anxiously anticipating the onramps--they look great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on October 22, 2007, 07:16:13 PM
Ok, this has gotta be asked just for clarification.
will the MIS work if the RHW is on a diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 22, 2007, 07:20:59 PM
Quote from: xmike1991 on October 22, 2007, 07:16:13 PM
Ok, this has gotta be asked just for clarification.
will the MIS work if the RHW is on a diagonal?


As said in ST

Unknown, have to ask Tarkus on that one




Haljacky, that second pic of the one way roads and the in game Highways I have for Benson Road in Rangitoto Town - Solaria

In the mean time this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRHWAveOfframps3.jpg&hash=b421b653e9b82680d0ca915760fc2a6ffde8433f)

Again this is me mucking around on State Highway 10 as I test the options I have currently available.

Also with the RHW, NAM and ANT, oh my recreating Aucklands Spheghti Junction would be a feat in SC4 as that piece of engineering in Auckland is the greated piece of (can I say bol**x in here) I have ever seen
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 22, 2007, 07:37:49 PM
Quote from: Haljackey on October 22, 2007, 06:38:03 PM

Oh, and by the way, I would recommend using one-way roads as ramps rather than other networks because they look much nicer and connect better as well. 

Well, at least until the MIS comes out.   ;)  (Which is closer than you might think . . .)  Thanks for all the feedback, everyone.  I'm glad the MIS stuff is to your liking so far, and this is only scratching the surface of what the system will be capable of in the initial release (and future releases). 

By the way, to answer your questions, I am planning on implementing functionality to allow the MIS to interface with the OWR (3x3) roundabouts with the initial release.  It seems like there's a lot of interest in it, as it's becoming a popular interchange design.  And it shouldn't be too difficult to do.  There may be a few puzzle pieces involved in order to make the hookup more "intuitive".  Perhaps when I get the MIS-2 (RHW-4) ramp going more I can hook it up to the Avenue roundabouts. ;)  The closest thing I'm aware of to such a thing in Oregon is this interchange [link] (http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=PDX+Airport&ie=UTF8&ll=45.577282,-122.560912&spn=0.00353,0.010042&t=k&z=17&om=1&layer=t) off of Airport Way east of Portland International Airport (PDX).  (The Street View option works, too, so you can actually see along the some roads through the interchange at ground-level. :)) 

And John (DFire870), to answer your questions, there will be an option to transition the MIS ramps to an OWR-based frontage Road, and vice-versa, via a proposed puzzle piece.  As far as the tile-width specifications go for the wider RHWs, here's how things are shaping up:

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-3[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-6S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-10[/data] [data]4 Tiles[/data][/row]
[/tabular]

It may seem that the S versions of the RHW-6 and RHW-8 are a waste, but there's certain functional situations in which they will definitely come in handy.  They will also allow for various asymmetrical setups, including an odd number of lanes over the two carriageways (i.e. an RHW-7, one part RHW-8S, one part RHW-6S, or one part RHW-4, one part RHW-10).  The RHW-3 is basically an expansion of the RHW-2 with an added passing lane on one side. 

xmike1991, that's a good question; thanks for asking. ;)  At some point there will be pieces to allow diagonal RHWs to interface with the MIS system.  I have actually been working on some prototype textures.  The complicated part of it is the fact that there are two different types of diagonal pieces in the RHW (and the MIS), but I think I have the issues worked out on that end, and only have to get it in game.  It's possible for the initial release, but I can't guarantee it.

Hope that answers some questions. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 22, 2007, 10:19:54 PM
Here's some more progress tonight:

First, I worked on a smoother, rounded version of the MIS ramp / road intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F9751%2F0x5de20200roadmisooupdzv1.png&hash=d6c3540462af79edd7f94c4ac6ddb71695750528)

It's gonna need some cleaning up, but that's a start, eh?

Secondly, I took the auxiliary off-ramp texture from earlier in the thread, and I decided to NYS DOT-ize it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg86.imageshack.us%2Fimg86%2F6139%2Frhwmisramp41dnysri2.png&hash=9dacf0eeca01f1316e9b4b923157cf8269ab9689)

This is how the NYS DOT is marking their off-ramps these days.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on October 23, 2007, 01:20:30 AM
the exit-ramp texture looks very realistic imo
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 23, 2007, 01:29:49 AM
James,

I really like your textures, but I have a question about the auxiliary off-ramp: are the small stripes that indicate the exit to scale? I've got an exit ramp striping diagram knocking around in my desk at work if you'd like some dimensions for what we use in Mississippi.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 23, 2007, 01:44:17 AM
Quote from: BigSlark on October 23, 2007, 01:29:49 AM
James,

I really like your textures, but I have a question about the auxiliary off-ramp: are the small stripes that indicate the exit to scale? I've got an exit ramp striping diagram knocking around in my desk at work if you'd like some dimensions for what we use in Mississippi.

Cheers,
Kevin

First Kevin, burgsabre87 made that post above. lol.  Those are some modified textures there of my default RHW-4 ones made to work with the MIS by Alex.  Then burgsabre87 changed the paint striping to match NYSDOT.

Now for the stripes, are you talking about the white ones, or the other grayer ones?  The Grayer ones are rumble stripes.

And sure, go ahead and post that diagram.  Would be nice to see what another state does compared to states I've been in. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 23, 2007, 05:24:54 AM
My apologies. I was nearly asleep when I posted last night and I am referring to the white dotted line, so to speak, that indicates that the lane is running out.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 06:35:57 AM
Wow!  Nice job burgsabre87 with that ramp!  We don't see that kind of ramp around here (the broken white line AND the white line together), but it certainly looks brilliant!

Excellent work! &idea
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 24, 2007, 07:15:36 AM
Ah, thanks for the information Alex, that clears things up. I don't remember if this has been answered before, but is there going to be a jersey barrier or other type of separator for the Compact versions, so cars don't go off one side and crash into the other? And how would they be implemented, by a T21 exemplar or an offset lot?

That should be the end of my questions. :P

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2007, 07:23:30 AM
Actually, they can be implemented in both ways. It's more difficult modding in a T21, but at least you don't waste a tile of space. It's possible that it'll be T-21'd.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on October 24, 2007, 09:39:29 AM
Surely you could create a version with jersey barriers that uses the new draggable puzzle pieces idea that was used in the SAM? Also, I was wondering of there would be any chance of getting a version with crash barriers on either side and down the middle, like we have in the UK:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.barriers-uk.info%2Fimages%2Fbarrier3.png&hash=303fd0436da3e06771badadf5d7b532e5e625e32)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.barriers-uk.info%2Fimages%2Fobb1.jpg&hash=90c0738e41a9e92a7bffcfe11f66e088d032655e)

Exact usage can just be seen in this picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.bedfordautoweb.com%2FUSERIMAGES%2Fbusy_motorway.jpg&hash=bab1846a4ac8faf17f01799b2d611bbee39c69e9)

Also if these are possible but would need BATting, I would be willing to give them a shot (although my BAT talents are almost nil).

Thanks in advance,
Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 10:43:34 AM
Well, back in the day, Frankie_Grove (a member over at Simtropolis) and I were making medians and concepts for the RHW network.  I know they aren't the best, but whatever I will post them here:

(Note the original RHW texture, indicating that its old! This project has come a LONG way! ;))
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F6017%2Fnewyorksoundwalltestfebzz8.jpg&hash=a9963a6acc9736bdd448304bb6508eef8c6346f9)

And for my Multi-RHW Network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F6162%2Fnewyorkcitymar1wd6.jpg&hash=a2590819c1c07806fd6fb936532cc9e9343575d5)

But these medians would add extra tiles to the width of the RHW, no T21's (or whatever) here, sorry.  Its way over my head.  I can't believe how you all can mess with them so easily... I will congratulate you for that  &apls!

Anyways, for the steel median segments, I could see that they could go on the outside of the RHW, with a concrete barrier (Jersey or Tall-Man standard) could go on the inside.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 24, 2007, 11:07:05 AM
Quote from: Haljackey on October 24, 2007, 10:43:34 AM
But these medians would add extra tiles to the width of the RHW, no T21's (or whatever) here, sorry.  Its way over my head.  I can't believe how you all can mess with them so easily... I will congratulate you for that  &apls!

Anyways, for the steel median segments, I could see that they could go on the outside of the RHW, with a concrete barrier (Jersey or Tall-Man standard) could go on the inside.

Its not all as hard as you may think it is...  Obviously there is a bit more modding involved to tell the game what Wealth and Zones for the T21 to appear on, but it is essentially copy and paste the proper properties of a Lot Exemplar into a T21 Exemplar (Network Lot)... T21s can only be 1x1 in tile size, but they are really not that difficult to create.  If you were to make 1x1 tile Lots that would fit ON a network tile then we can definately help with that extra modding step.  Just a few extra numbers here and there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 24, 2007, 11:28:08 AM
I like idea of the barriers a lot! I hope that it can be implemented--and with the minds working on this project, I'm sure it can!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on October 24, 2007, 11:39:11 AM
Quote from: thundercrack83 on October 24, 2007, 11:28:08 AM
I like idea of the barriers a lot! I hope that it can be implemented--and with the minds working on this project, I'm sure it can!

It can, we have the knowledge.  Its just time consuming and we are focusing our efforts on making the textures work first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 24, 2007, 04:47:41 PM
Now that is coming along fine there with the off ramps


Also I would like to put my hand up for any testing ingame play please.

After thrashing the work around, Ill send a report back on AYEs and NAYs of what I have tested.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 24, 2007, 05:24:02 PM
<puts up hand to volunteer for testing as well>
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 05:31:00 PM
I doubt the RHW team will need testers, no announcement has been made yet.  But, if you DO need volunteers, count me in as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 24, 2007, 06:53:54 PM
Hey "transportation implementing gods" :)
I have had the NAM\RHW since release and after not being happy with the maxis highways, I finally decided to use the RHW. My question is on the current release ( not the one you are working on ) the texture isn't the same.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx262%2Fsithlrd98%2FTexture.jpg&hash=a7f70a3ada5086d135f6455866393befe141ae64)

Is this normal , or is this something I'm doing wrong? I apologize in advance if this has been covered , and am not complaining at all , just curious . Thank you for the hard work and look forward to the next incarnation! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 24, 2007, 07:01:53 PM
Easy:  no 90 degree piece has been made yet (and I don't think will ever be).  Just curve your RHW at a 45 degree angle (like the in-game highway and rails) and the textures should match up.

Oh, and there are not any RHW intersections made yet other than the street intersection, so if you converted your RHW to one-way roads or avenues then you can make intersections.

If you are trying to put to RHW networks side-by side, they will turn into 2 separate networks.  There is a special way to set this up though, follow the Multi-RHW guide in my signature for more information.

I hope this helps!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2007, 07:42:05 PM
Hal, it's funny you bring up Frankie's barriers . . . this post back on Page 32 of this thread [link] (http://sc4devotion.com/forums/index.php?topic=990.msg73987#msg73987) may be of interest to you. ;)

sithlrd98, as Haljackey alluded to, the RHW is reverting to the base ANT network, as there aren't textures or RULs in place.  I can confirm that there are no plans to implement the 90-degree corner, and likely, it will be eliminated from the next version of the mod.  The Road-RHW at-grade is planned for the next release, though.

I am planning on using RUL Overrides to block certain problematic situations from being possible in the next version.  Here's the list of some of the things that won't be possible in the next and future versions, and why I'm planning on blocking them.  Note this list isn't by any means complete, but it should give you a good idea of the situation:

RHW-4 90-degree Bend
Asymmetrical Curves

Reason: Realism factor.

RHW-4/RHW-4 At-Grade Intersections
RHW-4/RHW-2 At-Grade Intersections
Reason: There is a function in Path files known as a StopPath.  StopPaths basically instruct automata to stop when there is the risk of a collision.  They are also tied into traffic signals/stop signs on some level.  However, there are some networks on which StopPaths cannot function due to the hardcoded functionality of the network.  Among these are the highway-class networks, which include not only the Maxis Highways, but the ANT network on which the RHW is based.  So, in essence, these intersections are completely uncontrolled and basically do not function properly, causing a multitude of issues (including a lot of wrecked automata).  The only way to fix this problem would involve editing the .exe file.  There are workarounds, which involve converting the RHW to a different network (Avenue, OWR), and these workarounds will be the only ways to produce these intersections in the future.  Eventually, it will be possible to override the workarounds so that they maintain the appearance of the RHW.

All Wider RHW At-Grade Intersections (except emergency lane)
Reason: Realism, StopPath issues

As far as testers go, no comment yet. :D  I can tell you, however, that the MIS is getting quite close.  The pics should be fairly evident, and I can guarantee this will see the light of day in the very near future.  RL the past couple days has been a bit of a setback, and will probably be plaguing me a bit for at least a couple more days.  I have a take-home midterm for the Medieval Music History class I'm taking, due on Monday.

Hope this update here answered some questions, and I'll be back with some further development pics at some point very soon.

-Alex (Tarkus)

MOD EDIT: Added a link to the post I assumed you were talking about. It confused me that the link didn't work - :) Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2007, 07:44:59 PM
It definitely does. :P

In any case, I might experiment with T21s and create median barriers for the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 24, 2007, 08:19:20 PM
Tarkus , thank you for replying so fast! I'm not 100% sure what you said , but it defiantly was a very thorough answer!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on October 24, 2007, 08:23:19 PM
Well, I have made a 90-degree turn for the RHW-2 only.  So, making a 90-degree turn with the basic RHW-2 should be possible, but nothing anything higher. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on October 25, 2007, 12:14:47 AM
thank you for pointing hal to the right page Alex, so yes guys sit back and relax and let our thinking minds go to work. were normally 5 steps ahead of you  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on October 25, 2007, 05:50:31 AM
Medieval Music History? Yikes, it'll take you a while...  :P

As for no 90 degree turns... Well, yeah, I think that goes without saying, it'd be kinda dangerous anyway.  :P

A *longer* 90 degree turn puzzle piece would be nice in the future, but it can definitely wait. Better to get the core stuff (such as the MIS) working first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 25, 2007, 06:10:22 AM
More textures... including one that was requested recently... the road-RHWMIS intersection... although the texture was intended to be for RHW2-RHWMIS intersection.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 25, 2007, 12:42:14 PM
Excellent textures allan_kuan1992!  They are coming along nicley  :satisfied:

And RHW Team, if your already 5 steps ahead of me, then I guess next time I gotta be 6!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4luv2 on October 25, 2007, 02:58:04 PM
Quote from: Haljackey on October 25, 2007, 12:42:14 PM
Excellent textures allan_kuan1992!  They are coming along nicley  :satisfied:


second that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on October 25, 2007, 03:17:53 PM
Quote from: Haljackey on October 24, 2007, 05:31:00 PM
I doubt the RHW team will need testers, no announcement has been made yet.  But, if you DO need volunteers, count me in as well.

Same here.  I've been following the RHW development for a while, and in turn, creating a region that'll be based on the RHW.  If there's any need for beta testers, you'll have one ready and willing soul available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 25, 2007, 05:11:13 PM
Playing with RHW is my fav ^-^

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 25, 2007, 07:01:16 PM
Hi Alex,

Medieval Music History?  Good topic.  Melismatic Organum was an interesting development, but I much prefer Renaissance English Choral Music.  It almost sounded "20th Century".  Dufey & DesPrez -- master composers.  In any case, good luck on the test.   :)  I was a music major as an undergrad, and am currently working on a master of church music.  [Sigh]

Back to topic.  Keep up the great work on the RHW.  This is going to be so great when it is done.  [Repeat to self:  I will be patient.  I will be patient.]  As an aside, it would be interesting to have an elevated Super 2 option (for overpasses in particular).  However, that's one of those "back burner" type projects.

Again, I hope your test goes well, and thanks for all of your work on this.  I look forward to using it someday.  I have plans.   ;)

Riponite

P.S.  Thanks to the rest of the RHW team too.  You are all doing such a great job.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 25, 2007, 07:25:50 PM
QuoteAs an aside, it would be interesting to have an elevated Super 2 option (for overpasses in particular).  However, that's one of those "back burner" type projects.

You'd be surprised at how close it is actually to being done (since the El-RHW4's been done a while ago), which means it'd be quite easy to see a Super-2 option.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 25, 2007, 07:35:11 PM
Here's my second revision of the MIS ramp / road intersection piece.  I tried to clean it up a little bit.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F990%2F0x5de20200roadmisooupd2as0.png&hash=c6534dece3cd5bb616dfcebe7df62be365557fc4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 25, 2007, 07:38:58 PM
might want to blur the edges of the grey and black a little bit so it doesn't look so defined
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 25, 2007, 07:44:02 PM
Hmmm interesting working coming along here indeed

I have stopped playing around with it and RHW Additons as I prepare to sit an exam from univeristy on a Saturday Afternoon  :angrymore:

Anycase keep up the good work here  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on October 25, 2007, 10:28:48 PM
Well, lets assume for a minute that the RHW (or Interstate) and road (a state highway or city street, more than likely) are maintained by different Department of Transportations. There will be a definite difference in pavement when jurisdictions change. However, in almost all U.S. states interchanges are also maintained by State DOT's, with county or city maintenance reverting at the end of the freeway's right of way.

So, depending on what burgsabre87 was trying to replicate, he's either spot on or needs to do some blending. And since he's the one putting the time into making the textures, lets all smile and be glad this is coming our way in the near future. Its easy to retexture compared with getting the whole mod ready to release in the first place.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 26, 2007, 12:41:10 PM
I think the crosswalk lines should be removed.  They define where pedestrians can walk across a road, and pedestrians are not allowed on the kind of highways that involve on/offramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 26, 2007, 02:11:22 PM
The crosswalks are so people can go from one side of the two-lane road to the other. I've seen them around a few intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 26, 2007, 06:01:01 PM
Quote from: Shadow Assassin on October 25, 2007, 07:25:50 PM
You'd be surprised at how close it is actually to being done (since the El-RHW4's been done a while ago), which means it'd be quite easy to see a Super-2 option.

Thanks S.A.,

That's so cool.  Thanks for the update.   :)  I am so happy you all are able to do such a wonderful job on this.  I wish I had the proper skill set and the time to help out, but I simply don't have either right now.  So...  I appreciate your work all the more.

Thanks again.

Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on October 26, 2007, 06:08:02 PM
Quote from: nerdly_dood on October 26, 2007, 12:41:10 PM
I think the crosswalk lines should be removed.  They define where pedestrians can walk across a road, and pedestrians are not allowed on the kind of highways that involve on/offramps.

I see what you are talking about.  Instead, maybe the crosswalk should be across the ramps so that people walking along the road can safely (and legally) cross the ramp entrance without being run over by traffic.  Just a thought.  In a rural situation, there wouldn't be any crosswalks at such an intersection, but this piece has to function in cities and the country. 

As for the shading of the piece, I'll be happy for whatever I get.  Keep up the great work, RHW team.  Thanks.  You're great!!!   :thumbsup:

Cheers!
Riponite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 26, 2007, 07:28:21 PM
The crosswalk would run the other direction, across the ramp, if it was there at all.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 27, 2007, 11:51:46 AM
It really depends. Sometimes there are crosswalks going all 4 ways. Its honestly a matter of preference.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 27, 2007, 09:15:13 PM
Personally all 4 ways for the crossings would be great for ummmm safety's sake  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 27, 2007, 10:52:02 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2F5c30d476.jpg&hash=5f640f179559754904486d00ed84cac0c0fa90a6)

What do people think about this new texture I've been playing around with for the RHW? Disregard the dashed outside lines, they're not there anymore.

EDIT: The way I've done the textures will ensure intercompatibility with the UHW, which will be given the same makeover for consistency.


So, basically, if people like this, this is what will be done:
- RHW-2, 4, 6, 8 (when the wider ones come out later down the track)
- RHWMIS
- UHW

So, a massive pack, really. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 28, 2007, 03:32:20 AM
WOW

They are amazing... like completely ACE. That black is just soooo sexy

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on October 28, 2007, 04:03:18 AM
I came, I saw, I concurred! (with star.torturer, that is)  :thumbsup:

I love your version of the RHW texture and have, accordingly, been using it ever since its release. It reminds me of home, and I truly love it!  ;D

So, please, do continue with your amazing work SA!  &apls  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on October 28, 2007, 05:16:48 AM
Well, out here in the west we don't get crossings along ramps, ever - because no ped traffic should be coming on or off the ramps.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on October 28, 2007, 07:03:56 AM
that is some quality texture right there  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on October 28, 2007, 07:16:27 AM
i luvoooo :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on October 28, 2007, 09:56:17 AM
looks great, but your others looked better imho. this one does look a little to "new"

still, i'll download if it gets released!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 28, 2007, 10:33:30 AM
Looks great, SA! I like the uniformity between all the different types of roads!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 28, 2007, 12:07:53 PM
That is looking fantastic, SA! Great looking textures! :thumbsup: Wonderful work so far.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on October 28, 2007, 04:37:54 PM
Nice work on the textures there indeed

Will be interesting to see how well they work in Solaria  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 28, 2007, 04:49:46 PM
WOW SA!  They totally match the texture of the other road networks!  Amazing work! 

And you say that the texture will match the ground/elevated highways also?  That would be outstanding!

Excellent job! I can't wait to "re-texture-ize" the Maxis highway system!

Keep it up!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 28, 2007, 05:02:03 PM
Wow.... that looks like a pretty good patch of textures... although I don't think it will suit me that well...

speaking of textures, more attached below, the diagonal part of the RHW2 and the reworked transitions from RHW to OWR and RD.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 28, 2007, 05:38:23 PM
allan_kuan1992:  Hey, Nice job there!  I prefer the "no passing" lines to the current RHW-2 because not only does it match the current roads in a better way, it is more common to see these on busier highways (real life RHW-2s)!

Keep up the great work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 28, 2007, 05:45:06 PM
Thanks. However, although I may make more textures, I'm a bit unsure of what other textures to build and I can not actually import them into the game. This is because the info is on my other computer and this one doesn't work with the modding programs since they are incompatible with Windows Vista. Additionally, the other computer I have actually put it to sleep (meaning I don't want to use it anymore) and it would be somewhat of a hassle to get it running once more.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 04, 2007, 03:45:56 AM
I'm back.  With screenies.  ;)

They should be pretty self-explanatory.  The MIS works now. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg459.imageshack.us%2Fimg459%2F4992%2Fmis110420071xh6.jpg&hash=15f96cf6b7b77ab5b3d4064869f3e65760471e69)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg459.imageshack.us%2Fimg459%2F1821%2Fmis110420072zl5.jpg&hash=8b9e2b2dc2aa41ee5c1b4a90eb52299681428598)

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on November 04, 2007, 03:48:06 AM
Whoa man, the realism  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 04, 2007, 03:54:46 AM
that is pretty god damn amazing.... WOW.... and theres me thinking your skiving in the guess next thread...LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 04, 2007, 03:58:55 AM
Ha! See, we WERE doing something!

Lovely job, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 04, 2007, 03:59:41 AM
indeed the way i see it weve only just begun!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 04, 2007, 04:00:55 AM
We told ya we were working on something star.torturer.

Shame on you for not believing us. :P

BTW, where do you want your crow delivered? :P

Quote from: Filasimo on November 04, 2007, 03:59:41 AM
indeed the way i see it weve only just begun!  :thumbsup:

Oh yeah!!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 04, 2007, 06:14:23 AM
daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaang!!!!!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 04, 2007, 06:17:16 AM
Awesome! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 04, 2007, 06:22:44 AM
My morning has just been made. Thank you, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 04, 2007, 07:18:26 AM
wow, lovely :P

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ExiLe on November 04, 2007, 07:32:00 AM
I love it, I love it, I love it! thank you soooo much!
This will make the RHW my most beloved mod to SC4! thanks!

take care,
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on November 04, 2007, 08:11:54 AM
That's very nice
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 04, 2007, 08:15:27 AM
they werent there 8 hours ago :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 04, 2007, 09:10:40 AM
Magnificent work, Alex! I'm so glad to see that the MIS works! I'll be looking forward to seeing more development!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Livin in Sim on November 04, 2007, 09:32:15 AM
Hi, Alex,

Ya know, words just escape me, so all I can say is,

"Beep beep'm, beep beep, YEAH!"

Baby, you can drive Liv's car, any ol' time.    ;)

Bye for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 04, 2007, 11:11:41 AM
Glee!

Tarkus, if I could, I'd give ya and the other guys working on this a few +Karma points!

So close, and yet so far?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pvarcoe on November 04, 2007, 12:22:08 PM
That is a thing of Beauty!

Nice stuff &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 04, 2007, 02:56:31 PM
One word:

Excellentante!
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 04, 2007, 03:11:53 PM
Very nice indeed.  &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 04, 2007, 03:50:28 PM
Quote from: dragonshardz on November 04, 2007, 11:11:41 AM
Glee!
Tarkus, if I could, I'd give ya and the other guys working on this a few +Karma points!
So close, and yet so far?
woohoo!
&apls  %BUd%  &dance  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 04, 2007, 06:07:54 PM
/me salivates
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on November 04, 2007, 07:26:46 PM
This, when MIS comes out, will replace standard roads, streets and one way roads that I use for exits and on ramps. Looking grovey dude. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 05, 2007, 02:19:10 PM
Hey everyone, I have an observation to show you regarding the RHW texture mods.

It regards the unwanted "sidewalk" patch that appears when there is something placed next to the RHW network. 
-Normally, a sidewalk would appear on the left side of the RHW, which really isn't that bad, because it can give the illusion that it is a "civic" median between the highways.  I don't have a problem with that.
-However, when creating a diagonal stretch of the RHW, the sidewalk becomes much more noticeable, and looks quite out of place with the network.
-I know this is a known issue, but it is resolved with certain textures.  Examples follow below:
(sorry the images don't line up directly, they were taken over time)

original RHW texture.  It is quite noticable here:  :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9748%2Fdowntownaug100611827459cx0.jpg&hash=abad9b4a93c883879ac97b2c08afbd1f29bc546d)

Asphalt replacement texture.  The diagonal stretch looks much better!  :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F1096%2Fdowntownjul154111841833wz8.jpg&hash=f5ea2d8173cfc4d2a490c074ca367b73b006288a)

New RHW texture.  It reappears!  UGG!! :thumbsdown:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F7291%2Fdowntownapr141121187759as6.jpg&hash=79a8586173d801d0146f68f9fb6969001c689b35)

Anyways, based on these observations, I have a request.  I am not too sure if it is a simple or complex request, so here it goes:
-Would it be possible to have the diagonal texture from the Asphalt texture apply to the new RHW texture?  The Euro-style textures look awesome, but the new RHW texture could too if this sidewalk was replaced.

Anyways, thanks for your time.  I look forward to the progress of the RHW (as always!  ;D)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2007, 02:41:57 PM
Haljackey, to answer your question, the answer is a definite yes

rickmastfan67 and I discussed it a good while ago, and the next version of the North American textures will have the fix implemented.  The textures that originally came with the RHW mod will be phased out with the next release, RHW v20, in favor of the two replacement sets, rickmastfan67's and Shadow Assassin's. 

I'm not entirely sure how we're going to package the texture sets in relation to the mod, so that's a detail we'll still need to work out.  It really depends on how things work out with our schedules, but ideally, I'd like to have both sets packaged with the main mod download, and give the user an option of which to use in the installer.  But that's far from definite, and I probably won't have a definitive answer until much closer to the release.

And everyone, more development screenies soon.  Getting that first diamond interchange working was a huge step for me in the development process, as much of that coding is re-usable. ;)  Further expansion will be able to occur quite rapidly as a result.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 05, 2007, 06:48:30 PM
In addition, the Euro textures will be given a total revamp to better suit what I have planned for the highway networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KooriSim123 on November 06, 2007, 01:57:06 PM
Sounds and looks great  :thumbsup: Tarkus cant wait for the MIS well done  &apls
catch ya
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 10:13:44 AM
I spent 2 days reading this thread beginning to end.  I am impressed with the progress made, thanks to all.  One thing missing is the yellow water filled buckets that site at the on and off ramps and bridge posts so as to lighten a collision with a median or bridge.

I noticed someone mentioned the heights of the cameras that were in a render.  They mentioned they were on the gantry's and not on poles.   Well here in Ontario, they are on poles.  They are viewable by the public on this website  :: link :: (http://www.mto.gov.on.ca/english/traveller/compass/camera/gcs/camhome.htm).
There are numerous cameras on all the 400 series highways here, many stretches are rural style and others freeway style, including massive bridges like the garden city skyway and tunnels like the Thorold Tunnel.  I live in the Niagara (QEW/405/406) area.  Specifically on the QEW through St. Catharines.   This stretch is undergoing a massive reconstruction from a 4s to a 6c.  Every bridge along it is being reconstructed half at a time so as not to completely disrupt the cities traffic.  One bridge at the west entrance to Stc will be a single expanse so as to view the world class rowing regatta pond/river that was the old Welland Canal in the St. Lawrence Seaway.  Its a 5 year project, and so far has claimed at least one life (medical helicopters landing on the highway).  I promise to snap some shots of the amazing equipment in use and bridge constructions.  They move medians on a nightly basis with a pretty unusual truck.

Keep up the great work, look forward to playing with it in the future!   Thanks again.

----
Some Links for you MD, CJ in RL junkies ;)

The Cameras again  :: link :: (http://www.mto.gov.on.ca/english/traveller/compass/camera/gcs/camhome.htm).
For you historical highway nuts, this site is absolutely fantastic!  QEW Historical Photos (http://www.thekingshighway.ca/PHOTOS/QEWphotos.htm)
Announcements of Queen Elizabeth Way widening :: Link :: (http://www.tc.gc.ca/mediaroom/releases/nat/2004/04-h124e.htm)

Looks nothing like this now, but i look forward to recreating it with the MIS.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thekingshighway.ca%2FPHOTOS%2Fqew-29_lg.jpg&hash=dd56da52a69dbf861c00777bb22cd1fde73137b5)

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 07, 2007, 10:36:19 AM
Looking great these new textures! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 07, 2007, 11:04:14 AM
Those yellow water buckets???  What a great idea empyreal!  It makes sense, although you don't see them often on rural highways, you do in urban centres and they are becoming increasingly popular in suburban regions too!  I like it!

BTW empyreal, I live in the London area (401/402), so I know exactly what you're talking about.  Well put!

Best,
-Haljackey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 12:11:15 PM
Quote from: Haljackey on November 07, 2007, 11:04:14 AM
Those yellow water buckets???  What a great idea empyreal!  It makes sense, although you don't see them often on rural highways, you do in urban centres and they are becoming increasingly popular in suburban regions too!  I like it!

The stretch between niagara falls and fort erie which is sparsely populated has these yellow (lets say) barrels at nearly every overpass.  Niagara (Niagara Falls specifically) has alot of conference centers, one of which a friend of mine works at.   He overheard a MTO conference that said this portion of highway would be upgraded to concrete median with light posts by 2012.  Canadian high walls i suppose we call them considering their tapered styling at overpasses.

Quote from: Haljackey on November 07, 2007, 11:04:14 AM
BTW empyreal, I live in the London area (401/402), so I know exactly what you're talking about.  Well put!

There are pictures of the 401 on that site i posted, if you find the root.   Here.  http://www.thekingshighway.ca/

Good to see another Canadian around :)

I wont hijack this thread anymore about RL highways ... Back to RHW and MIS.   Looking forward to recreating this in MIS.   The historical site is a nice primer to see how to develop intercity transport relational to populations ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 07, 2007, 06:22:37 PM
QuoteCanadian high walls i suppose we call them considering their tapered styling at overpasses.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fexpressway.paulrands.com%2Fphotogallery%2Froads%2Fnsw%2Fnumbered%2Fnh1%2F02_hawkesburyrivertoourimbah%2Fnorthbound%2Fimages%2F200705_26_calga.jpg&hash=5cec12cd36f0bf4ca4b752af20f9bc25ce5793e5)

Are the high walls similar to these? We call them Ontario high wall barriers for some reason. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 07, 2007, 06:41:55 PM
@ Shadow Assassin and empyreal

They are commonly referred to "Ontario Tall Walls" round here.  They are similar to the US "Jersey median", just a little larger and reinforced to make it safer.  It will stop a standard 18-wheeler traveling @ 100kph head on while causing as minimal damage as possible.  Now thats what I call strong!

Heres a quick image of some used along a curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2Fhwy_401_images%2F401_cl_392_west.jpg&hash=d62d0ceeb8940dde3454cc313bce6d1af199b4e0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 07, 2007, 07:02:39 PM
The ones we've got are something like 40cm thick, and they're buried quite deeply in the ground... so... I dunno how strong that would be. :P

EDIT: Since we've got large B-doubles using our freeways, the walls were modified so they stop the truck at 110kph (soon to be 130 if people get their way). :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 07, 2007, 09:49:53 PM
The tapered wall i was referring to was the height adjustment as you come to an overpass.   Where the wall gains atleast 40cm in height.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 07, 2007, 10:31:02 PM
Hi everyone-

Back with another development update, as promised. ;)

Nothing too exciting yet, but proof that there's multiple ramp interface pieces that will be included with the RHW v20 release.  I managed to get the MIS Diagonal Puzzle Drag Starter functioning properly, so it's now possible to have the ramps shoot off at the diagonal. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F1416%2Fmis110720071oh0.jpg&hash=8c057be23edca524a4d8218bd7997cbd1f233fa9)

The coding I used on this will also be transferable to making fully diagonal ramp interface pieces as well--the diagonal aspect will be quite a bit more functional all across the board with the v20 release.

I've also successfully completed some more RUL revisions that stabilized the draw from the Entrance ramps--nothing to see there, but it means that certain other features can be more easily put in place.  Certain other features which will be revealed soon.  ;)

empyreal, welcome to SC4D, and those were some fascinating links you posted--thanks for sharing them!  I stared at them for a good couple of hours, and also got myself acquainted a little more with the 400-series highways.  Pretty awesome stuff.  It's given me some ideas for new features as well.   

Well, that's it for this update.  I will be back with even more soon.   ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 07, 2007, 11:09:17 PM
I suggest making the ramp longer, though. It looks weird coming off like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 08, 2007, 01:27:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhwmis_preview.jpg&hash=40da2c50be8fc8051a3b15fdb65e0da400bc9a7f)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Badsim on November 08, 2007, 02:28:00 AM
SA , you know better than whoever else here how I haven't been so far attracted by transit networks ... but this kind of work is truly brilliant and in front of this wonderful picture , how to don't be attracted ?  ::)

Yeah , great ,great ,great . :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on November 08, 2007, 03:05:06 AM
Quote from: Shadow Assassin on November 08, 2007, 01:27:01 AMLadies and gentlemen, welcome to the latest version of the Euro RHW mod.

You do know that you are my hero now?!  $%Grinno$% You and Alex both!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 08, 2007, 04:46:17 AM
Quote from: Shadow Assassin on November 08, 2007, 01:27:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhwmis_preview.jpg&hash=40da2c50be8fc8051a3b15fdb65e0da400bc9a7f)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

*dies*

That's really wonderful SA  &apls &apls &apls

btw, how are you guys doing with multiple laned stuff (More than 4)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 05:08:20 AM
Quote from: toxicpiano on November 08, 2007, 04:46:17 AM
btw, how are you guys doing with multiple laned stuff (More than 4)?

The straight work is essentially done for Orthogonals. Diagonals are a bit tougher.  I think Alex has Starter Pieces made and he was working on MIS stuff, but I dont think that has gotten very far yet, and Intersections with other networks haven't even been started (need textures for that first).

Rickmastfan and SA have been diligently working on RHW-2 and RHW-4 Textures and have been doing an awesome job!  Alex has MIS BETA almost ready to go, its in pre-BETA testing.  Intersections for RHW-2 and RHW-4 are closer to implementation.  My work on the new RTL Plugin is going to be implemented into RHW-2 for optional Left Turn Lanes on RHW-2/RHW-2 Intersections!!  Work from the TLA-5 Intersections I wrote will be able to be easily brought into RHW-4 Intersections.  It will be very interseting, when Alex and I get to sit down and have a MSN Conversation about this stuff, we should get SA and Rickmastfan to join us because I think there are a few more textures we need for RHW-4 Intersections.  Guys we should do this soon... We dont want to delay the release of RHW-MIS... hehehe.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on November 08, 2007, 05:59:47 AM
WOW! Awesome job. It looks so good I'm tempted to want to use the Euro RHW mod now. ;D

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 08, 2007, 06:43:23 AM
Excellent, excellent, excellent work Alex, Jason, Ryan, SA, and whomever else is laboring on in the background. I'm extremely excited to see the MIS nearing its first release.

I'll be anxiously awaiting more teasers... ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 08, 2007, 06:49:35 AM
That is looking very beautiful, SA!
Looking forward to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on November 08, 2007, 07:17:41 AM
Quote from: Shadow Assassin on November 08, 2007, 01:27:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhwmis_preview.jpg&hash=40da2c50be8fc8051a3b15fdb65e0da400bc9a7f)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

Wow, this is just amazing. &apls
But I was wondering: How you did that highway underpass?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 07:20:43 AM
@abcd  Those underpasses are lots created by Buddybud.  They are eye-candy mostly but, what they do is convert Road Traffic to Subway Traffic to allow for a "functional" underground passage by dragging a subway station between the two lots on either side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: abcd on November 08, 2007, 07:39:47 AM
Hey this was fas. Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on November 08, 2007, 08:57:49 AM
Quote from: M4346 on November 08, 2007, 03:05:06 AM
You do know that you are my hero now?!  $%Grinno$% You and Alex both!  &apls
i just have to second this! :thumbsup: :thumbsup: &apls great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 08, 2007, 09:05:25 AM
and me third it... WOW *dies and goes to heaven*

That is WOW WOW WOW WOW WOW WOW WOW WOW WOW

like WOW


thankyou

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on November 08, 2007, 09:40:28 AM
A big thank-you to everyone involved! This looks like a lot of hard work . I look foward to trying this mod when it is released. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 08, 2007, 10:30:56 AM
those textures look awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 08, 2007, 12:25:53 PM
Wow, quite an update here.

I like it!  :thumbsup:  I can't wait to try the MIS myself!  And those Euro-styled ramps from SA look "stunning"

Keep up the excellent work!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 08, 2007, 12:30:18 PM
SA, those textures are incredible. I don't know what else to say!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 08, 2007, 01:49:05 PM
This work is AMAZING people, but there is one problem with the North American textures.  I like the yellow line on the left, but I really don't like the reflectors.  If the textures were precisely to scale, driving over them would produce a very unpleasant jolt, as opposed to the gentle bump that we actually feel.  I have been considering implementing the European texture mod for all networks lately, mainly because I want my roads to match the highway texture that I use; I assume that it's Shadow Assassin's with the smaller reflectors and the white line on the left.  (am I right?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 08, 2007, 03:53:14 PM
Great updates!
Title: Re: RHW (RealHighway) - Development and Support
Post by: The_Wind on November 08, 2007, 06:05:10 PM
this is so making my X-mas wishlist "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: oth3ll0112 on November 08, 2007, 06:34:46 PM
Excellent work on this project and can't wait for the release.This will definetly bring more realism to the game
.Keep up the supurb work. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 08, 2007, 06:35:48 PM
Quote from: The_Wind on November 08, 2007, 06:05:10 PM
this is so making my X-mas wishlist "$Deal"$
You can say that again. I seriously cannot wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 08, 2007, 06:36:54 PM
Quote from: nerdly_dood on November 08, 2007, 01:49:05 PM
This work is AMAZING people, but there is one problem with the North American textures.  I like the yellow line on the left, but I really don't like the reflectors.  If the textures were precisely to scale, driving over them would produce a very unpleasant jolt, as opposed to the gentle bump that we actually feel.  I have been considering implementing the European texture mod for all networks lately, mainly because I want my roads to match the highway texture that I use; I assume that it's Shadow Assassin's with the smaller reflectors and the white line on the left.  (am I right?)

Hey nerdly, Rickmastfan is doing an awesome job with the textures, he is taking some painstaking time into producing only the best quality.  Unfortunately, with the scale of SC4 you cannot accurately scale the reflectors and some people feel it is an essential part of the RHW.  Luckily, for you someone is doing a Euro Texture (Shadow Assassin)...  The only way textures are going to be updated to something you like is if you make it yourself  ;) because everyone has their own opinion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Boernie on November 09, 2007, 01:13:23 AM
I think it is too much work to made diffrent textures for every single member of this community. I'm for my self are really happy that a lot of great people making textures at all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 01:15:56 AM
Exactly, there's a lot of textures that are being done. Just now, my textures have hit the 1MB barrier for RHW textures, and I haven't even added in the ANT texture replacements. This sort of thing takes a lot of time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 09, 2007, 01:21:08 AM
i have to agree with jason. if you would like your own special little texture learn how to texture and contribute to the community. like momma used to say: "Be greatful for what you got on the table!"  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 02:08:46 AM
Thanks for all the support everyone.  I really appreciate it.  :)  Anyways, here's more development.  This is still a rough prototype texture here, but here's a ramp which splits an RHW-2 into two MIS ramps.  This will come in handy for a number of things . . . (*cough* Parclo *cough*)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg456.imageshack.us%2Fimg456%2F7642%2Fmis110920071xz1.jpg&hash=8e53d0c8e09ebe872237c316fb57caa1f548468d)

And I also concur with Jason, Boernie, SA and Filasimo.  As the great Adrian Belew [link] (http://en.wikipedia.org/wiki/Adrian_Belew) once said, "You have to be happy with what you have to be happy with." ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 09, 2007, 04:47:27 AM
 :thumbsup: it just keeps getting better and better.... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: yddot on November 09, 2007, 06:24:19 AM
everything looks great, i can't wait for the new release (despite this being my first post, i've been following the development for months)

but one problem i have with the current RHW is that sims seem to not like to use it at times... for example, i will have a RHW within a city and my people will actually take a long way around it, and as soon as i replace that untraveled section of RHW with a regular avenue, they start using that avenue

any idea how to fix this?  it's kept me from using RHW altogether in many situations... or maybe the new release will reprioritize sims' road preferences?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 06:31:41 AM
That's great news - I recall you posted a picture of the BYSOI a while ago... and that had a puzzle piece which did the exact same thing.

The ANT texture replacements will be started once I figure out what I should do for the road markings. They most likely will be done Euro-style, that is, using similar road markings. Unfortunately, it may take a while because of some confusion on my part on what's being added to the ANT (which I won't reveal just yet, it's up to Tarkus and Rickmastfan to reveal those new additions). Those new additions will be worth it for you guys, adding even more flexibility.

The first previews will come next week. I won't be releasing the entire package just yet, though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 09, 2007, 10:08:05 AM
Quote from: yddot on November 09, 2007, 06:24:19 AM
everything looks great, i can't wait for the new release (despite this being my first post, i've been following the development for months)

but one problem i have with the current RHW is that sims seem to not like to use it at times... for example, i will have a RHW within a city and my people will actually take a long way around it, and as soon as i replace that untraveled section of RHW with a regular avenue, they start using that avenue

any idea how to fix this?  it's kept me from using RHW altogether in many situations... or maybe the new release will reprioritize sims' road preferences?

The issue is more of a pathfinding issue.  The pathfinding engine looks at things in a specific order, and it is very difficult for it to simulate RL.  In RL we use the highway as a priority, because there are no stop lights and traffic always flows but the game views things differently, it doesnt have intuitive senses.  This is the order we have observed that the game looks for paths:

1.  Shortest physical distance
2.  Least Congestion
3.  Speed

The biggest reason logically why Speed would be put 3rd on the list is so that you can have sims walking at 3.5 kph rather than drive 4 tiles to work.  This allows the simulator to choose a different type of traffic type rather than always using the same one.  Least congestion makes it so your sims wont all take the same route to work, but of course this wasnt implemented properly by MAXIS and it was actually never addressed and the 2x, 5x, 10x Capacity Mods in NAM all made it worse.  Hopefully, Mott and I have fixed this issue and made a more proper Traffic Simulator, but we cannot help the fact it looks for paths in the order above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 10:55:42 AM
yddot, it could also be an issue with the direction you have the puzzle pieces facing.  I know quite a few people have had issues like that when they've plopped the Road-over-RHW (or similar) pieces down, but they've had them facing the wrong direction.  Just make sure all the lines are lining up correctly, or check with the DrawPaths cheat (if you have Buggi's ExtraCheats.dll file).  The puzzle pieces are a lot more sensitive to the direction you place them given the RHW's one-way status, but if you're careful, it'll work out fine.

Hope that helps!

Edge, glad you like the new puzzle piece, and SA, I did indeed have something like that in the old BYSOI.  (In case anyone doesn't know what the BYSOI is, it stands "Blow Your Socks Off Interchange", a term coined by burgsabre87.  It was an interchange produced with the old puzzle piece-based version of the MIS.)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 03:13:39 PM
Sorry for the double post, but I've got more development here.   ;)

It is now possible to build Parclos with the MIS . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg463.imageshack.us%2Fimg463%2F9440%2Fmis110920072mh2.jpg&hash=4fc74725ebee1a19ca9be1101144c2c34ddf60b7)

Enjoy!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 09, 2007, 03:38:51 PM
One thing I like about the MIS is that I'll have more room to put signage in where needed.  Keep up the good work, folks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on November 09, 2007, 03:42:17 PM
It looks great Tarkus. Can't wait for the release dude. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 05:19:29 PM
Wow, looks good.

Is it possible to make the puzzle piece one tile longer on the diagonal ramp so that it doesn't come off so abruptly?

Maybe something like this (edited photo below)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Fdiagppedit.jpg&hash=50f91eb3ef8db343f87f60050a7024fd8e855d15)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2007, 05:32:27 PM
To answer your question, SA, yes, it definitely would be possible.  I'm planning on revising that piece accordingly. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 09, 2007, 05:36:35 PM
Alex wonderful devolpments here.... WOW i love that new MIS and what SA suggested im glad you are going to take care of it!!!! great job here again - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 09, 2007, 05:41:51 PM
That's good. The big concern I had was the possibility that your puzzle piece drag starter wouldn't work so well if you added an extra tile (due to you coding specifically for it :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 09, 2007, 06:38:31 PM
Alex,

Amazing work! I am salivating over the MIS...I was mowing the grass today and was thinking about how implement it in the largest city my current region.

Its getting pretty bad.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 09, 2007, 07:02:36 PM
Stellar work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 10, 2007, 06:27:03 AM
You guys are making magnificent progress, that RHW looks so amazing...so realistic.  I can't wait till it's done...but I guess I have to? lol Keep up the great work everyone!
-yoshiisland2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on November 10, 2007, 09:33:14 AM
I think I'm in love :P   Very good work guys!! &apls    I really can't wait 'till this is released!   Still not in the mood to give us any clue of a release date?  :wings:  &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 10, 2007, 09:40:13 AM
our famous saying.......It will be released when released and its sooner that you think!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 10, 2007, 09:58:31 AM
wow, this is getting better every time i visit this thread!!
the latest pics shown are great.

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 10, 2007, 10:47:06 AM
This just keeps getting better and better, guys! My mouth is watering!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 11, 2007, 01:10:38 AM
Hi everyone-

Back with another little sneak peek at things.  I've been working on getting some more intersections added in for the MIS.  Here's one that many people have requested: an intersection with the OWR 3x3 Roundabouts.  The setup is fully draggable as well--all you'll need to do is drag the MIS ramps from their respective Exit/Entrance starter pieces, and hook them in.  (It will also be possible to hook the RHW-2 in as well.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F2377%2Fmis111120071gy4.jpg&hash=14b66ad76d2e23c2583d589e6b4493a5e031ea5d)

And Filasimo is right . . . it's sooner than you think.  Well, unless of course, you're thinking it's getting released tomorrow, then it's later than you think.  We've still got a fair amount to add, but it's coming along very nicely. :) 

I've also got some more further developments which aren't really that exciting to show, unless you can tell small differences in RUL code, but those will greatly aid certain things to come.

Hope you enjoyed this update, and I will be back with much more here soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on November 11, 2007, 01:19:09 AM
This is really something to behold. My one complaint about SimCity from the beginning was not being able to make realistic highway systems and interchanges. For some reason, U.S. highways and highway structure has fascinated me since childhood, so this is incredibly superb. Thanks for all the work that you've put in to it. The MIS is going to transform SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2007, 01:56:15 AM
OH YEAH!

Just what I wanted. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 11, 2007, 02:08:26 AM
Sweet! The direction MIS -> roundabout needs a "no entry" sign, though. :) ArkenbergeJoe added two signs to the European highway exit; I think they are available as props in the NAM files, but I'm not sure if their size and orientation will work for the roundabout.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on November 11, 2007, 02:12:57 AM
Quote from: Tarkus on November 11, 2007, 01:10:38 AM
Hi everyone-

Back with another little sneak peek at things.  I've been working on getting some more intersections added in for the MIS.  Here's one that many people have requested: an intersection with the OWR 3x3 Roundabouts.  The setup is fully draggable as well--all you'll need to do is drag the MIS ramps from their respective Exit/Entrance starter pieces, and hook them in.  (It will also be possible to hook the RHW-2 in as well.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F2377%2Fmis111120071gy4.jpg&hash=14b66ad76d2e23c2583d589e6b4493a5e031ea5d)

And Filasimo is right . . . it's sooner than you think.  Well, unless of course, you're thinking it's getting released tomorrow, then it's later than you think.  We've still got a fair amount to add, but it's coming along very nicely. :) 

I've also got some more further developments which aren't really that exciting to show, unless you can tell small differences in RUL code, but those will greatly aid certain things to come.

Hope you enjoyed this update, and I will be back with much more here soon.

-Alex (Tarkus)

That looks great! The only thing is that it needs some signs, and the road should be more curved to increase the exit speed, and prevent traffic from travelling the wrong way.

Sort of like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3773%2Frhwroundaca9.jpg&hash=b89762071fb68ba00b16be15a578d1de76741163) (http://imageshack.us).

I would make textures, but I don't have the textures/files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2007, 02:17:13 AM
Well, these would be prototypes, so Tarkus will most likely pass them on to Rickmastfan to finish up and match up to his RHW textures. I'll be doing the same with my mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on November 11, 2007, 03:09:34 AM
dr00l!

love it man ;) i hope it is released with X-Mas ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 11, 2007, 03:21:05 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)

Signage and various little details will get added eventually, closer to release, though at the moment, I'm trying to just get everything functioning from the RUL/Pathing end before putting all of that in.  As jplumbley confirmed a couple of days ago, RHW v20 is currently in the initial testing stages (it's a rough Alpha build right now), so it's coming along, but we've still got a little way to go.  As far as Christmas goes, Meastro . . . we'll see. ;)

Thanks for the pointer on that No Entry sign, Andreas--I think that will definitely make a nice addition.  Also, burgsabre87 provided me a very nice looking US/Canada-style merge sign which will work well the Entrance ramps back onto the RHW. 

At the moment, I'm doing a last little bit of RULing before I go to bed (it's 3:20am here in Oregon  :D).  Trying to get the Avenue/MIS intersections functioning. ;)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on November 11, 2007, 04:07:14 AM
Quote from: Tarkus on November 11, 2007, 03:21:05 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)


Heh, nice catch. :D

Christmas/New Year's would be good, as it puts release around 6 months since the previous NAM release. But again, don't rush it. Though I'm getting anxious (and planning a couple of regions for future RHW implementation), I'd rather a delayed release that turns out awesome than an earlier one that's buggy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jayo on November 11, 2007, 04:41:41 AM
Great stuff guys  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 11, 2007, 06:41:57 AM
I agree, Awesome stuff gang, Looking forward to the release. ()stsfd()

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on November 11, 2007, 08:09:10 AM
Quote from: Tarkus on November 11, 2007, 03:21:05 AM
I like your idea on that Dexter--usually I've seen some sort of channelization on ramps exiting onto roundabouts, so that makes sense.  Though that ramp on the top side should probably curve the other direction, as right now, it's heading right into oncoming traffic. ;)

Or rather, have the pavement markings switched around and the curve remain the same - I would imagine the top ramp is an onramp and the bottom is an offramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 11, 2007, 09:08:53 AM
Quote from: Andreas on November 11, 2007, 02:08:26 AM
Sweet! The direction MIS -> roundabout needs a "no entry" sign, though. :) ArkenbergeJoe added two signs to the European highway exit; I think they are available as props in the NAM files, but I'm not sure if their size and orientation will work for the roundabout.
I'll take care of that.  I've already made one sign for this (which y'all will soon see).
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 11, 2007, 09:58:09 AM
You guys think of everything! This is going to be so ridiculously insane when it's all said and done! Excellent job, everyone! Excellent job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 11, 2007, 10:47:05 AM
OK someone owe's me a new keyboard as i just slimmed this one eeeeeeeeeeew!!! Wonderful and fantastic stuff here y'all........
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 11, 2007, 03:56:33 PM
Quote from: patfirefghtr on November 11, 2007, 10:47:05 AM
OK someone owe's me a new keyboard as i just slimmed this one eeeeeeeeeeew!!! Wonderful and fantastic stuff here y'all........

Eeeewww patfirefghtr!  I didn't need to know that.

Anyways, Ive been following the updates and what I have seen looks great!  No comments on these, just continue to do what you do best  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on November 11, 2007, 05:19:11 PM
Couldn't we do that roundabout at a smaller scale?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 12, 2007, 12:24:33 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 12, 2007, 01:24:21 PM
Quote from: nerdly_dood on November 12, 2007, 12:24:33 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.
If you don't like the reflectors, do something with them yourself...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 12, 2007, 03:42:10 PM
Nice work on the MIS indeed, very well done  :thumbsup: :thumbsup:

I have to agree on the comment of sloping the point at the roundabout but hey, I'll leave it to you guys to play round with

In the meantime

Looking at the roundabout and remembering one of my lot sets I did, I think I'll go and modify these

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRoundaboutFiller01noStreetlight.jpg&hash=ed8dcea17592aee7d3451642f4c30e9adc995f55)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FRoundaboutFiller01.jpg&hash=300c91907a8ae21e71ef7af42b4f7b4c852e58c8)

To suit the these new roundabouts for the MIS, have all the props ready to go, just need to do an update on the lots
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 12, 2007, 03:45:39 PM
Looks mighty interesting there palp... hmmm MIS and palps roundabout fillers hmmm... I think that would be a great marriage lol....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 12, 2007, 03:50:45 PM
I have to agree with the Last poster. This roundabout looks great! has tony the tiger would say :D.

Your Friend;
Mayor Of Steven Point & Maxiston
(Pround To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 12, 2007, 03:55:06 PM
Quote from: nerdly_dood on November 12, 2007, 12:24:33 PM
They never are, sadly...But still, apart from the reflectors this is AMAZING.

Do you have some problem with me and/or the reflectors on the textures I'm doing?  If so, just say it directly to me here in the forums and stop taking cheap shots at me. :bomb:  I spend a lot of my free time to work on the textures for everybody's use & enjoyment in SC4 that I could use to do some stuff outside like exercising. lol.

If you think you could do a better job, I dare you to make 4-5 textures from the ground up and post them here in the forums in the next 24 hours.

Anyways, in closing, stop taking cheap shots @ me and direct the posts directly @ me, or just please be quite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2007, 04:20:10 PM
I have to concur with James (rickmastfan67) here.  He's done a fantastic job with the textures, which are a significant improvement over the original textures included with the v12 release, and has truly helped bring this project to a new level (as has Shadow Assassin). 

As far as the reflectors go, in RL, reflectors come in a variety of sizes.  In addition, a lot of people underestimate how close SC4 scale matches RL scale on many fronts, particularly with the transit networks (excluding the half-scale Maxis Highways)--stuff is actually a lot smaller than people might think.  Of course, this is a pretty subjective thing.  But I can assure you that James is an accuracy buff, having discussed the textures at length with him, and having seen his work making custom content for other games (NR2003).  Looking at these reflectors here, which are being used as the striping on this particular RL highway [link] (http://maps.google.com/maps?f=q&hl=en&time=&date=&ttype=&q=US+Route+26,+Hillsboro,+Washington,+Oregon+97124,+United+States&sll=32.598891,-107.356339&sspn=0.271882,0.6427&ie=UTF8&cd=1&geocode=0,45.564126,-122.926253&ll=45.541454,-122.866872&spn=0.000441,0.001255&t=k&z=20&om=1), the reflectors are actually very close to the size utilized on the North American RHW textures.  (Keep in mind that 1 SC4 tile=16m, approximately 50 feet.)

nerdly_dood, you need to stop demanding that everyone tailor all of their modifications specifically for your tastes.  You are not the only one in the community

Everyone else, I'll be back with another development update shortly.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 12, 2007, 05:44:28 PM
Alex / Tarkus has a point there.  If you'd like to change something, the best bet is to try it yourself and maybe it can be an 'optional plugin', so that anyone else interested in your set has the opportunity to use it.

Let me tell y'all a story . . . . . come 'round and gather near the fire.  *sits*

Once upon a time (I think this was back in '04), I looked at the avenues in SC4, and I thought a center left turn lane would be perfect for that median.  I was able to get a few kernels of advice from a few more advanced texture artists, and I set to work 'paving the center turn lane'.  I released the textures I had (orthogonals only, no curves / diagonals).  The turn lane was pure eye candy - no Sims would use it (outside of UDI).

Fast forward to the present day:  Alex / Tarkus saw my textures and decided to use them as the base for the TLA project.  That's coming along better and better, and when it comes out, my idea will have finally become reality.

The morals of the story are:  1)  If you put your mind to it, you can accomplish anything.  2)  Try it - you never know how well it's going to end up.

*NOTE:  I did not mean to 'toot my own horn', or disrespect / make fun of anyone in any way.  If I did, I apologize, as I didn't mean to insult anyone.

**EDIT:  One more post, and I hit 100!  Where should I put my 100th?  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on November 12, 2007, 06:29:54 PM
Not to derail the thread... but derailing the thread.   ;)  I feel that there's a tendency for people (both here and in a number of other forums I read) to take some comment too personally sometimes.  I don't know if this nerdly_dood person has a history of cutting people or what, but the post had nothing inherently offensive about it, nor did I see any sort of cheap shot... in fact, work being described as "AMAZING" is usually considered a good thing.

That said, seeing the progress on this project and the nearly end results is awesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 12, 2007, 06:58:35 PM
my are you fond of opening a can of worms nerdly.....but first ill get to jgehrts.....if you dont know the past situations regarding peoples history then its pretty safe to stay out of it if i was you.......as for nerdly if you dont like how progress is panning out learn how to texture to your own likings and do not make a stab at my fellow members....i honestly think you are trying to call out a flamewar against the team and thats bad medicine. as ryan (burgsabre) story goes i have a saying to: like momma used to tell me..."you best be lucky you guys got whats in front of yo plate! put up or shut up"
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on November 12, 2007, 07:21:19 PM
Okay, let's get this topic back on track before someone goes crazy. (http://www.techdirt.com/articles/20070726/232206.shtml) (Not that I expect anyone to actually do that here. &Thk/( ) I'm sure nobody meant any offense by their posts, and if they did, remember: It's just a game, and this is just a gaming site. Don't take it personal. And, also, to quote from the link I just posted: "...remember that it's a real person on the other side, we'd also like to add 'who may be so crazy that they'll come burn down your house.'"

Moving on...

Great work, I really can't wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on November 12, 2007, 09:41:38 PM
Yeah, no need to argue over the silly small things, lets just do our best to support Tarkus and the entire NAM team while they labor to bring us some goodies  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on November 12, 2007, 10:54:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg48.imageshack.us%2Fimg48%2F5286%2Fbillyjackfq4.jpg&hash=80240588c6bd6dcadc6eb9a1df7b0abb73a08093)[linkie] (http://en.wikipedia.org/wiki/Billy_Jack)

Quote...I want you to know... that I try. When they tell me that I'm supposed to control my violent temper, and be passive and nonviolent like they are, I try. I really try...

Uhhh- is there a problem here?

???

I thought not.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: callagrafx on November 13, 2007, 12:51:12 AM
Quote from: dedgren on November 12, 2007, 10:54:15 PM

Uhhh- is there a problem here?

Only that you chose the wrong Sheriff...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcontent.answers.com%2Fmain%2Fcontent%2Fwp%2Fen%2Fthumb%2F2%2F25%2F250px-Rosco.jpg&hash=24e1bd7855e7401a7adf229e4862ced2412abc42)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 13, 2007, 03:07:18 AM
uhh Lee, whats up with the doggies eyes? they look like they were burnt off  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: XiahouDun on November 13, 2007, 03:12:13 AM
Quote from: Filasimo on November 13, 2007, 03:07:18 AM
uhh Lee, whats up with the doggies eyes? they look like they were burnt off  :o
Bassets have saggy eyes like that, its why people say the always look sad. Though maybe the fact that its a picture of Flash... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 13, 2007, 06:27:47 AM
That picture of Roscoe reminds me of his famous laugh; Geeeegeeeee: :D

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 13, 2007, 12:30:30 PM
hey, don't get mad, i never said there wasn't something else for me!  i respect the work you are doing--ALL OF YOU--and my problem with the american textures isn't a major problem, so please CHILL and quit your  angrymore: ing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 03:06:31 PM
Let's get back on topic now, shall we?   ;)

Intersection RULs are coming along on the MIS.  Here's some of the options you'll have with intersecting Avenues with MIS ramps orthogonally (please excuse my thrown-together prototype textures ;)):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F4702%2Fmis111320071ud6.jpg&hash=9103d65631c630999ea303fcd75daff3b8eb45e8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F1952%2Fmis111320072on0.jpg&hash=06a11ef1e973abe018b134ed754f0eae79d799e5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F8796%2Fmis111320073ya0.jpg&hash=0174e6a4d5ff3f67aaf208256f4dd9578a36ca5b)

There's a few more orthogonal intersections in the works which are nearly coded as well.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Heblem on November 13, 2007, 03:12:44 PM
Tarkus: Excellent work in that "mod" i can call, hehe this one is really interesting.

If you need a texture for that one i can make you one ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 13, 2007, 03:20:35 PM
Quote from: Tarkus on November 13, 2007, 03:06:31 PM
Let's get back on topic now, shall we?   ;)

Intersection RULs are coming along on the MIS.  Here's some of the options you'll have with intersecting Avenues with MIS ramps orthogonally (please excuse my thrown-together prototype textures ;)):

Didn't I already send you some textures I had created for this section?

*100th Post @ SC4D*   ;D  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 03:29:53 PM
Ryan, you did indeed do some textures with the Avenue intersections, but they were from back when the MIS was still puzzle-piece based and had a different ramp texture.  If you or Heblem want to take a crack at it, I can send you the relevant files. :)  There's prototypes on the OWR intersections and the Road T-Intersections as well.

And congrats on your 100th post! :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 13, 2007, 03:41:38 PM
I'll take whatever you've got, Alex.  I think I can do a good transition between the avenue and ramp pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 13, 2007, 03:51:05 PM
Ummm would someone be very nice to me and possibly send the prototype textures my way

I am in the middle of lotting and BATing the new MIS roundabout fillers and intersection props with a distinct Kiwi Flavour added.

Need a week testing the sets out before I look at releasing them.

Anycase Alex and the Team  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 13, 2007, 04:00:24 PM
I wouldn't mind having a wack at the textures myself, believe it or not!

I never knew the MIS would include all this stuff!   :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2007, 04:24:30 PM
Quote from: Haljackey on November 13, 2007, 04:00:24 PM
I never knew the MIS would include all this stuff!   :o

And this is just Phase I. :) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 13, 2007, 04:33:06 PM
I have a few suggestions for the texturerers for later releases. I always see right turn lanes that merge with ongoing traffic. That might be nice for the NAM/NWM after the next. here's a link to what i'm talking about. Link[url=http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=indianapolis&ie=UTF8&ll=39.758433,-86.142769&spn=0.006079,0.009978&t=h&z=17&iwloc=addr&om=1&layer=t]Linkie[url=http://]  (http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=indianapolis&ie=UTF8&ll=39.758433,-86.142769&spn=0.006079,0.009978&t=h&z=17&iwloc=addr&om=1&layer=t) also I love the work you've done so far. Also I'm wanting to learn more about RUL's. I'm a programmer (computer science major) and all that. I've got the basic premisis but would like a couple of semi completed RULs to play around with. And again keep up the great work...Also don't tell me that'll be out sooner than you think. ;) It misleads people and they start to guess...well like me. but i always love surprises. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 13, 2007, 08:10:27 PM
I hope somebody would explain me what's a MIS (modular interchange system)... and maybe some images i could find somewhere...

:P

oh... another thing... are there gonna be some custom interchanges for this RHW?... and RHW overpases....

--------

Here's a suggestion for a new mod... how about underpases... instead of making tunnels and stuff... how about highway underpasses...
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 13, 2007, 08:28:30 PM
Hello, el_cozu!

Welcome to SC4D! I would suggest that you page back through this thread and have a look around at all the remarkable things going on here. I think it will shed some light on your questions, as well as pique your interest!
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 13, 2007, 08:52:11 PM
thanks i get it now... good stuff man... that's what i wanted to see for a long time... customized interchanges ;)

i know there's a project about a TLA going on... is it released yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 14, 2007, 02:19:46 AM
Quote from: el_cozu on November 13, 2007, 08:52:11 PM
i know there's a project about a TLA going on... is it released yet?

No, the TLA isn't released yet.  However, you can track it's progress in this thread: http://sc4devotion.com/forums/index.php?topic=1200.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 14, 2007, 05:32:48 PM
Tarkus, thanxs for those updated photos. You guys are doing a Awesome Job on them! Keep up the great work!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 15, 2007, 11:19:25 PM
Finally got this working again . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F8949%2Frhw111520071jh6.jpg&hash=771f76ef0033f70414252ecc0bff3a24364ba77d)

Just to prove it doesn't just go "one way". :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F4919%2Frhw111520072fs7.jpg&hash=421d16393da2a6b31d4bb1de75d619d43205213b)

Also, one more announcement.   ;)

The current method of creating the RHW-4, through a side-by-side ANT override, will be completely phased out in RHW v20.  The only method of producing the RHW-4 in RHW v20 will be through the new "puzzle drag" method, which works just like the SAM and Draggable GLR.  The primary reason for this change is to simplify the drawing process, and to make it far more stable.  A new IID scheme is also being implemented for the network, but there will be measures in place to allow for your side-by-side-produced RHWs to still function, and RULs will be written to allow for easy update of the old RHWs to the new setup. 

Back with even more very soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 15, 2007, 11:36:35 PM
yummie Alex that is just wonderful stuff you got there!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 16, 2007, 02:41:10 AM
Quotebut there will be measures in place to allow for your side-by-side-produced RHWs to still function, and RULs will be written to allow for easy update of the old RHWs to the new setup.

Keep in mind, though, it might be a good idea to encourage people to re-draw their RHWs anyway, because it'd be more convenient. Have you thought about keeping the IID scheme the same for the old version and the new (or would there be huge RUL conflicts?)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on November 16, 2007, 03:21:21 AM
Quote from: Tarkus on November 15, 2007, 11:19:25 PM
Finally got this working again . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F8949%2Frhw111520071jh6.jpg&hash=771f76ef0033f70414252ecc0bff3a24364ba77d)

Might want to use the correct texture for that Alex.  :P  The Reflectors are going the wrong way because you mirrored the piece that was meant for entering the RHW system from the OWR, not leaving. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on November 16, 2007, 06:32:15 AM
 :D talk about one of those monday details
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 16, 2007, 06:37:35 AM
Wonderful progress!! :thumbsup: Looking forward to more of it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 16, 2007, 08:35:11 AM
I agree with the Last Poster here. Those are wonderful progress you got there. Keep'em Coming!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on November 16, 2007, 09:20:26 AM
 :thumbsup:
yes, great progress!

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 16, 2007, 09:56:02 AM
Can you list what will be in the NWM/NAM/RHW modd (ex. TLA-5)? I love the work. Keep it up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on November 16, 2007, 02:46:25 PM
Great progress, Alex!

Keep it up, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 16, 2007, 08:20:37 PM
Nice work there indeed Alex :thumbsup:

Yeah saw the minor hiccup with the reflectors but oh well


Now time for me to get back BATing all the signs
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 16, 2007, 08:33:09 PM
You're not the only one who's been BATing signs, Palpatine . . . . I'm sure you'll see what I mean soon.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on November 16, 2007, 09:04:01 PM
Cool should provide the members with a mix of the USA version and the New Zealand version of RHW signage.

Going to be interesting to see indeed.




Actually this will be very interesting as I use Photoshop CS3 for the first time  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: ssc4k on November 20, 2007, 01:40:48 PM
50th page nice job  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: empyreal on November 23, 2007, 06:30:39 PM
Keep it up, i look forward to playing with it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on November 25, 2007, 11:52:28 AM
Good job on the work on the NWM. Keep up the good work. You are all highly appreciated :thumbsup:.Just have to keep waiting I guess ()what(). About Wider RHW (6,8,10): Will it be able to go in diagonal directions? Does it have underpasses and overpasses? Will it work with the MIS? Will it be able to transfer to narrower RHW? TLA's: Will they be diagonal and have overpasses underpasses, and work with MIS as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 25, 2007, 01:27:42 PM
Hi everyone-

Thanks for the positive feedback.  Sorry things have been a bit slow here--I've been visiting family over the holiday and writing a paper for one of my classes, so Real Life hasn't been allowing "RUL Life". :D  RHW v20 is right now in its second Alpha build (A02) and testing has been going well.  A couple more Alpha builds and it should be at a releasable Beta stage.  Don't know how long that will take, though. ;)

godjcjk12, to answer your questions, the wider RHWs will be able to go diagonally upon release.  In fact, the diagonals are the primary issue that still needs to be worked out before the wider RHWs are released.  Right now, it is looking as if they will make it into RHW v21 (the version after next), though the RHW-6S may make a limited orthogonal-only appearance in RHW v20 to allow for accel/decel lanes on MIS ramps. 

The wider RHWs will definitely be interfaced with the MIS system, and it will be an extremely easy task since a good portion of the MIS features will already be in place with RHW v20.  It's mostly going to be an issue of making new ramp starter pieces, which will come in a variety of designs to allow for greater customization.  Allowing other networks to cross over the wider RHWs will just be an issue of making a few simple puzzle pieces.  Allowing wider RHWs to cross over other networks--well, I have a few interesting surprises planned on that end, which I think everyone will enjoy. ;)
Transferring between the widths will definitely be possible, through a variety of mechanisms. :)

As far as the TLAs, it's essentially the same situation on diagonals and under/overpasses, and there will be ways to interface them with the MIS as well--likely with intersections similar to the Avenue ones I've shown, though there may be a few other surprises on that end.  Actually, there's going to be a lot of surprises coming here soon. ;)

I'll be back with more soon.  My term at the university is over in just a little more than a week, so I'll have more time to crank out some new stuff.  Things are in good shape. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on November 25, 2007, 02:43:56 PM
Thanks for the update Tarkus, I'll be looking forward for the next beta version to come out. keep Up the great work.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on November 25, 2007, 03:23:27 PM
just remember my sims are stuck in traffic on the freeways and roads

just kidding...take your time ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 25, 2007, 03:41:47 PM
can't wait, can't wait.

good luck with the rest of your term, Tarkus, and hope Real Life doesn't intrude on RUL Life(c)*

*copyright to Tarkus of www.sc4devotion.com, November 25, 2007.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 26, 2007, 05:11:52 AM
Thanks Alex for the update. I don't post very often in this thread, but i do read each post. I want to thank you for
all the hard work you've put in to this, and for everything you contribute to this community.  &apls  &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 27, 2007, 07:10:44 PM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2FBearCity-Apr.2141196216741.png&hash=6e725f307e079791e8646bee0ec7fc59ce4d9df3)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Detox06 on December 01, 2007, 11:38:53 PM
Hey y'all. It's been quite a while since I've played SC4, and I'm just now putting it back onto my computer. I was just curious if anyone knows how much longer it is until a release on either the next NAM, or the NWM? Even tentative dates? Like how much is done and left?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 01, 2007, 11:43:20 PM
as we always say itll be released when released  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 02, 2007, 02:45:59 AM
Ooo, weigh station.  Awesome.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on December 02, 2007, 04:08:12 AM
Well, I have read all 50 pages of this thread over the last three days so I have begun to understand that the value of RHW + MIS is in its potential, not so much in what it is now. With next release (or a subsequent one) I should able to build roads like where the M80 (2 lanes in each carriageway) joins the M8 (3 lanes in each direction) in the centre of Glasgow, Scotland to form two carriageways each 5 lanes wide. Oh, and there are also other things going on at the junction (see  Junction of M8 and M80 Glasgow, UK (http://maps.google.co.uk/maps?oe=UTF-8&hl=en&q=&ie=UTF8&ll=55.870628,-4.200597&spn=0.006188,0.020084&t=h&z=16&om=1) )

It is remarkable that soon you might make that possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 02, 2007, 10:39:05 AM
"Don't care how I want it NOW!!"  We all know what happens to children who are impatient. WOMP WOMP...  ??? Watch the original Willy Wonka and the Chocolate Factory ;)...you'll get it after that.  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on December 02, 2007, 11:28:01 AM
Quote from: Glazert on December 02, 2007, 04:08:12 AM
Well, I have read all 50 pages of this thread over the last three days so I have begun to understand that the value of RHW + MIS is in its potential, not so much in what it is now. With next release (or a subsequent one) I should able to build roads like where the M80 (2 lanes in each carriageway) joins the M8 (3 lanes in each direction) in the centre of Glasgow, Scotland to form two carriageways each 5 lanes wide. Oh, and there are also other things going on at the junction (see  Junction of M8 and M80 Glasgow, UK (http://maps.google.co.uk/maps?oe=UTF-8&hl=en&q=&ie=UTF8&ll=55.870628,-4.200597&spn=0.006188,0.020084&t=h&z=16&om=1) )

It is remarkable that soon you might make that possible.
ROADS!? WHERE WE'RE GOING WE WON'T NEED ROADS!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on December 02, 2007, 11:45:00 AM
Quote from: toxicpiano on December 02, 2007, 11:28:01 AM
ROADS!? WHERE WE'RE GOING WE WON'T NEED ROADS!!!

Just finished watching back to the future on HBO like me I see..  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 02, 2007, 06:02:35 PM
Quote from: mikeseith on December 02, 2007, 11:45:00 AM
Just finished watching back to the future on HBO like me I see..  :D

I have the box set of Back to the Future. ;D  One of the best sets of movies ever IMO. :) :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 02, 2007, 09:14:07 PM
I love the scene in back to the future part 2 where it ses "No Landing Zone"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 02, 2007, 09:37:27 PM
I love those new photos, Keep Up the Greak Work Guys. &apls &apls &apls.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 04, 2007, 12:03:03 AM
Quote from: Detox06 on December 01, 2007, 11:38:53 PM
Hey y'all. It's been quite a while since I've played SC4, and I'm just now putting it back onto my computer. I was just curious if anyone knows how much longer it is until a release on either the next NAM, or the NWM? Even tentative dates? Like how much is done and left?

There won't be a "next NAM", technically-speaking.  The NAM has gone modular with the June 2007 release, so instead of releasing one giant package as we've done in the past, we're now just releasing individual components for download, to allow the user the option of what to install, and also to allow for the components to be released sooner, rather than waiting for enough new stuff to accumulate to warrant a "new NAM".  Thus, we were able to release the SAM (Street Addon Mod) back in September.

There technically won't be an "NWM" either--the RHW, TLA, Wider One-Ways, etc. are going to be released separately.  The next thing you can expect is a new version of the RHW (v20).  We haven't finalized what all will be in it, but the long-awaited MIS will be included in some form or another.  It is currently in testing as an Alpha Build (the 2nd alpha to be precise).  I haven't had much time to work on it much further beyond that lately, as I've been busy finishing up the term at college, and I also managed to break my right elbow (so I'm in a cast and typing one-handed).  But college is now over for the term for me as of earlier today, and I'm now on break for the next month, so I will have more time. 

That being said, I can't give a tentative date, because I have no idea. :D  Besides, we NAMites like to surprise people.  ;)  Development cycle-wise, it will probably be another 2-4 Alpha Builds before it is in a more stable Beta stage (when it can be unleashed on the public at long last ;)).

Hope that answers some questions, and I will be back again soon with new development pics.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on December 04, 2007, 07:34:58 AM
crap.... elbow fracture... that sucks..... but oh well.... school's first.... take care that elbow of yours XD...



viva mexico
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 04, 2007, 02:31:08 PM
Quote from: j-dub on November 27, 2007, 07:10:44 PM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2FBearCity-Apr.2141196216741.png&hash=6e725f307e079791e8646bee0ec7fc59ce4d9df3)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(

Interesting work there indeed

May I recommend testing the MIS on this set http://www.simtropolis.com/stex/index.cfm?id=17683   It is mine, however these were always designed for something like the RHW MIS system.

Otherwise  :thumbsup: as always
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on December 05, 2007, 05:16:30 AM
Quote from: j-dub on November 27, 2007, 07:10:44 PM
Great progress guys. Thanx for making on and off ramps for MIS.
Hello again, I have been doing make up work, on this. Its kind of an odd shaped lot. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2FBearCity-Apr.2141196216741.png&hash=6e725f307e079791e8646bee0ec7fc59ce4d9df3)
Except for Azns lights at the end, and has CPs trucks, and the one lanes going in and out the lot. Thats not a seperate lot going out of the station with the on ramp. Don't worry, this not functional, but currently is just a Landmark not doing anything else as well. Pending a garage OR truck stop building. One of the two, for some reason the Maxis building doesn't show up, so how this saved at all, I don't know. But for some reason, theres some animated cars, 2 way traffic that occassionally show in the building's place, like they want to move but there stuck. :(

Interesting...........to say the least.

Robin  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 05, 2007, 05:50:05 PM
I might have something to show you guys by the end of the weekend. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 05, 2007, 09:58:54 PM
hmmm something from you James has to be stunning and i cant wait to see it!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 06, 2007, 12:27:19 AM
Theres nothing quite like the NAM Team teasing the rest of us... :D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 06, 2007, 12:52:00 AM
Breaking your elbow must be a RUL pain.  :P (sorry, I thought that lame joke up and had to post it).

Hope it gets better soon. Broken body parts hoover.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 06, 2007, 09:48:14 AM
Rick, that'll be cool. I'll be looking for that update this weekend.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 06, 2007, 11:42:42 AM
Ok I have been reading up on this mod wich is excelent  &apls [the mod that is, not me reading up, well that too]
Now, I still can't seem to connect RHW to any other form of transportation.
I reinstalled the nam, made sure the ant was chosen/installed but still no luck.
I can only connect with puzzle-parts but they don't seem transit.
Prolly I should wait for the MIS but something tells me that wont work since I can't connect right now.
Am I just missunderstanding something or am I?

I uninstalled the nam and rhw and sam. [the last never worked here either]
Reinstalled nam+ant and after that rhw+euro textures.
I can place the rhw and it looks fine but can't connect any type of road to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 06, 2007, 11:55:53 AM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 06, 2007, 11:59:45 AM
Quote from: Filasimo on December 06, 2007, 11:55:53 AM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)

I knew there was something for those that had only red on the sam how to fix it.
Since I was never realy seriously interested in the sam I never caught up there.
Thanks for your help I will check it out.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 06, 2007, 03:31:35 PM
@LoneRanger: make sure that you have the june 2007 version of the NAM, and not an earlier one!!

@cammo:
Quote from: cammo2003 on December 06, 2007, 12:52:00 AM
Breaking your elbow must be a RUL pain.

groaner!!! that truly is a very bad joke. no offense, but oh that's a bad 'un!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 06, 2007, 04:12:10 PM
Quote from: cammo2003 on December 06, 2007, 12:52:00 AM
Breaking your elbow must be a RUL pain.

[Stewie Griffin]  Wow - even I found that to be in bad taste. [/Stewie Griffin]   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 06, 2007, 04:43:04 PM
Quote from: BigSlark on December 06, 2007, 12:27:19 AM
Theres nothing quite like the NAM Team teasing the rest of us... :D

Cheers,
Kevin

Yep, we have fun doing it. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 06, 2007, 05:32:19 PM
Quote from: cammo2003 on December 06, 2007, 12:52:00 AM
Breaking your elbow must be a RUL pain.  :P (sorry, I thought that lame joke up and had to post it).

Actually, it is a bit of a "RUL Pain".  I can't write RULs as quickly with one hand, though I still get by. :P  And don't worry about it being bad--I've come up with FAR worse. :D

Quote
Hope it gets better soon. Broken body parts hoover.

Thanks, though I'm not sure what you mean about them "hoovering"--I haven't been able to vacuum things up with it. :P

Quote from: BigSlark on December 06, 2007, 12:27:19 AM
Theres nothing quite like the NAM Team teasing the rest of us... :D

We like to surprise people.   ;)

Back with screenies a little later.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 06, 2007, 09:15:24 PM
hopefully before midnight here....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 07, 2007, 03:51:54 AM
Knowing Alex, it'll be a few more days.  ::)

:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 07, 2007, 04:29:10 AM
Quote from: Shadow Assassin on December 07, 2007, 03:51:54 AM
Knowing Alex, it'll be a few more days.  ::)

:P

You just got burned bad Alex. lol. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 07, 2007, 10:47:17 PM
I sense something great is about to be released up on us  :o

(Last time I said that statement somebody was at the receiving end of my fleet in Empire at War)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 08, 2007, 10:38:32 AM
heheheh, great game. I use a Mod that adds so many awesome units, it's ridiculous. I love playing as the empire and using the Sovereign ^^

Back on topic, can't wait for the pics!
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 09, 2007, 07:30:35 AM
Quote from: burgsabre87 on December 06, 2007, 04:12:10 PM
[Stewie Griffin]  Wow - even I found that to be in bad taste. [/Stewie Griffin]   :P

Sorry folks, I didn't mean anything offensive by that. I just saw the wordplay and couldn't resist. I shall slam my hand in the door in future for thinking stuff like that. &ops

Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 09, 2007, 09:16:38 AM
no, no, it's ok, it was just a very bad pun.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on December 09, 2007, 11:40:54 PM
Will the MIS be compatible with regular highways, or only the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2007, 12:12:55 AM
The long-awaited pic . . . this here is a big teaser for RHW v20 and its new features.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F3092%2Fmisrail12102007ze3.jpg&hash=ac92dd861d7a345ca13c3148506f8317d9b10e25)

Yes, that's Elevated Heavy Rail (with ArkenbergeJoe's new models) going over an MIS ramp. ;)

schm0, to answer your question, right now it will be RHW only, though when Shadow Assassin's UHW mod (which revamps the Maxis Highways) is completed, MIS interfaces will be added.

And cammo, don't feel bad about the pun--I rather enjoyed it. :) 

Back with more later . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 10, 2007, 06:07:36 AM
Awesome work, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 10, 2007, 06:46:59 AM
Nice teaser there! Looking forward to the release...
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 10, 2007, 06:51:21 AM
Alex,

Amazing work! I'm glad to see that truly strange intersections that someone had the brilliant idea of building in the middle of a railroad right-of-way are now possible.

:thumbsup:

I wonder what else you've got "in the bag?"

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: niaba on December 10, 2007, 06:56:22 AM
I just creamed my pants. Can't wait. Thanks for all your effort.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 10, 2007, 07:28:31 AM
I'm not as excited as the previous poster  :D  but I am looking forward to seeing the latest updates to the RHW when they are available.  I feel like this is the last piece of the puzzle in terms of my full enjoyment of SC4RH as a city simulation game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 10, 2007, 07:33:37 AM
Thanks for the update guys, been waiting for this. It's a good way to begin my birthday today lol. Also, I'm 29 Again,  :D $%Grinno$%.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 10, 2007, 09:08:04 AM
Great work as always. Always looking forward to seeing more pics. Again, I like perfect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 10, 2007, 10:28:11 AM
gah... you're killing me! I can't wait!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 10, 2007, 03:23:26 PM
ooooo! I can't wait  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 10, 2007, 03:30:53 PM
mmmmmmmmmmmmmmmmmmmmmm drooling here now even more soo since i started to use RHW!!!  BTW Alex great stuff!!! Is there also with V20 a better transition with the road and RHW???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 10, 2007, 04:31:35 PM
QuoteI feel like this is the last piece of the puzzle in terms of my full enjoyment of SC4RH as a city simulation game.

Appropriate, considering we use puzzle pieces to get the network started.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 10, 2007, 05:07:02 PM
Nice work there indeed Alex

:thumbsup:  :thumbsup:  :thumbsup:

Have Solaria already to go for MIS
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 10, 2007, 06:07:09 PM
Quote from: Pat on December 10, 2007, 03:30:53 PM
Is there also with V20 a better transition with the road and RHW???

You do mean RHW-2 > RD, right?  If so, "YES". ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 10, 2007, 06:09:26 PM
Geez.....I'm about to faint due to the sheer suspense of it all.  $%Grinno$%

Great work, guys.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 10, 2007, 08:28:25 PM
This is the intersection what i was wondering about James...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg520.imageshack.us%2Fimg520%2F7939%2Fintersectiononrhwja3.jpg&hash=25e616673b1bb6c12e9045d79875133609f0ec8e)

if you are meaning there is better intersection then awesome if not i will wait for a better one patiently - pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 10, 2007, 08:57:25 PM
I'm in awe, Alex! Absolutely in awe! But then again, I'm used to getting that feeling around here. Great job, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2007, 09:26:34 PM
RHW v13b has been discontinued, and all uploads of it have been (or will be) locked or otherwise removed.  Thank you all for your continued support, and the whole team is very excited about making the new version (v20) available to you in the not-so-distant future.  (Of course, I cannot specify a release date--we like to surprise people.)

The main reason for the discontinuation of v13b is to simplify support and prevent any issues that may arise from obsolete versions still being available.

Pat, to answer your question, yes, that intersection will be fixed for the v20 release. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 14, 2007, 09:32:25 PM
*Hopes v20 is out by next week*

It'll probably come out some time between now and New Year's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 14, 2007, 09:34:49 PM

Alex thank you thank you thank you thank you and ooh yea thank you!!! You all rock!!!!!!!!!!!!!!!!
Drangon as Alex said it will be out when it comes out and he cant give a release date, But i do hope in the not so distant future lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 14, 2007, 09:35:23 PM
Can't a man dream?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2007, 09:47:44 PM
Quote from: dragonshardz on December 14, 2007, 09:35:23 PM
Can't a man dream?

Yes, certainly.  Of course, it won't speed up the release. :D

Let the teasing campaign begin! ()flamdev()

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 14, 2007, 09:49:35 PM
So now I sit here twiddling my thumbs until most likely Boxing Day New Zealand Time.

[Checks TAB for odds and payouts]

[Also changes colours from Black to Gold] - Go Robbie Deans

Whooops not the Rugby Thread

Back on topic

Anycase Alex the Palpatine 4 thumbs up  :thumbsup: are coming your way for outstanding work.  :D

Now then, where O where will MIS go, ah yes...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 14, 2007, 09:54:21 PM
Alex, does this mean that we're at the point in the system where the DOTs are acquiring right-of-way and stockpiling aggregate, or are the DOTs still taking bids for the contracts?   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 14, 2007, 09:55:54 PM
Quote
Let the teasing campaign begin!

I love it!

I'll be looking forward to the announcement, Alex. Waiting patiently...but not too patiently...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 14, 2007, 09:56:38 PM
Hmmm.. Ryan... I think I am still taking bids.  Whose offering the most money?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 14, 2007, 10:01:03 PM
LoL Jp hows ummm $10 sound hehehe
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 14, 2007, 10:01:47 PM
Well I know that JDOT (Jenress Department of Transportation) has the ROW and retaining walls starting construction. They only need wait for the first shipment of asphalt and guidelines for construction!

Also, the Monarchy of Jenress offers the first bid. The Monarchy will agree to a reasonable amount stated by NAM Transit Construction Company.

(The NAM TCCTM is a subsidary of the NAM Team, an International Conglomerate responsible for the initial construction of transit networks.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 14, 2007, 10:06:02 PM
 ()what()

Ok then that was interest the above thread

Anycase let see, $10? I up it to $10, some loose change and a gif voucher for $10 of gas as my bid

Also the IPS - Transit Division of Solaria have the RHWs already laid down in 4 locations and are just waiting on the spec's for the new MIS system to impliment so that the new routes can open to the public.

Going back on topic again  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 15, 2007, 12:28:17 AM
That was on topic, making bids yes? So I couched my bid in the realm of my MD.

Basically it was a way of saying anytime you're ready, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on December 15, 2007, 12:52:37 AM
Patience will very soon pay off ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 15, 2007, 01:06:33 AM
My region in the making is more or less flat broke, therefore the best we have to offer is 24 oz. of gold nuggets, freshly panned from a stream, 10 acres of pristine Pacific Northwest rain forest, and a slightly used 1984 Chevrolet Caprice.  :D

Without money we can't build a new highway system and without a new highway system we can't make any money. Take pity on us, NAM Construction!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 15, 2007, 01:53:48 AM
Come on guys, $10 ain't enough for my engineer/designing fees.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 15, 2007, 04:41:12 AM
Quote from: BigSlark on December 15, 2007, 01:06:33 AM
My region in the making is more or less flat broke, therefore the best we have to offer is 24 oz. of gold nuggets, freshly panned from a stream, 10 acres of pristine Pacific Northwest rain forest, and a slightly used 1984 Chevrolet Caprice.  :D

LOL slightly used....  Still thats worth more than $10... I think.  Anyone giving the shirt off their back?  Waiting for Barby to crack the whip and say no more haggling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 15, 2007, 12:24:14 PM
When (RHW)--v20b Beta-- becomes available. I'll remove the (RHW)--v13b Beta-- from my computer. Keep up the great work with this project.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 15, 2007, 05:03:51 PM
Well, it won't actually be called Beta anymore. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 15, 2007, 09:57:08 PM
I cant wait!!!! Tarkus, could you tease us with a picture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 12:17:20 AM
Modelling work for RHW-20 project, on Elevated MIS Urban Highway kit has started.

First order or business: T-21 props for 2-lanes wide elevated highway network.

There will be 11 to 20 or so different sign bridges that will randomly show up, in order to enhance realism to the maximum level (lot better than seeing same type of sign all the time on your highway).

Here are the T-21 sign bridges completed so far for 2-lanes elevated highway network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Ft21_signbridges%2Fsummary.jpg&hash=e58163f551d290735a0853c78b205f67875ffa8f)

Go to http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/rhwmis/2lane-elevated/t21_signbridges/ to view detailed picture of each sign bridge shown above.

Additional T-21's are under work as we speak, including light poles, monitoring cameras, fire standpipes, etc.   There will be over 150 T-21 props made for both big dig and MIS projects, ranging from light poles, signs and ITS equipments.

The draggable network piece itself is very primitive and light load (lesser than 100 polys).  The model for ground-elevated transition and future on/off-ramps will be more costly in terms of polys, but still light enough for in-game .3ds use.  I'm deliberately cutting out any edges/faces out of models that won't be visible in game in order to optimize them.




Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on December 16, 2007, 12:19:24 AM
Jeez, that's fall on the floor and die with a smile on your face stuff.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 16, 2007, 12:37:29 AM
ummmmmm what do i say next buttttt Hooooly _________ COW!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 12:39:52 AM
[Continues to sit and wait patiently]

Nice work there indeed Blahdy - for city highways?

Just a question, can the posts be more of a metalic colour please as seen in Australisan Sign Postings on Motorways?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 12:51:10 AM
Quote from: Palpatine001 on December 16, 2007, 12:39:52 AM
[Continues to sit and wait patiently]

Nice work there indeed Blahdy - for city highways?

Just a question, can the posts be more of a metalic colour please as seen in Australisan Sign Postings on Motorways?

Metallic signs will come later, but the current elevated highway project track is based off of big dig design specifications to speed things up.

Current priority is to bring elevated highway pieces completed as quickly as possible for inner city/urban environments.  Because the elevated highway under work will be for urban environment, and because most of the needed component models for T-21's have been already made for the big dig project, it's easier to just port them over to MIS.

Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 16, 2007, 12:57:18 AM
When they look this good it's hard to complain.

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 01:06:11 AM
Hey blahdy: not that it really matters, but the innermost lane is usually the no 1 lane. 'course no on'es going to see those little marker signs anyhow, but i felt like being a little nit-picky  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 01:11:36 AM
Quote from: dragonshardz on December 16, 2007, 01:06:11 AM
Hey blahdy: not that it really matters, but the innermost lane is usually the no 1 lane. 'course no on'es going to see those little marker signs anyhow, but i felt like being a little nit-picky  ;D

Those are ITS tag numbers (each sign bridge has an ID, i.e. BOS-04, NB-11, EB-33 etc) and each node component in the sign bridge, such as variable message sign, dynamic speed limit sign and lane control signs have their own ITS lane allocation ID's.  For example, inner most lane control sign on sign bridge would have address of BOS-04:2).

In Boston big dig system, outer most lane is lane #1 for ITS setup.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 01:15:49 AM
ummm...ok I have no idea what you just said!  ()stsfd() That's what I get for trying to correct a transit expert.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 16, 2007, 08:21:52 AM
Blahdy,

Amazing models, as usual. I am extremely happy to see that you are making progress on the eye-candy side of the RHW, with Alex and Jason making it work, James texturing the roadway, and you creating the structures involved this will be an amazing release.

Hopefully the holiday season won't get you all bogged down and there will be a nifty New Year's present for the community...  ;D

I can hope, right?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 16, 2007, 10:33:43 AM
Just want you to know that i'm awaiting the release of this mod to unleash my cosmic-er, mayorial fury upon my plugins folder and start from scratch. Until then, no sc4... at all!

Have pity on me and release soon!  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2007, 01:30:46 PM
Just thought I'd show a screenie confirming that the RHW-6S will indeed be included in a limited Orthogonal-only capacity.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg104.imageshack.us%2Fimg104%2F7263%2Fmisrampc12162007ei8.jpg&hash=cd22e0385ab36a09e8486ac77971470533da0652)

Yes, I know one of those reflectors is backwards--it's easy to fix.  And for those of you who might be wondering "Can you make the dashed line longer?", the answer is technically yes, but it would involve making the puzzle piece longer, diminishing the "modular" aspect, so this is the size you'll more than likely be getting (I may add one tile onto the RHW-6S ends, though).

I am planning on adding a couple more MIS interface ramps, including at least one more RHW-6S setup like this (but with an RHW-4 coming out of it instead of an MIS ramp, so C/D lanes can be done).

And Kevin, we'll see.  It really is quite close, and I'm almost at the stage where I can switch entirely into "bugfixing mode". ;)  We have a few little things to decide, and a couple of small features (that aren't modding intensive) to add-in.  We'll be able to get Toichus Maximus playing again. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 16, 2007, 01:47:56 PM
What if (and tell me if I'm completely nuts) you made a puzzle piece that was one tile long that you would just plop right after the exit ramp.
It would take up just this tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg86.imageshack.us%2Fimg86%2F3847%2Ftileji5.jpg&hash=f10f12cb648d7f16ed99524c886ebe290e514c66)
and it would be RHW6, but instead of the usual lane marking for that outside lane, it would have the dotted white line. Then you could make it as long as you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 02:09:22 PM
Hmmm Alex, that last pic there showing the RHW-6 is  :thumbsup:
Already have a spot lined up for it already...  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 16, 2007, 02:11:09 PM
I think I know what you're getting at, simzebu - something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg70.imageshack.us%2Fimg70%2F4558%2Frhw6puzzlepiecehighlighaj9.png&hash=9d5735a31eaf8635073f3f4d8499e6947b8c1ec7)

The highlighted part is - if I'm right - the thing you're suggesting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on December 16, 2007, 02:49:15 PM
Quote from: burgsabre87 on December 16, 2007, 02:11:09 PM
I think I know what you're getting at, simzebu - something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg70.imageshack.us%2Fimg70%2F4558%2Frhw6puzzlepiecehighlighaj9.png&hash=9d5735a31eaf8635073f3f4d8499e6947b8c1ec7)

The highlighted part is - if I'm right - the thing you're suggesting.
Yeah, what I'm thinking is maybe you add a similar puzzle piece where the 3rd lane ends and merges to create a normal RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 16, 2007, 04:08:55 PM
Aaaahhh!!!! I cant wait! Wow, you guys are awesome, Tarkus and Blahdy! Keep up the good work and take your time...I can wait (I hope  :'( )
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 05:20:49 PM
Base .s3d model for 2-lane elevated highway is completed.  Pretty basic, without any fancy stuff on it (all the add-on's are to be T21'd).  Total poly count is 498 per tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_1.jpg&hash=fbd496177331c119a63d730956be773b958c072a)

How it *should* look like with all the T-21 exemplars applied in-game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_4.jpg&hash=7cb45d22a82599299d88b9b284ae989476896345)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_2.jpg&hash=001f16cd7da6b42db7a09c08723b6a74c7b2511a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_3.jpg&hash=8727f87080655061bd993e1ba2765837ede504a7)

Real-world application: Click here (http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/southbay-ic/456466907_2f1fbf385b_o.jpg)
The RL version has steel fence on side by side;  the fence will be included in RHWMIS as well, but not on the base elevated highway model.  It will be included on interchange elements.  (The RL picture URL above is actually an interchange ramp)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 16, 2007, 05:42:56 PM
Wickedly sweet James. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on December 16, 2007, 05:43:09 PM
Ooh, great work blahdy! Those look great, and they remind me of the elevated stretches of I-35 and US 183 here in Austin. I can't wait to see what these will look like in-game.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 16, 2007, 06:37:18 PM
Looks great, but be warned, if the LODs are built like that, you're gonna have problems on slopes. Maybe you can talk to buddybud about how to deal with this problem?

Basically, you're going to have to split up the model: the pillar, the barriers (set to conform to slope), and the sign (that includes the concrete support piece, too), and all three will need to be added as T21s, which is what you're going to do anyway. :P


Hehe, maybe you should talk to rickmastfan about those cool-looking concrete textures, too :P Maybe the el-RHW could use something like that.



EDIT: Tarkus, saw the 6-C. Are there going to be puzzle pieces for the MIS ramp (which can actually be recycled for the 8-C, too, using the same puzzle piece as the 6-C) and merges from 4 to 6)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 06:54:23 PM
shadow_assassin:  thanks;  The models when completed will be delivered as source Max 7 files to Tarkus along with all textures (these models are specifically licensed for NAM use).  So you guys can deal with LOD or however you want to import them into the game as you see fit :)  I did however model accordingly to recommended specs though to make it easier for you folks.  All T21's are grouped separately away from the base model itself, so they can be easily exported independently as props without having to manually select them or edit the model when you dont have to.

Regarding the concrete textures, I'll ask rickmastfan to see what he has.  But it's unlikely that concrete texture will change anytime soon, as the current ones used by big dig offer the most realism/mentalray-photometric-like behavior than plain greyness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 16, 2007, 06:59:15 PM
Well James, I think I might have found a problem with those pieces.  The Highway paint for the dashed line is on the wrong side of the piece.  If hooked up with a normal RHW-4 piece where the white line starts on yours, it would create a jumbo sized white line.  Just thought I would point that out to you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 16, 2007, 07:42:31 PM
Those stretches in Austin scare me; they don't have big enough pillars.

...But then again, I'm from California, everything has to be earthquake safe so the columns are oval and placed so at the ends of the segments instead of the middle.

I like your model, it's a nice compromise.  Too modern looking for my cities, though.  A friend of mine has been sending pictures and letters from Prague... They have some awesome roads there.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 16, 2007, 07:50:51 PM
I'm speechless...and, like everyone I'm sure, I can't wait!

Keep up the great work here, guys! I don't have to tell you what a fantastic job you're doing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 16, 2007, 07:52:17 PM
Looking great blahdy. The concrete texture looks a lot lighter on the elevated section, but I think you can definitely get away with that - It's not at all uncommon for elevated sections to be paved differently.

One other question -- have any bridges been done or are any going to make it into the release? It's not such a big deal given the possibility to transfer into a FHW (which widens the options anyway) but it'd be nice to have a bridge -- even a basic one would be a start.

I get the feeling I've asked this before and it's already been answered, but no harm in asking again. My memory's a little poor at times...  :D



Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 16, 2007, 08:20:22 PM
[Is Speechless]

Going to make re doing the 400km of highways in Solaria an interesting challenge to say the least

:thumbsup: :thumbsup: :thumbsup: :thumbsup: As always
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 16, 2007, 09:03:12 PM
shouldn't the camera be acing oncoming traffic?

yes, i know, being nitpicky  ;D

Still, cameras and lane markings notwithstanding, it's great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 16, 2007, 09:04:42 PM
Yeah, I better make room in my city's budget to reconstruct the highways!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on December 16, 2007, 09:55:45 PM
Looks great, one question: what is a 'hazmat'?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 16, 2007, 09:58:04 PM
HAZMAT = HAZardous MATerials.

On the sign, NO HAZMATS means that vehicles containing hazardous materials are not allowed into the tunnel.

Hope this answers your question, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 16, 2007, 10:59:03 PM
Quote from: dragonshardz on December 16, 2007, 09:03:12 PM
shouldn't the camera be acing oncoming traffic?

yes, i know, being nitpicky  ;D

Still, cameras and lane markings notwithstanding, it's great!

The camera is mounted on a QuickSet QPT-20 360-degrees rotation platform (~$6000 installation including camera per pole).  There's no set rule in camera installations regarding where they are actually pointing to, because operator can simply rotate the camera 360 degrees by click of a mouse button from the operations center.

Yea, the lane markings will be corrected... i made a mistake with UV mappings that screwed up the lane order.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 17, 2007, 12:06:07 AM
Amazing work, blahdy.

I'm really, really excited about the RHW for the millionth time. Keep up the great work NAM team!  :thumbsup: &apls

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tonksie on December 17, 2007, 09:41:09 AM
Quote from: blahdy on December 16, 2007, 05:20:49 PM
Base .s3d model for 2-lane elevated highway is completed.  Pretty basic, without any fancy stuff on it (all the add-on's are to be T21'd).  Total poly count is 498 per tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_1.jpg&hash=fbd496177331c119a63d730956be773b958c072a)

How it *should* look like with all the T-21 exemplars applied in-game:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_4.jpg&hash=7cb45d22a82599299d88b9b284ae989476896345)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_2.jpg&hash=001f16cd7da6b42db7a09c08723b6a74c7b2511a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_3.jpg&hash=8727f87080655061bd993e1ba2765837ede504a7)

Real-world application: Click here (http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/southbay-ic/456466907_2f1fbf385b_o.jpg)
The RL version has steel fence on side by side;  the fence will be included in RHWMIS as well, but not on the base elevated highway model.  It will be included on interchange elements.  (The RL picture URL above is actually an interchange ramp)

Inspired by your work im considering doing something similar. I have already modelled one side for the strait piece as you have. But got a little distracted and animated a whole strait...

And yes im aware of the cars going in reverse lol.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffc05.deviantart.com%2Ffs22%2Ff%2F2007%2F351%2F6%2Fd%2FMotorway_by_Tonksie.gif&hash=18d909b48f48e793c9245dbfc5180bac0e12464d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 17, 2007, 11:19:51 AM
Amazing work blahdy!!!
&apls &apls
:thumbsup:
And nice higwhay Tonksie &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on December 17, 2007, 02:21:06 PM
Excellent work there. I can see a few poly saving areas (such as using a plane (I think) for the road deck) that I'm sure will help out alot.

Really looking forward to seeing this in game  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 17, 2007, 02:39:08 PM
Quote from: Yoman on December 17, 2007, 02:21:06 PM
Excellent work there. I can see a few poly saving areas (such as using a plane (I think) for the road deck) that I'm sure will help out alot.

Really looking forward to seeing this in game  :thumbsup:

It's already using plane for road deck.  Plus, all objects in the model (with exception of rain gutters) have bottom faces and vertexes cut out to cut poly cost.

The base model itself is actually 209 polygons.  The rain gutters are what's taking the rest, but they will be actually taken out of the base model and become T21's instead.

Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on December 17, 2007, 02:51:55 PM
If this is what I have to look forward to when this project is finished and released, the wait is gonna drive me nuts :P  blahdy those models are stunning and have to admit I stared at those pics for quite some time before I could move along to type this reply ::)  and then realized my lower jaw stung a bit from hitting the floor :D  I eagerly await the release of this project.  Excellent job on this blahdy &apls &apls

Nice work with the animated highway Tonksie.  I noticed that only some of the vehicles are driving in reverse, obviously these sims have had one too many drinks today?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 17, 2007, 03:04:32 PM
Good greif, Tarkus, hurry! The peons of Jenress are getting antsy!

Actually, no, take your time. Better done right than done fast.

Great animation Tonksie
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 17, 2007, 04:54:23 PM
Tonksie, I may not be an Admin here at the forums, but I would like to recommend you to turn that animation to a link instead of having the image load automatically.  The reason I'm suggesting that is because the image is almost 22MB and is a killer to people on dial-up.  Sometimes when an image like that is in a thread, it prevents the thread from fully loading till that image itself is loaded, and trust me, I've had that happen @ other places and that can be really annoying.  So, I hope you'll take my suggestion about just linking to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tonksie on December 17, 2007, 06:08:14 PM
Quote from: rickmastfan67 on December 17, 2007, 04:54:23 PM
Tonksie, I may not be an Admin here at the forums, but I would like to recommend you to turn that animation to a link instead of having the image load animation.  The reason I'm suggesting that is because the image is almost 22MB and is a killer to people on dial-up.  Sometimes when an image like that is in a thread, it prevents the thread from fully loading till that image itself is loaded, and trust me, I've had that happen @ other places and that can be really annoying.  So, I hope you'll take my suggestion about just linking to it.

I may edit that one later then.

Anyway, regarding my model, it doesnt quite match up with the standard highway size yet (exluding the red hard shoulder this is). How much work will i be setting myself up for if i carried this one on? How many models i mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 17, 2007, 07:08:08 PM
Stunning stuff here wow!!! So much more as come across since the other night, man im just drooling!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 17, 2007, 07:28:42 PM
ok 2-lane elevated highway piece is completed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_10.jpg&hash=0cc3456df81e054e1d11aca7be6288dfd996a412)

UV maps for lane painting is fixed and 2 additional sign bridges have been made. 
There are total of 13 different available signage configurations for 2-lane elevated highway that you can have in your cities.

Picture of all 13 completed different sign configurations available for 2 lanes elevated RHW/MIS highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F216._93_.240_.36%2F%7Eblahdy%2Fstex%2Fbig-dig-tunnel-portal%2Frhwmis%2F2lane-elevated%2Fbase_11.jpg&hash=63b51e8503d49515cd0ef9d035d59be4766fbccd)


Tarkus: i'll send you an email tonight with .rar file of all components added-- PLEASE take note of the following when you open up the model.

You will see the following components (press H to see list of all model objects) in the max scene:

1. BASE: This is the core component, includes the road deck, pillar/pylon and jersey barriers.  This is grouped, if you ungroup them, you can selectively take out the pylons/road deck as you need to make appropriate T21's if needed.  Please be sure to maintain the proper X/Y axis while moving things around so that it does not disturb the integrity of the whole model.  The jersey barriers and road deck have been extended to 24 meters in order to be compatible with on-slope placements in the game (per shadowassassin's info).

2. T21_ITC_FREQ_10:  This is a group for T21 object.  Includes surveillance camera and its mounting concrete base.  This whole group should be compiled/rendered separately as a prop for T21 use.  Please maintain proper height and X axis as improper deviations will alter the bridge construction.  Best way to render this properly without affecting the model integrity is to simply select it (but do NOT move it at all) and File->Save Selected.  That will save the file into a new model file which can be used to render. 

It is recommended that this T21 be displayed for every 10 tiles of network placement in the game.


3. T21_LGM_FREQ_2: Same as above, but includes the light pole and rain gutters.  It is recommended for display frequency of every 2 network tiles.

4. T21_MSC_FREQ_5:  Miscellaneous T21 components, includes fire standpipe and embedded electrical bus boxes.  Again, same rule applies with all T21's above regarding rendering, etc.  Recommended for display per every 5 network tiles.

5. You will also see whole lot of different grouped objects other than the ones listed above.  Each of these individual groups are complete sign bridge configurations, so same rules apply with above regarding rendering.  The frequency of displaying signage is up to you.  The sign bridge T21 should show up in the middile of the bridge deck in a tile so that it does not interfere with the camera or the light pole (see the T21_SIGN_EXAMPLE group for its placement).

anyway, pm me or IM me/etc whatever with any questions you may have in integrating this.  once you start working on it i'll start work on the ground->elevated 2 lane transition abutment.



Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 17, 2007, 07:43:34 PM
Love those Elevated Highway Signs all 13 of them Keep Up The Great Work!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 17, 2007, 08:04:16 PM
Looking great there James!!! :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 17, 2007, 11:34:12 PM
gaaaaaaaaasp wow that is awsome news to see this still chugging along!!! Ty Blahdy for your hard work....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2007, 01:37:28 AM
blahdy, you are the man!  The models look fantastic, and I can't wait to get them in place.  Thanks for the detailed instructions, too. ;)

I have one little development screenie here--I've successfully redone the Elevated Rail-over-RHW setup, such that the RHW-4 and RHW-2 versions can co-exist.  (Note that I still need to add James' (rickmasfan67's) specially darkened textures to fix the discoloration. ;))  The Monorail and Elevated "Fake" (Maxis ::)) Highway versions will also be fixed accordingly in short order.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F9598%2Felrrhw12182007di3.jpg&hash=4c9f1972cd5ec0f2616719195343042d45255ce3)

With regard to the dashed line issue with the RHW-6S approaches to the ramp interfaces, I'm looking at a couple of solutions--at the moment, I'm leaning toward making the Dashed RHW-6S a separate network/texture variation, which will be draggable from starter pieces.  Then you can make it as long (or short) as you want--there would also be pieces to switch between Standard and Dashed RHW-6S as well.  How does that sound? 

Quote from: blade2k5 on December 17, 2007, 02:51:55 PM
Nice work with the animated highway Tonksie.  I noticed that only some of the vehicles are driving in reverse, obviously these sims have had one too many drinks today?  :D

Two words: Nicole Richie. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 18, 2007, 01:49:42 AM
Quote

Two words: Nicole Richie. :D

-Alex (Tarkus)


:D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 18, 2007, 03:14:54 AM
Quote from: Tarkus on December 18, 2007, 01:37:28 AM
Two words: Nicole Richie. :D

Don't you mean five words Alex?

Nichole Richie & Lindsey Lohan. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2007, 11:36:58 AM
Quote from: rickmastfan67 on December 18, 2007, 03:14:54 AM
Don't you mean five words Alex?

Nichole Richie & Lindsey Lohan. :P

True, but I'm not sure if Lindsay actually drove backward down I-5 like Nicole did. :D  I wouldn't put it past her, though.  Maybe I should throw some dual-directional paths on the RHWs . . .  ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 18, 2007, 11:40:06 AM
ooooi now you 2 have done and gone corrupted a good thread lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 18, 2007, 11:42:18 AM
we already are corrupted enough for dangling these screenies at ya guys  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 18, 2007, 04:06:16 PM
Too true, too true.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Yoman on December 18, 2007, 04:13:26 PM
Quote from: blahdy on December 17, 2007, 02:39:08 PM
It's already using plane for road deck.  Plus, all objects in the model (with exception of rain gutters) have bottom faces and vertexes cut out to cut poly cost.

The base model itself is actually 209 polygons.  The rain gutters are what's taking the rest, but they will be actually taken out of the base model and become T21's instead.



I meant that I saw you using those poly saving pieces and applauded the nice work  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 18, 2007, 06:28:54 PM
Execellent work as always Alex, although EL rail is not heavily used in Solaria, just heavy rail.

:thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2007, 02:33:20 AM
I've got another ramp interface here--RHW-6S splitting into two RHW-4s.  Texture still needs a little work. 

It's rather handy for creating Collector/Distributor lanes, as you'll see by this latest development screenie . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg167.imageshack.us%2Fimg167%2F6515%2Fmiscdlane12192007lp2.jpg&hash=0eeb8d583021ce4101d813a6b00ee5d5fa2d621d)

Since the RHW has switched entirely over to a new puzzle-drag mechanism, like the SAM and Draggable GLR, there's no fancy tricks needed to keep two adjacent RHW-4s going the same direction.  The old side-by-side method has been completely eliminated and will no longer work in v20.  ;)

Hope you enjoyed this screenie . . . back with much more very soon. ;)

-Alex 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 19, 2007, 03:10:06 AM
Texture needs more work, though. It may also need an extra tile, at least to get rid of that kink in the lane merge.

You also might need to flip the line markings (just so you remember :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 19, 2007, 03:23:39 AM
Looking nice so far!  :thumbsup: Nice picture, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 19, 2007, 07:51:06 AM
WoW that is looking real sweet alex!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 19, 2007, 10:08:20 AM
I agree those photos are looking awesome. Keep'em coming guys!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 19, 2007, 10:43:39 AM
great work alex!

BTW-- i just wanted to confirm that you got the email from me with the model data.  let me know if you didn't get it yet so i can make sure you have the model with you before end of this week.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 19, 2007, 10:45:07 AM
Oh, Tarkus! You've answered my prayers!!!!! Thats EXACTLY what I wanted but I was afraid to ask!! Wow!!! Keep up the good excellent work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 19, 2007, 11:15:38 AM
Quote from: Tarkus on December 19, 2007, 02:33:20 AM
Since the RHW has switched entirely over to a new puzzle-drag mechanism, like the SAM and Draggable GLR, there's no fancy tricks needed to keep two adjacent RHW-4s going the same direction.  The old side-by-side method has been completely eliminated and will no longer work in v20.  ;)



That's probably the best thing about this pending release for my taste.  I really have a hard time getting good separation between each 2-lane using the side-by-side.  Will the new RHW have 45 degree curves like the highways under the last NAM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 19, 2007, 12:23:08 PM
huzzah for the RHW/MIS Team.

"RHW/MIS: It's closer than you think..."
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on December 19, 2007, 12:33:08 PM
Quote from: dragonshardz on December 19, 2007, 12:23:08 PM
huzzah for the RHW/MIS Team.

"RHW/MIS: It's closer than you think..."

I'll believe it when I see it. The MIS is just like waiting for a goal during a Chelsea match- it always seems to be on the way, but never arrives. (Me being a proud Red Devil)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 19, 2007, 12:56:12 PM
oooh belive me M1 the new RHW with MIS is on its way shortly!!! I have faith its soon and that is all one needs is a little faith.... BTW welcome to devotions and have a fun time here
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2007, 01:06:34 PM
Quote from: blahdy on December 19, 2007, 10:43:39 AM
BTW-- i just wanted to confirm that you got the email from me with the model data.  let me know if you didn't get it yet so i can make sure you have the model with you before end of this week.

Yes, I successfully got it last night, and hopefully I'll have an in-game screenie of it in the next couple of days. :)

Quote from: dragonshardz on December 19, 2007, 12:23:08 PM
"RHW/MIS: It's closer than you think..."

It depends on how close you think. :D  We're not telling, either. $%Grinno$%  We like to surprise people . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 19, 2007, 06:03:46 PM
We have a lot of those two lane splits for exits in Albany. They're great, because if you know it's there you can avoid the congestion of people in the outer lane, and zip right on past. For example, this one (http://maps.google.com/?ie=UTF8&ll=42.633088,-73.768618&spn=0.001184,0.00294&t=h&z=19&om=1) at exit 1 on 787.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 19, 2007, 06:35:41 PM
Those are really common in California, nearly all of our interstate interchanges work like that.  Exit-only lanes.

I haven't seen an expansion/contraction lane split yet, Tarkus.  How are you handling those?

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 19, 2007, 08:14:30 PM
Quote from: Tarkus on December 19, 2007, 01:06:34 PM
Yes, I successfully got it last night, and hopefully I'll have an in-game screenie of it in the next couple of days. :)

It depends on how close you think. :D  We're not telling, either. $%Grinno$%  We like to surprise people . . .

-Alex (Tarkus)

Man, the anticipation is just killing me!  I've even prepared for the glorious arrival of the MIS with a short-term workaround:

http://img214.imageshack.us/img214/5111/trouvillejan16421198122mr7.png

http://img295.imageshack.us/img295/7427/trouvillejan16421198122te6.png

I'm ready for the new RHW/MIS whenever it's ready!  ;D  Great work!  &apls

Edit : Please consider converting your png to jpg ~Wouanagaine~
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 19, 2007, 08:43:49 PM
Interesting XL2007.

On a side note XL2007, you should compress your JPG images.  900k+ for those images are just way too big.  Take a look at my signature for info on how to compress the images and keep the file sizes down to help out the dial-up users that are still out there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on December 20, 2007, 02:33:25 AM
Quote from: rickmastfan67 on December 19, 2007, 08:43:49 PM
Interesting XL2007.

On a side note XL2007, you should compress your JPG images.  900k+ for those images are just way too big.  Take a look at my signature for info on how to compress the images and keep the file sizes down to help out the dial-up users that are still out there.

dude when are you going to join the 21st century and get a real internet connection? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: LoneRanger on December 20, 2007, 03:47:16 AM
Quote from: Filasimo on December 06, 2007, 11:55:53 AM
loneranger: have ya checked out the SAM thread yet? there is a minireadme of the SAM and also at the very bottom there are instructions on how to install each mod. if ya havnt yet make sure to check it out i had to help someone install the whole package a few days ago and it works fine for them  ;)

Well, I finaly got it working and the solution was quite simple.
I renamed the NAM folder in my pluggins to Z_NAM and now I can finaly use the RHW. 
Since I obviously have some conflicting controller hiding somewhere in my "pluggins compressed" folder and the NAM folder was loaded before "Pluggins compressed".  &idea
Gonna take me hours to replace my highway network.  :D

I could allready place the RHW but not connect it to any other form of transit. [roads/streets etc]
Now my problems are over.  :thumbsup:


Quote from: blahdy on December 20, 2007, 02:33:25 AM
dude when are you going to join the 21st century and get a real internet connection? :P

He has a point though especialy since imageshack is very slow. [took me 5 minutes to load those pics with my 21st century connection]
Besides, it's not so hard to convert to smaller .jpg's.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on December 20, 2007, 04:49:36 AM
It's also faster to convert a pic to JPG and then upload the smaller file with a 21st century connection than waiting forever due to the not-quite-as-fast ADSL upload. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 20, 2007, 01:45:58 PM
Ummm can you post jpeg pictures please not pngs, that are a bother to view regardless of dial up or otherwise....

Anycase Alex  :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Although I did recovert my RHW Auckland Bypass back into standard maxis highways, reason, no cars used the RHW, but I got 7,000 as soon as the Maxis one was put back 5 years after the RHW was put in.  $%Grinno$%

Oh well great work as always
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 20, 2007, 06:21:09 PM
PNGs are far better than jpegs for resolution - use them for game resources, etc; but there's no reason to use them for screenshots or web use photos.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 20, 2007, 06:25:12 PM
Exactly, PNGs are only supposed to be used for displaying maps (you can have much larger maps without the huge file size associated on JPG... for instance, a map that's 4096x4096 with only a few colours is ~800kb, but a JPG of the same size and same image is ~1.8MB), signs and whatnot. Same for game resources.

Just don't use them for showing SC4 pictures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 20, 2007, 08:11:14 PM
Quote from: Shadow Assassin on December 20, 2007, 06:25:12 PM
Exactly, PNGs are only supposed to be used for displaying maps (you can have much larger maps without the huge file size associated on JPG... for instance, a map that's 4096x4096 with only a few colours is ~800kb, but a JPG of the same size and same image is ~1.8MB), signs and whatnot. Same for game resources.

Just don't use them for showing SC4 pictures.

Agree 100%.  And if you need help on how to figure out how to compress the images when you save them in JPG format, just take a look @ my signature on how to do it. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 21, 2007, 03:24:14 AM
Alright, back on topic with some properly compressed JPG files (less than 150KB for the entire update). ;)

The long-awaited RHW-4/Road at-grade intersections are here . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F299%2Frhw4road122120073iw9.jpg&hash=002eaddf9baf5924a2fa3dd73b2aba7254e6803c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F1563%2Frhw4road122120071mz7.jpg&hash=b9d83f6fd24fb31777f922174e10b1d01f4a9d91)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F379%2Frhw4road122120072ib6.jpg&hash=90cf583898a1f61e236bc29752ddd61e1c464795)

Back with even more later . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 21, 2007, 03:28:57 AM
Quote from: Tarkus on December 21, 2007, 03:24:14 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F299%2Frhw4road122120073iw9.jpg&hash=002eaddf9baf5924a2fa3dd73b2aba7254e6803c)

Um Alex, you messed up the NB texture. :P  You need to flip it. ;)

Oh and guys those are the first of the new textures I've created that you'll get to see. ;)  But all in due time. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 21, 2007, 03:31:42 AM
Quote from: rickmastfan67 on December 21, 2007, 03:28:57 AM
Um Alex, you messed up the NB texture. :P  You need to flip it. ;)

D'oh! $%Grinno$%

Well, that's what you get when you're up at 3:30am modding . . .  :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 21, 2007, 04:48:31 AM
That's looking really nice!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 21, 2007, 06:40:32 AM
Those textures are amazing!  am considering abandoning my beloved european road textures, and i usually follow through with considerations such as this

:thumbsup:  &apls :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 21, 2007, 10:03:39 AM
Like I said....It's closer than you think (that means hopefully before 3rd semester starts!)  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 21, 2007, 11:01:54 AM
WOW OMG alex that is wonderful!!!   Im hoping this is done before summer vaction lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on December 21, 2007, 12:53:27 PM
That's my emotion for today as well, WOW!, Those are looking good. Cant wait to tryout the RHW and Sam now lol.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 21, 2007, 09:43:07 PM
Yeah I noticed the flip error as well in the T Junction  :P

But anycase, just some Give Way and Stop Signs as well as a few warning and information signs like this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FPreviewoftheprop1-1.jpg&hash=94ab3b68ee73e83138932461ebe428de9d3dfce3) or this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi124.photobucket.com%2Falbums%2Fp5%2FPalpatine001%2FPreviewoftheprop1.jpg&hash=4295836131cc0c42e058ce5c8833907a0424b447) I whipped up somewhere a while ago and is sitting idle waiting for use and we have one sweet looking RHW MIS

By the way...

&apls :thumbsup: :thumbsup: :thumbsup: :thumbsup: for a great job so far  :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 24, 2007, 11:26:53 PM
Here's a (very early) Merry Christmas and Happy Holidays to everyone here at SC4D, especially the guys working on the RHW/MIS project!

&apls  &apls  &apls  &apls

Now go get some sleep.  Santa's got a lot of work to do!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 24, 2007, 11:31:52 PM
it's 2:34AM and he still hasn't come but let's keep on topic now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 24, 2007, 11:38:53 PM
ho ho ho merry christmas time to add bananas in your guys stocking stuffers  :thumbsup: and also happy new year!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 25, 2007, 02:08:31 AM
Merry Christmas everyone!  No release yet, but I've got a few teaser pics here.  We really are getting close . . .

Some things you will be able to do with the new release when it arrives:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F3281%2Fmisteaser122520072fc6.jpg&hash=63d3b50ffd070b42158726f8acad6e8b54d2e01d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F556%2Fmisteaser122520073sp6.jpg&hash=f8502cb349e45d85014470e514d189df2e07c10e)

Some closeups of that larger setup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F2976%2Fmisteaser122520071md1.jpg&hash=6efe928ef2572bd2fc707496a94715d9955d007d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F7361%2Fmisteaser122520074pr0.jpg&hash=bcbbfa0d4ef40d5cc38c4383b6369a26c8896655)

-Alex (Tarkus)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Cjah on December 25, 2007, 02:17:35 AM
This is really the true missing highway from sim city and such patience it takes to mod such a network must be almost infinate,Imean you guys spent so many months on this amazing endevor!

You guys give yourself a pat on the back and a shot glass in your name! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 25, 2007, 05:11:13 AM
Great work on that!

And Merry Christmas to you, too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 06:31:03 AM
Wonderful job, Tarkus.

Let's hope you don't change the IIDs on us again.  :D

Is that the longer B-type MIS ramp in use there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on December 25, 2007, 07:08:21 AM
Nice pictures there tarkus. Happy Holidays to you and everyone. Can't wait for the release. Just take your time. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 25, 2007, 10:37:35 AM
oh my GOD tarkus you ROCK!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 25, 2007, 10:50:39 AM
Fantastic work Alex!  &apls

I was going to ask you for a few exits (for example this one connected with the diagonal lane), but looking at your pictures I see I don't need to do it yet  :D

Now I have a really horrible problem: To build my newest city or to wait a while for these fantastic roads?  ()what() :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 25, 2007, 10:55:08 AM
Stunning work there Alex just stunning..... Merry Christmas!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 25, 2007, 12:42:42 PM
Thanks for teasing us poor peons, Alex. :D

I'm really, really looking forward to NWM v20...

Merry Christmas!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 25, 2007, 01:56:23 PM
Thanks Alex for teasing us  $%Grinno$%

Anyway looking great as always  :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 02:14:33 PM
I-75 in suburban New Mombasa is being prepped for construction.  It will expand the interstate from 8 total lanes to 10 total lanes.  Another Beltway is proposed, It would be deemed Beltway 4 and could feature 6 total lanes circling the suburbs for future expansion.


Thank you for this, because none of this would be possible without your hard work!   &apls &apls &apls


Merry Christmas!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 25, 2007, 05:27:07 PM
Doo-be, doo-bee-do. $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-2_RHW-4_Transition_Pair.jpg&hash=8f4aee043d065f2ebd75d03e996eaf179cb3a376)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 25, 2007, 05:29:52 PM
AHHHHHHH its the penguin!!!!!  ()lurker()
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on December 25, 2007, 06:08:43 PM
Awesome.  How about one that makes a RHW4 with a 1 tile median?   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ejeff2007 on December 25, 2007, 06:31:21 PM
RE: rickmastfan67 - That lane transition pic is AWESOME!  I continue to be more intrigued with each progress posting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 25, 2007, 06:50:38 PM
Quote from: rickmastfan67 on December 25, 2007, 05:27:07 PM
Doo-be, doo-bee-do. $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-2_RHW-4_Transition_Pair.jpg&hash=8f4aee043d065f2ebd75d03e996eaf179cb3a376)

Just what the doctor ordered  :thumbsup:

Just have to figure out why with the RHW only a small if any traffic uses the RHW but as soon as I replace it with a Maxis highway, usage is back up at expect levels of 3000 cars for a border crossing  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 25, 2007, 07:01:59 PM
Quote from: Palpatine001 on December 25, 2007, 06:50:38 PM
Just have to figure out why with the RHW only a small if any traffic uses the RHW but as soon as I replace it with a Maxis highway, usage is back up at expect levels of 3000 cars for a border crossing  ()what()

RHW-4 connections to another city don't work yet.  You need to use a RHW-4 > AVE > GHW to cross to the next city or a RHW-4 > AVE > RD > RHW-2, or RHW-4 > AVE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 09:10:23 PM
Will the RHW v.20 be available in euro textures?

regardless i will download this   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 09:21:48 PM
The RHW v20 will be... once I get over my frustration with Photoshop's inability to draw dashed lines correctly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 25, 2007, 09:27:46 PM
thanks for the quick responce, i prefer euro because it blends better with the asphalt avenues
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 25, 2007, 09:30:34 PM
No problem.

Does anybody know a good program that combines the flexibility of vector graphics with raster graphics? I'm currently switching between Photoshop and Illustrator, and let me say that it's freakishly annoying, because Photoshop has the inability to draw nice, lovely dashed lines, where Illustrator does, but does not allow easy conversion between PS and I. Would Paint Shop Pro allow me to do this?

Curse you, Adobe.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on December 25, 2007, 09:49:27 PM
Photoshop can draw nice, dashed lines.  But you can only manipulate them once.  Illustrator can export or layer with bitmaps if you wish, and Photoshop can use shape layers.

It's all about whether you have the skill or not.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 25, 2007, 10:22:24 PM
Quote from: Shadow Assassin on December 25, 2007, 09:30:34 PM
No problem.

Does anybody know a good program that combines the flexibility of vector graphics with raster graphics? I'm currently switching between Photoshop and Illustrator, and let me say that it's freakishly annoying, because Photoshop has the inability to draw nice, lovely dashed lines, where Illustrator does, but does not allow easy conversion between PS and I. Would Paint Shop Pro allow me to do this?

Curse you, Adobe.

Hey, they have to do something to get more $$$$$!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on December 26, 2007, 02:21:00 AM
Hi! Since I'm a newbie here I'd like to ask the senators some questions about the RHW/MIS project... of course after some respectful compliments for the astounding work (the very last picture is incredible...). ;D

1- Why has the rhw13 been made unavailable for downloading? Now I cannot get any RHW....(Yes... I cleaned my plugin folder...). However, I'll wait the 20 to come :D
2- The MIS looks very good, but looking at the pictures I've noticed some texture differences between the RHW texture and the puzzle piece's one. Will they be fixed?
3- Will the RHW20 have smooth curves like the ones for the roads? They'd be great...

Thank you in advance.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 26, 2007, 02:53:25 AM
1. Because it's obsolete. ;) We have to force people to upgrade to 20 because of a number of things that have changed in the implementation of the RHW.
2. They're being done as we speak. James (rickmastfan) is making his way through the puzzle pieces.
3. Curves are coming. They're ready functionally, all that needs to be done is the addition of textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 26, 2007, 02:55:53 AM
Well to answer your questions:

1:

Quote from: Tarkus on December 14, 2007, 09:26:34 PM
The main reason for the discontinuation of v13b is to simplify support and prevent any issues that may arise from obsolete versions still being available.

2: I believe rickmastfan67 has complied some darker textures for some of the puzzle pieces that are wrongly textured

3. Here (http://sc4devotion.com/forums/index.php?topic=112.msg101553#msg101553), dedgren (one great guy) has started to make more of the curve pieces, and also Heblem did start some of these here (http://sc4devotion.com/forums/index.php?topic=3024.msg93359#msg93359) but has been MIA from this topic for a while. I dont believe that any of the NAM team have officially been recreating the smooth curves. But i might be wrong


well that was a waste of my time :p damn Shadow Assasin... LOL

Hope this helps

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on December 26, 2007, 03:01:25 AM
Oh, yes! Thank you for the reply, you told me what i wanted to hear... ;D

BTW, I'm quite good in texturing, so if you need one more "artist"... feel free to ask anything, I'd like to help.

Edit: Regarding dedgren's curves, i casually saw them yesterday and RHW immediately came up in my mind...

2nd Edit: I see that Tarkus has changed the status of RHWv13 in thread header from DISCONTINUED to No longer supported.... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 26, 2007, 05:08:16 AM
@Shadow Assassin:  I was about to post a reply telling you that PhotoFiltre can draw perfect dotted lines...but it can't, so I think that's two of us wasting our time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 26, 2007, 11:22:43 AM
WOW Stunning work James that is soooooo flawless and SA to answer your question I talked to my mom who uses Paint Shop Pro and simply put YES....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on December 26, 2007, 01:11:38 PM
Hail to the RHW v20! I am loving this so much and can't wait to finally get a highway connection that doesn't look so urban! I must bow down to your extraordinary modding and texturing skills. Is there a timeframe yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 26, 2007, 01:22:47 PM
Quote from: Pat on December 26, 2007, 11:22:43 AM
WOW Stunning work James that is soooooo flawless

Hehehehe, thanks. ;)  Took me a few hours to find the proper settings to darken the puzzle pieces so they would match the regular RHW-2/RHW-4 in-game. ;)

Quote from: Shadow Assassin on December 26, 2007, 02:53:25 AM
2. They're being done as we speak. James (rickmastfan) is making his way through the puzzle pieces.

Just want to make a quick comment to this one.  I'm working on the newer pieces when I get the chance.  What Alex has mostly been showing you are his own prototype textures that he needed to test in SC4 to make sure all of the paths and other stuff would work.  I've mostly been working on the new stuff for the RHW-2 to get that network upgraded to RHW-4 standards. ;)  Plus RL has been hitting me hard, so I don't always have time to upgrade the textures.  So, I don't know how many of the new beta textures will be upgraded to current standers by the release of v20.  But I can assure you guys, I'll get them done for all future RHW releases after v20. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 26, 2007, 01:30:36 PM
@tracker: last i heard, we were going to release it just in time before the rapture  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 26, 2007, 03:13:47 PM
This looks really great  :thumbsup: !

I can't wait for the euro textures to be created, but until then I will be using the RHW with the US ones (which are looking great BTW).

I should make a very nice *cough* New years present *cough*  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 26, 2007, 04:38:45 PM
Wow!

Where's that drool smiley?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 26, 2007, 06:32:52 PM
WOW!

Stunning job, rickmastfan67! Things are coming together nicely here! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 27, 2007, 02:24:48 AM
QuoteSA to answer your question I talked to my mom who uses Paint Shop Pro and simply put YES....

That's great to hear! It'll definitely make the lines easier to create. Maybe I'll download PSP from the official website and give it a try.

QuoteI can't wait for the euro textures to be created

They're being brought up to date. Except I'm looking for a decent program that does what I want it to do (probably will get Paint Shop Pro).
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on December 27, 2007, 10:52:56 AM
 &apls &apls &apls &apls

This is just awesome!
Thank you guys for all your work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 27, 2007, 07:47:22 PM
Wow.  I am just loving everything I see here!  I don't usually comment on "teaser" photos, but what I have seen so far has been fantastic!

I cannot wait to try this new version out!  Everything looks spectacular!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 28, 2007, 12:39:59 AM
Quote from: rickmastfan67 on December 25, 2007, 07:01:59 PM
RHW-4 connections to another city don't work yet.  You need to use a RHW-4 > AVE > GHW to cross to the next city or a RHW-4 > AVE > RD > RHW-2, or RHW-4 > AVE.

Ok me feel like a noobie, I am sure someone has toldme about this before... never mind, better go and replace the old highway with RHW again although which holds more  ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 01:57:35 AM
The only reason why it doesn't work in another city tile is simply because of a limitation with the RULs. While it's possible to have a RUL overriding the texture in the next city tile, it's hard to implement.


Actually, I think either Alex or Jason will do a better job of explaining it. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: henryking on December 28, 2007, 05:40:44 AM
Quote from: rickmastfan67 on December 25, 2007, 05:27:07 PM
Doo-be, doo-bee-do. $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-2_RHW-4_Transition_Pair.jpg&hash=8f4aee043d065f2ebd75d03e996eaf179cb3a376)

I just asked myself wouldn't this third design be cool, so I just changed the image above a little with paint  :P :(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7606%2Frhw2rhw4transitionsolowup7.jpg&hash=762b337612217da05f14a260217666a6e4236038)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 05:43:22 AM
It'd certainly be possible, but the main issue is well, will it be added? Then again, Tarkus has done stuff with the RHW that makes that addition of a puzzle piece simple indeed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 10:39:06 AM
Alex and Rickmastfan67, everything you show looks fantastic  :thumbsup: but you receive enough compliments  :D

I have a question: What we will be able to do around MIS pieces? I think about sidewalks, grass, dirt and other textures.
Do you provide any fillers or something else?
I'm asking about it, because we all know it's impossible to put any texture around the road/rail long turn, so I'm curious what about these new pieces?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 28, 2007, 12:50:34 PM
Ennedi: I can't say for sure as I'm not part of the RHW team, but I would say no, as fillers would be lots and the NAM doesn't make/release lots
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 02:08:27 PM
Tarkus.. are you planning to release RHW V20 on the first of January?? is it going to be the first uploaded project in 2008!?  ???
because that would be one hell of a new year present!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 28, 2007, 02:10:46 PM
I've always wanted to say this

It will be released when its released


I'm sure that's what Tarkus will say

and anyway, why would they want to release on such an obvious time

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 28, 2007, 02:25:57 PM
LoL I bet the release date is going to be 888 hehehe  ;D :D being sarcastic of course that i am...
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 28, 2007, 03:05:08 PM
Quote from: henryking on December 28, 2007, 05:40:44 AM
I just asked myself wouldn't this third design be cool, so I just changed the image above a little with paint  :P :(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7606%2Frhw2rhw4transitionsolowup7.jpg&hash=762b337612217da05f14a260217666a6e4236038)


I plan on doing something like that in the future for v21 or a later realease. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 03:29:29 PM
boy do i got a surprise for you guys, but you all will have to wait 30 mins or so for a screenie  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 28, 2007, 03:35:33 PM
Can't wait...  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 03:54:19 PM
Quote from: Warrior on December 28, 2007, 12:50:34 PM
Ennedi: I can't say for sure as I'm not part of the RHW team, but I would say no, as fillers would be lots and the NAM doesn't make/release lots

Thank you Warrior, so I will change my question:
Did anybody from the NAM team think about such need?
Would be possible to use any existing fillers around MIS pieces?
If not, wchich conditions should meet such fillers if somebody would like to make them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 03:55:43 PM
i know they will say it will be released when it's released..
the MAPP team did the same thing, the first of January 2007.
i just can't wait to get busy with the MIS-system!
Great work Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 03:57:30 PM
Ya guys should really stop guessing the release date and enjoy and anticipate what will be in store  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 28, 2007, 04:11:13 PM
I guess you're right.. we can't change the release date no matter how much we guess..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 05:09:08 PM
ok guys i know you all have been waiting patiently for that screenie but first id like to show you a pic of a T-interchange 20 miles east of my house:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F2671%2Ftinterchangehd8.jpg&hash=53699856c1eda68a529a5ceabb733075a4ba06f0)


Now I show you.....Introducing the RHW version of that T-interchange:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F1083%2Frhwtqc6.jpg&hash=dd6cae3e39f5e48a1b77e1a00ea40fd1b43b2124)

I had to slightly modify it but it still looks as close to the one in the RL pic. I will have to warn you..if you want to make a really good interchange using this upcoming release, it will take a while getting used to and some terrain leveling. for some of you who have buddybuds underpass lots he released on his old underbridge thread at ST that is what i used. there are other ways to do the same thing by using road to subway lots so have fun enjoy the pic and STAY TUNED!  :thumbsup:  The release is sooner than you think  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on December 28, 2007, 05:13:50 PM
Oh stop it...I can't take much more of this teasing.  Let me get my hands on it already. 
::)
Ahem, What I meant to say is good work there.  Can't wait for the release.  Ahem
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 28, 2007, 05:16:43 PM
Wow Filasimo!  That wait payed off!  Excellent trumpet interchange!  Is that CURVED RHWs that I see there?  Is that even real? 

Excellent work with making it so realistic!  Great median, and overall design.  The lighting's great too!

The only thing I don't like about buddybuds underpass lots is that road traffic cannot pass through, so you won't see the cars on the other side.  Also, they are not UDI compatible, unlike the NAM underpasses. 

Anyways, great work with that and I am really looking froward to another release.  Jan 1st, 2008, Jan 1st, 2009, etc.  Take your time with this.  Perfection takes time!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on December 28, 2007, 05:20:22 PM
Looks really good - as I see you made long turns for RHWs, am I right?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 05:26:15 PM
@ hal: this really wasnt the point of showing if his works or not it shows the potential of the upcoming version and also i did note this:


Quotethere are other ways to do the same thing by using road to subway lots

anywho hope you all enjoy the pic
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on December 28, 2007, 05:54:54 PM
Wow Filasimo, that's lookin pretty good!  This "sooner than you think" stuff is killing me with suspense.

I'm gonna go faint now.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on December 28, 2007, 06:17:24 PM
@Filasimo, that trumpet interchange rocks!

This may be a dumb question....but will it be necessary to use one of these underpass mods rather than having RHW overpasses in order to create fully grade-separated interchanges?  I searched back about 20 pages worth of this topic but couldn't find an example of an RHW over RHW overpass.  (Found lots of examples of other network types going over an RHW...)

Either way, y'all have created something really cool that I can't wait to use in my cities!  &apls 

Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 06:59:10 PM
actually it was a set that buddybud made that was a beta version i used..as for the RHW overpasses thats in the works as well and will be released in whatever version it will be released in  ;) you can always transition the RHW to a One Way Road and let it go under the terrain creating a tunnel, thats another trick. there are other various road to subway sets you can use as well such as Blahdys Big Dig stuff, the SFBT stuff, and any other i missed out, theres quite a few of them  :-[ anyways hope that answers your question  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 07:19:02 PM
That is brilliant. Shame there's a lil bit of a bottleneck there... four lanes merging quickly into two. :P

Ah well, we can't do anything about it...yet.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 28, 2007, 07:25:04 PM
Ryan that is looking real good and a great job on that....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 28, 2007, 08:32:16 PM
I just couldn't resist one-upping Ryan...  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhw_show.jpg&hash=fd005fb062fa1402f487ba26a4e628fdbfeb24b5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 08:33:48 PM
meanie!   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: iamgoingtoeatyou on December 28, 2007, 08:40:18 PM
Looks very interesting, I'll be looking out for some more progress shots, and anticipating the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 28, 2007, 09:22:26 PM
Heres a question, is there gonna be a piece that merges two seperate one lane MIS ramps into a two lane system? It would make for simplier trumpets.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on December 28, 2007, 09:24:55 PM
Brilliant work on those interchanges, friends! I'm boiling over with anticipation!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 28, 2007, 09:26:19 PM
Hmm... 2 team members using curved RHWs, yet no information has been given about it.  Is this a suprise, a trick or a treat?  Whatever it is it looks great and I hope that its included with the next version!

Keep it up guys!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on December 28, 2007, 10:33:20 PM
Shadow, Ryan (Filasimo)...

...my heart, my heart...

Got. To. Hang. In. There. A. Little. Bit. Longer...

Argggggh!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 28, 2007, 10:34:48 PM
David, you seem like you're in need of a virtual AED unit.  Hope you feel better soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 28, 2007, 10:35:03 PM
@ kitsune: slow down buddy hehe this is only V20 we still got V.## after this  ;)

@David:  "we need 20 CCs of morhpine stat!! oh no hes going into shock "CLEAR!!!!"........   :D

@hal: easy there, simmer down have a banana, STAY TUNED!, we dont just photoshop networks to make it look pretty if that gives ya any ideas because thats not what we stand for ya should know that by now  %wrd
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 29, 2007, 12:00:16 AM
Amazing interchanges, guys. I'm very, very impressed with all the hard work you all have done with the RHW.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: sauron620 on December 29, 2007, 12:13:38 AM
Woow ! so realistic  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on December 29, 2007, 04:01:16 AM
When this v.20 comes out... I hope I won't drool the keyboard to its death  ()stsfd() :-[    Why did Maxis not think of a MIS? They're missing a lot of cash this way  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on December 29, 2007, 05:49:57 AM
Quote from: Sim_Jesse on December 29, 2007, 04:01:16 AM
When this v.20 comes out... I hope I won't drool the keyboard to its death  ()stsfd() :-[    Why did Maxis not think of a MIS? They're missing a lot of cash this way  :P

Still waiting...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 29, 2007, 07:09:37 AM
OMG!!!! Those interchanges are amazing!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 29, 2007, 08:12:04 AM
sooner than you think.... damn.. can't wait.
finally i'll be able to make my own trumpet interchange!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 29, 2007, 08:30:50 AM
Quote from: Filasimo on December 28, 2007, 10:35:03 PM

@hal: easy there, simmer down have a banana, STAY TUNED!, we dont just photoshop networks to make it look pretty if that gives ya any ideas because thats not what we stand for ya should know that by now  %wrd

LOL, I'm calm!  I know you guys don't photoshop networks, but I can't believe that there exists a curved RHW puzzle piece!  Give yourselves a pat on the back, this will make the RHW even more realistic!

Patiently waiting as always,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 29, 2007, 01:35:04 PM
OK I heard someone needed a IV push of Morph, oooh errr I see he went flatline, shoot im late again.... Anywho looking good both Ryan and SA...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 29, 2007, 04:16:31 PM
Rivers of drool....rivers of drool.....

GOOD GOD SO MUCH DROOL!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 29, 2007, 05:49:26 PM
Nice pics, I noticed the merge going down before the viaduct though.
Merging onto the expressway is hard, but its even worse when I have to on a ramp, twice, meaning the ramp starts 2 lanes, for 2 sides of traffic from the road to turn on at once, but then you have to again, before the ramp reaches the actual expressway. In fact this was today, except then, I had to go across 3 lanes of traffic to make a left turn up ahead, so I don't get boxed in. Maybe there should be some sort of lane light, specifically for the highway, hypothetically for realism.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2Frampsignals.JPG&hash=fdb7f69ebfd94c26036515b0bc8bd1ee3a10baab)
NOTE: in this picture, yes you may have seen this before, but these pylons weren't all designed for intersections, but ramps.  It was oh I don't remember, there was another team, the sign team or something who made this, pylon stuff for ground, and avenue. The last I saw was with the big dig pak. Will stuff like that get done for this? I understand thats a diffrent division, but I thought the same department. The dimensions across fully a 6 lane RHW are different than ghw, and 4 lane RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 29, 2007, 06:01:18 PM
Quote from: Haljackey on December 29, 2007, 08:30:50 AM
LOL, I'm calm!  I know you guys don't photoshop networks, but I can't believe that there exists a curved RHW puzzle piece!  Give yourselves a pat on the back, this will make the RHW even more realistic!

You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

He also did a lot of the groundwork on the RHW-2-to-4 transition as well.

Just to let everyone know, we're on Alpha Build 06 for v20 at the moment.  It's edging ever closer . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on December 29, 2007, 06:18:51 PM
Quote from: Tarkus on December 29, 2007, 06:01:18 PM
You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

I also want to make a note about those.  As of right now, they don't match my current textures.  Unfortunately, I will not have the time to finish the upgrade process to the to match the default textures for v20.  They should be fully upgraded by v21.  I might even release an texture update patch sometime in between v20 and v21.  Same with other pieces.  It will just take time.  Same with the upgrade of the MIS pieces since they are still in the beta mode with the textures Alex created himself based off mine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on December 29, 2007, 06:38:38 PM
Holy cow I need this so badly for my Palmont City recreation project!  I'm willing to wait until 2010 for this...
@JDub: Did you base the traffic signals on something close to home?  I've never seen signals like that before and we have several rural highways by my house, which is pretty much in a rural area.
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 29, 2007, 06:46:23 PM
@yoshiland2 Okay, I don't know if you played EA's Need for Speed Underground, but this is based on those. I will be frank, I took the pylons from the custom naming ground highway signs, and canned the signs to replace with signals. Theyre just stand alone, so its a lot on every corner, overhanging. But if you really want them, I can email them to you. (don't post it publically!) I just put rhw to oneway to do this. I don't know if you have BAT, but if you did, maybe I can send you that file instead, with that you can have custom named street signs. That would be an impressive city journal, but I can't come up with street names, so sadly I didn't put that in my own game. If I change these a little more, maybe reduce the bars across and, do some retexturing, with eliminating the hwy pylons inbetween the bars, these can look like wire hung lights, oh that would be awesome, can't wait to try! Sorry if this got off topic. However, I think some sort of device where the MIS ramps meet the road may be needed, maybe not so elaborate as mine.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2Fwired.JPG&hash=42f9dbdcc7051e10be9bab4e0fc1c926b8c8610c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2Fwired2.JPG&hash=d798b0aa93591c0ab4c6eaaed6ba349855e8cae1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 29, 2007, 08:36:57 PM
Quote from: Tarkus on December 29, 2007, 06:01:18 PM
You can thank lurker/modder extraordinaire Alidonkey for those new RHW curve pieces.  There are four total pieces in the set, which will be a part of RHW v20:

RHW-4 Double Curve
RHW-4 Outer Curve
RHW-4 Inner Curve
RHW-4 Lanes Shift (an S-Curve)

He also did a lot of the groundwork on the RHW-2-to-4 transition as well.

Just to let everyone know, we're on Alpha Build 06 for v20 at the moment.  It's edging ever closer . . .

-Alex (Tarkus)


OMG Faints......................

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.freesmileys.org%2Fsmileys%2Fexcited001.gif&hash=1190fd2fda8bf29a1f8c74d0d2edc5d6f7d68948) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.freesmileys.org%2Fsmileys%2Fexcited002.gif&hash=70ed14ab6743b2755274394f5ea368258d875ad7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on December 30, 2007, 03:53:28 AM
thank you Alidonkey!
those curves are amazing!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on December 30, 2007, 08:16:24 AM
Ha...yes, I have the BAT, and have played (and beaten) NFS Underground 2 and NFS: Most Wanted; right now I'm working through NFS Carbon.  I've already made Bayview and Rockport, and thanks to the NAM Team, recreating the highways is all the more easier.  I can make highway signs by myself, so thanks for your help, but I don't need them.  I was just wondering, because I've never seen RHWs with signal gantries like that. 

On a more related note, I was thinking of possibly making my own interchange for this project.  Only thing is, I could make the basic model, but I may have to send it to someone to do the texturing so it matches up with the rest of this beautiful work.  I'll post pictures soon if I can. ;)
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 30, 2007, 08:19:42 AM
@ yoshiisland2: I LOVE NFS Underground!!! Could you post some pictures of your recreation?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 30, 2007, 02:29:33 PM
I like the shopped image there, would have many uses in the border regions of Solaria  :thumbsup:

Better get cracking with some home made fillers too  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 30, 2007, 05:44:39 PM
Don't these remind you of Need For Speed? I made them stand alone for RHW as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fthebestfilmakerever.googlepages.com%2Fneed4speedtrafficlights.JPG&hash=4c354d3ff349166ec74a0ed5bf258c369146cb19)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 30, 2007, 05:51:07 PM
@jdub: if you are going to show your own work, please open your own thread in the appropriate section mmmkay? and 2007 is coming to an end so id want to wish everyone a happy new year!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 30, 2007, 06:41:26 PM
It'd be better for you to open a new thread with your work, because the NAM has a policy of not using lots. Your implementation of this traffic light set uses lots, so it technically can't be posted here. ;)

Plus, it's non-NAM-certified content. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on December 31, 2007, 09:15:44 AM
I see a new tutorial thread.

I've got a good feeling about this.........
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 31, 2007, 09:33:35 AM
My appologizes, I did not intend to show off, anyway, its just some suggestions for some sort of network props, for the MIS, exits/entrances to avenue-not necessarily that pic, but a suggestion. If you want a new thread okay, but I only brought that up to move the conversation forward from NFS to  the point that some people, including yours truly, would like to see signs, street lights, and traffic lights. I think those network props would be a very good compliment to RHW mis. I thought that was getting done at one time, but I don't see those network props anymore in you guys' recent pics. Unless I am mistaken, please correct me if I'm wrong. I thought Alex made the stand alone speed limit sign lots for RHW. Besides the fact, as you can see, look at the avenue closely. That is NOT a TE lot, but the original intersection, and there is no way to make Avenue te lots, especially intersections is there? I honestly never have and never will. Also, we all know there is only one way to remove those ATL traffic lights from the Ave intersections and only one program to do it.  I wouldn't say its entirely my own work on those lights. I also don't have MIS, as it is in developement, so I can't add network prop to that. At any rate, Happy New Year.  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 31, 2007, 10:48:00 AM
@jdub: as we keep telling everyone else: aside from this we have a life and this is our hobby. the pic with the speed limit signs and stuff were development pics (keyword development) and will be implemented shortly. at this moment were more about proper functionality not eyecandy and that part will come once the functionality aspects are ironed out with what we want to have released for you guys.you just dont realize how many lines of coding the modders have to go through do you?  now sit back, releax, have a banana and STAY TUNED we have everything under control ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on December 31, 2007, 01:31:49 PM
hmm..about that "It'll be released sooner than you think" thing, im thinking anywhere between new years and the 15th? Release it in 6 month intervals? j/w. But hey, you might have gotten it all done like a month ago and are teasing us  ;) you never know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 31, 2007, 01:42:01 PM
That's the NAM Team for ya!

Functionality first, eyecandy second, released when it's ready and working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on December 31, 2007, 02:47:26 PM
Hello J-Dub, I was going to send this via PM, but I think it would be best to do this publically.

There is one thing I must say about you, you are persistant!

We have gone over the TE Lot issue before.  This is why the NAM Team has its #1 policy of no Lots.  The deep reasons why only recently came out but the Team has known that they caused issues but didnt know why.  Thank you Mott for all that information.

I understand your want and need for network props.  I want them too.  The issue is, there is too much to do in Network Modding.

- As you have learned from your attempts at textures, it takes a talented person to do textures.  Currently we are lucky enough to have 4 or 5 good texture artists for the team.  And these guys keep Tarkus and I busy most of the time.  Adding a new texture can add another 30 lines for RULs or more.

- Tarkus and I are the RULers of the team, there are a few others that do rogue things from time to time like Memo.  Tarkus has more experience than I, my expertise is only in one RUL type whereas Tarkus works in 3.  If I knew how to edit EffDir files I would be able to work in the other two that he can, but I havent had time to learn that yet.

- There is model making, there are a limited number of people we can goto for models.  Modelling entails not only network props, but also entails a completely different type of modelling as well.  For highway on and off-ramps there is a different process for modelling.  It is more complicated and takes much longer hence the reason only a few new on-ramps have ever been made.

- There are T21s (Network Props) as we discussed before, these are limited to an extent but are very useful.  There are only 2 people who can do these at the moment who are active.  Andreas Roth and Jeronij.  Buddybud, might be able to do these aswell from his experimenting with underbridge scenary.  All, 3 of these people have their own agendas and are VERY busy people.  Andreas Roth is one of the leading members of the NAM Team for organization.  Jeronij has a website to run and Buddybud has his own project.  So, the people that can do it cant.

To build a new network it takes a minimum of 5 people that can do all this work.  It is alot of work, but a limited number of people to do it.

Again, I understand the need, want, etc of having these network props, but unless you learn to do them yourself it really isnt going ot happen for a long time.  The goal of the NAM Team is functionality before cosmetics.  And unfortunately, that means Network Props are the last thing on our minds.

Please, understand that there simply is not enough time to do what everyone wants and we can only do what we can do.  Once again I am always willing to help someone learn, because it gives me a chance to learn aswell, but the person has to want to learn.  If you are willing to learn, I am willing to help to the best of my knowledge and try to learn more myself to help you out.  Unfortunately we dont have the man power to do it for you.

JPlumbley
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 31, 2007, 04:19:10 PM
Great work, can't wait, the release must be getting near now!

Oh, and happy new year!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on December 31, 2007, 09:19:13 PM
Quote from: c0rnh0li0 on December 31, 2007, 09:15:44 AM
I see a new tutorial thread.

I've got a good feeling about this.........

had a feeling it was coming out for the new year. Yipee!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on December 31, 2007, 10:59:52 PM
hmmmmmm....Happy New Years Guys!  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F3686%2Frhwshowcase1ep9.jpg&hash=dab0de19597d99ff7b8d156fe46e95a84e4e3d72)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on December 31, 2007, 11:02:32 PM
59 minutes left of 2007 here. Happy New Year to all! That image is cool. Gives new meaning to gamer art.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 31, 2007, 11:03:15 PM
I see someone is taking up a certain trick, how cruel ......... 

Edit:
Online
Tarkus    02:04:39 AM    Posting in RHW ("Rural" Highway) Project and MIS (Modular Interchange System).

Its coming, I can feel it! :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2007, 11:07:38 PM
Quote from: Kitsune on December 31, 2007, 11:03:15 PM
I see someone is taking up a certain trick, how cruel ......... 

We learned from the best. :D

Quote from: xmike1991 on December 31, 2007, 01:31:49 PM
hmm..about that "It'll be released sooner than you think" thing, im thinking anywhere between new years and the 15th? Release it in 6 month intervals? j/w. But hey, you might have gotten it all done like a month ago and are teasing us  ;) you never know.

It's been gone through several new Alpha Builds in the past week. The whole 6-month thing is nothing more than a coincidence. :D  Watch for us to change things up a little in the future . . . after all, we like to surprise people. ;)

As far as the actual release of RHW v20, I can't say too much.  Other than "Happy NAM Year"!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on December 31, 2007, 11:14:13 PM
Hmmmmmm

Ok then I'll continue to wait patiently, in the mean time I'll go and play with the other updates
Title: Re: RHW (RealHighway) - Development and Support
Post by: socomseal45 on January 01, 2008, 12:55:35 AM
I was going to download this, but found it was locked... :'( I am patiently waiting for this to come out. It looks great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 01, 2008, 01:21:06 AM
Looking good there Ryan ;)  Happppppy New Year everyone!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 01:49:12 AM
Just a heads-up: the Euro mod for RHW has been locked on the LEX and STEX.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 04:34:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhw_preview_new_set.jpg&hash=c9b234a1a098126530e962a6885432d814649005)

So, for the Euro junkies out there, your thirst will soon be quenched. :P

But I'm not gonna release it yet, after all, I've only got the basic set done, not the advanced stuff (such as the MIS).


These are the final version of the textures, too.


EDIT: You'll also notice that the paths incidentally match up perfectly to the wear lines on the textures... I was surprised to see it do that so perfectly. LOL. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Fpathsofrhw.jpg&hash=994277970e629a59a9fa3c9d96099d8d8212e927)

Picture taken with DrawPaths cheat on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 04:44:01 AM
Hey guys,
The RHW V20 Reference Guide is out for wandering eyes to see whats in store for the next version. The thing is you have to have the mod at the moment!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 01, 2008, 04:47:05 AM
WOW.. thoes textures are particularly amazing... *drool*

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 01, 2008, 06:02:02 AM
Amazing... Really flawless...

Only one question: Where is the download???

EDIT: I want it I want it I want it!

Regarding the euro textures, don't you think that the whole set is a bit too dark related to the other network textures? I'll download it anyway once finished, it is so beautiful...
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 01, 2008, 06:06:15 AM
It's coming sometimes before Christmas 2021.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 01, 2008, 06:28:42 AM
The Euro textures might be a tad dark compared to the in-game textures - but I think they are very appropriate for a shiny new RHW in your cities. :) Looking awesome so far!
Title: Re: RHW (RealHighway) - Development and Support
Post by: M1 on January 01, 2008, 09:15:39 AM
 &apls

At long last! Is the RHW LHD compatible? Are the euro textures LHD compatible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 01, 2008, 09:34:18 AM
Watching at those Euro textures I realized they are exactly as I want them to appear in my own texture mod (i like to edit textures to better suit networks in my cities) so a great applause &apls to you Shadow Assassin! I was wondering if you may need a help in texturing the MIS pieces... I'd really like to partecipate in their realization
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on January 01, 2008, 12:12:52 PM
Quote from: Shadow Assassin on January 01, 2008, 04:34:37 AM
EDIT: You'll also notice that the paths incidentally match up perfectly to the wear lines on the textures... I was surprised to see it do that so perfectly. LOL. :P

Oh, I'm sure you were... $%Grinno$%
I can't wait for v20, but I guess I have to.  For the time being, the RHW does show up in the highway menu, but it doesn't change to the more realistic textures when I drag two networks next to each other.  As a result, I have to hold off making RHW for now.  But the wait is worth it, keep it up!
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 01, 2008, 12:44:29 PM
I take it, that after updating to the New NAM that you can not create divided RHW until v20 comes out?
I've tried a couple of different methods and experiments by installing and reinstalling some of the old mods.
I can either remove the New Nam completely and restore everything back the way it was, or have the new NAM without the ability to create divided RHW. The other method is that by using one of .dat files, I was able to bring back the RHW's, but in the process loose the use of round-abouts.
Any speculations?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 01, 2008, 12:51:43 PM
Sorry for the double post. Didn't realize there was a thread for NAM problems. I've read up on that forum and discovered the answer to what I was seeing. So disregard this and the last post.
As always, the work that goes on is absolutely outstanding and the programmers, modelers, and textures should all stand up and take a bow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 12:54:14 PM
Quote from: M1 on January 01, 2008, 09:15:39 AM
&apls

At long last! Is the RHW LHD compatible? Are the euro textures LHD compatible?

Yes, M1, the new RHW is LHD-compatible.  I tested it thoroughly myself in LHD. ;)

Quote from: blunderclod on January 01, 2008, 12:44:29 PM
I take it, that after updating to the New NAM that you can not create divided RHW until v20 comes out?

That is correct.  It is because the coding on the RHW has completely changed for RHW v20.  v20 will be released shortly, however. ;)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on January 01, 2008, 01:01:42 PM
Great work guys ...Tarkus , I'm sure you noticed this
                                           NAM Update-January 2008--Released January 1, 2007


I know It was probbably pretty late  when you were updating, but I had to point it out cause I have only looked at that page about a million times with the amount of anticipation to pounce on V20 that ....sorry I better stop before I scare everyone! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 01, 2008, 03:56:09 PM
Thanks for your feedback and suprisingly the release again, amazing stuff in there. It is well understood that this developement should not be rushed, but I am pleased to have responses to my questions. The RHW MIS, is this considered as the NEW highway now. I mean, is the Maxis one left in the dust? Where does that fall, I remember when that was updated, arguably the same excitement as this. What about in 10 years, will the bannana stay fresh at that time? I like the  developement, but good point jason-about life. So how long can be wowed with new developement? The one thing is, I went to best buy, and I have to think they keep making new copies of this game. I saw 30 on the shelf there, new packaging, with you guys and all the hype, and for 19 dollars,  I think people will still want to buy into it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 01, 2008, 05:22:14 PM
Quote from: krbe on January 01, 2008, 06:06:15 AM
It's coming sometimes before Christmas 2021.

There it was!

Quote from: Andreas on January 01, 2008, 06:28:42 AM
The Euro textures might be a tad dark compared to the in-game textures - but I think they are very appropriate for a shiny new RHW in your cities. :) Looking awesome so far!

And it could be toned down in subsequent updates :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 05:24:05 PM
Hi everyone-

RHW v20 is now available on the SC4D LEX!  You can get the Windows version here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853).  You'll also need the new January NAM Update in addition to the main NAM file in order to run it.  There have been some technical difficulties in getting the MacOS version (without the installer) uploaded to the LEX, which we hope to have resolved shortly, but that version is currently available on the STEX at Simtropolis [link] (http://www.simtropolis.com/stex/index.cfm?id=19189) in the meanwhile.

A lot of new features have been added, including the much-anticipated new Modular Interchange System (MIS), allowing for a multitude of custom interchanges with the RHW.  For a complete list of features, please see the Readme.  I've also included some more information about the installation process and FAQs in my first post in this thread (which is stickied to the top of every page in the thread).  Filasimo has also been kind enough to write up a very detailed RHW Reference Guide [link] (http://sc4devotion.com/forums/index.php?topic=3355.msg103324#msg103324) as well, which not only demonstrates how to use the new features with plenty of illustrations, it's an entertaining read as well.

Enjoy, and Happy New Year to everyone!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on January 01, 2008, 05:29:04 PM
YES!  Its on my computer...bwahaha.   Thank you so much.  Good bye all.  I have to go play.


:thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 05:34:32 PM
Its been a long time coming and I am glad that we are able to present it to you guys. Guys, PLEASE make sure you read the Reference Guide before you all ask any questions.  :thumbsup:


Now can we say V21? STAY TUNED!
Title: Re: RHW (RealHighway) - Development and Support
Post by: RippleJet on January 01, 2008, 05:51:21 PM
And the feast continues... &apls ...downloaded and installing...

Now, it's almost 4 am... did you have to release this at this hour? $%Grinno$%
I need to get some sleep before going to work... &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 01, 2008, 05:52:43 PM
Well, I uploaded the NAM update after 5 AM my time - and now it's almost 3 already, and I need to update the Garabit Viaduct...  /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: RippleJet on January 01, 2008, 05:56:13 PM
Quote from: Andreas on January 01, 2008, 05:52:43 PM
and now it's almost 3 already, and I need to update the Garabit Viaduct...  /wrrd%&

But you don't have to get up for work at 8 o'clock, Andreas :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on January 01, 2008, 06:12:31 PM
Mwa ha ha...it's only 9:10 PM here, sooo much time left for me to test this thing out.  You guys rock and roll!!!!
&hlp The NAM Team is on fire right now!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 06:19:12 PM
But I've been using it for about a month now.  ;D

But the new features (especially the 6S and added ramp types) have only been around for a week or so and have been edited through three alpha builds.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 01, 2008, 06:23:16 PM
Go NAM Team!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 01, 2008, 07:31:37 PM
Quick question

Do the neibour connection work now?

Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 07:36:47 PM
not at the moment youll have to transition them to an avenue connection until we correct the issue eventually  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 01, 2008, 07:51:05 PM
Quote from: Filasimo on January 01, 2008, 07:36:47 PM
not at the moment youll have to transition them to an avenue connection until we correct the issue eventually  :thumbsup:

Or the FGHW. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 01, 2008, 08:26:46 PM
Looks like my 4-lane OWR-based highway with a rail median will be GONE! Is it still as usual, i.e. businesses and homes cannot be accessed? I know it's been that way before v20.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 01, 2008, 08:33:46 PM
Yup, it's as always disabled for pedestrian paths. I mean, you don't want little kids playing chicken with semitrailers on the freeway.

So, if you want people to access the highway, I suggest frontage roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on January 01, 2008, 08:45:31 PM
WOOT!  Can't can't wait to get this installed....Boy, '08 is starting out in grand fashion....I made a killing in tips at work tonight ;D and we all got a new NAM :thumbsup: to play with.  I don't know how much more of this good fortune I can take.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on January 01, 2008, 08:57:21 PM
Phenomenal work, folks.  You've somehow outdone yourselves yet again.  I can't even begin to think about all the ways people will use this to make even more realistic cities.  I really look forward to seeing what people do with this!
Title: Re: RHW (RealHighway) - Development and Support
Post by: magee_b on January 01, 2008, 09:41:42 PM
I've installed v20 for mac OSX, however there do not  seem to be any of the starting puzzle pieces. The menu icon is there for them, but they are non existent, and the option to tab through them is not there.... any help would be greatly appreciated!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 09:43:42 PM
magee_b, it sounds as if you may not have the NAM Update for January 2008 installed.  The RHW mod itself contains the icons, but the NAM Update contains the RUL files that reference the actual pieces and makes them function in game.  I'd suggest re-installing the NAM Update.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 01, 2008, 09:50:58 PM
Three words:  YOU GUYS ROCK!!!!  &apls &apls &apls

I humbly thank you all.  I have a new game now.

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: magee_b on January 01, 2008, 09:54:39 PM
Quote from: Tarkus on January 01, 2008, 09:43:42 PM
magee_b, it sounds as if you may not have the NAM Update for January 2008 installed.  The RHW mod itself contains the icons, but the NAM Update contains the RUL files that reference the actual pieces and makes them function in game.  I'd suggest re-installing the NAM Update.

Hope that helps!

-Alex (Tarkus)


That fixed it! the updated local file was in the wrong folder... ooops... Thanks for the help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 01, 2008, 10:37:48 PM
You are cruel, Alex, for talking about RHW v20 in the "What is RHW?" post... $%Grinno$%

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 01, 2008, 11:06:46 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F626%2Frhwonelanekn7.jpg&hash=128de9dca924359ec9ebd39b7b9c29f86b62402d)

rhw exit one lane on right cannot turn left.(as you see in picture.)

and... 1 lane to street,road,oneway road request please  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: High5Tower on January 01, 2008, 11:10:21 PM
And again you people have out done yourselves. I installed and tested it out, this is going to be fun. Going to go make a fresh pot of coffee and set down to really give this gem a run for its money. Thank you &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 11:35:31 PM
magee_b, you're most certainly welcome.  Glad I was able to help. :)

mr. v., you're right.  I'm getting that on my end here too.  That will require an update of the RUL files, unfortunately.

Quote from: BigSlark on January 01, 2008, 10:37:48 PM
You are cruel, Alex, for talking about RHW v20 in the "What is RHW?" post... $%Grinno$%

Of course, it's not quite so cruel now that it's released. :D

Hmm . . . maybe I need to start throwing some RHW v21 stuff up there. $%Grinno$%

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 01, 2008, 11:49:33 PM
Quote from: magee_b on January 01, 2008, 09:41:42 PM
I've installed v20 for mac OSX, however there do not  seem to be any of the starting puzzle pieces. The menu icon is there for them, but they are non existent, and the option to tab through them is not there.... any help would be greatly appreciated!  :)

I'm getting that problem as well. Also on my Mac. Except I can get some tabs. But I see no starter pieces, even though I can drag it normally which I thought was not the case with RHWv20.

And to make matters worse the NAM doesn't work. The only new feature that I can find is the Elevated rail.

I have removed the NAM and re-installed it again, only to have it not work as it should. But I haven't tried it without my Plug-ins other than the NAM.

What do you think I should do?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 01, 2008, 11:53:02 PM
tarkus, where to get the rul update files? i cannot find it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 01, 2008, 11:55:42 PM
mr v. : he said hes going to fix it so be on the lookout  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2008, 11:56:02 PM
Hamish, I'd also check to make sure you have the NAM January 2008 Update (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1424) installed.  If you're still able to draw RHWs the old way, it sounds to me like you are still running the old NAM Essentials file from June, but have the "v13 Legacy Support" file from RHW v20 installed.

Hope that answers your question!

mr. v., there isn't a fix available for that issue at the moment (especially since we just found it a few minutes ago--thank you for spotting that, by the way ;)). 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 02, 2008, 12:00:09 AM
Hamish: what's most likely is that you have an old NAM file sitting around somewhere. You will need to install the June NAM [don't install the ANT plugin], then the January NAM update files, which should overwrite the essentials and whatnot.

mr. v: The RUL update file has not yet been uploaded.

Anyways, folks, I should present the RHW v20 Basic version. Basic means that it has no MIS pieces or RHW-6S included at the moment. Once I have completed the MIS stuff, I will upload it to the LEX and STEX.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhwmodadvertisement.jpg&hash=7e19723eaab6d4e06135e52558eb77a2dad94777)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frailmodupclose.jpg&hash=31170f09a7ae8c071a675c79311d42456ee864e6)
Up close, the rail crossing the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 02, 2008, 12:53:46 AM
So she is finally out and already to go for my region

Thanks guys (and girls) for your tireless effort in getting this out

I shall get pics posted in my CJ ASAP showcasing some of the work at city level


On the side, somebody owes me $50 for this being Released on New Years Day... better go find them  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: meldolion on January 02, 2008, 01:12:11 AM
That's great!!! Thank you very much  :thumbsup:!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 02:01:39 AM
OMG You guys are KINGS!!!!!!!!!!!!!!!!!!!!!!! wow... now should i let the DL mannager do it for me or should I go click the link.... ??? choices choices...

BTW. FANTASTIC additions, you guys rock my world LOL

Joe

EDIT: you can tell how wanted this mod is.. already 3590 dl's WOW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 02:20:22 AM
AHA! Revolution has begun! Thank you NAM Team!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: tommiej on January 02, 2008, 03:44:11 AM
Great work!! nice to see that it is released!
Those textures look awesome SA!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 02, 2008, 04:41:00 AM
Thanks for uploading it!!

And looking forward to it, SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 02, 2008, 05:04:35 AM
Quote from: star.torturer on January 02, 2008, 02:01:39 AM
EDIT: you can tell how wanted this mod is.. already 3590 dl's WOW

That download number is counting the downloads of v13b as well.  When Alex changed the file to v20, it didn't change the number of downloads as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 02, 2008, 05:50:30 AM
Tried to DL at ST, but the files were locked. Glad it is here too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mulefisk on January 02, 2008, 06:12:07 AM
Excellent work, SA. Looking forward to using it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 02, 2008, 06:25:47 AM
There is a work around for MIS that won't bend. I found the same problem playing around with it last night. The secret is to continue the diagonal past the turn. It will create an angle "T" intersection. Then go and delete the stub part. This will force the MIS to connect properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 02, 2008, 07:10:45 AM
Great. I have been looking forward to this for weeks. I'll only find out which new features I like best when I have had a chance to try them all out, but the RH4-RH6s transition and the acceleration/deceleration lane ideas look to be very useful. Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: socomseal45 on January 02, 2008, 07:17:51 AM
are the MIS supposed to be with this release? If so, I only have about three or four different things with the modular button
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 07:31:47 AM
Well, MIS is included in the current version...  :P

Just a side note for Tarkus: I think you forgot to update the "What is the MIS" section of the top post of the thread, since it shows this up:
QuoteMIS stands for Modular Interchange System.  It is not available in the current version (v13b), but is in development and will be included in the next release (v20).  

Then a question of mine... Have you planned to release a texture fix for the different textures in puzzle pieces or will we have to wait v21 for perfection? If I remember correctly Tarkus said Rickmastfan was going to edit them, but I didn't understand in which way you are going to release them.
How are you going to improve this mod? It is so great that I cannot imagine any way...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 10:33:37 AM
How do I get the RHW to show up in the Transportation view of the Region view?  I absolutely love the RHW but really want it to show up in the transportation view to get the maximum use out of it.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on January 02, 2008, 10:52:44 AM
dyoungyn: i think it's not possible &mmm

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 02, 2008, 11:54:08 AM
It is possible if you use the drawpath cheat
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 02, 2008, 12:05:55 PM
Quote from: Lollo link=topic=990.msg104258#msg104258 date=1199287907
How are you going to improve this mod? It is so great that I cannot imagine any way...
/quote]

Think wider RHW, Elevated RHW, and Elevated MIS... ;D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 02, 2008, 12:11:27 PM
OMG!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 02, 2008, 12:28:01 PM
Quote from: BigSlark on January 02, 2008, 12:05:55 PM
[quote author=Lollo link=topic=990.msg104258#msg104258 date=1199287907
How are you going to improve this mod? It is so great that I cannot imagine any way...


Think wider RHW, Elevated RHW, and Elevated MIS... ;D

Cheers,
Kevin

Great, cause Flyovers are really what is missing right now - and of course elevated RHW pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 12:55:01 PM
WOW its amazing... but are there supposed to be pedestrian paths on RHW2? if so then great.. but really??? and I have noticed that i can create neighbourhood connections, is it just that they are non-functional, it created it between tiles fine

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 02, 2008, 01:02:29 PM
Sorry for going off topic (or maybe not?...)

I didn't play with RHW for some time and I was surprised a few days ago when I noticed that RHW (v13) is not visible in the regional transport view.
But I was even more surprised a few weeks earlier when I saw both Chrisadams' paths and SFBT Asphaltwege in the transport view - and these are not "real" networks!
So, maybe there is any chance to fix it in future?  ;)

Here is my little test network, I add a highway on the left and road on the right to make orientation easier in the regional view.
You can also see Chrisadams' paths above the RHW and Asphaltwege at the bottom.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F6148%2Fcapture02012008212907li9.jpg&hash=2390996b190090a36c4ddb33366b3f32d08b4cb7)

And here is the transport view from Region Census (sorry for bad quality, it's a medium city tile, I should make more paths...)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4646%2Fcitytest1fw7.jpg&hash=1fdb3463da8700ca931e57a11714bf8a6356dc4a)

The RHW is invisible, but you can see both paths  &Thk/(

At the end - congratulations, I'm playing with the MIS now and I like it  :D

Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 01:09:15 PM
metasmurf

What is the drawpath cheat?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 02, 2008, 01:13:18 PM
the drawpath cheat is an "overlay" created by Buggi with his ExtraCheats DLL available at Simtropolis Here (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=83080&enterthread=y). It essentially shows you what paths different transport types can take

EDIT: looks like my 500th post  thanks Warrior
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 02, 2008, 01:36:39 PM
star.tortuer: congrats on 500 posts
Title: Re: RHW (RealHighway) - Development and Support
Post by: icfan on January 02, 2008, 01:39:39 PM
Bowing, Bowing, Bowing, and more Bowing!  This is excellent, I have been following since it was on STP, you guys amaze me.  I want to taknk you all for your hard work.   &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 03:32:26 PM
Hi everyone-

Thanks for all the feedback and kind words about the new version.  I'm thrilled to see that everyone is enjoying it. :)

At any rate, the Mac version is now available on the LEX [link] (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432).  My apologies for any inconvenience for the Mac users.

We are already getting going on RHW v21, which will expand upon the new features included in RHW v20.  Now that the initial groundwork has been laid for the MIS and the Wider RHWs, it will be easier for us to create more MIS Ramp Interfaces, and get going on producing more RHW variants, like the RHW-8 and 10, as well as the Elevated RHW and MIS, which Kevin (BigSlark) alluded to.  Keep watching this space. ;)

-Alex (Tarkus) 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 02, 2008, 03:57:18 PM
I tried your idea of re-installing the NAM to no avail. It still did not work.

So I tried taking out all the other plug-ins and it, finally, worked!

And I have to say that the new features are amazing.

So I will now have to search through my Plug-ins to find the conflicting one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 02, 2008, 05:49:26 PM
Quote from: Lollo on January 02, 2008, 07:31:47 AM
Then a question of mine... Have you planned to release a texture fix for the different textures in puzzle pieces or will we have to wait v21 for perfection? If I remember correctly Tarkus said Rickmastfan was going to edit them, but I didn't understand in which way you are going to release them.
How are you going to improve this mod? It is so great that I cannot imagine any way...

I will be upgrading all of the MIS pieces plus the new transition pieces.  But it just takes time.  My main focus for v20 was to get the RHW-2 setup upgraded to work the best possible, plus add a few RHW-4 stuff (like the RHW-4/RD intersections) and the basic RHW-6S straight pieces.

Now, I might release a "working" patch for some of the textures once I get them completed.  However, Daytona Nextel Cup testing is coming up as well as the Daytona 500 and I'll be down there and have very little to no time in the next two months to work on textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 02, 2008, 06:06:55 PM
How about a link to those nice bridge pieces that are shown in the read me trumpets?

Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 02, 2008, 07:19:16 PM
How about making is viewable via the Region View.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hamish on January 02, 2008, 07:39:26 PM
Ok so your methods might have worked if you had mentioned the SAM, because it was the old version of the SAM that was stopping the RHW and the NAM to work. This is because there is not a new version, yet, of the SAM for Macs.

Anyway, this is a great addition to the game!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on January 02, 2008, 08:05:56 PM
I was wondering if I could get a link to those underpasses on page 61, they look great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: will_colorado on January 02, 2008, 08:32:57 PM
I think that it is the diagonal street mod that is conflicting with something in the RHW.  I removed that out of my NAM folder and the RHW seems to work fine for me afterwards, although I don't have anymore cool diagonal streets.

&mmm

Has anybody found a way to have both??

Oh yes, and I'm back.........:party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 02, 2008, 08:34:44 PM
Well, I can use the diagonal streets just fine with the RHW... so I don't know what's wrong with yours.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 08:43:12 PM
Quote from: dyoungyn on January 02, 2008, 07:19:16 PM
How about making is viewable via the Region View.

As far as I know, that'd require breaking into the .exe file, which we can't do.  You can, however, get around it using the "DrawPaths" cheat in Buggi's SC4ExtraCheats.dll file in each city tile, and then saving the tile with the cheats turned on.  If you don't have that file, it can be found here (http://host.simvision.net/SC4ExtraCheats.zip).

Hope that answers your question!  I really should add that to my FAQ, since that's a question that comes up a lot.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 02, 2008, 10:17:03 PM
I noticed after I installed the RHW v20 that my vanilla (Maxis) highway wasn't showing any traffic.  Has the Maxis highway been turned off in some way?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhome.comcast.net%2F%7Erecyclerman%2Fpic3.JPG&hash=a81b668f412fc430ad819938e841d4fb5db8166e)


It only seems to be the orthogonal  stretches and not the diagonal.

Thanks,

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2008, 10:59:07 PM
Recyclerman, the Maxis Ground Highway was not turned off in any way as part of the RHW v20 modifications.  I've just tested it here on my end and the Maxis Ground Highways are working correctly for me. 

My guess is that you may have some other modification installed that somehow alters the Ground Highway orthogonal paths in that rather detrimental way.  (The exact path file would be an SC4Path file, Group 0xa966883f, Instance 0x0a001500).  My guess is that it would be a transit-related file of some variety (though stranger things have happened).  I'd try sorting through your Plugins to narrow it down.  When you figure out which file is causing the issue, I wouldn't mind taking a look at it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 03, 2008, 12:51:47 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhwfun.jpg&hash=a33c541868fc3af6f65ece255f6eaf5a67e59b73)

How about them apples?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 12:53:01 AM
Tarkus. I tried out your mod and its stupendous. however I have one question. is it possible to make small loops on exit ramps. a big example of this is the New York State Thruway system. their exits are mostly comprise of T-Shape junctions. have a look at them on google earth. a good example is the one in Herkimer, NY
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 03, 2008, 12:54:51 AM
I don't think the RULs allow the creation of such tight loops at the moment... so you'll have to spread them out a bit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 12:55:35 AM
I see. well maybe I can make a mod for it? how hard is it making this
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 12:58:30 AM
have you tried it first? if not ya should check it out  :thumbsup: if you know alot about RULs it shouldnt be a problem for ya
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 03, 2008, 01:00:26 AM
I have tried the mod ;D and I havent make RULs :-[. ill have to look for tutorials then. where is there a good place for making RULs>  ()what()  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 03, 2008, 01:00:56 AM
SA them apples look real goood!!!   :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 01:04:26 AM
heres the tutorial zack:
http://sc4devotion.com/forums/index.php?topic=2500.0

knock yourself out buddy let us know if youre able to get it to work  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 03, 2008, 01:34:54 AM
Yes, great work on that texture, SA! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 03, 2008, 03:51:25 AM
Oh my godness! These textures are perfect... There is a little color difference but are still wonderful... I'll download the mod as soon as it is completed/uploaded. Absolutely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 03, 2008, 04:13:37 AM
Those "apples" are looking delightfully. :) From what I can see, the puzzle piece textures need to be darkened slightly, but it's barely visible if you don't look closely. Great work so far, I'm really looking forward to use those textures in the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on January 03, 2008, 04:31:12 AM
I have a problem with the new RHW v.20!! :'(  In my tab-cycle, there are a few pieces that say ##intersection placement string missing## or something like that. When I place these pieces, I only get 2 road stumps with some empty space in between  &cry2  The only pieces I can place are the RHW 2 to 4 lane transition and the curved pieces.  &mmm   Also, I think I'm missing the entire "RHW Network Tool" to drag the pieces any further (if I even could, I'm missing the starter puzzle pieces as well  ()what() ). Please help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 03, 2008, 05:32:12 AM
Looks like I got nabbed on a page change, so do any of the RHW makers care to share what bridge pieces those are in the readme trumpets?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 03, 2008, 07:34:39 AM
@Sim_Jesse: Sounds like you have some outdated files in your plugins folder. Do you have the NAM January 2008 Update installed? If not, please do so, and if it still doesn't work, refer to the troubleshooting guide that was included in the "Read Me First" file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nucleofiel on January 03, 2008, 09:16:30 AM
Great Work RHW team :thumbsup:
Now i will never use those Maxis highways again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 03, 2008, 11:00:57 AM
Quote from: recyclerman on January 02, 2008, 10:17:03 PM
I noticed after I installed the RHW v20 that my vanilla (Maxis) highway wasn't showing any traffic.  Has the Maxis highway been turned off in some way?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fhome.comcast.net%2F%7Erecyclerman%2Fpic3.JPG&hash=a81b668f412fc430ad819938e841d4fb5db8166e)


It only seems to be the orthogonal  stretches and not the diagonal.

Thanks,

Recyclerman

how to see that arrows :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 03, 2008, 11:03:34 AM
You need Buggi's (at ST) Extra Cheats Mod. One of the extra cheats is the DrawPaths Cheat, which allows you to see any networks paths for what it can take. You could see pedestrian paths and car paths and ferry paths (I think). I hope I was of any help to you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on January 03, 2008, 11:11:56 AM
Quote from: TopCliff on January 03, 2008, 11:03:34 AM
You need Buggi's (at ST) Extra Cheats Mod. One of the extra cheats is the DrawPaths Cheat, which allows you to see any networks paths for what it can take. You could see pedestrian paths and car paths and ferry paths (I think). I hope I was of any help to you.
oh thankyou :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 03, 2008, 11:17:11 AM
You're very welcome.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 03, 2008, 11:19:16 AM
Those textures look amazing, SA! Excellent job, my friend! Excellent job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: recyclerman on January 03, 2008, 11:31:00 AM
Quote from: Tarkus on January 02, 2008, 10:59:07 PM
Recyclerman, the Maxis Ground Highway was not turned off in any way as part of the RHW v20 modifications.  I've just tested it here on my end and the Maxis Ground Highways are working correctly for me. 

My guess is that you may have some other modification installed that somehow alters the Ground Highway orthogonal paths in that rather detrimental way.  (The exact path file would be an SC4Path file, Group 0xa966883f, Instance 0x0a001500).  My guess is that it would be a transit-related file of some variety (though stranger things have happened).  I'd try sorting through your Plugins to narrow it down.  When you figure out which file is causing the issue, I wouldn't mind taking a look at it.

-Alex



Thank you Tarkus.  You were right, I had some files that I had been working on at one time, trying to make a ground highway two lane off ramp.  Needless to say, it didn't work.    A good lesson for those who think it is easy to mod;  Be patient and leave it to the guys who know what they are doing - the NAM team!!

Thanks again, I'm off to play now!

Recyclerman
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 03, 2008, 01:22:52 PM
Im just wondering , is there some slope moifiers included in the new RHW or is it somehow not based off the "drit road" netowork now? because it doesnt seem to be following the slopes as well as it did...its kinda not changing the terrain at all, and yes, the slope mod is in the folder x_mods... so it does load last

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 03, 2008, 03:28:34 PM
if you are looking for decent slopes use the road tool and drag it down to smoothen the slope. a lil secret in getting a better slope while using a slope mod since some transit networks slope settings are off whack sometimes. also you can use the road tool as a mini levelling tool.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 03, 2008, 03:39:04 PM
Ahh... I wish I was still playing SimCity 4 Deluxe. My laptop however will probably die trying to load the game... There is so much new content here... >.< =(

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr_Pooter on January 03, 2008, 07:42:30 PM
Umm, I downloaded this, right after getting the NAM update, and I'm having problems. First of all, I can't get this RHW thing to work. I click on the tool thing (dunno what u call it...) and nothing comes up. It says to place it when the cursor changes from red to green, but the cursor just stays red... Help?

Another problem I noticed, which I think has more to do with the NAM update, is that I see 2 options for the avenue roundabout and the ANT network. I didn't look to see if there were any other doubles. Any ideas what the problem could be?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2008, 09:05:59 PM
RHW v21 is underway . . . I've been working on getting the other form of the RHW-6, the RHW-6C, going again.  Here's the 6C and its transition to the RHW-4.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F1227%2Frhw6c01032008wt9.jpg&hash=8d1e0848503b4b53f4304f331ccac3a652691487)

There will be more where that came from shortly.

Joe (star.torturer), the RHW is still based off the DirtRoad network (though the "ANT" moniker has been dropped).  There is a Network Placement Tuning Exemplar for the RHW/DirtRoad network included in the .dat, though, which controls the network's slope parameters.  Which slope mod are you using, by the way?  A number of popular ones don't affect the RHW/DirtRoad network.

Mr_Pooter, to answer your question, if you've got two Avenue Roundabout buttons and still have an "ANT Network", it sounds to me like you have some outdated files sitting around--that's the only thing that causes that "red cursor" issue.  Make sure you don't have any outdated transit mods laying around--I'd also suggest removing your NAM folder and re-installing the NAM and RHW.  Here's the order you should use (deviating from this will cause serious problems):

1. NAM June 2007
2. NAM Update January 2008
3. RHW (and any other standalone Plugins, like the SAM or bridges)

Hope that helps!

Back with more soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 04, 2008, 12:10:52 AM
The one I am using is Ennedi's from his MD which should have an affect, the biggest too LOL

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on January 04, 2008, 01:25:43 AM
Fantasctic work  &apls
I wait on SA eurotextures impatiently, they look incredibly :thumbsup: They will look in juxtaposition with alley system homogeneously, it will be possible to make european highway due to that with interchanges.
And one question: if they will be available estacades puzzles over diagonal RHW way in the future? It scants it for complete system only ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 04, 2008, 02:53:09 AM
Quote from: star.torturer on January 04, 2008, 12:10:52 AM
The one I am using is Ennedi's from his MD which should have an affect, the biggest too LOL

Joe

My slope mod includes an exemplar for Dirt Road = ANT = RHW. As I said in my MD it is a beta version, so I'm interested in any feedback from players using it.
Most other mods (BRF for instance) don't include this exemplar so they don't affect RHW at all. Bones1 mod includes it, but RHW placing parameters in this mod are not very restrictive.
Joe, if you could explain what is your problem, I will try to make this mod more comfortable for you (and others I hope  :)). You can do it in my MD or via PM.
One of my goals is to improve the RHW look (such network must look smooth in my opinion), but to make placing it more comfortable in the same time. These 2 goals are opposite and makins such mod is not easy (but I will try  :))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 04, 2008, 03:25:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhwinwork.jpg&hash=f8ee535f52d15f9bd8c90d3fcbc0eb4aa4c53cfc)

Teasing people some more. The MIS has been done [well, the basic set anyway], and I'm working on tweaking the puzzle pieces. You can see what the new colouring for the puzzle pieces looks like by looking at the tile under the overpass.

However, I don't know if I will even do the RHW 2 for this version...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhwmis.jpg&hash=c14131e4e394a7d47a0f07827f0b1ee178016bf3)

The MIS, which has Ramp Type A's prelim texture done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tag_one on January 04, 2008, 03:35:52 AM
ohh I can't wait to download your textures Shadow Assassin, they are so wonderful  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 04, 2008, 03:39:25 AM
Excellent work SA, the difference between textures under the overpass and outside of it is practically invisible  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 04, 2008, 05:35:12 AM
Yes, really wonderful work on these textures! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 04, 2008, 05:45:37 AM
Oh man! I love those.... you're an artist....! The mis ramp is awesome, and so are both puzzle pieces... OMG!

Just two questions:
@RHW team: I've noticed that I cannot make a MIS ramp perpendicular to the RHW itself, and I haven't succedeed in creating ANY sort of ramp with the Type 2 puzzle piece: it just doen't work. Are these issues due to the fact that this is still a beta (or anything else related to the mod) or I do not use pieces properly? Again thank you for your work.. &apls
@SA: At the end of the mis ramp there's a different grass texture, is it your choice or are you going to fix it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 07:23:10 AM
Tarkus, you've said you working on v21, is there any plan to add a new splitter piece? One that converts One Half of the RHW4 into two MIS ramps, like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.glidingeagle.com%2Fimages%2Fsc4%2Frhwsplit.jpg&hash=640ac8fc3b42a5d53d11941e76c4b779b57117c6)

Right now I'm using the RHW2 splitter to do the job, just so that way the interchange can look complete, but one that converts those two lanes into two MIS ramps going the same direction would be extremely nice. In this example, its used to make a B4 Parclo (with two ramps not functional), although it could also be used to do a A4 Parclo, or two A2/B2 Parclos.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sim_Jesse on January 04, 2008, 09:25:35 AM
Quote from: Shadow Assassin on January 04, 2008, 03:25:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhwinwork.jpg&hash=f8ee535f52d15f9bd8c90d3fcbc0eb4aa4c53cfc)

Teasing people some more. The MIS has been done [well, the basic set anyway], and I'm working on tweaking the puzzle pieces. You can see what the new colouring for the puzzle pieces looks like by looking at the tile under the overpass.



Does that mean the yellow line on the Road over RHW puzzle piece will be fixed too?  It looks very ugly IMHO having the Euro-styled road mod...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on January 04, 2008, 09:27:54 AM
i love it SA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JereUsa1 on January 04, 2008, 12:31:47 PM
Great job at v20 guys, you've put a lot of hours into this massive project and it shows, it's AMAZING!!!

Only thing I have to mention and I'm sure you guys are working on it, is a MIS off/on ramp for the 6 lane version. But no worries for now. Thanks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 04, 2008, 01:48:01 PM
Very sneaky SA, hiding the incomplete texture with a tree.  ;D  Great textures though, especially the RHW6 leftways transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on January 04, 2008, 01:58:37 PM
incomplete texture where???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 04, 2008, 02:08:00 PM
Quote from: Sim_Jesse on January 04, 2008, 09:25:35 AM
Does that mean the yellow line on the Road over RHW puzzle piece will be fixed too?  It looks very ugly IMHO having the Euro-styled road mod...

I'm sure Shadow Assassin will fix this as well, however it might be a bit complicated, since the texture for that tile contains both the road overpass texture and the underlying RHW texture. So if somebody wants to use the Euro RHW, but US Road textures, another texture has to be made. Since the Road textures are covered by the SFBT Euro Road Textures Mod, it might be better to include such a texture in this mod (I will make an update for the new NAM items soon).

@mightygoose: It's hidden behind the tree.  :P

@Shadow Assassin: Wow, that looks awesome! Not that the US textures are bad or anything, but this is just so much more familar for me. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 04, 2008, 02:45:19 PM
Quote from: Tarkus on January 03, 2008, 09:05:59 PM
RHW v21 is underway . . . I've been working on getting the other form of the RHW-6, the RHW-6C, going again.  Here's the 6C and its transition to the RHW-4.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F1227%2Frhw6c01032008wt9.jpg&hash=8d1e0848503b4b53f4304f331ccac3a652691487)

There will be more where that came from shortly.

I just want to remind you guys that the pieces shown in the picture above are my old original ideas for the RHW-4 > RHW-6C pieces, hence the bigger reflectors.  Those will be upgraded for the next release. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on January 04, 2008, 03:36:57 PM
The Transition of the RHW-6 into the RHW4 looks awesome, can wait to try it out in Steven's Point!

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 04, 2008, 03:54:22 PM
Worked on this for about 2 hours, but sure looks good once it is done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FAtlantia-District7-1.jpg&hash=4dc18251a04cdd8f9ef19039638d07da3ab7b337)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on January 04, 2008, 04:33:03 PM
Regarding RebaLynnTS's interchange...

First of all, very nice work, RebaLynnTS.  The MIS is such a great addition, and I look forward to future additions by the RHW team.  :)

I have done some similar interchanges to Reba's and have found a very curious effect regarding traffic paths.  In my interchanges, I used an avenue bridge a part of the RHW right-of-way - and the traffic gets off to take the exit instead of staying on the RHW/Avenue Bridge.  When I remove the exit, the traffic stays on the RHW/Avenue Bridge just fine.  I have come to realize the the exit path via the RHW ramps is actually faster than going over the avenue bridge - so, of course the traffic gets off at the exit and gets back on - avoiding the parallel avenue bridge.  As I said, a curious effect, but fully explainable.  But I was certainly puzzled by it for awhile.  I look forward to an RHW overpass (to replace the Avenue Bridge) to solve this curious effect ... someday.   :)

One other thing I noticed...  I can't put Lots on the outer side of the RHW Exit puzzle piece (parallel exit ramp model).  If I do, a graphical error occurs - one block of a reverse ramp graphic shows up off to the side.  Has anyone else noticed this?  I'll have to figure out how to post an example of that someday so I can show you exactly what I am talking about - unless someone beats me to it.  Right now, I just keep all lots away from that particular puzzle piece and everything is just fine.

As aways, thanks to the RHW Mod Team for all of your hard work.  This has been worth the wait.  I love it!!!

Sincerely,
Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 04, 2008, 05:46:06 PM
The pathfinding engine is simply following the quickest path.

The RHW and MIS are at the same speed as the Maxis Highways, making them the faster route than the avenue or OWR overpasses that you are using for the "main line."

To overcome this, I either have the other road pass over the RHW OR draw the two sides of the RHW-4 in the same places the ramps would go, leaving a large median for a future RHW overpass.

Louisiana DOTD uses this tactic all over the state in places where a full interchange isn't needed yet but will be in the near future.

Good luck!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 04, 2008, 06:20:33 PM
Currently, I am more concerned with how it looks than how it works, but it will be nice once it is all done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 04, 2008, 06:25:52 PM
Here's a partial cloverleaf (parclo) interchange I did:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F8705%2Fsabretonjan200119904386xp7.jpg&hash=437b7e1f1326fc2f4c3dd39ae844aa6a4f2e1dba)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 07:22:18 PM
Is it possible to get rid of the sidwalks that appear alongside the MiS in a future version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 04, 2008, 07:28:08 PM
Quote from: Kitsune on January 04, 2008, 07:22:18 PM
Is it possible to get rid of the sidwalks that appear alongside the MiS in a future version?

Yes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nycsc4 on January 04, 2008, 07:59:27 PM
Quote from: Shadow Assassin on November 08, 2007, 01:27:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhwmis_preview.jpg&hash=40da2c50be8fc8051a3b15fdb65e0da400bc9a7f)

Ladies and gentlemen, welcome to the latest version of the Euro RHW mod.

does anybody know where i can get those underpasses?
Title: Re: RHW (RealHighway) - Development and Support
Post by: TopCliff on January 04, 2008, 08:02:09 PM
Quote from: nycsc4 on January 04, 2008, 07:59:27 PM
does anybody know where i can get those underpasses?

They're a BETA by BuddyBud. I think he put the file in his thread over at ST. I hope I could help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on January 04, 2008, 08:08:21 PM
I remember reading somewhere (maybe in this thread) that someone was retexturing and repathing the original Maxis raised highway for the RHW.  Just wondering if there is any news on this.  I'm liking the new version of the RHW so far.  Great work folks.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 08:43:05 PM
Quote from: nycsc4 on January 04, 2008, 07:59:27 PM
does anybody know where i can get those underpasses?

I've asked three times, and finally someone gave me a hint!  ;D

And after an hour of searching through many pages of development, I've found it, woohoo!

http://www.savefile.com/files/78128

or page 25 midway thru: http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=64741&STARTPAGE=25

There ya go, and it looks like I just found a treasure trove, I feel like its Christmas again  :D

Pieces are 6m deep btw.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 04, 2008, 08:54:10 PM
Does anyone know how to dig a hole six meters deep?  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 04, 2008, 09:01:01 PM
apparently kevin careful terraforming is all you can do...unless you know how to edit smoncrie's holedigging lots  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 04, 2008, 09:01:57 PM
Quote from: BigSlark on January 04, 2008, 08:54:10 PM
Does anyone know how to dig a hole six meters deep?  %confuso

My understanding is this: There are two sets, one which go underground automatically, and another that comes out flush to the ground - those need to be 6m difference apparently, the first one I mentioned doesnt need any terrian modification. And, experiment - use the rail tunnel digger and see how it looks .as that one is 8m.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on January 05, 2008, 01:57:40 AM
And my idea on big highway interchanges. I have used a new 90 alley's curves from NAM JAN 2008. Shows there will not be difference with Shadow Assasin's textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq117%2FDanthe73%2FNAM%2520Tutorial%2FInterchange1.jpg&hash=a7a4c5e49421c5650d581213bf37ccb16f569c89)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 05, 2008, 02:01:57 AM
hey danthe,
thats a pretty cool interchange you got there! :thumbsup: ya know you could have also used the gentle RHW-4 dual curves as well  :D but anywho great interchange!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ardecila on January 05, 2008, 02:06:29 AM
Quote from: Filasimo on January 04, 2008, 09:01:01 PM
apparently kevin careful terraforming is all you can do...unless you know how to edit smoncrie's holedigging lots  :'(

Use the "TerrainQuery on" cheat to find the exact heights of your terrain.  Then simply lower it precisely 6 clicks with the lower tool, and use street 1x1s to expand the lowered section.

Use TerrainQuery again to check the height difference.  If it equals 6m, you're in business.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on January 05, 2008, 02:23:28 AM
Quote from: Filasimo on January 05, 2008, 02:01:57 AM
ya know you could have also used the gentle RHW-4 dual curves as well 

But RHW-4 dual curve is 45 only, and whole curve is not even. Shows it RHW-2 curves, connection is visible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on January 05, 2008, 03:08:36 AM
Very good idea to use this curves with RHW.
I didn't use RHW anytime but when i saw Shadow Assassin's textures i think will star  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 05, 2008, 04:05:02 AM
Quote from: BigSlark on January 04, 2008, 08:54:10 PM
Does anyone know how to dig a hole six meters deep?  %confuso

The best advice is

Quote from: ardecila on January 05, 2008, 02:06:29 AM
Use the "TerrainQuery on" cheat to find the exact heights of your terrain.  Then simply lower it precisely 6 clicks with the lower tool, and use street 1x1s to expand the lowered section.

Use TerrainQuery again to check the height difference.  If it equals 6m, you're in business.

If you want to know how to raise/lower only these tiles which you want to move, look at this tutorial (http://sc4devotion.com/forums/index.php?topic=2165.0). If you will set the Mayor Mode raising/lowering tool at the smallest size and strength (Shift 1, Shift F1), you will be able to do it very precisely. You can change the terrain height by 0,5 m without any problem.
After lowering the area you want, level it using street/road tiles, then check the height as ardecila says. If you haven't exactly 6 m of difference, make further regulation.

Edit: Very good intersection Danthe! You showed how to build such network, you know very good how important is terraforming in this case  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 05, 2008, 11:41:03 AM
Well, I just wanted to voice my appreciation for all the RHW and NAM Team members that worked so hard to bring us this new release!  Excellent job everyone, I am looking forward to use it myself in the coming days.

I wonder how many possibilities for the MIS are possible...

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on January 05, 2008, 11:58:45 AM
Hey people, just a quick tip about making 6m holes or embankments, think about combining several hole digger lots. I think you have to raise the ground twice with the lifter piece and then sink it twice with the 12m hole piece ;)

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 05, 2008, 11:59:58 AM
That's an impressive interchange there, Danthe! And you're right, with the textures that SA made, the transition with probably be unnoticeable!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr_Pooter on January 05, 2008, 01:32:17 PM
W00t! I've solved the problem with the NAM on my computer that was causing me to have 2 roundabout and ANT buttons, and to not be able to use RHW. I went to uninstall the RHW and NAM, and that's when I realized that I had moved the original NAM folder into a subfolder. So, when I installed the update, it created it's own NAM folder (in my plugins folder, of course). It was like having two NAMs, which explains the 2 roundabout and ANT network buttons. As for the RHW, I should be able to install that without any issues now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on January 06, 2008, 05:04:15 AM
Is a RHW tunnel or a bridge can be create?
Also, is a eleveted RHW can be make. We can do it whit road, avenue, one-way road. Why not whit RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 06, 2008, 06:23:11 AM
Quote from: ma360 on January 06, 2008, 05:04:15 AM
Is a RHW tunnel or a bridge can be create?

As far as we know, this is not possible.

QuoteAlso, is a eleveted RHW can be make. We can do it whit road, avenue, one-way road. Why not whit RHW

I guess that should be possible - probably it might find its way into the next version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pvarcoe on January 06, 2008, 08:19:17 AM
Excellent work on the version guys. I have been using it for a few days with very good results.

Can the RHW 4 lane connect properly between cities or should we use a avenue piece to exit and enter to the next city?

Am I correct in thinking that we cannot zone directly next to the RHW, the no connected to road zot appears?

Thanks for the great update!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 06, 2008, 08:38:45 AM
Quote from: pvarcoe on January 06, 2008, 08:19:17 AM
Am I correct in thinking that we cannot zone directly next to the RHW, the no connected to road zot appears?

This is correct. The RHW is based on the ANT network, which is treated the same way as the in-game highways by the game (not allowing any road access).
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on January 06, 2008, 09:32:33 AM
So, and I apologize for simply asking as opposed to firing the game up and looking for myself, but I just got up, is it correct to say that the RHW cannot cross game water and cannot cross over other transpo networks (or itself) on puzzle piece bridges.  The latter makes sense, the former...?


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 06, 2008, 09:35:31 AM
Yes, there are no RHW (water) bridges, but you can build a road/oneway road/avenue bridge and connect the RHW with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on January 06, 2008, 09:43:42 AM
Thanks, Andreas- I'll follow up on this on the other side.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on January 06, 2008, 10:02:32 AM
Quote from: ma360 on January 06, 2008, 05:04:15 AM
Is a RHW tunnel or a bridge can be create?

Quote from: Andreas on January 06, 2008, 06:23:11 AM
As far as we know, this is not possible.

I've made the RHW tunnel, only tunnel's entrance not visible.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq117%2FDanthe73%2FNAM%2520Tutorial%2FRHW-tunnel-1.jpg&hash=e7651e3f670f720c7cfaf9e3ce2e85e9c1c217d0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 06, 2008, 10:45:50 AM
OK it is already possible for RHW-2 and RHW if it is not together like an avenue as two tunnels can not be next to each other, just a small tweak and a model should appear.
Not possible
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on January 06, 2008, 11:27:35 AM
The MIS is great, although it takes a while to get used to when making complex interchanges.

I just wanted to know what happened to these pieces (the elevated MIS ramps), and if they will be included in v.21  ()what().

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5569%2Fcuprumaverhwmisjv9.jpg&hash=053ad45a260e7df68400d4702b4ac845755c55c2)

Quote from: Danthe
Quote from: ma360
Is a RHW tunnel or a bridge can be create?

Quote from: Andreas
As far as we know, this is not possible.

I've made the RHW tunnel, only tunnel's entrance not visible.

I am sure Fukuda was working on RHW-4 bridges at some point in time, although I am not sure what happened to them  :( .
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 06, 2008, 11:30:57 AM
@Warrior: It requires some changes to the "slope mod"-exemplar file of the ANT.

@Danthe: However, if I remember correctly, it won't be functional. We have already tried to make street tunnels, ANT tunnels and lightrail tunnels. Although it was possible to use them with UDI, by adding paths, the traffic engine wouldn't recognise the tunnel as a functional network piece. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on January 06, 2008, 12:01:31 PM
Some comments:

1. RHW tunnel:
It is possible to build RHW tunnel.
The original, unfinished Maxis network used to make RHW was called "Dirt Road" (=ANT=RHW). It has it's own exemplar "Dirt Road Placement Tuning Parameters". This exemplar is present in bones1 slope mod, in kt3 slope mod (especially dedicated for RHW) and in all versions of my slope mods.
To make a tunnel we must change the property "MinSlopeForTunnelStart". It was set for 89,5 degrees (making a tunnel practically impossible) and I changed it to 17,5 degrees.
But I did it a while ago. How Danthe did it, I don't know too  :D

2. As I said it's possible to build a tunnel, but the entrance doesn't appear.
Why? I think we simply haven't the entrance model dedicatet to this network.
Why I'm not sure - only think?
Every exemplar "Street/Road/etc... Placement Tuning parameters (every network has it's own) consists a property called "Street/Road/etc...ResourceIds". I checked this property values for each network.
As we know, we can make street and El Rail tunnel (not if you use bones1 slope mod, he blocked this possibility by setting the MinSlopeForTunnelStart to 89,5 degrees, but you can do it using other mods or don't using them). But the street tunnel entrance doesn't appear.
And what about the Street Tunnel Resource Id? It is the same as for road. Conclusion? Bad mode for this network, the entrance doesn't appear. (It's my conclusion, maybe I'm wrong  ::))
The same for ElRail. The Tunnel Resource Id - the same as for rail, and we don't see the tunnel entrance.
And for RHW? Yes, it has the same Tunnel Resource Id as road.

So maybe someone will make use from this information? Maybe we only need proper models to make all these tunnels?  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F6324%2Ftunelrhw1go9.jpg&hash=51e8e92a1221b04f99a854819b414440c30799e0)

3. It is possible to make smooth RHW (Danthe's problem).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F8386%2Fsmoothrhw1gp4.jpg&hash=3292517c57de21683a2c59f3150c97c3d5d49e83)

Mariusz, we will research your problem by PM, I think it's connected with positions of RHW and slope mod in you Plugins folder.
One note: If you make RHW4 and use starter piece, level the terrain one tile away from it. If you won't do it, you can have a crease next to the starter.

4. No road zots at RHW:
Yes, Andreas is right, but this problem has more aspects  :D
Look at these pictures from my test city:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F6623%2Frhwnoroadzotdp1.jpg&hash=0fb9a7e95495e7250c4b5caff538db66930ccc5b)

However  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F3573%2Frhwnoroadtransyesws1.jpg&hash=8850d670560d31ed5f30373cfd7d588f3317deef)

...And the building query (commute time - short)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F1115%2Frhwhousequeryyi8.jpg&hash=adac124d9704505fcb1f2eee1713a4c18e807caf)

?  :D

Edit: I have just read memo's message. Yes, I didn't check the functionality of these tunnels. I will do it. But again, maybe it's only a question of tunnel entrance models?


Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 06, 2008, 12:38:55 PM
Quote from: Ennedi on January 06, 2008, 12:01:31 PM
And what about the Street Tunnel Resource Id? It is the same as for road. Conclusion? Bad mode for this network, the entrance doesn't appear. (It's my conclusion, maybe I'm wrong  ::))
The same for ElRail. The Tunnel Resource Id - the same as for rail, and we don't see the tunnel entrance.
And for RHW? Yes, it has the same Tunnel Resource Id as road.

So maybe someone will make use from this information? Maybe we only need proper models to make all these tunnels?  ;)

Probably you did not know that - in order to make the models for street tunnels etc. appear - you would have had to add an exemplar file which links to these models. Actually, the exemplar file for the road tunnel models doesn't work for other networks. What you would have to do to make the road tunnel models appear for street tunnels, for instance, is to copy the road exemplar (the one with the ID of the TunnelResourceID) and change the GroupID of the copy to 0xA92A02EA (for streets) or to 0x6BE08658 (for ANT/RHW). ;)
I think that the models won't make the tunnel functional though. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on January 06, 2008, 12:42:48 PM
Not sure if this helps, but Blahdy is working on a Big Dig set for the RHW/MIS. Its supposed to be UDI compatible. As for bridges, Fukuda was working on a bridge set for the RHW-4 but he disapeared (I think he said he was taking a break from SC4, ST, SC4D, etc). Dunno if this helps...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 06, 2008, 12:55:36 PM
If you see the NAM:Development thread you'll see that user controlled tunnels for the RHW may be possible
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 06, 2008, 11:56:18 PM
Just might want to point out that despite giving the tunnel exemplar property totally new IIDs and the model new IIDs, it still doesn't work. So, I dunno how to get it working...
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 07, 2008, 12:13:40 AM
Um... the elevated and draggable RHW4 is already in progress: (picture from page 30 or so)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg463.imageshack.us%2Fimg463%2F4590%2Frhw4el082520072jq2.jpg&hash=9bc43e1a7c724a4859f0c0c5b59af102e7525ad4)

However, I do not know if there is an elevated RHWMIS yet.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 07, 2008, 12:34:23 AM
The RHW-4 has already been completed functionally, all that needs to be done is for the models to be revamped so they look pretty. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 07, 2008, 12:58:45 AM
And, if you look around Allan, blahdy has shared photos of the upgraded EL-RHW4 viaducts pieces, complete with traffic control and signs...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on January 07, 2008, 01:15:56 AM
Quote from: BigSlark on January 07, 2008, 12:58:45 AM
And, if you look around Allan, blahdy has shared photos of the upgraded EL-RHW4 viaducts pieces, complete with traffic control and signs...

Cheers,
Kevin

yup, as soon as alex gives me an update on how the elevated piece works out, i'll have ground transition/abutment model delivered for RHWMIS project as well.  just need to see if there are any problems with the model that need to be addressed before i pump out more models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 07, 2008, 05:19:17 PM
Well, after playing with the MIS for less than 5 minutes, I discovered this:

I give you the RHW-6!  (Not 6-C!).  At 2 tiles wide, it takes up the same size as the in-game highway, and looks a little different! 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg119.imageshack.us%2Fimg119%2F5497%2Fwitburgjan5001199754263hd9.jpg&hash=086937af5cdae0dc193234121fc113cfc9dae9fb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F593%2Fwitburgjan5001199754351nq2.jpg&hash=5f501f9470d7fd246d6695469fecd6f5fd7b7c85)
*Warning to motorists: contains no shoulder  :P

Once I actually figure out how I made this, I will post a guide how to make it for those who are interested.

I will continue to tinker with Version 20, and see what I can make next!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 07, 2008, 05:50:45 PM
@ hal: There is already some concepts on that being underway and worked on the RHW-6SC as tested by Rickmastfan67:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-6SC_Preview.jpg&hash=2eb849fa1a0ac3138f2f8721391d01b77125f102)
it was tested on the default RHW-4 texture ID and should be workable once a additional puzzle pieces are created for it



in addition, there already is a reference guide for the RHW here: http://sc4devotion.com/forums/index.php?topic=3355.0
it covers proper usage for this version of the RHW. Stepping on peoples toes is not a good idea.and i strongly advise you to think about that
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 07, 2008, 07:01:57 PM
Everytime I look in here, I am amazed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 07, 2008, 07:08:05 PM
Filasimo: Hmm... Thats good to know.  Glad to hear that its being worked on.  Oh, and I have read your guide, its very useful and informative.  Nice job! :thumbsup:

About stepping on people's toes, this was in no way intended to be an offense to the RHW team.  Its merely a glitch in the system (like Multi-RHW's prior to this release) and was something interesting to see when I was playing around with the new version.  You should know that I would never "Step on people's toes", its just something I don't do.

Anyways, I have constructed my first interchange with the new RHW network.

Click on the image to view it in FULL RESOLUTION!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F7112%2Fdowntownjun291651199758vq5.jpg&hash=6de050a8549bac2b4d99c351fa869d26cce0cec4) (http://img87.imageshack.us/img87/7112/downtownjun291651199758vq5.jpg)

Compare that to the interchange that laid there before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcollaborate.oaisd.org%2Fresize%2Ftemp%2F99.249.178.161%2Fimg_edt_mod.jpg&hash=7812d01ffdd7b777779a50c5855028c9fc7453fc)

What a difference, eh?

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 07, 2008, 07:39:39 PM
The the way to get the RHW-6C is to draw a stretch of RHW 4, then plop of the 3 lane pieces down, and viola, you have the the 3C on one side. Actually, this is about the only way I can get the 3 lane version to work, to get it double I have "draw" in the shoulder ......
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 07, 2008, 08:15:38 PM
@ kitsune: there is also another way as i desribed in the RHW reference guide as well  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 07, 2008, 08:48:05 PM
The raised Transit RHW Piece has caught my attention, as I can think of many uses for it so will be waiting quietly for that release  ;)





[Edit] Picture removed in request of the staff  :) - Palpatine001




The question being though; how much more retrofitting am I going to need to be doing, I don't feel like retrofitting once only to do it again down the line  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 07, 2008, 09:09:46 PM
Palpatine001 & Haljackey:

Please post your Interchange pictures in the Interchange showoff thread (http://sc4devotion.com/forums/index.php?topic=252.0).   We here would appreciate it because we try to keep this thread to develoment shots or pictures of problems that happen.

Thanks.


EDITLet me chime in here, too.  I don't think that this is the first time that James (and perhaps others) has made this request.  Please, folks, this is a matter of simple courtesy and respect to the development team. -DE
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on January 08, 2008, 09:45:55 AM
I cant use the RHW Modd, the one with the arrow turns green wont work at all for my new computer. I have Vista Windows now if your wondering what type of windows program I have for these new modds. Also, I know this part doesnt belong here but I thought I let u know that the Sam Beta V2 is not working for me either. The strange thing is that when I first tried it, it worked fined, now it just doesnt work at all LOL. Everything else works fine though.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of SimNation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on January 08, 2008, 10:52:13 AM
have you tried to locate the source of the problem?

it just cannot stop instantly!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on January 08, 2008, 11:23:36 AM
Quote from: Starmanw402007 on January 08, 2008, 09:45:55 AM
I cant use the RHW Modd, the one with the arrow turns green wont work at all for my new computer. I have Vista Windows now if your wondering what type of windows program I have for these new modds. Also, I know this part doesnt belong here but I thought I let u know that the Sam Beta V2 is not working for me either. The strange thing is that when I first tried it, it worked fined, now it just doesnt work at all LOL. Everything else works fine though.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of SimNation!)

What do YOU change?  As Meastro444 said things dont stop working on their own.  You have done something that has prevented these mods from working.  I dont even have a guess as to what you did, because I simply cannot know.

Windows Vista has nothing to do with Plugins for your game, if there was an issue with Vista it would prevent the entire game from working, not something you added to the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 08, 2008, 11:28:22 AM
a really strange problem... i have 2 icons for the "ANT" network tool LOL... both work fine but i just dont understand why theres another, there is no extra copy of it

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on January 08, 2008, 11:38:01 AM
I would suggest you start going through you plugins folder Star.   There has to be another version of RHW in there, and theres got to be a second Controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 08, 2008, 11:39:04 AM
Quote from: star.torturer on January 08, 2008, 11:28:22 AM
a really strange problem... i have 2 icons for the "ANT" network tool LOL... both work fine but i just dont understand why theres another, there is no extra copy of it

Also, make sure that the old ANT plugin got removed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 08, 2008, 11:46:40 AM
forget it.. i can just reinstall the whole NAM... its easier LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 08, 2008, 12:23:57 PM
Quote from: rickmastfan67 on January 07, 2008, 09:09:46 PM

Please post your Interchange pictures in the Interchange showoff thread (http://sc4devotion.com/forums/index.php?topic=252.0).   We here would appreciate it because we try to keep this thread to develoment shots or pictures of problems that happen.

Okay, no problem!  I liked how you called it the interchange "Showoff" thread, if I want to "showoff" more I will post there from now on.  Thanks for letting me know.
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 08, 2008, 01:59:19 PM
Star .. don't forget to make sure you remove all of the old NAM first, then re-install it in the correct order.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 08, 2008, 02:01:21 PM
or i could just delete my whole plugin folder :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 08, 2008, 02:03:18 PM
That would do it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 08, 2008, 02:53:46 PM
from Jplumbley
QuoteWindows Vista has nothing to do with Plugins for your game, if there was an issue with Vista it would prevent the entire game from working, not something you added to the game.
I just got Vista as well. It actually runs SC4 a lot faster, however the system gets complicated.
This goes to any Vista user. I have a different game I tried putting an expansion pack on, and it didn't want to do it, so I had to find another way in, and open the disc data myself. As for SimCity4, I reinstalled it on Vista, but kept the plugins, and it works perfectly with MIS and SAM, except for the 1 texture glitch. Vista is a little more difficult, when it comes to overwriting. When you move something it might try to rename in example plugins to plugins2, or when opening plugins, its in another folder called plugins again. I have had some stuff like that happen, the first time on Vista I tried operating SC4, sucess.
So in short, your going to have to do some digging in your folders for a solution. I don't know if this is a vista thing or not, no function loss, but some of my icons now repeat, but not all of them, like the new RHW 2 icon is on there 3 times in the menu, but the puzzle piece icon is just once. I don't have old nam on Vista,  but I like how NAM and RHW are running now, because I don't want to reinstall all of those things again.

As for the RHW now, I don't always put the shoulder infact it layed down that way first on mine, because than its 4 tiles wide minimum. It works perfectly fine, but the way it is now, is realistic, meaning you actually may want to make the shoulder texture bigger while its there. So I hope this isn't trouble for you NAM guys, does it really need to all be repathed to have the rhw very similar style to the old maxis ghw? Those pics are great to replace the ghw texture! Not that I want to make this more expensive. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on January 08, 2008, 05:07:27 PM
What I'm currently doing is this. I've completely uninstalled SC4 game itself, and removed all the plugins has well. I'm currently installing SC4 again. Then will come back here and download all the nams first before I download the buildings and everything else I like. And I'll see if that solves this problem LOL. Having vista windows is a great thing. With a new pc and vista widows is an upgrade all together LOL. Will let you how the new Sam other updated Modds work when finished ok. I have done something wrong without noticing it.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nick1234 on January 08, 2008, 07:24:45 PM
Hey i have a problem, sorry if its not in the right section or if its been answered before, but i just couldnt find it. Well i started using the new RHW and i have tried to make a road overpass, or any kind of overpass actually, over the RHW but there are no puzzles pieces for it. I used to have them back with the older RHW. Can someone help me out with this? It would be a great help. Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 08, 2008, 07:33:13 PM
Quote from: nick1234 on January 08, 2008, 07:24:45 PM
Hey i have a problem, sorry if its not in the right section or if its been answered before, but i just couldnt find it. Well i started using the new RHW and i have tried to make a road overpass, or any kind of overpass actually, over the RHW but there are no puzzles pieces for it. I used to have them back with the older RHW. Can someone help me out with this? It would be a great help. Thanks

They are now stored in the RHW Puzzle piece area. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nick1234 on January 08, 2008, 07:50:57 PM
Ohhhh thats where it is, clever little place to put it haha. Thanks a bunch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 09, 2008, 02:50:38 AM
neighbour connections doesn't not function with the rhw?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 09, 2008, 02:57:01 AM
Quote from: metasmurf on January 09, 2008, 02:50:38 AM
neighbour connections doesn't not function with the rhw?

RHW-2 yes.  RHW-4 and up, no.  We're still looking into a way to get them to work.  In the meantime, you can use a AVE or GHW connection to make the connection for the RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 09, 2008, 06:08:47 AM
If the neighborhood connections don't work with RHW, then how come I'm getting message, would you like to connect to <name of zone> and when I do, I see the arrows showing a connection to other zone?

&mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 09, 2008, 06:10:38 AM
Drawing the connection works, but people can't travel from city to city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on January 09, 2008, 06:21:27 AM
Does it work with freight trucks though?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 09, 2008, 06:42:13 AM
So you're saying this is not a connection?
http://i275.photobucket.com/albums/jj312/blunderclod/IF-3-Meridia-1.jpg
http://i275.photobucket.com/albums/jj312/blunderclod/IF-3-Foxtown-1.jpg

Views of Foxtown-Meridia border. IF-3 (Island Freeway 3) and Island Railway.  Codename: The Island Project.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 09, 2008, 06:45:16 AM
I'll say it again: The connection works visually, but people won't use it to commute into the next tile.

Alfred.Jones: I'm actually not sure about that, because I've never tested it myself. But since freight trucks don't travel between city tiles, the possibility is that maybe it works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on January 09, 2008, 07:09:36 AM
The reason the connection doesnt work is because there is "no return".

You have created a one way connection, yes.  But unfortunately due to the way the game deals with neighbor traffic it does not have functionality.  Here is why.

Imagine the neighbor connection as a commercial lot that is 1x1 tiles in size.  The game when you enter the city calculates the number of jobs that are available in the neighboring cities and keeps "track" of them within these 1x1 neighbor connections.

Now, as soon as a Sim reaches the neighbor connection it is considered "Employed".  It does NOT matter whether it actually goes into the next city and finds a job via the paths or not.  So, in essence the neighbor connection can be considered a "lot" because anything beyond that means nothing.

So, if the neighbor connection is a "lot" then there must be by definition for a "connection" an Entrance and an Exit.  The Sims MUST be able to find thier way TO and FROM work.  The game only has the capacity to think to the city border and not beyond.  So it MUST find a way TO and FROM the same tile of a neighbor connection.  Unfortunately, RHW-4 and beyond uses ONE WAY paths.  Therefore, these paths do not complete the circle for TO and FROM.

We must complete this circle for the connections to work.  I have just had an idea on how to do this but, it is not something that will be easy to work with.
_____________________________________

I know someone is going to come out and say, well, if this is the way it is then why do Avenues and Highways work?

To be honest, I dont know.  But, I do know that it has something to do with the way they were coded as 2-Tile networks by MAXIS.  2-Tile networks are unique in every way shape and form.  I cannot comment on how they did it but they are a separate entity from the 1-Tile networks.  ANT has been designed as a 1-Tile network and we have expanded the abilities of it to be greater than 1-Tile wide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 09, 2008, 07:18:34 AM
More than likely, the reason why the avenues and maxi freeway can connect as a neighborhood connection, vs the one way avenues and NAM is a result that both directions are connected. Meaning that it is merely a larger version of a two way road taking up two tiles across vs the road or rail which is one tile wide.

I have to rethink how to redo my network in a few sections of my island. One of these days, I'll have to show ya all what I'm talking about. But one section of the island has only the highway as it's only connection. The terrain is very mountainous and everything is slammed against the coastline, so development is limited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 09, 2008, 05:37:45 PM
Quote
I know someone is going to come out and say, well, if this is the way it is then why do Avenues and Highways work?

To be honest, I dont know.  But, I do know that it has something to do with the way they were coded as 2-Tile networks by MAXIS.

Avenues have a little problem with going into the neighbouring city tile... Sims living alongside the avenue near the city border can't get to jobs or come home from jobs unless there's room to do a U-turn [ie. a street or road before the connection]. If the Sims needed to get home, they'd go into the next tile, and well, get lost.

As for the two tile thing, it's basically just two one-way networks duct-taped together. The duct-taped thing actually is for the benefit of the path-finding engine, but it doesn't always work. The 2 tile networks are coded such that when a neighbour connection is made, all the engine has to do is calculate a way back in the next tile with a source of the incoming connection, and the destination of the outgoing connection, rather than guessing if there's a connection somewhere nearby, like for the RHW. It's also for this reason that 2-tile diagonal neighbour connections can't be made, because there would be three choices to choose from, rather than just two for an ortho network.


It's really an educated guess. Maybe someone could clarify?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 09, 2008, 05:53:59 PM
So what happens if you build a small connector in the middle of a RHW-4 right at the neighbour connection of eithier side of a city tile?
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 09, 2008, 05:59:03 PM
Just so you know ... freight trucks do use the connection. You can convert to a RHW2 to make the connection, because that does work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on January 09, 2008, 06:02:15 PM
Quote from: Kitsune on January 09, 2008, 05:53:59 PM
So what happens if you build a small connector in the middle of a RHW-4 right at the neighbour connection of eithier side of a city tile?

It wont work... RHW is a 1-tile network no matter which way you look at it.  The game expects the Sim to be returning in the same tile, which is impossible for RHW-4 and greater.  These all have one way paths.  The ONLY way around this is by making each tile physically 2 way and then adding a connector between each side.  To make this "appear" one way there needs to be aa puzzle piece that is will make the textures just before the neighbor connection have 2way paths on the same texture.  Then a connection from both sides of the RHW needs to be created so that the traffic coming back goes to the proper side of the highway.  This will complete the "circle".
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 09, 2008, 10:39:57 PM
Hi all
I downloaded the new NAM recently  :thumbsup: and I started using some of the new RHW peices, especially the MIS. So I made this pretty good freeway for my city with 3 interchanges, but the problem is- noone uses it  ()what() even though it provides a more direct and quicker route across town.

However, the freight trucks do use it to get to neighbours, but thats pretty much it!

Any ideas on why its laying there, empty?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 09, 2008, 11:24:37 PM
if the highway is getting little usage, then three or more things must be happening:

- the interchanges were placed at locations that would negate any speed or travel time advantage that the RHW4 had. (e.g. too far from population)
- the interchanges are too complex to be used easily by the simulator or they prevent travel in the direction desired.
- the interchange ramps are made of networks other than the RHW (does not apply to at-grade intersections of the RHW)

When building the RHW, always make sure to use the RHW in the on-ramps and offramps, as using other networks fools the traffic simulator into believing that the network is slower than other routes.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 09, 2008, 11:28:01 PM
and if you use some of the Puzzle pieces, (namely the Rail over RHW) then check the paths out using the SimCity 4 Extra Cheats Plugin.dll and drawpaths cheat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 09, 2008, 11:38:19 PM
Or if the RHW-4+ was transfered to subway just before the neighbour conection?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 10, 2008, 01:05:54 AM
I am sure I brought up RHW going into Neighouring cities and how you need to convert back to Maxis stuff first for the connection to work properly about 4 pages ago. (RHW - Ave/Road - Connection to city - Ave/Road -RHW Again)

Anycase AJ what is this about Freight and RHW?

Errrr last I looked the Freight Trucks were using the Auckland Bypass that connects Auckland to Broken Mountain and the River Expressway between Rangitoto Town and Solarian City and they are RHWs with highways of avenues being used as the connector to the city next door.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 10, 2008, 01:21:55 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Fwhitefallpreview90281.jpg&hash=10be8e9274b3061c5d8896d29682824af97e9853)

Some of you folks may have seen this previously in my MD, and the curves have been completed.

Next up: RHW/GLR, a revised version of the RHW/Rail crossing, S-curves, and the completion of the MIS intersections. RHW-2 will need to be done, still. I'm still finalizing the road markings to be used for that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on January 10, 2008, 01:59:43 AM
Quote from: jplumbley on January 09, 2008, 06:02:15 PM
It wont work... RHW is a 1-tile network no matter which way you look at it.  The game expects the Sim to be returning in the same tile, which is impossible for RHW-4 and greater.  These all have one way paths.  The ONLY way around this is by making each tile physically 2 way and then adding a connector between each side.  To make this "appear" one way there needs to be aa puzzle piece that is will make the textures just before the neighbor connection have 2way paths on the same texture.  Then a connection from both sides of the RHW needs to be created so that the traffic coming back goes to the proper side of the highway.  This will complete the "circle".

hang on, how does normal OWR work then? Apparently it doesn't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 10, 2008, 02:12:56 AM
Quote from: Diggis on January 10, 2008, 01:59:43 AM
hang on, how does normal OWR work then? Apparently it doesn't.

Drinking too much tonight Diggs? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on January 10, 2008, 02:14:09 AM
it's 10am here.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 10, 2008, 02:20:24 AM
It could use some obscure voodoo magic. You never know. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on January 10, 2008, 02:24:36 AM
The best kind....  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on January 10, 2008, 07:40:56 AM
That reference guide I just looked at will come in handy. Might print it out later when I need it. Keep Up The Great Work with this project.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 10, 2008, 08:12:53 AM
SA, thank you. Absolutely amazing job on those textures.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 10, 2008, 12:12:49 PM
@ starman: you better like the guide! took me 5 days and a handful of hours each day to develop it  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 10, 2008, 12:16:14 PM
Quote from: Filasimo on January 10, 2008, 12:12:49 PM
@ starman: you better like the guide! took me 5 days and a handful of hours each day to develop it  :thumbsup:

I don't think I ever did say thank you for that guide yet, Ryan! It is an indispensable resource! Fantastic work and many thanks, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 10, 2008, 12:19:33 PM
no problem Dustin! im just hoping RHW fans are putting it to good use!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 10, 2008, 01:06:42 PM
I am slowly putting it to good use. I have started a new Region I called Four Cities. in each of the four corners is a city, with vast rural areas inbetween. I am finding if I use small cities for downtown, medium for suburbs, and large for rural, it works well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on January 10, 2008, 10:22:16 PM
Is there any WIP on touching up the base RHW gentle curve textures, they just don't mesh well.

Another question: I know at least with the Type-B ramps, the network changes to Road at the transition between drag and puzzle piece. It slows down the automata, but does it screw with network pathfinding?

The RHW is finally becoming a full-fledged highway network!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 10, 2008, 10:24:21 PM
Quote
Another question: I know at least with the Type-B ramps, the network changes to Road at the transition between drag and puzzle piece. It slows down the automata, but does it screw with network pathfinding?
That's just a graphical glitch [and that's the old ANT network texture, by the way], don't worry too much about that. It doesn't screw with network pathfinding at all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on January 10, 2008, 10:34:58 PM
Ah, I might not have been specific enough. What I meant was, when you query over where the ramp puzzle piece and the draggable RHW meet, it comes up as road, not Rural Highway as the puzzle piece and rest of the network do. I'll try to post a pic later, my SC4 comp isn't hooked online ATM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 10, 2008, 10:56:26 PM
Either way, it doesn't screw with the network pathfinding. The ANT network is unique in that while one particular tile may read as a different network, it may have the built in capacity and speed of the ANT network rather than the second network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 11, 2008, 03:35:06 AM
Time for me to steal some thunder from SA. :P

May I introduce you guys to the new version of the RHW-2 > MIS Splitter piece. ;)

First, here's what the old one looked like made by Alex till I could get around to making my version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-2_MIS_Splitter_Old.jpg&hash=b5c0fde9be1ccb84ff56efc5483cb15f704dd78f)

Now, here's what the new one looks like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv645%2Frickmastfan67%2FSC4%2FRHW-Pieces%2Fpreviews%2FRHW-2_MIS_Splitter_New.jpg&hash=c581a395e671ebc93a5f61a80746f017fb1e7b04)

So, how do you guys like it? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on January 11, 2008, 03:37:11 AM
very nice
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on January 11, 2008, 04:55:42 AM
 :thumbsup: very good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 11, 2008, 05:04:49 AM
ddyyynnoooommitteee!!!!!!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 11, 2008, 05:24:53 AM
Oh, so it is 2x2-ish like the old one.  ::)


Anyway, wonderful job. Maybe you can get away with not needing new paths for this... lol.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 11, 2008, 07:32:22 AM
Its a perfect match rickmastfan67, great job there!

Oh, and Shadow Assassin, your textures are looking awesome as well, everything lines up correctly!

Keep it up guys!  This is all fantastic work!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 11, 2008, 07:40:45 AM
Well done rickmastfan67! I always thought that piece had a strange shape... a beta-ish one... ;D. Now it is much nicer..
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 11, 2008, 07:47:23 AM
Are you guys sure the road over rhw4 puzzle piece is working?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F5496%2Frhwpathingqj1.jpg&hash=f204f3b5906d257feb0afdab6d38a06f75f969fb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 11, 2008, 07:48:04 AM
ya didnt forget to rotate the puzzle piece did ya?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow on January 11, 2008, 07:59:43 AM
good job, , but is what you can say to me when will go out the European modd?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 11, 2008, 08:27:25 AM
Quote from: Filasimo on January 11, 2008, 07:48:04 AM
ya didnt forget to rotate the puzzle piece did ya?  :D


lol  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 11, 2008, 01:07:10 PM
Hey folks! Looking at the show us your intersections thread i figured out one that could be a great addiction to the mis: mis ramp gentle curves. What do you think?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 11, 2008, 01:40:39 PM
in due time my friend this is only the first version with RHWMIS...what ya thought wed stop making anymore pieces?  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 11, 2008, 01:44:15 PM
I haven't played around too much with the new RHW/MIS yet, but one question that I do have concerning future elements of the project, if I may: Is there anything in the pipeline--ramps, interchanges, etc.--for the use of the RHW and MIS as a "sunken" highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 11, 2008, 07:27:52 PM
While making some new connections with the RHW network, this seems to happen with the RHW-6/dual RHW-4 splitter piece and the merge puzzle piece.  Just thought I might point that out.

Is it just me, or does this happen to everyone?

http://img249.imageshack.us/img249/4816/downtownaug221651200086no3.jpg (http://img249.imageshack.us/img249/4816/downtownaug221651200086no3.jpg)

Would there be any way to fix up this orphaned texture with the current release?  It just seems a little out of place.  By the way, its not messing up with the pathing at all so I can live with it.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 11, 2008, 07:33:58 PM
hey hal,
thats already a known issue and just so ya know post any other issues here: http://sc4devotion.com/forums/index.php?topic=1444.0 thanks!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 11, 2008, 07:34:32 PM
QuoteWould there be any way to fix up this orphaned texture with the current release?

Unfortunately, that's Tarkus's job. As for the texture, that occurs when you plop something next to the puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 11, 2008, 08:09:09 PM
Quote from: metasmurf on January 11, 2008, 07:47:23 AM
Are you guys sure the road over rhw4 puzzle piece is working?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F5496%2Frhwpathingqj1.jpg&hash=f204f3b5906d257feb0afdab6d38a06f75f969fb)


Look at your picture closely. The peice for the road over RHW on the right is the wrong way round as that orange line should face inwards.

Demolish that bit, reput the RHW and make sure you turn the piece around with the HOME and INSERT buttons! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 11, 2008, 08:11:22 PM
Quote from: A200 on January 11, 2008, 08:09:09 PM
The peice for the road over RHW on the right is the wrong way round as that orange line should face inwards.

That's a yellow line. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 11, 2008, 08:56:08 PM
It looks sort of yellowy-orange. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 12, 2008, 12:19:02 AM
Its more orange than yellow  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on January 12, 2008, 12:46:49 AM
Hi, i just spotted a small bug in the Rail-over-RHW4;

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F8602%2Ferror7246ff9e74yk9yz3.jpg&hash=380f4e16c9dcc9d9e527b9268a6a0ed71d6bab9b)
As you can see, pathing is correct in this way only, with the 'pavements' on the wrong sides.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 12, 2008, 09:04:02 AM
Quote from: caspervg on January 12, 2008, 12:46:49 AM
Hi, i just spotted a small bug in the Rail-over-RHW4;

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F8602%2Ferror7246ff9e74yk9yz3.jpg&hash=380f4e16c9dcc9d9e527b9268a6a0ed71d6bab9b)
As you can see, pathing is correct in this way only, with the 'pavements' on the wrong sides.


We are aware of this and a fix is being worked on.
http://sc4devotion.com/forums/index.php?topic=1444.msg106477#msg106477

Also, from me testing with this, the RHW-4 will work ok with the textures on the wrong sides, however, the Rail traffic somehow gets blocked.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on January 12, 2008, 09:26:07 AM
HI guys, firstly I had my first play with the new RHW today and its looking great. One problem I had though, was that there were no MIS overpass pieces, i.e. MIS over RHW 4, which would allow intersections where both MIS ramps go to the same side of the RHW. Are there any plans to implement this? ATM my fix was to create a road overpass and connect the MIS to that.

Fred

(Ill try get a pic for you ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 12, 2008, 09:28:55 AM
Quote from: freedo50 on January 12, 2008, 09:26:07 AM
HI guys, firstly I had my first play with the new RHW today and its looking great. One problem I had though, was that there were no MIS overpass pieces, i.e. MIS over RHW 4, which would allow intersections where both MIS ramps go to the same side of the RHW. Are there any plans to implement this? ATM my fix was to create a road overpass and connect the MIS to that.

Fred

(Ill try get a pic for you ;))

Soon.... ;)  Maybe for v21. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 12, 2008, 11:24:06 AM
LoL James....  Gotta love them words "soon"....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 12, 2008, 03:16:40 PM
Can a mod resize caspervg pic? It stretches the screen a fair bit - and I have a widescreen laptop so I can imagine how bad it is for people who have square monitors!


EDITThanks.  Done. -DE
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 12, 2008, 04:10:10 PM
Things are progressing on the wider RHWs for v21.  The RHW-8C is back, now with a transition from the RHW-6C.  These here are still just prototype textures.  Eventually, this will get cosmetically upgraded to include barriers, but we're not at that stage yet.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F4913%2Frhw6c8c01122008ls4.jpg&hash=86ef2f73a02437570d2e5fa46baee59c07a48347)

Back with more a little later.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 12, 2008, 04:23:42 PM
...and the Armadillo returns!  ;D

This is looking great, although I'm not sure if I've ever needed the capacity of a RHW-8. Either way, it'll be fun to play with!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 12, 2008, 04:45:31 PM
thats looking spooky alex and its not even Halloween yet  :thumbsup:   my my arent we gonna have fun testing it first when it heads our way  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 12, 2008, 04:57:24 PM
Amazing work! I'm assuming the 8C is 2 tiles or 3?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 12, 2008, 05:04:18 PM
The 8C is 3 tiles wide, it takes up the same amount of space as the RHW 6C. Like the 6S, the 8S will take up four tiles total.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 12, 2008, 05:13:57 PM
hmm heres an interesting fact: the RHW thread is about to approach 45,000 views! yay!!! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on January 12, 2008, 05:26:26 PM
Nah, just leave the barriers off, it gives the RHW an Austin-authentic feel. :D (I-35 in south Austin has a wide-ish grass median, but until a few years ago there were no barriers so on wet days cars would slide in the grass and cross into oncoming traffic)

Great job once again!

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 12, 2008, 05:33:23 PM
thought id count down to 45k like how David did in 3RR hehe. What are the odds? two milestones within 4 hours of each other  &apls :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F3486%2Frhwsl6.jpg&hash=886175934a8064d039c0eadfba6d31a0922421d5)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F6967%2Frhw1cd9.jpg&hash=3b3dc7249cad4402ede4db8aa62254cf69bc63d9)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F5783%2Frhw2im1.jpg&hash=e189db1fcb8fda54b076d2fb1c051991168f8ac6)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F8397%2F45kui7.jpg&hash=622586931432ba3becea77d961f61247c3ef2ad6)

onto 50k!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 12, 2008, 08:30:41 PM
Indeed, it's on to 50k... wonder what's next. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 13, 2008, 02:25:27 AM
I'm sorry if this is a naïve question, but is the capacity of the different RHW carriageways proportionate to the number of lanes? In other words, does a RHW-6 have 50% more capacity than a RHW-4?

And how does this relate to the capacity of Maxis Highways? Is a Maxis Highway equivalent in capacity to a RHW-4 or an RHW-6?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 13, 2008, 03:37:38 AM
That is looking very nice, Tarkus!! :thumbsup:

And congrats on 45 000 views!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on January 13, 2008, 05:25:26 AM
great work on the 8c however glazert does raise an interesting point???
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on January 13, 2008, 05:53:47 AM
 &apls awesome alex! Congrats on 45,000 page views  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on January 13, 2008, 06:31:26 AM
Quote from: Filasimo on January 12, 2008, 05:33:23 PM
thought id count down to 45k like how David did in 3RR hehe. What are the odds? two milestones within 4 hours of each other  &apls :thumbsup:



onto 50k!  :thumbsup:

Make that 3...  Yesturday SAM also broke 20,000 views.  So on the same day 3 threads had milestones in views.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on January 13, 2008, 05:03:10 PM
I have bug report for you guys, when you plop something (Buddybud's rural sunken highway walls in this case) next to some of the RHW puzzle pieces you get an extra texture showing up:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi7.photobucket.com%2Falbums%2Fy251%2Ffreedo50%2FSC4D%2520Random%2FColskin-11Oct171200267105copy.jpg&hash=f5c7739109c7bbb25673e7bd9c7922b9d14efdda)

I've noticed this happens on the 4-6S transition shown there and MIS entrance A (I think).

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 13, 2008, 05:41:24 PM
It happens no matter what is next to those two pieces.




I ment to post this earlier, but it appears as if the RHW itself can also carry power, but I dont know how to properly post a picture of this.

MOD EDIT: Combined double post, try and use the modify button next time Kitsune. - Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 14, 2008, 09:38:07 AM
Lay a stretch of the RHW, put a building that needs power on the one end, a power plant on the other, turn on "Power" in Data View, speed things up, and voilà!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 14, 2008, 09:40:41 AM
I tryed that it didn't work. But if it did it would mean draggable rural powerlines would be possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 14, 2008, 11:48:02 AM
Hey Fred,

Thanks for pointing that out. Theres been widespread reports of that happening,. There may be a fix for that in a possible patch and or next version. So make sure to stop by for more information pertaining to that issue.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 14, 2008, 04:28:19 PM
no, no that's not bad that's awesome! That way we won't have to disfigure our rural areas with powerlines, just drag a RHW and boom! Buildings with "self-contained" power plants, with road access in the bargain!
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on January 14, 2008, 04:45:02 PM
Fred is the guy that pointed out that there is a faulty texture in the MIS, and that's not awesome $%#Ninj2

However, Warrior tells us that the RHW doesn't carry electricity. Maybe the puzzle pieces from the MIS do it (as they have to be plopped), but it seems like the RHW only carries commuters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: simplaya1234 on January 14, 2008, 08:19:33 PM
hi guys, I have a question and will there be an update for additional RHW puzzle pieces. Like pieces for RHW intersections, tunnels, RHW 8-lane?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 14, 2008, 09:22:36 PM
Quote from: simplaya1234 on January 14, 2008, 08:19:33 PM
hi guys, I have a question and will there be an update for additional RHW puzzle pieces. Like pieces for RHW intersections, tunnels, RHW 8-lane?

Well, what's this thread about? :D  The answer there is a no-brainer . . . we're still going full-speed ahead to further expand the system.  In fact, if you look back at Page 76, you'll see work on the RHW-8. ;) 

Glazert, to answer your question about the RHW-6, it kind of falls into uncharted territory.  Theoretically, the game calculates capacity on a per-tile basis, and the lanes are all on a single tile, it's unfortunately the capacity improvement over the RHW-4 is negligible from that perspective.  The RHW-6 was mainly intended as eyecandy, to improve the transition to the RHW-8 (when it arrives) and to allow for merge/acceleration lanes on MIS Ramp Interfaces (which was a heavily-requested feature when the initial MIS Prototype pics were unveiled).  The RHW-8 and 10 will, however, have a noticeable impact on capacity.

Hope that answers your question.

Thanks to everyone for your continued feedback, and for the congratulations on 45,000 views--of course, I can't take sole credit for that. ;)

Back with more later.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on January 14, 2008, 09:37:32 PM
Quote from: simplaya1234 on January 14, 2008, 08:19:33 PM
hi guys, I have a question and will there be an update for additional RHW puzzle pieces. Like pieces for RHW intersections, tunnels, RHW 8-lane?

I can only speak on part of tunnel section.

- RHW-4 tunnel entrance portal is already completed.
- RHW-8 tunnel portal is 90% completed, it is made for Charles River Crossing Project but designed to be separated into a separate dedicated tunnel portal for RHW-8 elevated highway connection.
- RHW-4 exit portal is under preliminary design (pending review) before modelling work can commence.
- RHW-6 entrance portal's preliminary design is completed, ready to move to next step.  Modelling work will commence in the future (probably Summer '08) and will be a replica of real-world application, based on Boston's massive Southbay Interchange.


Right now, we're trying to figure out how to integrate big dig tunnel system with the RHWMIS in terms of game mechanics.  Warrior and jplumbley are conducting experiments on techniques of running underground highway network without using subways.   In the mean time, right now, most people chain RHW into other networks (i.e. one-way road) then feed into a big dig tunnel ramp.  But once the game engineering details are worked out regarding how to handle the tunnels, we will be able to produce tunnel portals that can have a direct right-of-way connection into RHW network. 

Either way, much of updates on tunnel sections can be tracked at the central artery/tunnel project thread (http://sc4devotion.com/forums/index.php?topic=1551.240).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 15, 2008, 02:39:07 AM
Quote from: Tarkus on January 14, 2008, 09:22:36 PM
Glazert, to answer your question about the RHW-6, it kind of falls into uncharted territory.  Theoretically, the game calculates capacity on a per-tile basis, and the lanes are all on a single tile, it's unfortunately the capacity improvement over the RHW-4 is negligible from that perspective.  The RHW-6 was mainly intended as eyecandy, to improve the transition to the RHW-8 (when it arrives) and to allow for merge/acceleration lanes on MIS Ramp Interfaces (which was a heavily-requested feature when the initial MIS Prototype pics were unveiled).  The RHW-8 and 10 will, however, have a noticeable impact on capacity.

Thanks for answering my question. I guess your answer will make me look forward all the more to RHW-8 and 10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 15, 2008, 05:47:16 PM
In the future, are there planned diagonal interchange pieces as well as diagonal 6C with curves?
I never noticed how curvy my freeways are until I started building the new interchanges. It's definitely more fun with the new module system to build a freeway through mountains.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 15, 2008, 06:08:38 PM
Yes, we'll have diagonal interchange pieces, diagonal 6C. My guess is that they might be included in the next release of RHW, depending on how the modding is going for these pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on January 15, 2008, 07:16:44 PM
The future is looking bright guys!

Another quick query from me. Is a direct transition to Maxis Highways functional, or do we need to turn it into Ave first? In past builds it apparently didn't function correctly, or so I heard.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2008, 07:44:57 PM
kassarc16, to answer your question, the Maxis Ground Highway/RHW-4 transition has been fixed for RHW v20.  The issue that was causing that piece to not function in past versions was that the exemplar referencing the model was set to the wrong Group ID (Avenue instead of Maxis Ground Highway), making the paths invalid.  So you should be able to connect them up directly without a workaround now. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 15, 2008, 09:12:27 PM
Quote from: Tarkus on January 15, 2008, 07:44:57 PM
kassarc16, to answer your question, the Maxis Ground Highway/RHW-4 transition has been fixed for RHW v20.  The issue that was causing that piece to not function in past versions was that the exemplar referencing the model was set to the wrong Group ID (Avenue instead of Maxis Ground Highway), making the paths invalid.  So you should be able to connect them up directly without a workaround now. :)

-Alex (Tarkus)
"$Deal"$

[Goes and fixes up the Auckland Bypass]

Thanks Alex  :P :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sc4melbourne on January 18, 2008, 07:10:06 AM
Firstly, because I haven't posted on this thread before, I'd like to say a huge thankyou to everyone on the RWHMIS team for delivering this amazing project - it was a great New Year treat. You're also very dedicated to get back working on the RWH-8C so soon afterwards.

I also have a few questions regarding blahdy's post:
Quote from: blahdy on January 14, 2008, 09:37:32 PM
- RHW-4 tunnel entrance portal is already completed.
- RHW-8 tunnel portal is 90% completed, it is made for Charles River Crossing Project but designed to be separated into a separate dedicated tunnel portal for RHW-8 elevated highway connection.
- RHW-4 exit portal is under preliminary design (pending review) before modelling work can commence.
- RHW-6 entrance portal's preliminary design is completed, ready to move to next step.  Modelling work will commence in the future (probably Summer '08) and will be a replica of real-world application, based on Boston's massive Southbay Interchange.

So, this will involve a subway transition like the Big Dig project?

Quote from: blahdy on January 14, 2008, 09:37:32 PM
Right now, we're trying to figure out how to integrate big dig tunnel system with the RHWMIS in terms of game mechanics.  Warrior and jplumbley are conducting experiments on techniques of running underground highway network without using subways.

Do you mean developing a standard Maxis-style tunnel or an actual customisable underground highway network? I can only drool at the thought.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 18, 2008, 09:03:04 AM
If completed the tunnels JPlumbley and I are working on will essentially be User-controlled tunnels.
For example the El-rail over road puzzle pieces in the NAM are two networks on the same tile.
The subway will allow subway traffic and road traffic to travel along it at the same time. Unforunately the actual visible tunnels will not look any different unless the neccessary discoverys are made.

Eventually it may be possible to make an override when subway is drawn side by side (like the old RHW draw method) it will convert into a proper under ground highway. But as I have said before it is still in the early experimental stages.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 18, 2008, 09:15:44 AM
Keep up the wonderful work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 18, 2008, 02:09:35 PM
you guys are the greatest...

now for the request:

would it be possible to split the puzzle pieces up into a total of 4 groups... Curves, Starters&Converters, x-over-RHW, RHW-over-x

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on January 18, 2008, 05:12:28 PM
The way I understand it is that it could be done, but there only a limited number of available puzzle piece tab rings, and they want to keep as many as possible open for any future development (something like the RAM). 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 18, 2008, 05:20:47 PM
Quote from: bwatterud on January 18, 2008, 05:12:28 PM
(something like the RAM). 

What does the RAM stand for?  (or is it just another name you made up?)

Oh, and I support having at least a separate tab for overpasses, ramps, etc.  The RHW tab is too cluttered for my liking, but I can live with it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 18, 2008, 05:39:50 PM
That's a good point, Joe.  It's not terribly difficult to add new TAB Loops, either.  It requires a minor re-structuring of RUL 0x10000000 (much of which can be done rather quickly with Find/Replace in Notepad), and a new icon/icon exemplar to reference the new TAB Loops. 

The number of puzzle pieces is going to grow exponentially in the next few releases, with the addition of the Wider RHWs, Elevated RHWs (note the plural ;)), and the various new MIS interface pieces, so I think it will be necessary at some point (probably with v21) to separate things out a bit.  I think your proposed scheme actually makes a lot of sense.  I might add a 5th category, specifically for MIS ramp interfaces/splitters, but I'm not sure.

But, yes, it would be possible, and I'm all for it. :)

Haljackey, to answer your question about "RAM", it is the proposed "Rail Addon Mod".

I'll be back with a little more development later.  I've been busy creating prototype textures for some new transition and MIS interface pieces, which I still need to get in game. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 18, 2008, 06:09:05 PM
Rail Addon mod?  Really?  Wow...

Whats the next 'AM?  HAM? (Highway Addon Mod), TAM (Terrain Addon Mod), AAM (Airport Addon Mod), etc?  Eventually, we will run out of the 'AMs LOL!

Oh and Tarkus, V.21 sounds very cool!  Variable width elevated RHWs?  Great.  Now I need to prepare my Elevated highways for a complete overhaul  :P (like I did to my ground highways for V. 20)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 19, 2008, 12:50:29 AM
Yeah, and then maybe another 1 or 2 rings for ERWH-s LOL, etc........

Thanks for the quick answer btw

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: RSC18 on January 19, 2008, 02:08:18 PM
Congradulations on the release of V13 &apls ;D &apls and happy new year (this is the first time I have appeared since 2007, I have been following development, but have not had enough time to talk). Also, Thank you to the team (I cant remember who exactly) for replying to my questions all the waaay back in October/November 2007.

In V21 of the RHW, is the expanded MIS going to contain multi level ramps, to allow 3 and 4 level stacks to be built (they might be complex to program though, maybe, if anyone wants to develop them, they should just be puzzle pieces (stack interchanges)).

EDIT: release of V13 Opps! Sorry about that. I ment the Beta version 20 (V20) that was released this year.

Please use the modify button in the top right corner of your post instead of double posting thanks - JPlumbley
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 19, 2008, 08:13:18 PM
i don't think v20 is a 'beta' version anymore...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 19, 2008, 08:38:42 PM
Shardz if you look at the top here......

QuoteRELEASES:
Current Version
Rural Highway Mod (RHW)--v20 Beta--Windows | MacOS--released January 1, 2008    NEW!

Its still Beta  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 19, 2008, 10:02:21 PM
Pat is indeed correct! Thats why its very important to read the material covering our great products!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 19, 2008, 10:09:15 PM
Oh. I thought it was more or less finished, i.e. not beta. I tend to ignore the sticky post now anyway unless i notice something new.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 19, 2008, 10:16:10 PM
Quote from: dragonshardz on January 19, 2008, 10:09:15 PM
Oh. I thought it was more or less finished, i.e. not beta. I tend to ignore the sticky post now anyway unless i notice something new.

Well, you should learn to look @ the main post that's at the top of each page at least once every day. ;)  You don't know when Alex might update it, plus we don't want to keep having to tell you to look at it. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hutts on January 20, 2008, 07:43:35 PM
After playing with the v20 release, i would suggest that the style a and style c on/off ramps should come out 2 tiles from the rhw instead of 1, this would allow for much more compact interchange setups especially in a sunken highway, or sunken overpass interchange setups.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cps on January 20, 2008, 08:09:23 PM
Hi, I need help on the 4 to 6 rhw piece.  I have tried to get the pieces to work in opposite direction using the side by side method from the reference guide.  For some reason, it keeps wanting to go to the same direction is its opposite or 4 to 6 one way and 6 to 4 another way.  Is there another way to go 4 to 6 in the on the opposite direction?
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on January 20, 2008, 08:11:44 PM
More Suggestions:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 20, 2008, 08:21:55 PM
Quote from: Haljackey on January 18, 2008, 06:09:05 PM
Rail Addon mod?  Really?  Wow...

Whats the next 'AM?  HAM? (Highway Addon Mod), TAM (Terrain Addon Mod), AAM (Airport Addon Mod), etc?  Eventually, we will run out of the 'AMs LOL!

Oh and Tarkus, V.21 sounds very cool!  Variable width elevated RHWs?  Great.  Now I need to prepare my Elevated highways for a complete overhaul  :P (like I did to my ground highways for V. 20)

Best,
-Haljackey

What ever the case it breaths new life in SC4 all the time, and errr creates a new set of challenges when having to do redevelopment work for Solaria.

:thumbsup: :thumbsup: :thumbsup: :thumbsup: to the *AM Team  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 20, 2008, 11:14:31 PM
as for everyones requests, keep in mind this IS just version 20 and there will be future versions coming out so stay tuned, as for your issue cps, are you making sure to rotate the piece? and do you have enough room to rotate it? in the future if you are having issues please post in the NAM issues thread not here and please provide a picture of the problem. thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on January 21, 2008, 04:57:29 AM
btw cps, to rotate a building or whatever, you use the home and end keys (7 and 1 on your number pad) but make sure num lock is off this will make the toolbars dissapear but to see them again click on a little box in the lower left.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on January 21, 2008, 10:01:42 AM
Another trick, if it's still not working, is to rotate the puzzle piece outside the intended network altogether. When hovering over the network I want to drop the puzzle piece on, it doesn't always select the correct rotation I desire. I usually rotate it off to the side, then bring it to hover over the network, and *poof*! It plops. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on January 21, 2008, 02:23:49 PM
Just had a small suggestion, though I'm the team's already thought of it: Grass shoulders for the MIS. The grass looks great for the RHW, but having the concrete on the MIS doesn't look right.

I also had a question about the wide curves for the RHW. They seem to have the old bug that the RHW used to have with incomplete paths. When you place them the game locks up for a few seconds.

Oh, and I don't know if anyone posted an answer to my earlier question, but is there a texture whiz working on touching up those pieces to mesh better with the rest of the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 21, 2008, 02:30:36 PM
Quote from: kassarc16 on January 21, 2008, 02:23:49 PM
Just had a small suggestion, though I'm the team's already thought of it: Grass shoulders for the MIS. The grass looks great for the RHW, but having the concrete on the MIS doesn't look right.

Don't worry, they will have them once I complete my texture overhaul of them. ;)

Quote from: kassarc16 on January 21, 2008, 02:23:49 PM
Oh, and I don't know if anyone posted an answer to my earlier question, but is there a texture whiz working on touching up those pieces to mesh better with the rest of the RHW?

Yes.  That would be me.  Just look a few pages back and you'll see the overhauled RHW-2 > MIS transition piece. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2008, 02:31:38 PM
kassarc16, thanks for reporting the lock-up on the RHW curve placement as well--I'll take a look into it; it'll probably just be a matter of adding "dummy paths".

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 22, 2008, 03:51:16 AM
Quoteit'll probably just be a matter of adding "dummy paths".

Not probably, but definitely. It's needed. At least kassarc reminded you about that little problem, which I have brought up from time to time. Heh. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on January 22, 2008, 04:07:11 AM
Is a road over pass for RHW-6 can be make. It can be useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 22, 2008, 11:13:42 AM
:o I have discovered Freedo50's problem with the extra bit of highway texture, but with me it was in a farming zone. :blahblah: I don't consider it a major problem, because if I need to post the picture of the interchange online I will photoshop the extra texture straight to kingdom come. ()flamdev() This isn't a %bur2$ situation for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 22, 2008, 12:02:32 PM
ma360, to answer your question, yes, eventually.  Probably in the next version. ;) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on January 22, 2008, 02:00:12 PM
Tanks for the information.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 22, 2008, 03:28:34 PM
someone's probably already asked this, but wil the extra textures glitches be removed at some point if possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on January 22, 2008, 03:39:09 PM
here's a suggestion some of you might wanna read... maybe there's already been mentioned but i dont seem to find it at all...

is there some way to get a MIS -> OWR connection.. if so... is there a tutorial?

Actually i've been trying that myself and i can't really find a way to do that...

anyway... If there isn't a way to do that at all... i suggest to include that connection on the next version of the RHW... cuz it would be very helpful...

PD i know i can do that by putting a RHW 6 - RHW 4 dual lanes and then convert one to OWR... but... it takes a lot of space... and the MIS looks prettier on an intersection

Thanks and great work to the NAM team
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 22, 2008, 03:56:35 PM
Quote from: el_cozu on January 22, 2008, 03:39:09 PM
is there some way to get a MIS -> OWR connection.. if so... is there a tutorial?

Not possible at this time.

Quote from: el_cozu on January 22, 2008, 03:39:09 PM
anyway... If there isn't a way to do that at all... i suggest to include that connection on the next version of the RHW... cuz it would be very helpful...

Maybe for v21, but I don't know if Alex is ready to implement something like that yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 22, 2008, 06:32:34 PM
Quote from: el_cozu on January 22, 2008, 03:39:09 PM
here's a suggestion some of you might wanna read... maybe there's already been mentioned but i dont seem to find it at all...

is there some way to get a MIS -> OWR connection.. if so... is there a tutorial?

Actually i've been trying that myself and i can't really find a way to do that...

anyway... If there isn't a way to do that at all... i suggest to include that connection on the next version of the RHW... cuz it would be very helpful...

Quote from: rickmastfan67 on January 22, 2008, 03:56:35 PM
Not possible at this time.

I beg to differ.  This is possible, but there isn't a proper texture for a MIS-OWR transition yet.
I discovered this when I was playing around with the new RHW network.  Its not pretty, but it works.

Have a look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9876%2Fterransettlementoct1402my1.jpg&hash=fe309a2584a6a7ff6c694950d2f8b3717adfda1a)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 22, 2008, 06:40:03 PM
QuoteThis is possible, but there isn't a proper texture for a MIS-OWR transition yet.

And it hasn't been RULed and pathed for MIS yet. If you tried to change the texture, it could have unintended side effects.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on January 22, 2008, 07:54:58 PM
I have actually got MIS to transition to one way roads. I forgot how I did it and I will find the picture with it working. My advice is to play around with it and it might work out for you. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2008, 12:39:06 AM
Quote from: Shadow Assassin on January 22, 2008, 06:40:03 PM
And it hasn't been RULed and pathed for MIS yet. If you tried to change the texture, it could have unintended side effects.

SA's right.  If one were to change the texture, it means that whenever an RHW-2 converts into an OWR, you'd have the MIS-OWR texture.  Of course, I don't really see anyone using an OWR/RHW-2 conversion, but it would be relatively simple to RUL a new one in.  Of course, once we start adding more draggable intersections into the MIS setup (diagonals, etc.), I don't think people will be using OWRs as much. 

dragonshardz, to answer your question, it is a definite yes.  Every known issue in v20 is planned to be fixed with v21, in addition to all the new features (wider RHWs, Elevated RHWs, more MIS interfaces, more overpass pieces, etc.).

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 23, 2008, 06:44:35 AM
QuoteI don't think people will be using OWRs as much.

Are you sure about that? ;)

A lot of exits here in RL widen from one lane to two lanes before making an intersection with a major road. This could be done with OWRs, plus, it would save extra textures from having to be made for intersections if MIS-2 ever got done. So, I definitely would suggest doing a MIS/OWR interface just for that reason alone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 23, 2008, 09:38:08 AM
Why use OWR when you could use half a RHW-4?
A 90 turn for the RHW-4 might be a good idea for when the RHW-4 is used as a slip road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on January 23, 2008, 09:38:34 AM
Quote from: Haljackey on January 22, 2008, 06:32:34 PM
I beg to differ.  This is possible, but there isn't a proper texture for a MIS-OWR transition yet.
I discovered this when I was playing around with the new RHW network.  Its not pretty, but it works.

Have a look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9876%2Fterransettlementoct1402my1.jpg&hash=fe309a2584a6a7ff6c694950d2f8b3717adfda1a)

Best,
-Haljackey

Actualy... it is a connection to 2 way road... then... connection to OWR... so...  MIS -> 2WR -> OWR... so at one point... the way of the traffic changes forward to backward in one lane... it may work... but... i was thinkin something else if you know what I mean... but thanks anyway... I'll show you some of my pics with a cool solution i found
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 23, 2008, 09:54:38 AM
el_cozu: It only looks like it is OWR to road because that texture is still from when the ANT (RHW) looked like road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 23, 2008, 10:55:37 AM
What I would love to see in the next release is a variant of the MIS-RHW2 Merge. The current one is a challange to use as it tend to eat up more space than I like to use when creating the highway corridor.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi275.photobucket.com%2Falbums%2Fjj312%2Fblunderclod%2FProposed-MIS-RHW2transistion.jpg&hash=2675071d9419fe4af3e64592c2626334e7511b6e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 23, 2008, 03:09:00 PM
Quote from: el_cozu on January 23, 2008, 09:38:34 AM
Actualy... it is a connection to 2 way road... then... connection to OWR... so...  MIS -> 2WR -> OWR... so at one point... the way of the traffic changes forward to backward in one lane... it may work... but... i was thinkin something else if you know what I mean... but thanks anyway... I'll show you some of my pics with a cool solution i found

No its not, although it appears to be.  What it actually is is a MIS (ANT)-OWR transition.  It looks like this because there is no MIS-OWR transition texture made yet, and conflicts may arise if made as mentioned above by Shadow Assassin and Tarkus.  Thats why it looks like a MIS-road-OWR connection.

-A RHW-2 to OWR transition is pretty much pointless, eh?  That is basically what the MIS-OWR transition will look like if textured this way.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on January 23, 2008, 03:58:00 PM
As far as both of the redrawn merged RHW2 and RHW4 pieces are concerned, the end of the turn right before the merge is much too sharp. If anything it should be more sharp at the other end, and smooth out towards the merge. Driving on that would cause on heck of a jerk on the steering wheel to avoid the other lane of merging traffic and staying in one's lane.

'Tis my only gripe, and the textures look fantastic. Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 23, 2008, 09:22:59 PM
This post is directed towards all RHW team members, past and present.

I don't think I've had the honor in this crazy day and age to express my gratitude for your work.  Over the years, I have seen this idea start out as a simple ANT that was just a wall-less ground highway turn out to what it is today.  Now, I have no idea how you managed to create a fully modular highway and interchange system with the dirt road ANT, so all I can say is wow.  Wow to the fact that you stepped up to the challenge, not for money and fame, but because you wanted to.  No one made you make this, and no one should have the right to push you around because you work for no-one!

I commend you for all the hard work, year-after year.  You managed to stay focused throughout the entire journey up to now, both during the good times and the bad.  There have been some bumps here-and-there, but yet you remained committed.  What started out essentially "Rural" has become anything but, a new highway network even better than what Maxis could come up with.  I think its really impressive that a small number of you have done something better than a major international cooperation; and what stuns me the most is that you worked on it at your leisure, while the people at Maxis/EA were being payed a full-time salary. 

Who would have known?  Not them, not I, maybe not even you.  Did you think that when you were first acquainted with the RHW and all its inner-workings, that such a feat could be accomplished?  I think you had some hope that it could be done, but you knew that you were just one person and really couldn't do it by yourself without teammates.

Look at this site.  Now, take a closer look.  Look at the members at this site.  Look at your teammates.  Would you be able to call them your friends even if you never met them in person? 
Now take a broader look.  Look at the whole community.  Look at their appreciation for all that you have done.  Look at what they have done with what you have provided them with.  Look into the past.  Look at the beginnings, the midpoints, the present, and now, look to the future.  Look at all the members' posts, questions, and comments.  Look at the responses to these.  Look at yourself... what you were back then and what you are now.




There's a lot of history to this project, eh?  Something like this really deserves admiration, and respect.  None of this would have been possible without your contributions, and for that I thank you.  Your work will be looked at and admired for many years to come.  Every post includes a little bit of this project's history, a history that is unique as the members who made it. 

Anyways, there you have it.  I hope this means something you, and that it gives you a chance to reflect on all the effort put into this project.  I wish you the best as you continue to make this project better and better, and to all the members who have worked on this in the past.

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on January 23, 2008, 10:40:10 PM
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AMEN

-John D Bottomley-
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on January 23, 2008, 10:58:59 PM
Here, here!

-Crissa

(I know, me too posts are lame, but guys, you're why I even kept SC4.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blunderclod on January 24, 2008, 04:52:43 AM
I'll add my two cents for the praise as well. In addition to all that was stated above, the keeps SC4 fresh and alive as in the real world where places grow and evolve. SC4 has changed since its original incarnation and the coming of RH. Seeing what these members have done with the ANT has left me speechless. Maybe that's a good thing. I've been known to talk to much, but I ramble...
So here's to you,  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on January 24, 2008, 07:53:05 AM
Amen, Haljacky!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on January 24, 2008, 08:02:36 AM
Haljackey, very impressive and well deserved speach.

&apls &apls

Robin  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on January 24, 2008, 08:11:13 AM
Respect. Fullstop.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 24, 2008, 02:03:42 PM
With every release of any part of NAM, it is like a whole new game.  So, we don't need SC5, or 6, or 7, or 8, we got them already :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Metropolis on January 24, 2008, 03:28:45 PM
Hello. First, I just want to say that the RHW mod is absolutly AWSOME!!! Thanks for taking the time to make such a good addon for SC4.

I am currently having a problem with the newest version of the RHW mod and the NAM. I deleted all my old NAM and RHW files and downloaded the new versions. In the game, I cant plop the RHW (all I get is a red arrow) and I have double of everything from the NAM (two roundabouts, elevated rail, etc...). Before you tell me that I may have outdated files, I took everything out of my plugins folder and just left the June 2007 NAM, December 2007 NAM update, the the January 2008 RHW mod. What can I do to fix this problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 24, 2008, 03:33:39 PM
If you have doubled icons, you have doubled and/or outdated files in your plugins folder. Please make sure that the NAM update and the new RHW version were installed into the same folder (Plugins\Network Addon Mod). Maybe there's an old version of the NAM (or another transit-reladed mod) in the plugins folder in SimCity's installation folder, so be sure to remove that one as well. Also, there is no December 2007 NAM Update, but it's labeled "Network Addon Mod January 2008 Update". Please check if you didn't accidentially install the December 2006 NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Metropolis on January 24, 2008, 03:43:07 PM
Andreas, I think you have solved my problem. I had the NAM and RHW in two seperate folders.

Also, I just mistyped the December 2007 NAM. Whatever is the newest NAM is the one I have. Thanks. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: IMADreamer on January 25, 2008, 04:33:15 PM
Quote from: Haljackey on January 23, 2008, 09:22:59 PM
This post is directed towards all RHW team members, past and present.

I don't think I've had the honor in this crazy day and age to express my gratitude for your work.  Over the years, I have seen this idea start out as a simple ANT that was just a wall-less ground highway turn out to what it is today.  Now, I have no idea how you managed to create a fully modular highway and interchange system with the dirt road ANT, so all I can say is wow.  Wow to the fact that you stepped up to the challenge, not for money and fame, but because you wanted to.  No one made you make this, and no one should have the right to push you around because you work for no-one!

I commend you for all the hard work, year-after year.  You managed to stay focused throughout the entire journey up to now, both during the good times and the bad.  There have been some bumps here-and-there, but yet you remained committed.  What started out essentially "Rural" has become anything but, a new highway network even better than what Maxis could come up with.  I think its really impressive that a small number of you have done something better than a major international cooperation; and what stuns me the most is that you worked on it at your leisure, while the people at Maxis/EA were being payed a full-time salary. 

Who would have known?  Not them, not I, maybe not even you.  Did you think that when you were first acquainted with the RHW and all its inner-workings, that such a feat could be accomplished?  I think you had some hope that it could be done, but you knew that you were just one person and really couldn't do it by yourself without teammates.

Look at this site.  Now, take a closer look.  Look at the members at this site.  Look at your teammates.  Would you be able to call them your friends even if you never met them in person? 
Now take a broader look.  Look at the whole community.  Look at their appreciation for all that you have done.  Look at what they have done with what you have provided them with.  Look into the past.  Look at the beginnings, the midpoints, the present, and now, look to the future.  Look at all the members' posts, questions, and comments.  Look at the responses to these.  Look at yourself... what you were back then and what you are now.




There's a lot of history to this project, eh?  Something like this really deserves admiration, and respect.  None of this would have been possible without your contributions, and for that I thank you.  Your work will be looked at and admired for many years to come.  Every post includes a little bit of this project's history, a history that is unique as the members who made it. 

Anyways, there you have it.  I hope this means something you, and that it gives you a chance to reflect on all the effort put into this project.  I wish you the best as you continue to make this project better and better, and to all the members who have worked on this in the past.

-Haljackey

I have to echo those comments.  This team has taken a game I've dearly loved and made it like a new game for me many times over.  When did sim city 4 come out?  2002 or 2003 something like that.  Well here we are in 2008 and I still play this game atleast a couple times a week if not more. 

I don't post much on the boards as I don't have a lot to contribute really and I know next to nothing about computers and programming so the things you all do is so far beyond my comprehension I can't even think of where you start. 

So with all that said, thank you for all your hard work.  It's greatly appreciated. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 26, 2008, 08:11:22 AM
No applause  &apls , just send money  ...  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on January 26, 2008, 08:55:54 PM
Did you plan to make RHW-8 or RHW-10 someday? It can be useful for my cities traffic flow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 26, 2008, 09:20:34 PM
ma360, yes, most definitely--if you had read my opening post (which is stickied at the top of every page of this thread), there's a "Frequently Asked Questions" section, which mentions the further wider RHWs being included as part of the next version.

And everyone who posted comments in support of this project (Haljackey, mightygoose, Crissa, blunderclod, JGCarter, rooker1, Lollo, RebaLynnTS, Metropolis, IMADreamer), we all really appreciate it, so thank you. :)  It really is good to know that people out there are enjoying what we've produced.  I'm just glad to have been able to be a part of this project, and the NAM Team, and that I've at least been able to do something to further the game's transit options. :)

So, to everyone who has supported and followed this project, I offer my most sincere gratitude. :thumbsup: 

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 27, 2008, 09:45:31 AM
how wide can we expect the 8 and 10 lane RHW's to be? I need to plaan my ROW for this....  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on January 27, 2008, 09:50:19 AM
Quote from: dragonshardz on January 27, 2008, 09:45:31 AM
how wide can we expect the 8 and 10 lane RHW's to be? I need to plaan my ROW for this....  ;D

In October Alex provided a table for the various RHWs and how many tiles wide they will take up, as a response to this same question. Click here (http://sc4devotion.com/forums/index.php?topic=990.msg83731#msg83731) for the table. (I actually have the table bookmarked for a reference :D).

And Alex, it would be great if you put that table up on the post that's stickied at the top of the thread so it's easier for everyone to find. :)

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2008, 03:31:44 PM
Quote from: DFire870 on January 27, 2008, 09:50:19 AM
And Alex, it would be great if you put that table up on the post that's stickied at the top of the thread so it's easier for everyone to find. :)

That's a fantastic suggestion, John.  Consider it done, as well as another table explaining capacity. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on January 27, 2008, 04:06:37 PM
All this talk of 8 and 10 lane mega highways got me thinking;

Why go wider when you can go faster with 6 lanes, AUTOBAHN

Unlimited speed down the famous german motorways, now I am sure that will cut commute time in 1/2 and make for some pretty spectular crashes.

The point being, is there a way RHW can increase her speeds to allow an autobahn type highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 27, 2008, 04:39:28 PM
No that won't work.  The speeds have to be thesame for all networks based on the basic networks which are road street avenue ground/elevated highway rail monorail elevated rail one way road and ANT.


Also, why exactly do the diagonal rail over one way road puzzle pieces have paths going both ways?

(i say this because there is no diagonal rail over RHW or avenue so OWR is the alternative)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 28, 2008, 02:35:05 AM
QuoteThe speeds have to be thesame for all networks based on the basic networks which are road street avenue ground/elevated highway rail monorail elevated rail one way road and ANT.

I'd suggest you look up your info, because each network can have different speed limits from each other. The ANT is currently set to the same speed as the highway network to fit in, as it is basically a highway network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 28, 2008, 02:42:18 AM
Quote from: nerdly_dood on January 27, 2008, 04:39:28 PM
Also, why exactly do the diagonal rail over one way road puzzle pieces have paths going both ways?

It's primarily to prevent complications in Left-Hand Drive mode, and to reduce the number of puzzle pieces, if I'm not mistaken.  It won't cause any weird issues, however, as the road connecting up to the OWR puzzle piece is going to be going one way, so there's only one way that traffic can get on and off the puzzle piece. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on January 28, 2008, 11:24:04 AM
Shadow ...that is pretty much what Nerdy was saying, only in different words. Could have been a bit more clear though :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 28, 2008, 11:33:55 AM
@Shadow Assassin:  That's what I meant.  But all networks based on, say, the ANT, MUST have the same speed limit--no way to have different speeds for RHW2 and RHW4+.

@Tarkus:  Thanks for the enlightenment, I was wondering what that was for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 28, 2008, 12:17:09 PM
Quote from: Tarkus on January 27, 2008, 03:31:44 PM
Consider it done, as well as another table explaining capacity. ;
Thank you for putting up the capacities table. That is very useful for the current release of RHW and, together with the table about width in tiles, for trying to build in flexibility for future, much anticipated, releases.
Title: Re: RHW (RealHighway) - Development and Support
Post by: hconline on January 28, 2008, 09:47:54 PM
 &apls :thumbsup:

Well Put Haljacky
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 03:40:05 PM
 :angrymore: I AM FRUSTRATED!!!!!!!!!!!!!!!!!!!   I've been looking for a fix to the "Grey Mouse Cursor"  I can place the local 1 lane rural road, but i can't get the interstates that ive been soooo longing for and now ive gotten tired of looking through 81 or 82 pages OF 1 POST!!!  (i only got to 5 before i gave up....)  can anyone help me, like soon, im bored ()what() :-\ &sly :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2008, 04:16:18 PM
Glazert and nerdly, you're welcome.

usairforce1, calm down. ;)  You could have expressed that without resorting to so many exclamation marks and angry smilies.  ::)  If you're getting "Grey Mouse Cursor", it means you have outdated high-level transit mods (RUL-based) sitting in your Plugins, likely outdated NAM files or an old version of the RHW.  That's the only thing that causes that issue.  I'd suggest deleting your NAM folder, running the BSC Cleanitol definition included with the June 2007 NAM download, then reinstalling in the following order:

1) NAM June 2007
2) NAM January 2008 Updated
3) RHW v20

As far as this whole "81 or 82 pages of one post", I'm not entirely sure what you mean.  I do have one post which is stickied at the top of every page, but it's not the only post on the page. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 04:58:17 PM
Im trying what you said right now... also i also found a so called "Photo Webpage Download" where its like a picture and you cant do anything, the links are from the Simtropolis website, (the January 2007 mod Dependency list link AND the README!), if you can tell them to change the links.

EDIT!!

Why cant i download the new version from your link of the RHW thing, it does the Photo Webpage thing can you post a good link, im using I.Explorer. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 30, 2008, 05:09:25 PM
Quote from: usairforce1 on January 30, 2008, 04:58:17 PM
EDIT!!

Why cant i download the new version from your link of the RHW thing, it does the Photo Webpage thing can you post a good link, im using I.Explorer. 

You need to register separately @ the LEX before you can download from there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 05:17:12 PM
Ok, it still doesnt work...    I deleted all of the nam files i had previously,  then i reinstalled the files in your order,  WHAT IS WRONG WITH ME AM I CURSED? &ops :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 30, 2008, 05:53:27 PM
No. Search your Plugins folder for the offending file, and if need be rebuild your plugins folder.

And I would suggest doing it after taking some deep breaths and calming down a bit.  /wrrd%& /wrrd%& /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 06:09:56 PM
Just wondering, how do you rebuild a dat file, and what type of file am i looking for.? :-\ /wrrd%& /wrrd%& /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2008, 06:14:33 PM
You're not rebuilding a .dat file.  I believe what dragonshardz meant was rebuilding your Plugins, or replacing the old file(s).

If you want a detailed explanation of things, I would strongly advise that you read my opening post on this thread, as well as the convenient Readme files included with all the downloads (they're there for a reason), which will cover everything. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 06:16:57 PM
ok... if found something with the text...   NetworkAddonMod_IdividualNetworlRULs.dat
could that be it???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2008, 06:21:37 PM
No, that's not the file you're looking for.  That hasn't been updated since the June NAM, to my knowledge.  Check the date on the file "NetworkAddonMod_Controller.dat".  That contains the central RUL files--it should have a date toward the end of December 2007 on it.  If it doesn't, there's your problem.  If it does, then your conflict lies elsewhere.  Also, if you're using the DatPacker, make sure you don't have a DatPacked NAM file sitting in your Plugins.  If you had a screenshot of your NAM folder, that may help.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 06:24:25 PM
im currently using DatGen.  Im looking into it now.




i cant find the date, where do i look. all i see is... 1 directory file and 3 INI files, and all i see is, well, stuff.  Where do i find the date?          This is probably why im failing to find it,  THERE's MY PROBLEM, SOMEHOW!  &hlp OK, SO WHERE DO I PUT IT? sorry for caps again...   i dont know if this is what im looking for,    ;Last  Updated: 052907  




MOD EDIT: Please do not double or triple post. The Edit button is there for a reason. - Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2008, 06:33:51 PM
It doesn't sound like you're in the right directory.  And DatGen is completely different from DatPacker.  (DatGen is an old modding tool, DatPacker is a file compression tool).

The NAM would be in the My Documents\SimCity 4\Plugins\Network Addon Mod folder. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 30, 2008, 06:43:01 PM
Or, in older versions, My Documents/Simcity4/Plugins/NetworkAddonMod. Look for a folder with that name as well, it is an old version of the NAM and conflicts with the present version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 30, 2008, 06:43:52 PM
hey, i cant find anything from the home page, but can you give me a direct link or a direct download because i cant find it... oh to clarify, the DatPacker, ive heard good things about it.




here's a list of the files, oh and i have all of my simcity stuff in my E: drive... 
NetworkAddonMod1.dat (with Mod1,2,3,4,5) NetworkAddonMod_IndividualNetworkRULs.dat,  NetworkAddonMod_Bridges_Plugin_Controller.dat,  NetworkAddonMod_Controller.dat,  NetworkAddonMod_Locale_english.dat,  IN THE RURAL HIGHWAY MOD FOLDER,(sidenote, there is also additional bridges folder, Plugins folder in the Network addon mod folder, and the Documentation folder)  a_RuralHighwayMod_LegacySupport.dat,  RuralHighwayMod.dat,  RuralHighwayMod_Locale_english.dat
sorry for long list but i dont see whats wrong, ive got to get off soon, i still want realistic interstates soon, but somehow i guess im an idiot with a computer, even though im a Microsoft Administrator (In Training) for the Xbox 360. ;)




Hey, ive got to go for the night,  ;)hey, do you have an Xbox 360? if so my gamertag is xxxPOLICExxx. sorry for offtopic post but btw, i still cant get the download page to work, im registered and i have to register again>?? hey i gots to go.... :'(




MOD EDIT: Please do not triple or double post. The Edit button is there for a reason - Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on January 30, 2008, 07:08:44 PM
Quote from: usairforce1 on January 30, 2008, 06:59:52 PM
Hey, ive got to go for the night,  ;)hey, do you have an Xbox 360? if so my gamertag is xxxPOLICExxx. sorry for offtopic post but btw, i still cant get the download page to work, im registered and i have to register again>?? hey i gots to go.... :'(

Did you register @ this link: http://www.sc4devotion.com/csxlex/ ?

It's different from the forums.  Plus, if you did register @ the link above, did you check your e-mail yet for the conformation e-mail to validate your account?  Sometimes it goes into the Junk Mail Folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on January 31, 2008, 01:25:31 PM
Quote from: usairforce1 on January 30, 2008, 05:17:12 PM
Ok, it still doesnt work...    I deleted all of the nam files i had previously,  then i reinstalled the files in your order,  WHAT IS WRONG WITH ME AM I CURSED? &ops :angrymore:

This is not an appropriated tone for our site. Calm down and be polite while posting, or do not post. Thank you.
jeronij
Title: Re: RHW (RealHighway) - Development and Support
Post by: usairforce1 on January 31, 2008, 03:13:24 PM
?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on January 31, 2008, 05:38:36 PM
I'd like to report that the textures for rail-over-RHW 4 is reversed with the pathing--the yellow lines are on the outside when the path is forward. Just wanted to let you guys know, if you didn't already.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on January 31, 2008, 07:27:24 PM
hey toichus, we are aware of that and working on a fix for that for the next update but thanks for letting us know  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 01, 2008, 01:58:18 PM
Im sorry.. but I just realised something

It would be more user friendly if, instead of grouping the tab rings into the previously stated rings, you grouped them together by lane size (IE one for MIS, one for RHW-2, one for RHW-4, etc...). This makes more sense so you dont have, say, a load of higgledy piggledy puzzle pieces

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 01, 2008, 02:08:47 PM
Joe, that's also a good idea.  It does definitely need to be broken down some way, but the big question is, how?  By the different lane sizes, it would kind of be like the way in which the other network puzzle pieces are grouped (Road, Avenue, etc.).

I'd be curious to hear some more thoughts on it.  I may (possibly) start a poll, too.

Back with (ir)regularly scheduled development shortly . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 01, 2008, 02:12:33 PM
QuoteBack with (ir)regularly scheduled development shortly . . .
oooooooo cant wait

Yeah a poll would be a good idea. It would be nice to know what other ways you could split it.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 01, 2008, 02:21:34 PM
Personally, I would like to see the overpass puzzle pieces removed from the RHW tab.

Back when version 0.13B was "king", these were found in their respected tabs.  Road-over-RHW was found in the road overpass tab, not the RHW tab.  When I downloaded version 0.20, it took me a while to figure out that ALL these overpasses were found in the RHW tab.

I understand why they were in this tab, because there wasn't just one RHW overpass anymore.  There was RHW-2, RHW-4 and MIS.
-Still, I think they should be found in their respected tabs, so that when I create an overpass I don't need to constantly switch from the RHW tab to the road/ave, etc tabs.




In addition to this, I just wanted to say thanks for the feedback you gave back on page 81.  There is a lot of history here, and even more is being made right now!  Even more can be found during the "early days" at Simtropolis.  We really miss you guys there, and I encourage you to check back there every once and a while.  You don't need to "revive" the projects there, just stopping by and saying "hello" sometime would mean a lot!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on February 01, 2008, 02:29:04 PM
I also like Joe's idea, where they would be grouped by lane sizes. It would be much easier to find the pieces this way. But I also like Haljackey's suggestion, where the overpass pieces would be moved back to their tabs. It makes more sense considering, for example, the avenue over GLR puzzle piece, etc. are there.

I was also wondering, in the future is there going to be a MIS drag piece? Reason why I asked is that IRL there are certain intersections between two sub-freeway networks that are on different grades and use ramps.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on February 01, 2008, 02:37:17 PM
Quote from: DFire870 on February 01, 2008, 02:29:04 PM
It would be much easier to find the pieces this way. But I also like Haljackey's suggestion, where the overpass pieces would be moved back to their tabs. It makes more sense considering, for example, the avenue over GLR puzzle piece, etc. are there.

Well, the main reason because they were moved to a separate button is that the RHW is an optional plugin. If somebody doesn't have installed the RHW, there would be "gaps" in the other rotation rings, which is rather confusing. Since the rotation rings are defined in the NAM Controller, there's only one possible configuration, and we don't really want to maintain several different NAM Controller versions (they would also cause much confusion among the users).
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 01, 2008, 02:42:03 PM
well if thats the case, then would it be possible for it to be standard over all networks?

and yeah it was a nice idea... pity about the constraints

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on February 01, 2008, 02:44:47 PM
Oh, that makes sense. Then perhaps you could either group the overpass pieces based on the RHW width, or group all overpass pieces together?

-- John.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 01, 2008, 03:18:09 PM
Poll is now up. ;)  It'll be open for at least a couple of weeks.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 01, 2008, 07:44:52 PM
Nice. I personally prefer them being bunched by type, though... each system is similar in terms of number of puzzle pieces, so it wouldn't really matter, anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on February 01, 2008, 08:47:50 PM
Too bad you can't put the rings in the NAM 'update' file.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on February 01, 2008, 09:08:22 PM
I'd prefer to see them grouped by type, then put in order from lowest amount of lanes > highest amount of lanes.

That's just my $0.02 USD, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on February 01, 2008, 09:52:28 PM
Hey a Poll  %confuso

[Votes]

Anycase I voted option X  :-\ for now due to the way I play around with the city developments
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on February 02, 2008, 10:38:43 AM
Is there any reason why RHW is still an optional plugin? I mean it's not as if anyone still uses the ANT as an ANT is it?
The other option would be to have a checkbox on the installer which asked if you wanted the RHW overpasses in the tab rings or not, and then installed whichever version of the NAM Essentials was necessary.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on February 02, 2008, 01:33:03 PM
Quote from: Tarkus on April 13, 2007, 09:10:49 PM

[tabular type=4 caption="Wider RHW Types and Space Consumption"]
[row] [head]RHW Type[/head] [head]Tile Width[/head][/row]
[row] [data]RHW-2[/data] [data]1 Tile[/data][/row]
[row] [data]RHW-3[/data] [data]2 Tiles1[/data][/row]
[row] [data]RHW-4[/data] [data]2 Tiles[/data][/row]
[row] [data]RHW-6C[/data] [data]3 Tiles1[/data][/row]
[row] [data]RHW-6S[/data] [data]4 Tiles1[/data][/row]
[row] [data]RHW-8C[/data] [data]3 Tiles[/data][/row]
[row] [data]RHW-8S[/data] [data]4 Tiles[/data][/row]
[row] [data]RHW-10[/data] [data]4 Tiles[/data][/data][/row]
[row] [data]MIS-1 Ramp[/data] [data]1 Tile[/data][/row]
[/tabular]

1--Due to the way in which the lanes are situated, traffic can only use part of the overall width.  Only 1 tile of the RHW-3, and 2 tiles of both the RHW-6C and RHW-6S can carry traffic, and thus, in terms of capacity, they are 1-tile and 2-tile networks, respectively.

Here is a listing of their capacities.  The values are based off of the new NAM Traffic Simulators by jplumbley and mott.  Different simulators will have different values set, but the ratios will be the same.  Note that the game handles capacity on a per-tile basis, not a per-lane or per-path basis, so some additional width on the wider networks may just be "functional eyecandy" (automata can and will use the extra width not accounted for in the capacity).

i am a bit confused here:  :-[
will the Automata (the cars etc) move on all lanes (if pathed)? but the capacity is one tile? :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 02, 2008, 02:17:17 PM
Quote from: freedo50 on February 02, 2008, 10:38:43 AM
Is there any reason why RHW is still an optional plugin? I mean it's not as if anyone still uses the ANT as an ANT is it?
The other option would be to have a checkbox on the installer which asked if you wanted the RHW overpasses in the tab rings or not, and then installed whichever version of the NAM Essentials was necessary.

Fred

I think I can answer that one ... the NAM team has decided to make the NAM more modular, so updates are easier to handle. And, updates will be able to come more frequently.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on February 02, 2008, 02:51:57 PM
Hey Shadow Assassin, do you have any news regarding the euro textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 02, 2008, 03:02:47 PM
Fred, to answer your question, as Becca alluded to, we've modularized the NAM now, but also, I should point out that the ANT Plugin no longer exists.  It has been officially "assimilated" into the RHW Plugin, while the "ANT" has been . . . um . . .  "squashed".  :D

Meastro444, to answer your question, the automata will indeed move on all lanes, but all the lanes are confined to a single tile. 

By the way, right now our poll has already had 76 voters in less than 24 hours.  Thank you to all who voted! :thumbsup:

And I am back with the promised update.  A few random things in development.  Prototype textures still on some of this stuff.  (Yes, I know the stripes are backwards on one side of this first one.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F3542%2Frhw6s8s02022008hu9.jpg&hash=80159dca415a1a1a5fc78ea1f3865e13895e4f14)

I'd show you the transition piece on this one, but it's being a royal pain RUL-wise and I'm having to re-work it entirely.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F9501%2Frhw1002022008ii7.jpg&hash=d04d4997c927d3270aaeb10e7d0d2a8dc42aeeba)

Oh, and I figured out bridges. ;) 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F4837%2Frhw2bridge1zh2.jpg&hash=aec8e8d1f73d37045567a6e5a9da9fd080533901)

More stuff will be on display here soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on February 02, 2008, 03:09:08 PM
Oh come on, Alex! These pics are simply wonderful! Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on February 02, 2008, 03:18:42 PM
Hehe, at that rate, Shadow Assassin will never be able to finish his Euro textures. ;) But I'm making progress with the SAM Euro textures, though. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on February 02, 2008, 03:22:36 PM
Quote from: Andreas on February 02, 2008, 03:18:42 PM
Hehe, at that rate, Shadow Assassin will never be able to finish his Euro textures. ;) But I'm making progress with the SAM Euro textures, though. :)

If he can't get rid of that virius, he can never get them done. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on February 02, 2008, 03:56:06 PM
AHHH!  &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on February 02, 2008, 06:53:50 PM
I've voted for option B, cause it would make it easier to build thouse 4-8 highway lanes. I also love the latest updates Keep up the great work with.
&apls &apls &apls &apls &apls &apls &apls!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on February 02, 2008, 10:36:54 PM
I was just thinking that I'd rather have one tool to build a road, instead of having to select a new tool - since you have to rotate to a new piece each time.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on February 05, 2008, 05:49:06 PM
my vote is for by type, why cause I belive it would be alot easier to keep track of what is being used and what cat it is in....
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on February 05, 2008, 05:58:03 PM
I voted for by type for the poll. Also, the starter peices and the onramp pieces have a slightly different color the the actual RHW which is kind of annoying and the traffic slows down to street speed when goin over those tiles. If you can get those bugs ironed out (and the neighbor connection one), then this will be perfect. I still love the RHW and MIS though I can do so much with it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2008, 08:59:15 PM
doorknob60, I have good news for you--the color difference issue on the starters/onramps will be eliminated by the RHW v21 release.  A lot of those textures were prototype ones that I did, but James (rickmastfan67) has been working on revamping them for the next release so they'll match up better with the rest of the network textures (which he also did). 

As far as the slowdown on the starters, that is likely due to the way in which the overrides are initiated, at least in part.  The puzzle drag technology used in this version of the RHW, as well as Draggable GLR and the SAM networks basically initiates an override through the use of a puzzle piece which is equipped with a "false intersection" with a different network on the other end.  What is happening in these situations is that the game is reading these tiles as belonging to the other network (in the case of the RHW, usually Road or OneWayRoad), and thus, imposing the speed of the lesser network over it from a visual standpoint. 

Fortunately, this is not affecting the network capacity or the actual, functional speed, so we're just left with a minor visual glitch with the vehicle automata slowing down to Road/OneWayRoad speed.  This is something which actually happens with the Maxis networks as well (try building an intersection between a Street and an Avenue--the same thing happens), so it appears this is sort of thing Maxis' fault on a hardcoded level, at least in part.  The only way in which it could be possibly fixed is to get the override stable enough that you can bulldoze the starter piece so there are no intruding "false intersections", but in order for this to work with the onramps and the transitions, it would require a substantial number of additional RULs.

I'm glad to hear you're otherwise enjoying the RHW and MIS, though. :)  (And on a side note, I've been considering trying out Linux--if I could get all of my modding tools to work in it . . .  ;))

And as far as the poll goes, thanks to everyone who has voted!  It's good to have feedback on these sorts of things before I make anything final, and since I can edit the polls, there's a good possibility I'll seek public input this way again in the future. 

And it appears this Super Tuesday that the vote is actually extremely close. ;)  After 122 votes since Friday, the "by number of lanes" option is leading 62-55 over "by type", a mere 7 votes.  5 people have voted for the "leave it as is" option.

Back with more updates shortly.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on February 06, 2008, 07:41:22 AM
awesome... im looking forward to it!

I voted for by type... since it is easier to rotate the piece by number of lanes... instead of select a tool by number of lanes and rotate the piece by type...  :thumbsup:

just think about the menu on your game... how would YOU organize your own RHW menu...

I'm at work and I dont have anything to do right now... i know some of you are in the same position as me  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on February 06, 2008, 10:51:24 AM
It would be very difficult (Perhaps almost impossible) to get your modding tools to work with linux. WINE isn't very friendly to work with. There is a thread on simtrop saying how to get sc4 to work on linux and it looks like a lot of work. I've used WINE on a mac and that was confusing enough. If you really wanted to try linux then I would recommend dual booting it with windows. Obviously you would have to back everything up because the drive would needed to be formatted to partition. Alternatively you could put your preferred distro of linux on a pen drive/removable storage device and boot off it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 06, 2008, 11:04:43 AM
The best way of using widows programs on Linux (on pc, wont work on Mac Linux) is getting VirtualBox  (http://www.virtualbox.org/) or another virtual machine. This lets you use Windows as Windows on Linux.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on February 07, 2008, 08:51:49 AM
Quote from: star.torturer on February 06, 2008, 11:04:43 AM
The best way of using widows programs on Linux (on pc, wont work on Mac Linux) is getting VirtualBoxVirtualBox  (http://www.virtualbox.org/)or another processor simulator. This lets you use Windows as Windows on Linux.

Joe
Ah a virtual machine. I don't personally see the point of logging into a virtual machine every time you want to use an app. But that's just me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2008, 08:32:10 PM
Back with development . . .

Somewhere, over the RHW-6S . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F1860%2Frhw6overpass020820081rw0.jpg&hash=206fd1228a593dc00c3fb5a531d2edd97abea113)

(or RHW-6C)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F6310%2Frhw6overpass020820082nv4.jpg&hash=6962d77c0e5c86f4c3720dad092554462de473fa)

Adding those to the 8S, 8C and 10 will just be a copy-paste. :)

By the way, the poll is still very, very close, with "by number of lanes" still holding a slight edge (it had been down to 2, but has gone up a little now).  I'll leave the poll open through Monday.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on February 08, 2008, 11:26:53 PM
Alex, I'll provide you with the "darkened" RHW-6S/C textures really soon so you can fix that color problem. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 09, 2008, 06:41:57 AM
Looking good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on February 09, 2008, 09:55:07 AM
Quote from: Tarkus on February 08, 2008, 08:32:10 PM
Back with development . . .

(or RHW-6C)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F6310%2Frhw6overpass020820082nv4.jpg&hash=6962d77c0e5c86f4c3720dad092554462de473fa)

Adding those to the 8S, 8C and 10 will just be a copy-paste. :)

By the way, the poll is still very, very close, with "by number of lanes" still holding a slight edge (it had been down to 2, but has gone up a little now).  I'll leave the poll open through Monday.

-Alex (Tarkus)

This might look better with a central pylon/s, the central span looka a *touch* too long to support itself. It probably isn't, it just looks that way.

Either way I'll still use it when v21's released, though, so it's not a biggie.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 09, 2008, 10:00:36 AM
keep in mind cammo that is a compacted version that spans over two tiles and that there are overpass spans that span through the highway with no middle connection. just so ya know  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mapper on February 09, 2008, 10:56:31 AM
But it would probably look nicer to have a support in between that is built into the piece. Just my 2 cents.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on February 09, 2008, 12:25:50 PM
It would look better with supports indeed - otherwise, excellent work. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2008, 03:25:16 PM
Quote from: Filasimo on February 09, 2008, 10:00:36 AM
keep in mind cammo that is a compacted version that spans over two tiles and that there are overpass spans that span through the highway with no middle connection. just so ya know  ;)

Actually, it spans three. :D  (The 6C is over 3 tiles, the 6S over 4 tiles.)  I'll see what I can do about adding that support in.  It does indeed look a little funny without it.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 09, 2008, 03:34:57 PM
 :-[ right forgot bout the shoulders!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2008, 10:12:41 PM
Finally got the RHW-8S-to-10 transition functional.  The textures are just prototypes I whipped up rather quickly, so obviously, they're quite rough.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F4294%2Frhw8s1002092008of7.jpg&hash=b49273b2482cd1a72c5b0ba63898b8e864e08c70)

Now to figure out those diagonals . . .  then the wider RHWs will be in good shape. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: porter66083 on February 10, 2008, 12:09:04 AM
Oh... so pretty.... so so pretty....

-drools-
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 10, 2008, 12:20:48 AM
Aaah, the wideness!

Mmm, high capacity, here we come!
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 10, 2008, 06:39:10 AM
Keep up the good work, guys. Now if we can just get the RAM off the ground :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on February 10, 2008, 07:40:58 AM
Quote from: Tarkus on February 08, 2008, 08:32:10 PM
Back with development . . .

Somewhere, over the RHW-6S . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F1860%2Frhw6overpass020820081rw0.jpg&hash=206fd1228a593dc00c3fb5a531d2edd97abea113)

(or RHW-6C)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F6310%2Frhw6overpass020820082nv4.jpg&hash=6962d77c0e5c86f4c3720dad092554462de473fa)

Adding those to the 8S, 8C and 10 will just be a copy-paste. :)

By the way, the poll is still very, very close, with "by number of lanes" still holding a slight edge (it had been down to 2, but has gone up a little now).  I'll leave the poll open through Monday.

-Alex (Tarkus)

hey.... i think it looks good without the center column... most bridges dont have a center column over a highway... just leave it as it is
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 10, 2008, 07:43:55 AM
Great work Tarkus (Alex)...If possible, could you show us some development on the El-RHW. :D Also, will the El-RHW be wider than just 4 lanes? Just curious...will El-MIS be included in v21 as seen in your MD earlier on? Is there any plans for orthogonal MIS ramps for v21 and orthogonal overpasses. (ex. ---//--- or ===/=== for overpasses and \\ | for on/off ramps.)  Anyway, seems like v21 will come out sooner than it did between
                                                                              \\|
                                                                               \\
v13 and v20 since there won't be a whole revamping as was done between v13 and v20. ;) ..I'm a programmer so I understand versions and builds and how they deal with the infastructure of the program itself.  ()stsfd() Also wondering, what did/are you majoring in?  &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 10, 2008, 08:22:55 AM
The current model for the raised roads looks to weak without the center support, and most of the highways I drive on do have center supports on the road bridges, over the highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on February 10, 2008, 08:44:17 AM
I usually see a center support, too. Though, I don't go on big highways much, and the bridges I do see don't look anything like the NAM overpasses. Anyway, I think that, though it may be possible, the look of the bridge would be better with a center support.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on February 10, 2008, 10:37:05 AM
Wow, the new wider RHWs look amazing, Alex! Keep up the fantastic work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CabraBuitre on February 10, 2008, 11:25:38 AM
I don't know about elsewhere, but in Illinois and Wisconsin, overpasses ALWAYS have a center support.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on February 10, 2008, 11:39:59 AM
It usually depends on the width of the highway, as well as how wide the center median is. Here I've seen overpasses that have two central supports in the median (because the median is wide enough to allow the highway plenty of room for future expansion), as well as highways that have one, but I don't think I've seen one that has no central support. Most of the highways that have a jersey barrier as the only means of separation between the two sides of the highway has the central supports built into the jersey barrier.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on February 10, 2008, 02:51:59 PM
Great work on the RHW-6C pieces, Alex. However, I must ask everyone to stop bothering Alex about the center supports for the RHW-6C overpass. He's said that he's going to look into it and its been stated before that the RHW system is currently about functionality, eye candy will come later. So lets all be patient and see what the NAM Team comes up with.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 10, 2008, 02:54:54 PM
Of-course, both kinds could be included. But until everything works good, it don't matter much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 10, 2008, 04:13:52 PM
Glad to hear everyone likes the new developments. ;)

To answer your questions, debutterfly, the El-RHW and El-MIS are kind of in an interesting situation.  The modding aspect is more or less done on them--I've been able to make the overrides work simply with a copy-paste of the ground RHW/ground MIS overrides, and becuase of that, it will, in fact, be possible to widen the El-RHW (up to El-RHW-10).  The models used for the Elevated networks are a different story, and that's where the hangup lies in getting those networks ready.  blahdy has completed a fantastic looking (as usual) orthogonal El-RHW-4 model, as shown a few pages back, but we've been having difficulty getting it into the game, due to various logistics issues with pieces of software and file formats.  Whether or not the Elevated stuff will be in v21 really depends on if we can get this situation worked out.  And by those offramp/overpasses, did you mean diagonal/orthogonal?  If so, I'm planning to improve the diagonal aspect of the mod with v21.

As far as the gap between v20 and v21 being shorter than that between v13 and v20, it's certainly possible, but I can't really make any guarantees.  I'm only calling it v21 in order to make it a consecutive number, but given the numbering scheme it was given in the past, it may be more like v30. :D

And by the way, I'm a music composition major, on the second year of my doctorate.

Hope that answers your questions.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 10, 2008, 04:59:58 PM
we may have to wait for El-MIS and El-RHW until v21b, then?
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 10, 2008, 05:34:40 PM
QuoteAnd by those offramp/overpasses, did you mean diagonal/orthogonal?  If so, I'm planning to improve the diagonal aspect of the mod with v21.
yes...I meant diagonal. Thanks for the update and all of your time put in to such a great super-modd.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 10, 2008, 05:49:25 PM
QuotePosted by: dragonshardz
we may have to wait for El-MIS and El-RHW until v21b, then?


QuoteTarkus: Whether or not the Elevated stuff will be in v21 really depends on if we can get this situation worked out.  And by those offramp/overpasses, did you mean diagonal/orthogonal?  If so, I'm planning to improve the diagonal aspect of the mod with v21.

Please make sure to read Alex post next time kay?  ;) There is no point in releasing "b" versions anymore due to the fact that v13b was created to be compatible with an upcoming NAM release in the past. If we are not able to have it ready for V21 it will be in the next version after v21.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 11, 2008, 08:17:41 AM
Hi everyone-

The poll is now closed.  Thanks to all 159 of you who voted!  I appreciate the feedback.

The final tally is as follows:

By type (Starters, Overpasses, Transitions, etc.)----69 (43.4%)
By number of lanes (MIS, RHW-2, RHW-4, RHW-6, etc.)----82 (51.6%)
Keep them all lumped together as is (all under one button)----8 (5%)

It was pretty close between the top two options throughout, so I think there's a good possibility I may see if I can merge the two somehow . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 11, 2008, 08:45:32 AM
or maybe an option could be available? on install you choose between Number of Lanes and Type, (number of lanes being the default of course  :D )

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on February 11, 2008, 10:47:55 AM
Quote from: star.torturer on February 11, 2008, 08:45:32 AM
or maybe an option could be available? on install you choose between Number of Lanes and Type, (number of lanes being the default of course  :D )

Well, that's exactly why we started the poll in the first place - the NAM Controller defines the order, and there can only be one (otherwise we'd have to maintain multiple NAM Controllers forever, and this is both confusing and a lot of work).
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 11, 2008, 10:49:38 AM
That makes sense, sorry I forgot about that problem  :D

woops

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on February 11, 2008, 11:22:19 AM
Well, I voted for "by type," but personally, I'm more than happy with either option. Whatever you come up with, Alex, will definitely suffice for me!
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 11, 2008, 01:46:13 PM
I gave this a lot of thought before i voted. It seams to me that most people would be working with one lane set at a time (4, 6, 8) and grouping them by lanes means a simple tab or shift tab (Yes shift tab works) through the ring. Sems it would be better than, click menu, tab (for ramp), click menu, tab (for starter piece), click menu, tab (for whatever)...

Of-course this depends on if you plan ahead or not, if not, it don't matter a lot.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on February 14, 2008, 08:13:36 PM
Nice work there indeed alex

Now then to sort planning out for the roll out of V21 then amongst other things  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 15, 2008, 12:09:42 AM
One small step forward for NAMkind.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F9402%2Fwiderrhwdiag02142008go8.jpg&hash=5c5a12bdad0df2ebd9428f09585f7d85c14251ce)

Yes, that is what you think it is.  It doesn't have lane-separation striping on it yet (these are very early prototype textures I worked up).
I've got the false intersection to initiate the override working, but it's not facing the correct direction for a diagonal RHW to drag out of it (the direction it allows dragging is where the RHW-2 is coming out of it).

And to answer everyone's questions regarding the new button arrangement for v21, here's what I'd like to propose:

-1 button for transition pieces
-5 buttons, 1 for each RHW lane width/type (MIS, RHW-4, RHW-6S/C combined under one, RHW-8S/C combined under one, RHW-10)

The transition pieces are under their own button, as they could fit in either/or with the lane widths, so I thought I'd make things "neutral" by doing it that way.

I am also proposing placing the El-RHWs under the respective width buttons (i.e. El-RHW-4 would go under the RHW-4 button).

How does that sound?

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on February 15, 2008, 12:11:13 AM
I'm lovin it there Alex and that sounds like a total winner!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on February 15, 2008, 01:16:59 AM
cool
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 15, 2008, 06:20:51 AM
Looks good! Sounds good! It'a all good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 15, 2008, 06:22:13 AM
QuoteYes, that  is what you think it is.

I am having a total and complete blank, what is it?... LOL

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on February 15, 2008, 07:58:18 AM
Quote from: star.torturer on February 15, 2008, 06:22:13 AM
I am having a total and complete blank, what is it?... LOL

Joe

Variable-width diagonal RHWs. ;)

Anyways, that looks great Alex! And I like the idea of the transition pieces under their own button and the el-RHWs under the regular RHWs.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 15, 2008, 11:28:19 AM
can't wait for El-RHW...I sense something great being brewed by the NAM team.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on February 15, 2008, 11:55:04 AM
Brilliance, Alex! Sheer brilliance, my friend!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on February 15, 2008, 06:25:04 PM
*breaks out the stereo & plays 'U Can't Touch This', by MC Hammer
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on February 15, 2008, 06:56:48 PM
Quote
Looks good! Sounds good! It'a all good!

i second this :thumbsup:

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 15, 2008, 07:52:15 PM
This just gets better and better..

I think its just amazing what you can do with this network!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on February 15, 2008, 07:56:59 PM
This is definitely an exciting development. I like the work that you do! Also, I like your proposal for the button layout. All of this is improving the transit system in SC4 hundredfold.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 16, 2008, 03:40:19 PM
I prefer the 5 button configuration.  That would be A LOT better than the current so-called "organization."

Also, I propose for version 22-or-so (i don't think it will make it into version 21) a SAM-type texture variation mod for RHW-2 that has the same sort of theory as the RHW-4 <-> RHW-6S transitionpiece that will allow for a single dashed line, a dashed line next to a solid line, and a double solid yellow line.  This would make the ()-turn and RHW2 <-> MIS transition textures blend better, and also allow for more realism, because in RL (at least where i live) there are a lot of stretches of rural highways with stretches of those types of lines down the middle. (always yellow) that restrict or allow passing in certain areas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 16, 2008, 03:42:49 PM
can we get a picture please?
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on February 16, 2008, 04:42:31 PM
I voted for "number of lanes", simply because (IMO), it's easier to work with when using one lane setup at a time.  But your work here is fantastic so whatever the hell you put into each puzzle-piece group is fine with me! :thumbsup:
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on February 16, 2008, 04:47:24 PM
Quote from: nerdly_dood on February 16, 2008, 03:40:19 PM
I prefer the 5 button configuration.  That would be A LOT better than the current so-called "organization."

Also, I propose for version 22-or-so (i don't think it will make it into version 21) a SAM-type texture variation mod for RHW-2 that has the same sort of theory as the RHW-4 <-> RHW-6S transitionpiece that will allow for a single dashed line, a dashed line next to a solid line, and a double solid yellow line.  This would make the ()-turn and RHW2 <-> MIS transition textures blend better, and also allow for more realism, because in RL (at least where i live) there are a lot of stretches of rural highways with stretches of those types of lines down the middle. (always yellow) that restrict or allow passing in certain areas.

Please direct all NAM-related requests to the New Transit Items Request Forum (http://sc4devotion.com/forums/index.php?board=164.).  Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 16, 2008, 04:50:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRHW.jpg&hash=ba7c0705de3dcb5435613789a5635cefcbc781b1)

For dashed lines (not dashed/solid double lines) the reflectors are placed one between every two dashes.


Please make requests in the aforementioned thread linkie: http://sc4devotion.com/forums/index.php?board=164.

thank you
-Filasimo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 16, 2008, 05:56:24 PM
It's unfortunately not possible to do that, because of the way the game works.

Even if it was done SAM-style...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on February 16, 2008, 07:44:38 PM
Quote from: Shadow Assassin on February 16, 2008, 05:56:24 PM
It's unfortunately not possible to do that, because of the way the game works.

Even if it was done SAM-style...

Actually... How do you think the original Left Turn Lane mod was created  ::)

The thing is you can either have Left Turn Lanes OR changes to the lines, but not both leading upto an intersection or change in direction.  This is very much a cosmetic thing, I think it is more important to get the functional stuff working before cosmetics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 16, 2008, 08:13:15 PM
I know about the NAM team's policy on functions-before-cosmetics, which is why I don't expect it in RWH v.21.

Image along with original request moved as per Filasimo and Burgsabre87's instructions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 16, 2008, 08:52:02 PM
Quote from: nerdly_dood on February 16, 2008, 08:14:22 PM
I know about the NAM team's policy on functions-before-cosmetics, which is why I don't expect it in RWH v.21.

You can't expect anything. :D We like to surprise people. ;) 

nerdly_dood, I realize you're excited about the mod, and I really am appreciative of that fact.  I am excited about it, too.  But the thing is, there's very few of us involved with this project, and we have other things we're working on, both in SC4 and in RL.  We can't put everything everyone ever wanted out of this project in by RHW v21.  Nor RHW v22, nor RHW v23, nor RHW v24, or any subsequent version after that.  We certainly are working on some things that I think a lot of people will appreciate.  But we're still human.  Even Maxis had limitations--you may remember what they said when asked about diagonal bridges.  It was something to the effect of "would you rather have diagonal bridges, or a whole new expansion pack (Rush Hour)?"  The same holds true here with the NAM Team.  There's fewer of us, we don't have the luxury of source code, and we're doing this at no cost to you, in our free time. 

I know you probably meant well, nerdly_dood, but before you go around making requests of me, my colleagues, or any other custom content creator, please keep in mind what I've said.  Consider this my request to you. :)

I'll be back at some point with another development update.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 17, 2008, 07:31:21 AM
A lot of other games have cutom content sites, and on most you have to pay to be a member. As far as I know, no SC4 site charges, so I am greatful for what ever comes along. And when I could not find what I wanted, I learned to make it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 17, 2008, 07:59:05 AM
Cant wait for an update  &hlp
And nice new avatar  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 17, 2008, 11:42:45 AM
Well I do love a lot of these mods that are available online, and free too, and I know that this is a work in progress, worked on by PEOPLE who don't have unlimited time on their hands.  Of course I would like to help the NAM team in any way I can, but my skills are limited to the lot editor, sc4tool and LEprop, which I used for my nerdly_lots, so I think it's best for everyone if I just keep out of the way and don't annoy people as much as I have in the past.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 17, 2008, 06:45:33 PM
Warrior, thanks, I'm glad to hear you like the new avatar!

The initial override now faces the correct direction, so I can move on from this rudimentary prototype and the fun may begin . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F1449%2Fwiderrhwdiag02172008md4.jpg&hash=8da8ba02d0c0a81fd31713b2c8cd00c54ccb4aa0)

The Orthogonal-Diagonal transitions for all of the wider RHWs will be made by Wide Radius Curve Puzzle Pieces with these draggable stubs on the ends.  There will not be standard draggable Orth-Diag transitions.  This is for a number of reasons, namely because it will greatly reduce the number of necessary textures, cut the amount of RULing I need to do by 80%, much of which would still be unreliable and allow for glitches and weird ugly stuff.  And I figured people would ask for smooth curves anyway. :D

The aforementioned "fun" will be shown in progress in a not-too-distant development update. ;)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on February 17, 2008, 07:40:45 PM
More great work here, Alex! I look forward to the development update you spoke of, my friend!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 17, 2008, 10:35:52 PM
AMAZING.... now i know what it is  :thumbsup: $%Grinno$%

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on February 18, 2008, 05:54:01 AM
QuoteAMAZING.... now i know what it is 

So do I!! Well done once again, and great work on the avatar....!

Lorenzo
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 18, 2008, 08:17:17 AM
Looking awsome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on February 18, 2008, 08:33:07 AM
I'll have to agree with Reba on this one, Looking Fantastic!

You Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 18, 2008, 09:18:07 AM
Looking good Tarkus!  Its weird to see a new avatar below your name but I guess I'll have to get used to it. 

As for all the questions and requests posted here in this thread, I can see why it is understandable.  In my opinion, there really isn't another place to post things like these in this site. Yes there is the "new transit requests" and "NAM issues" threads, but there isn't one that is specific to the RHW.  I think it would be a lot easier to create a separate thread specifically for the RHW.  (Similar to the RHW: Questions, Errors, and Testing thread @ ST).

I know my post may not of made the best sense, but I bet that if there was a specific place for RHW issues, questions, etc., it would make the threads much more organized.  (Example: The NAM Issues thread would then just be for the NAM.)

Anyways let me know what you think about it.  Organization and communication is a key component to any project, and I think it would be great for this project as well.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 18, 2008, 02:14:41 PM
QuoteLooking good Tarkus!  Its weird to see a new avatar below your name but I guess I'll have to get used to it.

As for all the questions and requests posted here in this thread, I can see why it is understandable.  In my opinion, there really isn't another place to post things like these in this site. Yes there is the "new transit requests" and "NAM issues" threads, but there isn't one that is specific to the RHW.  I think it would be a lot easier to create a separate thread specifically for the RHW.  (Similar to the RHW: Questions, Errors, and Testing thread @ ST).

I know my post may not of made the best sense, but I bet that if there was a specific place for RHW issues, questions, etc., it would make the threads much more organized.  (Example: The NAM Issues thread would then just be for the NAM.)

Anyways let me know what you think about it.  Organization and communication is a key component to any project, and I think it would be great for this project as well.

Best,
-Haljackey



-ahem- Let me be Frank and you be Julie,

As mentioned in the previous post twice. ANY transit request should be made here: (linkie: New Transit Items Request Forum (http://sc4devotion.com/forums/index.php?board=164.) )

As for NAM Problems post here: http://sc4devotion.com/forums/index.php?topic=1444.0

It would be redundant and waste of space to have another request thread and help thread considering the fact that the RHW is a NAM Component These two threads aforementioned above is a general help thread and request thread for anything transit related which the NAM team can help or provide. As we have mentioned before things are handled differently at different sites. As far as I know this is a development thread so lets keep it that way  :thumbsup: Lets not raise this up again kay?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 22, 2008, 08:26:34 PM
Dueling bridges . . .  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F8277%2Frhw4bridge2yx7.jpg&hash=cc9236004b3099f2ead64ff6ab40af3d01164210)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F2415%2Frhw4bridge1xm1.jpg&hash=ff4548eca1c4b5069983db8cc61a8881e6bfd4c1)

Still a little funny stuff I have to figure out with the end pieces, as they mirror at the ends, so that means I'll have to do something different with the textures there.  There's no way around it, I had to double up the paths as well, as you may notice.  But this thing is fully functional. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on February 22, 2008, 08:28:21 PM
Alex is that anything like this [linkie] (http://www.youtube.com/watch?v=esl2NNOtHQE) lol.... Anyways WOW Great job and its nice to see some bridge work for the RHW!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 23, 2008, 12:14:30 AM
THAT IS  AMAZING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

thanks sooo much

Joe

Please watch your french.  ;) -Filasimo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Heblem on February 23, 2008, 12:23:53 AM
coool! excellent work I was lookign for something like this since some time ago! (http://http://sc4devotion.com/forums/index.php?topic=1038.0) thanks!

btw how many RHW bridges we expect to see?  :) also will you include RHW2 bridges? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on February 23, 2008, 02:27:50 AM
Tarkus, excellent work on those bridges, they are sorely missed.

A quick question: Will there be the MIS pieces to make a SPUI (Single-point Urban Interchange)?

This is what I came up with using Ave and Oneway pieces. I hadn't tested it fully, but I think it should be functional.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2lj1aiw.jpg&hash=f34497af699afe5c1e74772b039ad00e8729ac23)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on February 23, 2008, 03:48:05 AM
Looking forward to the bridge! Great work so far on it! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 23, 2008, 05:37:46 AM
The RHW is great :thumbsup:, but I've one question: when can I expect Shadow Assassin's Eurotextureset of the RHW?
I can hardly wait for it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 23, 2008, 05:54:46 AM
It will be done when it's done. ;)

I've just transferred to a new computer, so it's been set back a little (I've got no modding tools at the moment).
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 23, 2008, 11:45:17 AM
I knew you could do the bridge. I also know the same about tunnels, there is a way to do it. I mean the mountain ones, visually they are not there, but it seems when I drag the RHW over to the other side, I get the green light, if I go all the way over. I don't know what this does for you, but all I know is I never attempted that before, that was interesting for me. Both one and 2 seem to be able to do it, 3 I wouldn't say so much. Also, I don't know if you call this laziness, about white lining both sides with no yellow line at all, but it might work, if worst comes to worst, because the game likes to mirror things, hopefully not. You see the yellow line on the rhw underpass in this picture wasn't even bothered with here. Good idea or not? Its kinda all mirrored here with the model, ain't it?
You can Magnify this (http://img233.imageshack.us/img233/5532/rhwtunnelsva1.jpg) if its hard to see the details.(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fjrp4sc4.googlepages.com%2Frhwtunnels2.jpg&hash=41f369c8e3ee3b471c3c14e8e8a4412689c847fe), And yes, I use centre pole as streetlight for rhw.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 23, 2008, 12:22:32 PM
If I remember correctly the RHW Tunnel can be dragged but does not function even with/out a visible entrance.
I thought the same as you when I first saw the green light.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 23, 2008, 03:20:32 PM
Maybe, not yet, but later. But also not to rush things, just a thought, after seeing the bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on February 23, 2008, 04:55:53 PM
But does the automatia go through the tunnel or just disappear at the entrance of the rampway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 23, 2008, 05:55:22 PM
j-dub: those are lot based tunnels that ransfer the RHW to subway. And tunnel models/functionality cannot be added atm because tunnels are hard-coded into the .exe file. Editing the .exe file is illegal. Do the math.

Also the lots shown are not needed, because blahdy is making RHW-compliant Big Dig tunnels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on February 24, 2008, 01:07:36 AM
Holy cow! RHW bridges!!! I knew you could do it, Alex...

Keep up the amazing work.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tropod on February 24, 2008, 01:28:39 AM
Quote from: dragonshardz on February 23, 2008, 05:55:22 PM
tunnel models/functionality cannot be added atm because tunnels are hard-coded into the .exe file.

Functionality is hardcoded, yes. The models though are not; all it (RHW tunnels) requires is the applicable Exemplar with GID of 0x6BE08658 for the model, for those that like the eye-candy &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 24, 2008, 02:12:19 AM
Quote from: Shadow Assassin on February 23, 2008, 05:54:46 AM
It will be done when it's done. ;)

I've just transferred to a new computer, so it's been set back a little (I've got no modding tools at the moment).

Ok, that's good to know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 24, 2008, 05:48:29 AM
QuoteAnd tunnel models/functionality cannot be added atm because tunnels are hard-coded into the .exe file. Editing the .exe file is illegal. Do the math.

As Tropod said, the functionality is hardcoded, but the model is.

The RHW tunnels are available in game, however, they are not entirely functional... or have any model, for that matter.

QuoteThe models though are not; all it (RHW tunnels) requires is the applicable Exemplar with GID of 0x6BE08658 for the model, for those that like the eye-candy

Heh, eye candy. I'll look at that later.


j_dub, it might be a good idea to point out that the functionality of those tunnels [especially because they are on lots] prevent the use of civic and bus traffic because they just would be converted to car traffic if you used a subway connection to link those tunnels up. It's a limitation of the game, sadly. Automata will not go through the connection like as with a normal tunnel connection. The positioning of those transit-enabled lots in the intersection, though, may cause path jumping issues (and would mess with the simulator too) if they were not modded correctly. It is a problem with the game and would require a lot of advanced modding to bypass the problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 24, 2008, 06:29:59 AM
IF we could get cars on subways to work we could have user controlled tunnelling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 24, 2008, 06:35:08 AM
Quote from: Warrior on February 24, 2008, 06:29:59 AM
IF we could get cars on subways to work we could have user controlled tunnelling.

I was just thinking that myself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 24, 2008, 06:46:03 AM
It is an idea the JPlumbley had, and it worked until you dragged another network over the subway, then the simis for some reason cant use it, but the interest in that has somewhat died. Whether if the community had permission to modify the EXE the amount of things that could be changed to make this game even better, including user-contolled tunnelling would be enormous.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 24, 2008, 04:17:09 PM
Anything is possible with the EXE alot of other stuff can be changed, like stopping the game to crash, but freezing for ten minutes instead. They just don't tell you its unlawful about modding the EXE in the End User Liscence/product manual. Certaintly can't do that now, after just learning about it here. Do'h!  :bomb: I heard from some magazine or site that supposebly any modding to any games are illegal, wether its the EXE or Not. Don't know how those rules apply, alot of official game sites let you do a showcase, and in the past Maxis or whoever had checked up with our communities. However, lots of the buildings people have done can be question if it was legal to use intellectual properties there or not, the original game artists didn't use the logos for the Landmarked buildings, and alot of the commercial buildings they designed off, other games like Gran Turismo copied all the real logos from companies, and real images into their games for their buildings, I know because I have them. The times square level is a good example, real stuff all over the place. Where as in some movies filmed there, they edit those things out. My point is not that the EXE is going to be edited by anyone in the community, but whats worst, editing the game's lacked to be fixed exe, or playing a cracked/d-led version of SC 4 deluxe? And about Blahdy's tunnels, which I have, I thought they already looked like the RHW now, even though its oneways under the cement, more importantly is the future release of RHW 6 to sub transition which we need anyway, but will there be RHW overpasses just like the NAM's Avenue Pieces? Its not like I te'd some RHW to subway transition lot, that infact was a big dig lot 1 by 3 in my pic, except with the sign because thats a building dat file. Anway its better to deny having anything to do with the EXE. %confuso (looking around)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 24, 2008, 04:56:50 PM
jdub: 6 words: "Please let us do our job" kay? we are aware of the do's and don'ts so please sit back and relax and let us work our magic kay? we have been working on some crazy experiments with the game which we will announce when we announce it. now all we can say is:

STAY TUNED! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on February 24, 2008, 05:24:16 PM
[Stays tuned]

Best bet indeed is to stay tuned indeed and watch out for those pesky commerical breaks  :o that ruin a good days viewing.

So then, here is my support and compliments to the team on all their efforts  :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Great work in expanding SC4  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 24, 2008, 07:52:20 PM
[stays tuned as well]

What commercial breaks Palp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 24, 2008, 07:54:37 PM
I keep this channel running 24/7 :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on February 24, 2008, 09:16:02 PM
Glued to the RHW Channel just as right now Im Glued at the radio station for this curseded Auto Club 500 lol......  BUT RHW aint curseded its a blessin and any one that says other wise should be takin out to the woodshed lol  :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on February 25, 2008, 12:57:32 PM
Quote from: dragonshardz on February 24, 2008, 07:52:20 PM
[stays tuned as well]

What commercial breaks Palp?
Popups ;D
(yes, I know SC4D doesn't have popups)

Anyway, it looks great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on February 25, 2008, 06:50:18 PM
You know I'll be staying tuned. The RHW is pretty much the reason for me to play SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mr.v on February 26, 2008, 04:45:26 AM
diagonal network over diagonal rural highway
straight network over diagonal rural highway
diagonal network over straight rural highway
rural highway over all ground network (all straight and diagonal)
pleaseee...

eh? i ask too much? heh heh ;D

rhw make my city looks pretty and work very well, thanks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: SmartRoss on February 26, 2008, 09:44:42 AM
This project is brilliant! Now all I need to do is install SC4 on Vista, which I've heard can be problematic... &mmm I will certainly follow this (I gave up on reading 89 pages  ;)) but if I can be of any assistance then let me know! I can modify images in Photoshop quite well but I'm not so good at the rest...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 26, 2008, 10:27:35 AM
I have SC4 on Vista and it runs better than on XP
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 26, 2008, 02:07:52 PM
yeah i've only had the game crash 3 times when using puzzle pieces. I've had vista for like 6 months.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 26, 2008, 05:35:38 PM
Same here running Vista and SC4. The only crashes I've had are due to Puzzle-Piece-over-TE-LOT related. The only problematic part is when the UAC window comes up and asks "Are you SURE you started this program?"
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on February 26, 2008, 06:38:00 PM
Quote from: dragonshardz on February 26, 2008, 05:35:38 PM
Same here running Vista and SC4. The only crashes I've had are due to Puzzle-Piece-over-TE-LOT related. The only problematic part is when the UAC window comes up and asks "Are you SURE you started this program?"

[Quickly OT]  You know you can turn that feature off, right?  (PM me for more details.)  [/OT]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 26, 2008, 07:31:51 PM
Funny, the UAC doesn't come up for me for SC4. :P

You'll know instantly just by looking at an icon whether or not it will cause UAC to turn up. [there should be a shield in the bottom right corner of the icon]

And SC4 doesn't have that on my copy. It's usually a good idea to leave it on, though, because it can protect your computer from any unexpected intrusions in the form of viruses attempting to edit important files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on February 26, 2008, 07:34:29 PM
I just thought of something. Awhile back I posted about the game lagging when placing the RHW long curves. I recently used Datpacker and my game runs silky smooth, not even a pause when placing the curves. Did they actually have pathing issues or is Datpacker that good?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 26, 2008, 08:10:59 PM
[quick OT] I know I can turn UAC off but I can't due to that fact that my mom doesn't trust me enough to be an admin on my computer.  :bomb: :angrymore: [/quick OT]

The UAC unless turned off comes up when you install things. It senses the.exe file and does the whole "are you sure?" routine. Gah, safe but PARANOID!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2008, 10:12:18 PM
Quote from: kassarc16 on February 26, 2008, 07:34:29 PM
I just thought of something. Awhile back I posted about the game lagging when placing the RHW long curves. I recently used Datpacker and my game runs silky smooth, not even a pause when placing the curves. Did they actually have pathing issues or is Datpacker that good?

The lag on the curves is my fault. :D  They are missing "dummy paths" on the pieces that don't have traffic traveling on them.  The Datpacker couldn't have fixed the problem, though the lag could have been lessened by the Plugins being compressed. 

By the way, be careful about Datpacking your NAM folder.  We generally don't recommend it, but as long as you make sure to delete your Datpacked NAM file when a new NAM addon comes out, you have nothing to worry about.  Leaving the file there after installing new stuff will create a conflict with the new addons, causing them not to function properly or at all (the infamous "red arrow" bug). ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SmartRoss on February 27, 2008, 09:02:11 AM
Is there a way of getting RHWs to function correctly on a left-hand drive version of Sim City? (I live in the UK and I've been having a few problems...) The installation went smoothly, I'll just have to have a word with the friend that told me that it could be problematic...  :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on February 27, 2008, 09:30:11 AM
RHW works fine LHD
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 27, 2008, 10:31:47 AM
I know this is kinda, um, LATE, but I wanted to clarify something about the suggestion I made a while back regarding line markings.  The reason I specifically suggested using the draggable-texture technology implemented in the Street Addon Mod is that I don't want the game to determine how long to make the no-passing zones, because I think it would be easier to just do what you already know how to do than make up a whole new set of RULs that can conflict with other stuff and just generally be a pain in the ***.

:o WHOA. RHW bridges!! I like it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 27, 2008, 11:07:17 PM
nerdly dood: you should already know the saying functionality first costmetics later. yes we know it would look nice and all but all it is is just eyecandy. why waste our time on a set of RULs for something to look pretty? you gotta remember we have limited amount of people who can RUL and were just not about to waste time on creating a set of RULs just for eyecandy. if you want to do it please feel free learn how to RUL but you gotta remember were working on what is our number one priorities right now so dont forget it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SmartRoss on February 27, 2008, 11:45:02 PM
Thanks for the help, it's just that I thought that the transition between 'Exit' and 'Entrance' ramps would change the way Sims tried to use them. Just one more thing: How can you make sure what direction the traffic will flow in when you make the RHW? Sorry for all these questions but I am so new to this mod that I don't know much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 28, 2008, 12:04:50 AM
smartross: please read my rhw reference guide it tells how to use the new version kay?
Title: Re: RHW (RealHighway) - Development and Support
Post by: SmartRoss on February 28, 2008, 08:26:23 AM
I'd already read the guide and it doesn't say how to verify the direction of travel. If you're refferring to this:

QuoteLocate the RHW-4 Starter piece in the rotation ring located in the RHW button and plop it once or twice according to the direction you want the cars to go, right hand side for people who likes right hand driving or left side for people who likes left hand side driving

Then it isn't overly clear.

On second thoughts, sorry for all the trouble, I'll just remember that the yellow line is on the left. Thanks for all the help anyway. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 28, 2008, 12:46:46 PM
What that ring thing means is that when you press 'tab' you get another choice from the same menu.  Press tab again and again until you get the option you want.  Eventually you will have seen all the available options and you get back where you started:  you went in a ring of RHW choices.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 28, 2008, 01:48:34 PM
Quote from: SmartRoss on February 27, 2008, 11:45:02 PM
How can you make sure what direction the traffic will flow in when you make the RHW?

Take a look at the lines and the shoulder (emergency lane).  Yellow line should be on the left ,and the white line and shoulder should be on the right.  That should indicate that the traffic is moving on the right.
-But, seeing that you are from the U.K., this may be reversed.  Aside from consulting Filasimo's reference guide, I would check the Readme file for more information.

I hope this helped you out a bit!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: SmartRoss on February 28, 2008, 11:54:07 PM
Thanks; I knew what the rotation ring was, I just couldn't double check traffic direction. Thanks for all the help, and now to stop cluttering up the thread for this excellent project  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 29, 2008, 01:46:50 AM
smartross, hal, nerdly: you know i wouldve explained regarding the path direction in the puzzle piece rotation but i did not want to go overboard and make a reference guide for dummies and make people look like fools  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on February 29, 2008, 08:22:35 AM
When making a guide for use of items, it is always best to make it for someone who knows nothing about the game. That way, anyone can use it. If anyone's feelings get hurt by this method, then they need tougher feelings :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on February 29, 2008, 08:27:13 AM
I already made my point clear so lets move right along now. Id say lets keep on topic now and await, Alex's next update kay guys?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 29, 2008, 01:03:27 PM
I agree completely.  I don't think anyone should post here again until we get either an update or a question!!

Woops...i violated my own ultimatum... :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: mdawgmike on March 02, 2008, 01:04:09 PM
I would like to thank everyone who made this awesome modification for the game.  It adds a whole lot of realism to my cities.  On that note I have an idea/question/suggestion pertaining to the realism of the mod.

I think it would be a neat idea to make stop signs and flashing lights (see pictures below) for the rural highway intersections as is present in many real life ones.  Is this possible by simply making a puzzle piece, or would the the game's mechanics not allow it?

Here is an example of what I'm talking about; this is a simple 4-way stop with flashing red lights hanging above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz165%2Fmdawgmike%2Fruralintersection.jpg&hash=fb3163e70336b0e1a0a208c96123af6f3a61bf33)

This could be implemented in 4-way stops with flashing red for all four directions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz165%2Fmdawgmike%2F4waystopexample.jpg&hash=1fdc909a5b5bff32ac733333c03c6c92010f20a0)

Or, it could be made for 2-way stops with flashing red for the road that has to stop, and flashing yellow for the road that doesn't have to stop:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz165%2Fmdawgmike%2F2waystopexample.jpg&hash=780072e357e21ffa49ed5a8e9553c2555d70c25e)

I can remove the images and place links upon request; I just figured they were small enough to show without cluttering the thread too much.

The stop lines are nice, but this would make a super awesome addition to future versions if possible.


Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on March 02, 2008, 01:09:07 PM
@mdawgmike: thery're focusing on function first then aesthetics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 02, 2008, 01:33:12 PM
Hi mdawgmike, welcome to the forums!  I'm glad to hear you're enjoying the RHW. :)  As dragonshardz pointed out, we're making sure everything is functioning from a modding perspective first, that traffic is able to use the networks.  What good would it be if it looked pretty but didn't function? ;)

That being said, I do think the idea you've suggested is a good one--something I've thought about as well, as it's pretty common on RL RHW-2s where I'm from (Oregon).  But it's something that will probably come along farther down the road (no pun intended). :D  It's not something that directly affects the functionality of the mod, and it's possible that details like what you've suggested may be released as something separate from the actual RHW mod itself, as some sort of addon pack.  ;) 

Hope that answers your question, and again, welcome!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 02, 2008, 06:13:58 PM
Sorry for the double post, but I think it is worth it in this case. ;)

I'd like to reveal a different workaround for neighbor connections with the RHW-4, which will work on RHW-4s with any width of median as well, and it can currently be done with RHW v20.  This came after several conversations I had with Tropod and jplumbley, and this would not have been made possible without their input.

The reason the neighbor connections are not working on the overriden RHWs is because there needs to be a physical network loop at the connection, in order for cars to realize that they can use the RHW to reach the next city tile (and for vehicles on the other side to realize they can enter the tile), and the RHW-4 also needs to be "de-converted" to an RHW-2 somehow. 

The best way to accomplish this is to transition from RHW-4 to Road on each side of the RHW, just before the edge.  Since there isn't an RHW-4/Road transition piece, the RHW-2/Road transition piece will appear.  The RHW-2 can then be dragged out of the resulting Road stub.  Right next to the edge, on the final row/column of tiles, an RHW-2 needs to be drawn perpendicularly between the two sides of the RHW that is heading into the neighbor connection.  (While technically any network will work, all other options have lower speeds/capacities, and will greatly diminish the number of vehicles that will use the connection.)

Here is what the finished product looks like.  As you can see, there's a healthy flow of cars going into the neighbor connection.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F4378%2Frhwneighborconnectorfixgp7.jpg&hash=6d23d6ba92adabe98ed1c478e5fe37cb63b5c468)

There are a couple aesthetic issues that result, the most obvious being the deconversion and the loop connector, the other being that they way the connection ends up working, traffic in the left lanes will cross onto the wrong side of the freeway for one tile at the connection via the loop connector.  Thus far, I haven't figured out a way to prevent the "Nicole Richie on I-5" effect, and it may be unavoidable (fingers crossed that's not the case).  But, more importantly, your neighbor connections will now work.

Note that this only applies to the RHW-4 at this time.  I am planning to see if I can implement some other solution for the other RHW variants for the next version, and perhaps make this a little bit less weird-looking with some RUL action.

Hope that was useful for you all. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 03, 2008, 06:05:16 AM
Isn't it a good idea to make a RHW-4 to MIS transition? I would really like to see it. It's also useful as a MIS to OWR transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on March 03, 2008, 06:06:52 AM
no.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on March 03, 2008, 07:42:33 AM
Tarkus and everyone, I use Avenues for the neighbor connection as they transition to RHW real well and work. No suicide runs for me. Sorry that I do not have picture(s) to post, but why not try it for your selves and see if you like it. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on March 03, 2008, 07:46:49 AM
thanks for sharing that  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 03, 2008, 08:54:30 AM
If an MIS to RHW-4 transition was made then the RHW-4 could also be used as a sort of MIS-2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 03, 2008, 10:52:05 AM
Quote from: Warrior on March 03, 2008, 08:54:30 AM
If an MIS to RHW-4 transition was made then the RHW-4 could also be used as a sort of MIS-2

Indeed.  Also part of the reason I included the RHW-6S/Dual RHW-4 splitter. :)

Quote from: bakerton on March 03, 2008, 07:42:33 AM
Tarkus and everyone, I use Avenues for the neighbor connection as they transition to RHW real well and work. No suicide runs for me. Sorry that I do not have picture(s) to post, but why not try it for your selves and see if you like it. JKB

I've used it as well.  And I mentioned it in my FAQ.  ;)  The reason I brought this method up is that it allows for RHWs with 1-tile medians (or wider) to have functional neighbor connections.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on March 03, 2008, 11:37:40 AM
I have an idea (maybe not a good one, but it's an idea).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F1500%2Frhwidearn7.jpg&hash=f2045873e6206654eae1928a62736efbf0912a3e)

What if you made a lot with a generic "grass" texture and put an overhanging prop that consisted of enough RHW to cover the adjacent quad transition at elevation x+1 on it.  It would cover the transition- buddybud was doing amazing stuff with a technique like this, as I recall.  You could do a second small overhanging lot with, say, a dirt median crossover on it to hide the rhw section on the middle.

Just a thought, but as I said, it's been done.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 03, 2008, 12:35:11 PM
A special puzzle piece could be made that would work look visually good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on March 03, 2008, 02:06:29 PM
I had a thought. On many rural highways I have seen a dirt road like cross over, generally for emergency vehicles, you should be able to make something with that type off appearance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mapper on March 03, 2008, 02:52:23 PM
This is interesting, and a overhanging prop like dedgren proposed is a neat idea for a neighbor connection.  I have a question about a different RHW feature that will/may come out later, the El-RHW.  Will the top deck have opposing bound traffic or same direction traffic as the lower deck? Or both?

Something like:       

>>>>>>>>>>   (top)     or        >>>>>>>>>>
>>>>>>>>>>   (bottom)          <<<<<<<<<<

(sorry if my ASCII art is not great)

Thanks,
--mapper
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on March 03, 2008, 03:19:51 PM
I usually just transition to a highway for the connection. I don't use a median too much, and it's not a hassle to use the s-curve to close that gap. On a related note, can we get a 2-tile s-curve somewhere down the line?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on March 03, 2008, 04:20:21 PM
Quote from: dedgren on March 03, 2008, 11:37:40 AM
I have an idea (maybe not a good one, but it's an idea).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F1500%2Frhwidearn7.jpg&hash=f2045873e6206654eae1928a62736efbf0912a3e)

What if you made a lot with a generic "grass" texture and put an overhanging prop that consisted of enough RHW to cover the adjacent quad transition at elevation x+1 on it.  It would cover the transition- buddybud was doing amazing stuff with a technique like this, as I recall.  You could do a second small overhanging lot with, say, a dirt median crossover on it to hide the rhw section on the middle.

Just a thought, but as I said, it's been done.


David

David, this is not a "bad" idea.  But, we can make these textures look the way we want when using a puzzle piece.  I think what Tarkus was showing was the functionality, and how there are issues with functionality we must work around for this to work.

There is one BIG limiting factor.

The limiting factor is that one tile networks assume that the Sim leaving through the connection is returning within the same tile.  For two tile networks it assumes that the Sim is returning in the directly adjacent tile.  There is absolutely no way for us to change this or make a one tile network think it is a two tile network.

So, what does this tell us?

It tells us that the paths of a neighbor connection must be setup in a very strict fashion.  For RHW, this means that traffic must enter/exit the same tile it enters the neighbor connection.  Here are two examples of how paths for RHW-4 would have to be setup.

Example 1:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F9423%2Frhwneighborpathsek2.png&hash=20e17b93599f0ff0e059a72683c76be8900b2e15)

As shown, the green paths are the normal RHW-4 one way paths.  But, to make the connection to work physically, we must add the red paths so that Sims may cross the median to get back to the proper side of the highway.

There is one big flaw with this setup.  The neighbor connection will have a capacity equal to the 2 tiles crossing the mdeian because ALL traffic will use these two tiles.  Due to the way the Capacities of intersections are setup in the Traffic Simulator these two tiles will be reduced to 90% capacity, OR 45% of the total capcity of your entire highway as a whole.  This reduction is made even worse with "wider highways".

Example 2:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F4709%2Frhwneighborpaths2rf7.png&hash=860c33e754056ad36eb9db617aeb495817c9317d)

Is very similar to Example 1 but has one major difference the paths are separated in 2 cross paths rather than 1.  This makes it so the "weakest link" Capacity-wise is the Intersection, which defined in my new Simulators has a Capacity of 150%.  This means that you will have a reduction to 75% total capacity, which is better than Example 1.  This setup can also be transferred to the wider networks by having a number of cross paths equal to the width of the entire network (RHW-10 will be 4 tiles, meaning 4 cross path tiles), even at RHW-10 we will still be getting a reduction to 75% capacity but it is much better than no connection at all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Splambert on March 03, 2008, 04:29:11 PM
Hello first of all I just want to say that I like the RHW and can't wait for updates. I would also like to share a project I

started and would like some feedback on that I hope can be used for the RHW. I have built a modular cloverleaf that

is one corner of the interchange so you would need 4 to make a full interchange. I also noticed that it could easily be

used to make an avenue cloverleaf. The pics. attached are untextured low quality models as I haven't found the right

textures yet. I also need to model the bridge puzzle pieces to connect between them

Let me know if this is something that could be used or not and what could be changed
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 04, 2008, 06:46:37 AM
Well what dimensions did you use for the models? Did you use 15.963 by 15.963 RHW single tile? Thats if it was 2 side by side lanes. I have RHW textures 2 side by side or 3 side by side lanes for texturing hwy models in BAT like yours, if your interested. If you were going to do this, is merging off the ramps considered? Someone also made default transit textures for gmax on Simtropolis which includes avenue, but that I think has sidewalk, unless you want to sidewalk over the top of your avenue model. As for the ramps, that may just require some plain gray cement, I think the default ground highway is like that on the ramps. If it was for avenues, you could talk to a NAM team member if you wanted it puzzle pieced like the y stack.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Splambert on March 04, 2008, 07:44:44 AM
My dimensions are close to that but I wasn't sure what they needed to be but I can easily change them. As for the Hwy textures I sure could use them. As far as merging of the ramps it could be done as the model I made is easily changed for various combinations and some parts were just put there to get a better idea of how the model would look. As it is now it could connect to RHW6 or could be changed to match RHW4 or I could do both.

The avenue idea is still open as it just came to me as I was playing around with different combinations but that would be a good idea.

As soon as I can get some textures I can get a better model done and go from there

Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on March 04, 2008, 08:25:04 AM
QuoteDavid, this is not a "bad" idea.  But, we can make these textures look the way we want when using a puzzle piece.  I think what Tarkus was showing was the functionality, and how there are issues with functionality we must work around for this to work.

Well, I'm one of those who is picky about appearance and functionality, to a point.  From the appearance standpoint, that's what you see 95 percent of the time.  It's only rarely that you use the Rush Hour tool to determine how much traffic.  I'm not one for pure eye-candy network stuff, though- it does need to "work"in the game.  Remember Marrast's old underpasses- they were beautiful, but ultimately lacked functionality (until recently remodded).

Functionality-wise, I could give a rip about U-Drive-It, and close to a rip about automata.  Have you ever just sat and watched automata cars and trucks.  Even when the game is working at 100%, they disappear, reappear, drive through each other- you name it.  Either solution discussed has wrong way automata, it would appear, driving across the median and down the shoulder.  That would be a distraction, but sounds unavoidable.

The important functionality part is the business end of traffic pathing and the vehicle counts that the Rush Hour tool shows as pop-up boxes and arrows.  That really, really, really needs to work (of course, I may be more into region level play than some).  The great thing about RHW-4 is the ability, oddly enough, to create realistic freeways- two lanes of traffic in each direction separated by a wide grass median.  I have somewhere the original design specs for a notional non-urban U.S. Interstate Highway right-of-way cross section.  The R.O.W. is, as I recollect, 300 feet/~90 meters wide, with two (including shoulders) 150 foot/~45 meter wide two-lane roadways and a 50 foot/16 meter wide grass median.  The RHW is (almost) perfect for this, as well as providing a (limited) current ability (and the huge future promise of being able) to build realistically scaled non-urban interchanges.  If I could possibly avoid it, I would not put another "game" ground or elevated highway section in any non-urban area of 3RR.  The current state of the RHW is amazing- where it is headed is mind-boggling.

Would someone, as I can't (as admitted elsewhere) BAT for poop, be willing to indulge me and create the flat prop that I noted a few posts ago.  My guess is that it will need to be precisely three grid squares wide so that it will overhang properly.  I can LOT the prop on a transparent base texture lot- at least we'd then have something to evaluate.

Thanks for humoring me on this.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 05, 2008, 01:01:38 PM
I really like what Splambert is trying to do.  When I try to make a cloverleaf interchange using the MIS, it always ends up HUGE and I don't like intersections that are ecxessively big - in SimCity or RL. Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 05, 2008, 01:08:34 PM
It kind of takes alot of space in the small citie squares, if the RHW has to go through there, this is a good alternative. The RHW is more straight/diagonal ramps, this is continuosly curved ramping. I bet the two can be compined.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RBC on March 06, 2008, 04:35:21 AM
I'm sorry if this question has already been asked (and maybe several times), but here we go:

The modular interchanges - where are they ingame!? I can't find them, and they not shown in the pic in the readme neither! What point have I missed? Is there another file than this to be downloaded:

http://www.simtropolis.com/stex/index.cfm?id=19188

?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on March 06, 2008, 06:14:16 AM
RBC: I suggest you read Filasimo's Rural Highway Mod V20 Reference Guide available here on SimCity4 Devotion at http://sc4devotion.com/forums/index.php?topic=3355.0 (http://sc4devotion.com/forums/index.php?topic=3355.0) .
Title: Re: RHW (RealHighway) - Development and Support
Post by: RBC on March 06, 2008, 07:42:43 AM
I already did, Glazert - a few times actually. But thank you, for your answer. Anyway, I found out, what went wrong. I was looking for a special narrow intersection-tile this whole time, and just now I found out, that you have to use the regular RHW-tile to continue the on and off ramps.

Looking forward to create some fine interchanges now. This is an extraordinary great kid!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on March 07, 2008, 04:59:44 AM
I was working on an interchange which involved one-way road over RHW. I noticed that once it was plopped the vehicle pathing on the one-way showed up (using DrawPaths) in the opposite direction to that shown by the white arrows on the one-way road over RHW piece. Now I know, I just have to plop the piece in the opposite direction to the one the white arrows show.

For the one-way road over MIS piece, the vehicle pathing once plopped is in both directions, not just in the direction shown by the white arrows on the one-way road over MIS piece. This should not cause any problems if it is connected up to one-way roads in the right way.

In case this has any relevance (though I can't see how with one-way roads) I am using left hand drive.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 07, 2008, 11:16:12 AM
I downloaded the RHW and is kinda dificult to use... since some of the pieces are not that functional as you pointed out.

Im waiting for the v 21 so i can start using it...

another thing is that the automata speeds are waaaay to slow and it kinda freaks me out cus i can see the sims using the avenue to enter the highway and sudenly they slow down... and i think "what da... they will never get to work... i better use the normal ground hw"

so i am... until this bug is fixed  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on March 07, 2008, 12:28:13 PM
Quote from: el_cozu on March 07, 2008, 11:16:12 AM
another thing is that the automata speeds are waaaay to slow and it kinda freaks me out cus i can see the sims using the avenue to enter the highway and sudenly they slow down... and i think "what da... they will never get to work... i better use the normal ground hw"

If the automata are slow on all of the RHW network, it's usually because you have base Maxis settings for them. Use one of the NAM Automata files, you might have removed it since they were originally in the Cleanitol file for the new simulators. Try reinstalling one of them and see if that fixes the problem.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 07, 2008, 01:53:39 PM
el_cozu, the automata are also only a visual/aesthetic effect, and they really have no impact on the actual functionality of the network.  If you're using jplumbley's simulators, the Maxis Highways and the RHW will have the same speed.  Your automata plugin, however, might not have the automata effect scaled to the proper speed, though.  I'd suggest testing out some of the automata options included with the June 2007 NAM Installer. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 09, 2008, 02:15:30 PM
Quote from: Tarkus on March 07, 2008, 01:53:39 PM
I'd suggest testing out some of the automata options included with the June 2007 NAM Installer. 

-Alex (Tarkus)

I know the automata speeds are visual effects... and the sims actually move faster than they seem to do... it just freaks me out that they slow down when they enter the RHW :P

Ok... now...

Which automata option do you recomend... just one file so i can see the automata speeds, as you say, the same as the normal highway.

??

thanks... good luck
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 09, 2008, 03:07:19 PM
I have a question for you guys:

Is it possible to make a RHW-4 using the old side-by-side drag method with version 20?  The new starter puzzle pieces are great for long and intricate stretches, but I find the old method is better for tight urban stretches that almost always override the network with version 20.  Anyways thanks in advance!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 09, 2008, 03:37:14 PM
el_cozu, I've actually been running the NAM Standard Automata Plugin without any slowdown issues on the RHW.  I'd suggest experimenting around with the various options (if you want to try them out without using the NAM Installer, I'd suggest getting the MacOS version of the NAM--all the files are loose in there).  mott also had an Automata Plugin that he included with one of his last Alpha of his simulator, which adjusts the speeds to make them more realistic, though it decreases the number of automata showing up a fair amount. 

Haljackey, to answer your question, it is not possible to build an RHW-4 with the old side-by-side method any more, starting with v20.  All of the coding enabling it was removed.  This is something that we did not only to make the network easier to build overall, it also had to do with "transparency" purposes, to allow for better integration of the NAM and RHW.  The RULs for the RHW are actually now included no matter what when you download the NAM (beginning with the January update), regardless of whether or not you have the RHW installed.  The new starter piece method allows us to "conceal" things for those users who don't have the RHW installed, whereas that would not really be the case if we left the side-by-side method in tact.  It is also a lot more stable overall.

If you're having problems using the pieces in certain circumstances, I would recommend bulldozing the starter piece right in the middle (the ever-so-slightly off-color tile), which will reveal the "false intersections" which are enabling the RHW-4 override.  You can then bulldoze one of the false intersections, leaving one (so there is still something to initiate the override), and this should provide the most stable way to build an RHW-4 over a short stretch.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 09, 2008, 04:00:34 PM
Quote from: Tarkus on March 09, 2008, 03:37:14 PM
You can then bulldoze one of the false intersections, leaving one (so there is still something to initiate the override), and this should provide the most stable way to build an RHW-4 over a short stretch.

So your saying that the diagonal road "stub" (the false intersection, right?) left behind will also initiate an override?  If so, I never knew that!  That will really help me when constructing RHWs in a dense urban setting.

Thanks for the quick reply too! 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 09, 2008, 04:06:28 PM
Yes, the diagonal road "stub" is what does it--that's actually how I build my RHWs and SAM Streets most of the time.   It's no problem--just glad I could help.  :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 10, 2008, 08:25:56 AM
Thanks for the advice... today after work   %confuso i'll try using the Mac installer

keep it up... happy weekstart XD

-----------------

I just did it... and it worked perfectly fine!!  thanks for the advice again...  &apls

now i'll be able to use the RHW again :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on March 10, 2008, 08:24:54 PM
Quote from: jplumbley on March 03, 2008, 04:20:21 PM

Example 1:


Call me a pedant if you will, but haven't you got the yellow lines the wrong way around on those diagrams?  :P

(Sorry, couldn't help but notice it!).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 11, 2008, 10:53:07 AM
Hi people! I'd like to have your impression on this idea: particular puzzle pieces to allow creation of frontage roads... something like this

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F9605%2F28467559ld0.gif&hash=f0259c02f9fdf929b460e0027ac78a270abee9f4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 11, 2008, 11:13:18 AM
Lollo: Very cool!  This can also be applied to a collector/express system (multi-RHW network), where you can transfer between the the inside (express) and outside (collector) lanes or vice versa. 

This would be something I would use very extensively and would really improve the context and functionability of the multi-RHW network!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 11, 2008, 11:18:02 AM
 :thumbsup:

Do you believe in me if i say i had the idea while thinking about your highways and interchanges?  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 11, 2008, 11:20:00 AM
Good Idea, This could probably be made draggable somehow. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on March 11, 2008, 11:30:39 AM
That looks great and would work well for me, since I like using frontage roads (since Texas has them everywhere). However, that configuration would only work for the collector/express system like haljackey said. For true frontage roads the outside two lanes would need to be a one-way road, especially since the frontage roads have buildings next to them.

And I think Alex was working on ramps for frontage roads, but I could be wrong.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 11, 2008, 12:10:07 PM
Quote from: Lollo on March 11, 2008, 11:18:02 AM
:thumbsup:

Do you believe in me if i say i had the idea while thinking about your highways and interchanges?  :P

Yes I would, but I never use frontage roads though.  Personally, I don't like them, but this transfer could be applied to them if you transition a OWR to a RHW-4 and then back.  That way, it can connect to buildings.

Interesting concept anyway!  It will sure make a collector/express transfer much easier!  They are a pain to construct!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 11, 2008, 01:31:22 PM
i used to use fontage roads... but... the sims are more likely to use fontage roads than the highays... so... i just put 2 or 3 avenue-HW intersections in every city... and then i connect them to the different city zones...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcs072488 on March 11, 2008, 08:07:18 PM
Quote from: el_cozu on March 11, 2008, 01:31:22 PM
i used to use fontage roads... but... the sims are more likely to use fontage roads than the highays... so... i just put 2 or 3 avenue-HW intersections in every city... and then i connect them to the different city zones...




I feel the same way. The frontage road would be all congested and Highway would be empty and sometimes it would cause a ripple effect with no-work-zots. :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on March 12, 2008, 06:04:32 AM
I use frontage roads within city limits, but do not connect them to the edge, so sims have to use the highway to get to another city (or rail, or subway).

Another way I found is to place toll boths on the frontage roads next to city connections, sims still use it, but more take the highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on March 12, 2008, 06:46:27 AM
Always make the frontage roads do loops and curves and unexplained dead-ends.

Then it'll look just like Silicon Valley x-x

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on March 12, 2008, 02:21:12 PM
I use a set of frontage roads in the spaceport in my MD, the frontage roads are basically just a loop that stays in the city.

Best way to do it in my opinion.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on March 12, 2008, 04:00:58 PM
Tarkus, that is a great idea and you have my word to work on it. It looks great. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 14, 2008, 06:58:22 AM
Those fronage roads are a really good idea :thumbsup:
I would like to see them in the RHW-mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 14, 2008, 09:23:09 AM
Well... I don't know if it's the right place to post, but i'd like to show up my own (early) version of a rhw tunnel, based on buddybud's underpasses in the modding and lotting aspects, and on a rough model of mine...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F103%2F28947712js0.jpg&hash=2c794e3f990197eee61aa8ed6706e51af8213e6a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on March 14, 2008, 11:24:55 AM
wow, this looks very real &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on March 14, 2008, 11:43:18 AM
Awesome tunnel!  &apls

Those look like sodium based lights, so you should make the red part of the reflector almost black--that'd be really neat :P

Can't wait to see more!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 14, 2008, 01:29:54 PM
Judging from the 2.5 tiles size, is this going to overhang, and is this design for going under a hill? I have RHW underpasses that slope down first then, go under a intersecting RHW. There is a height warning sign at the top. This version wouldn't be 1x1 tile size like Buddybuds underpasses would it? Would it be too late to add signage like Buddybud's?That would be awesome, I think Blahdy's RHW tunnel goes 3 tiles long. Like what I see so far. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 14, 2008, 03:14:12 PM
Lollo: Very cool!  Is it UDI compatible?  That's why I have never used buddybud's underpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 14, 2008, 03:48:56 PM
First of all, thanks to everybody for the positive feedback. Take in mind that this is the very first bat for me and i still have some problems on texturingand of course, modelling.

Haljackey: since it's based on buddybud's lots it will use the subway network, so it won't be udi compatible.
j-dub: i've already planned to make signage for this, but i really don't know which signs i'd use. however, this will be an overhanging thingie so, although is 1x1, can cover a 2x1 surface to blend perfectly with slopes.

i hope i'll be able to post ingame pics soon
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on March 14, 2008, 04:39:49 PM
Lollo that is some very fine work there indeed  :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Will be great to see this added to future additions to the RHW

If the lots convert road traffic to subway traffic then back to road traffic, its going to be like the Big Dig set.

Hmmm that means will it take both cars and buses like Big Dig does after some tweaking?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 14, 2008, 11:56:10 PM
You can't convert Cars and Buses to subway at the same time, it's possible but when you convert the subway back into Cars and Buses, Cars can become buses and Buses and become Cars. It is possible to have carsw as cars on subway but if anynetwork is placed over it the tunnel will not function, so that's kind of useless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 15, 2008, 04:46:49 AM
Nice tunnel Model :thumbsup: :thumbsup: . Can't wait to see ingame pictures
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on March 15, 2008, 08:02:20 AM
My english is very bad, but I hope you understand my sentences:
I build with the RHW and I miss some single-lane parts and single-lane crossroads
I will build such crosses with the RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1917%2Frhwxq9.jpg&hash=5fbe821c25303f9f504fa4d3d29b89edbe97b2c1) (http://img266.imageshack.us/my.php?image=rhwxq9.jpg)

with the current RHW, I can't build such streets  :'(

My question: Are in the next-RHW-Version some single-lane parts included?

----DJSun1981
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nique on March 15, 2008, 02:11:31 PM
Quote from: DJSun1981 on March 15, 2008, 08:02:20 AM
My english is very bad, but I hope you understand my sentences:
I build with the RHW and I miss some single-lane parts and single-lane crossroads
I will build such crosses with the RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1917%2Frhwxq9.jpg&hash=5fbe821c25303f9f504fa4d3d29b89edbe97b2c1) (http://img266.imageshack.us/my.php?image=rhwxq9.jpg)

with the current RHW, I can't build such streets  :'(

My question: Are in the next-RHW-Version some single-lane parts included?

----DJSun1981

Exacly! I hope you guys will work on those single lane stuff, it has a lot of potential!! For example, i have made a workaround...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FNewVester-Jul29381205571922.png&hash=adba53bebadc33d5f82a4fca9c5c40b19ebd4942)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FNewVester-Jul29381205585527.png&hash=46848905d6378ad86482856612646e345e0ae203)

But its all about this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy199%2FNe0que%2Fsimcity%25204%2FNewVester-Jul29381205571966.png&hash=c48fbebe5b67a9ae8d3104fe4b7a7baf37df6bca)

Some nice 1 to 2 lane single road piece should fix and make a lot of us happy i think.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 15, 2008, 03:12:55 PM
You know you can drag the MIS (single lane stuff) straight into an Avenue without it converting into OWR.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nique on March 15, 2008, 05:17:03 PM
Quote from: Warrior on March 15, 2008, 03:12:55 PM
You know you can drag the MIS (single lane stuff) straight into an Avenue without it converting into OWR.

Yes but i miss traffic lights, i want the single lane expand to 2 lanes. then (later) turnlanes and traffic lights ;)

I was experimenting with a roundabout.

Is it possible to gentle curve a one-way lane?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rickmastfan67 on March 16, 2008, 12:20:15 AM
Quote from: ne0que on March 15, 2008, 05:17:03 PM
Is it possible to gentle curve a one-way lane?

It might be in the future, but it isn't @ this time.

Oh, and ne0que, FYI, PNG files aren't the best file type to use when showing off screenshots from inside of SC4.  Try using JPG format next time.  Also, if you need some tips on creating proper file sized JPG's, check out my sig for information on that. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 17, 2008, 06:23:29 PM
Warrior is the OWR end method wrong? I have used both methods to end MIS ramps. I have noticed I had a oneway at a avenue intersection, and drew the MIS right over, traffic lights stayed, despite it was single lane MIS on both sides of the cross over. Realistically though, I usually connect OWR to ramps because they have turn lanes before the intersection, which is a great use of mis ramps ending at one ways, maybe a SL to RHW 4 and a texture fix on SL to OWR in addition? Not to rush you guys on the SL stuff, but Ne0que is right with alot of potential. Well since onewy isn't, is curved RHW 6 is out of ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 17, 2008, 06:40:23 PM
Transitioning MIS into OWR isn't really wrong, but it just hasn't been modded yet. We're trying to encourage people to avoid the situation until we can get it working correctly, though.

It'd be nice to see a MIS > OWR transition, and it's quite simple to add in, so really, we got to wait for Tarkus to add the functionality in.

Maybe we'll see it happen soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 18, 2008, 07:36:58 AM
Here is an update for my tunnel, probably this is its definitive shape. I've fixed the road texture and added signage as requested. Ingame pics ASAP, I'm experimenting brown boxes problems... Of course, feedback is widely appreciated... ;D.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7417%2Funt1111itled2co9.jpg&hash=45350c63e8471f0cc12260855c092bd69d6d38f8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on March 18, 2008, 09:06:02 AM
Nice update there on your tunnels, Lollo! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on March 18, 2008, 11:04:18 AM
Quote from: Shadow Assassin on March 17, 2008, 06:40:23 PM
Transitioning MIS into OWR isn't really wrong, but it just hasn't been modded yet. We're trying to encourage people to avoid the situation until we can get it working correctly, though.

It'd be nice to see a MIS > OWR transition, and it's quite simple to add in, so really, we got to wait for Tarkus to add the functionality in.

Maybe we'll see it happen soon.
Actually, it'd be nicer to do an MIS to  rhw-4 transfer. This would allow for the rhw-4 to double as an MIS-2, as well as make some interchanges a tad easier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 18, 2008, 02:06:36 PM
@Lollo, Thats exactly the right type of signage! Can't wait to see how it connects to RHW for real.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nique on March 19, 2008, 06:27:36 AM
Hey,

Why cant i use this file zzz_RHWmodV2.dat.

In this file i see european textures, but they do not apair in game?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 19, 2008, 09:48:07 AM
The newest version of the RHW was overhauled completely on a technical side, a side effect of this is that the Euor modd does not work with the latest version, but a new one was/is being made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on March 20, 2008, 12:55:19 PM
...And finally I got it!

Here are the ingame pics...! There's much space for improvement, but it's a beginning!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F104%2Funtitled4pq9.jpg&hash=08f574b853e84647ceb3aa27263e917fa32e16bc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F908%2Fzoom5dg1.jpg&hash=bebcdfdb0993aa5c24042aac6c81b8a55fbef554)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F8803%2Fzoom6gv0.jpg&hash=56e79d3551b78aef236c0858f733f5e34612224e)

As you can see, the thing blends nicely with the slope, and there are not evident problems with its connection to the rhw network (just a slight texture difference). Plus, it is correctly TE'd to convert cars to subway. Personally I'm happy with it. Now I'll start making it more eye pleasant. 

Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 20, 2008, 04:18:42 PM
Could you put a guard rail at the top? You wouldn't even need to re-bat it with that. jes props guard rail would be a good type. Other than that, it looks perfect. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on March 20, 2008, 05:08:12 PM
PNGs... &sly

Anycase, must get my city open where I had Big Dig taking both Buses and Cars at the same time with very little errors in the system. Either that or I am going to find a massive bug that I have missed for the last 2 years  ?=mad)=

Ah well time to get back to the testing again, havent done that in a while, last time it was several  ()testing() ; some more  %bur2$ and heaps of  &dd before State Highway 21 Big Dig worked

Will get back on this  ()lurker()
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on March 21, 2008, 08:39:38 AM
Lollo: The 'obstruction sign' with the yellow/black stripes on the right is backwards :P all stripes must be facing the road surface (which means on the left it's northwest-southeast and on the right it's facing northeast-southwest)
Helpful? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on March 22, 2008, 06:56:36 AM
Quote from: Lollo on March 20, 2008, 12:55:19 PM
...And finally I got it!

Here are the ingame pics...! There's much space for improvement, but it's a beginning!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F104%2Funtitled4pq9.jpg&hash=08f574b853e84647ceb3aa27263e917fa32e16bc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F908%2Fzoom5dg1.jpg&hash=bebcdfdb0993aa5c24042aac6c81b8a55fbef554)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F8803%2Fzoom6gv0.jpg&hash=56e79d3551b78aef236c0858f733f5e34612224e)

As you can see, the thing blends nicely with the slope, and there are not evident problems with its connection to the rhw network (just a slight texture difference). Plus, it is correctly TE'd to convert cars to subway. Personally I'm happy with it. Now I'll start making it more eye pleasant. 



I assume you know you still need a version with a mirrored roadway (and NO WAY signs).

Still, it's looking great and will really help with interchanges. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on March 22, 2008, 01:46:58 PM
WOW talk about gasping for air here Lollo that is simply wonderful how the tunnel is looking in-game...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on March 22, 2008, 02:04:03 PM
very interesting...
I like them! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on March 22, 2008, 05:54:15 PM
I hate to be a party pooper, but I think it looks weird sticking out so much from the slope, I've not seen any RL tunnels where this is the case. Maybe you should try and get it to sink into the slope a bit more. The model is awesome though.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 23, 2008, 06:26:11 AM
Hi,

I'm requesting pieces for the RHW v21 &idea

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F5883%2Frhwrequest1vr1.jpg&hash=ca5d6bb067389c7702423b7890e9fefddb6ddc54)
RHW-6 -> Double RHW-4 Splitter (can be useful for Trumpet-interchanges)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F9881%2Frhwrequest2pn4.jpg&hash=6c8dbaa0e67e829ac2f460fc952719c7f08ed5c5)
Exit/Entrance Ramp style B with accelleration/decelleration line

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F814%2Frhwrequest3gb4.jpg&hash=7293858ce45592e8a51b5e8d16c5c83c9c53ca0e)
And finally, the RHW-4 -> MIS transition piece.

I'd like to see them in v21. ::)

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 23, 2008, 10:40:00 AM
The first to pictures you have shown are in V20. I don't understand?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 23, 2008, 01:03:30 PM
The second picture you posted is not available in Version 20 but i am sure that something like that will be made for Version 21.

The first picture, however, is available as a RHW6->RHW4+\MIS transition and a RHW4->RHW6 transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 23, 2008, 01:13:14 PM
I duno, but i think he might mean the first spur goes to diagonal... I think thats what he is wanting, diagonals....

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 23, 2008, 02:22:29 PM
actually the first 2 are already in v 20... but... the third one is a good one... i'd like to see it also in v 21

m... there's also one piece i'd like to see... a "RHW4-MIS splitter" i'd be like the RHW2 that turns in to a pair of MIS... but instead of having them in opposite directions... it would be 2 of the same direction... so we can make easier HW staks...

also... a texture for the MIS-OWR transition...

please reply have a good sunday

------------

my mistake... the second one is not available... the one in v20 is like a style A... with a deceleration lane... sorry...

here are a couple of pics that i just made in paint XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 23, 2008, 02:36:35 PM
Actually, all three requests mrtnrln made are not included in the current version.

1.  A diagonal split for the RHW-2.  This would be very useful for making larger, higher-capacity interchanges where more than one lane is required for a ramp.

2.  Aside from the broken accel/decel white lane marking this is included in version 20.  This "touch-up" to the texture will make the entire RHW look more realistic.

3.  A one way RHW-4 to MIS transition would also be very useful.  Around here, the broken white lane would eliminate the right lane rather than the left, but either way it is useful.
-Also, as others have requested, a RHW-4 to MIS "Split" would be an extremely useful addition for the MIS (the two lanes split into separate 1 lane MIS pieces).

Anyways, I for one would like to see these included, along with many others.  Lets give the RHW team some time and see what they can say about developing these requests.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 23, 2008, 02:44:51 PM
I was wrong but the first one by mrtnrln is already in the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 23, 2008, 02:59:46 PM
Quote from: Warrior on March 23, 2008, 02:44:51 PM
I was wrong but the first one by mrtnrln is already in the RHW.

Where is it located?  Are you mistaking it with MIS ramp "C"?  A RHW-4 does diverge from the RHW-6, but not diagonally. 

Think about the difference between MIS ramp "A" and "B".  "A" is essentially what "C" is, but only with a RHW-4 instead of a MIS.  mrtnrln is requesting a ramp similar to MIS ramp "B", except with a RHW-4 instead of a MIS.

Does that make any more sense to you Warrior?  If not, I can further explain the request if you like. 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 23, 2008, 03:03:20 PM
Sorry Haljackey, just realised I was blind lol  &ops

Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on March 23, 2008, 03:12:31 PM
As long as we're on the topic, are orthagonal MIS at diagonal RHW ramps possible? I ran into quite a few problems in one interchange I was making because the diagonal was too close, and had to make a pretty big lake to make it look less weird.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 23, 2008, 04:13:59 PM
Quote from: Haljackey on March 23, 2008, 02:36:35 PM
Actually, all three requests mrtnrln made are not included in the current version.

1.  A diagonal split for the RHW-2.  This would be very useful for making larger, higher-capacity interchanges where more than one lane is required for a ramp.

2.  Aside from the broken accel/decel white lane marking this is included in version 20.  This "touch-up" to the texture will make the entire RHW look more realistic.

3.  A one way RHW-4 to MIS transition would also be very useful.  Around here, the broken white lane would eliminate the right lane rather than the left, but either way it is useful.
-Also, as others have requested, a RHW-4 to MIS "Split" would be an extremely useful addition for the MIS (the two lanes split into separate 1 lane MIS pieces).

Anyways, I for one would like to see these included, along with many others.  Lets give the RHW team some time and see what they can say about developing these requests.

Best,
-Haljackey

I don't seem to understand the first one...... would it be like the one that's already in v 20?... RHW2-MIS splitter but instead of having one diagonal and one straight, we would have two diagonal in opossite directions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 23, 2008, 08:09:01 PM
Warrior: LOL!  It happens to all of us!  As long as you can see again...  ()stsfd()




Quote from: el_cozu on March 23, 2008, 04:13:59 PM
I don't seem to understand the first one...... would it be like the one that's already in v 20?... RHW2-MIS splitter but instead of having one diagonal and one straight, we would have two diagonal in opossite directions?

el_cozu: Take a moment to read my response to Warrior's post on a similar matter.

Essentially, what's the difference between MIS ramp "A" and "B"?  A is orthogonal, B is diagonal.

MIS ramp "C" is essentially the same as MIS ramp "A" because it is orthogonal as well.  The only difference is "A" being for the MIS and "C" for being the RHW-4.

What mrtnrln is requesting is basically MIS ramp "B" for the RHW-4, a split that is diagonal, not orthogonal. 
-Call it MIS ramp "D" if you will.  It is not the same as MIS ramp "C".

I hope that cleared it up a bit for you.  If you're still stuck, I can provide some visuals or something if need be.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 24, 2008, 04:42:22 AM
Wow! 11 replies in less than one day  :shocked2:! It starts to look like that it's a really good idea.

To answer all questions about the pics: All those pieces are not included in v20. Some look like they are in v20, but they are not.
Also I think a RHW-4 -> MIS splitter is a good idea

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on March 24, 2008, 07:30:03 AM
The only problem I have with the RHW and MIS is when I go to build over avenue. I'm unable to extend over the avene. Why is that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 25, 2008, 02:56:14 PM
RHW/MIS is a work in progress.  Unless you want to use elevated puzle pieces or a stretch of avenue you cannot have a good-looking intersection with rhw v.20 YET!!  Just wait for v.21 to come out and i am sure a lot of problems will have been fixed. (But that might take a while because the NAM team is concentrating on their TLA project (turning-lane avenues - it is in another sticky thread in this category))
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 25, 2008, 09:52:12 PM
Quote from: Haljackey on March 23, 2008, 08:09:01 PM
Warrior: LOL!  It happens to all of us!  As long as you can see again...  ()stsfd()




el_cozu: Take a moment to read my response to Warrior's post on a similar matter.

Essentially, what's the difference between MIS ramp "A" and "B"?  A is orthogonal, B is diagonal.

MIS ramp "C" is essentially the same as MIS ramp "A" because it is orthogonal as well.  The only difference is "A" being for the MIS and "C" for being the RHW-4.

What mrtnrln is requesting is basically MIS ramp "B" for the RHW-4, a split that is diagonal, not orthogonal. 
-Call it MIS ramp "D" if you will.  It is not the same as MIS ramp "C".

I hope that cleared it up a bit for you.  If you're still stuck, I can provide some visuals or something if need be.

Best,
-Haljackey

Yes... thanks... I actually got it when he requested this piece... i get the whole thing diagonal and orthogonal... but sometimes i dont seem to understand the english language that well when i read it XD... so... when i read your response... i got like... confused XD... but is clear now thank you...

Another question.. will there be elevated RHW and MIS pieces over other networks...

ex... RHW4 over AVE... or MIS over Street?...
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on April 10, 2008, 09:52:12 AM
what's up... maybe this doesn't consern the RHW mod... but here it goes...

is there a map transport dataview that can detect the RHW?... if so... where can i find it?... cuz i put my transportation map and the RHW doesnt apear  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 10, 2008, 10:55:59 AM
No offence but this has been asked so many times it gets boring, the answer is at the top of every page.

QuoteWhy doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

The RHW Network is based on a road network which Maxis left hidden and unfinished, but was revived by the NAM Team.  As such, it was not programmed to show up on the Region Transport Map, and it appears this functionality is locked into the .exe, and thus, cannot be fixed. 

There is, however, a workaround, using the "DrawPaths" cheat from Buggi's SC4ExtraCheats.dll file (found here).  Run the cheat in game, and then save the tile.  Upon exiting the city tile, all transit networks will be visible.  (RHWs and Maxis Highways will appear green, while surface streets will appear blue.)  The one (and only) drawback is that these new path lines are visible in both the Satellite and Transport views.
Title: Re: RHW (RealHighway) - Development and Support
Post by: goddy on April 10, 2008, 05:42:09 PM
hello, i'm new here.
i've searched around the threads about RHW and Marrast combining together, didn't find a right one to speak for me.
i'm wondering is there a way to add Marrast Underpass with RHW together?
if it's possible, dat will be cool.
Title: Re: RHW (RealHighway) - Development and Support
Post by: a1n2d3r4e5w6 on April 10, 2008, 07:38:22 PM
Whatever happened to the UHW? i thought it was a great idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 10, 2008, 10:20:15 PM
UHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 11, 2008, 12:21:20 AM
By UHW you mean Urban HighWay?

As in the reskin of the MAXIS highways by Shadow Assassin?

Yea don't know what happened to that or the Euro textures
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 11, 2008, 06:11:57 AM
This morning an idea came across my mind: MIS smooth curves. Like the idea?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 11, 2008, 07:36:14 AM
I can make models for an MIS curve if I have time.
But yea good idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 11, 2008, 06:04:46 PM
QuoteI can make models for an MIS curve if I have time.

It shouldn't take too long if the models are lifted from the RHW gentle curves.

As for the Euro RHW, I'm almost there...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FINTERCHANGE.jpg&hash=2ebbf9e776a295a0e417e7bc428cb26eba305fa6)

I know it has been delayed, delayed, delayed, but real life's the cause of that delay.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 11, 2008, 06:38:51 PM
What is the sound of one jaw dropping?


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on April 11, 2008, 06:45:23 PM
*THUNK* ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: pvarcoe on April 11, 2008, 07:10:25 PM
Wow, that is gorgeous!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 11, 2008, 07:18:34 PM
Quote from: dedgren on April 11, 2008, 06:38:51 PM
What is the sound of one jaw dropping?

well i dropped two and until that moment i didnt even realise that was physically possible...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 11, 2008, 09:42:48 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhw-2_preview.jpg&hash=aad21403ace329cf8cfb4f3a07ce7e7321d1305f)

Prelim textures for the RHW-2. Any suggestions?

These textures need to be edited anyway to eliminate the 1px offset on the curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on April 12, 2008, 02:51:59 AM
Looks great - I can't wait!  :thumbsup:

As for the RHW-2 textures, the "sidewalk" next to the high density zone looks a bit odd. Considering that you can't grow anything along it, I wonder if it's possible to create a workaround for the looks when it touches RCI zones.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tolsome on April 12, 2008, 04:16:59 AM
WOW, omg that really amazing, I can't wait! EURO RHW is really the best!  ;D ;D ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: shenti on April 12, 2008, 05:06:44 AM
Dear NAM team

Can you help me, I would like to take this Toll Booth transit-enabled but how does that with the RHW trassen

@ Shadow Assassin

And I enjoy myself already on the euro RHW texture
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tolsome on April 12, 2008, 08:06:46 AM
hi  :)
I worked the full Friday and Saturday on this rhw tunnel. But here is now a first beta for you:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F01af53d4662b048b93cbea8dffa561e2.jpg&hash=e6103a416255e05ae3f0bcc57c44a611091683bc) (http://www.ld-host.de/show/01af53d4662b048b93cbea8dffa561e2.jpg)

Unfortunately I have not enough knowledge to make a functional rhw tunnel, so I hope someone like the tunnel and can make it functional for v21. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shenti on April 12, 2008, 08:15:18 AM
nice nice  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on April 12, 2008, 09:03:44 AM
Welcome to page 96!!

Very nice tunnel there! And also great pictures of the Euro RHW!!! Looking forward to it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tolsome on April 12, 2008, 09:26:37 AM
first ingame picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F17587d1fca45f7dd0c49024a95c633a1.jpg&hash=d0b7d374476353071ca55e6fa60b2bf03a3e8a54) (http://www.ld-host.de)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 12, 2008, 09:34:19 AM
looks good  :thumbsup: , but the top is a bit bright for me. Also if the curved bit had a custom LOD it might look less jaggedy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on April 12, 2008, 09:41:51 AM
The tunnel entrance looks great, but two things;

As Warrior said, too bright;

B) your entrance is facing the wrong way with regard to the road texture (though I'd hold onto it, as this would be right for a LHD game).

Still, excellent work with the model.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 12, 2008, 07:30:08 PM
Hi Tolsome, I like your tunnel with the concept of the signals on top of it. I thought the NAM team has said that RHW tunels can't be done by the dragging method due to hardcoding, but judging by your picture did you use the same method like Lollo's RHW 4 tunel with lotting? How did you get your tunnel to work?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 12, 2008, 07:40:41 PM
Hey Tolsome that tunnel is looking good there and I do agree that the texture is a tad bit to white, maybe grey it down some...
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 12, 2008, 08:52:43 PM
This is a very random question, but could one place stuff like signage -within- the puzzle pieces such as exit beginning sections?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on April 12, 2008, 10:21:26 PM
Only if there is space between the tiles. Otherwise, T21's will have to be made and they will display the props for all instances of those particular network textures. The game is incapable of doing sequential numbering of exits. Generic props work best for the most cases. Any specialized signage should be done with offset rendered props and placed on lots alongside the network.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 12, 2008, 11:31:05 PM
You could make a OWR tunnel then just plop the tunnel entrance as an overhanging prop (or overhanging puzzle piece) to make it look like a RHW tunnel.

Or it could be done Big Dig style and convert the road traffic to subway, but this has limitations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 12, 2008, 11:40:46 PM
Mmkay, so it would require T21's and not just a standard prop.. Nevermind then. Yeah, I didn't mean as for sequential numbering, just for example, one of those diamond signs with the double-split-arrow or such, or simply "Exit" with the arrow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on April 13, 2008, 02:24:03 AM
Quote from: zakuten on April 12, 2008, 11:40:46 PM
Mmkay, so it would require T21's and not just a standard prop.. Nevermind then. Yeah, I didn't mean as for sequential numbering, just for example, one of those diamond signs with the double-split-arrow or such, or simply "Exit" with the arrow.

T21 exemplars are similar to Lots except for the fact that they do not support buildings or lot textures. T21's are how the props and flora are added to the tiles of networks in the game. If someone were to create the props, such as the Exit sign you mentioned, I'm sure the NAM Team would be willing to add it to the RHW via T21 exemplars for the exits.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 14, 2008, 07:50:44 PM
I'm sure I've seen them somewhere in the old Highway Sign Threads, I'll be sure to search for them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on April 15, 2008, 08:32:01 AM
Nice in-game picture of the tunnel there, also agree with the others.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 16, 2008, 07:45:18 PM
Hi everyone-

I'm finally back with an update on all things RHW. :)

While there will not be a full update ready any time soon, a "Version 20a" will be ready, which will incorporate a number of fixes to features already in Version 20:

-Fixes to the Orthogonal-Diagonal Transition dragging mechanism for MIS
-Stabilized Road/MIS T Intersections
-Draggable (non-smooth) S-Curve for RHW-4 fixed (which will make the smooth Lane Shift/S-Curve pieces easier to place)
-Rail-over-RHW-4 puzzle piece Pathing Fix
-Fixes for "Orphaned"/"Artifacting" textures on some ground level puzzle pieces (like the RHW-4-to-6S)
-Sidewalks removed on MIS textures in zoned areas

And I couldn't leave this update without a pic.  Introducing a new texture set I've designed myself:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F7540%2Fnewrhwtexturemarch2008xk1.jpg&hash=3cceb9e4f0039a85b018ef7c44fac9de90db409a)

It's about 93% done as of this moment. All of the pieces have been made, and I just need to make some adjustments here and there. ;)

After Version 20a, I am planning on implementing a new strategy with all future updates to the RHW mod.  Instead of having 8 months between releases (as was the case between the original v13 and v20), I am planning on doing a series of smaller, incremental updates which will add just a few new features, but will be released more frequently.  How does that sound?

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 16, 2008, 08:11:52 PM
Sounds good to me!  :thumbsup:

BTW, what is the name of the third texture mod (yours)?

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on April 16, 2008, 08:16:48 PM
Quote from: dragonshardz on April 16, 2008, 08:11:52 PM
Sounds good to me!  :thumbsup:

BTW, what is the name of the third texture mod (yours)?

~~Dragonshardz~~

The RHW... It will be the main set in the download replacing the ones currently in the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on April 16, 2008, 08:18:48 PM
I like these new textures, Alex! And, as far as your plan to release smaller increments of content more often--that works for me!

Take care, my friend! You're doing magnificent work!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 16, 2008, 08:25:51 PM
So your new texture set will replace the current (default) RHW textures?

Just making sure I understood your post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 16, 2008, 08:29:55 PM
Quote from: dragonshardz on April 16, 2008, 08:25:51 PM
So your new texture set will replace the current (default) RHW textures?

Just making sure I understood your post.

That is correct. ;)

And Dustin, thanks! :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on April 16, 2008, 08:34:12 PM
Will the current textures still be an option?  And I like the sound of more frequent, smaller updates. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on April 16, 2008, 08:54:37 PM
Quote-Fixes to the Orthogonal-Diagonal Transition dragging mechanism for MIS
Does that mean that the MIS will not automatically change to RHW-2 once you have passed 2 ortho-diagonal transitions? Wonderful :)
It sounds great, and I like the look of the new texture mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on April 16, 2008, 08:58:37 PM
Loving the new texture!! It will much better suit more urban environments now. Looks awesome :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 16, 2008, 09:44:43 PM
Hey Alex,

So no more grey texture for RHW?  I do also like the Idea of more updates...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 16, 2008, 09:51:17 PM
Actually, the existing RHW textures still will be available. They'll just be in a separate download, that's all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on April 16, 2008, 09:54:22 PM
Quote from: Shadow Assassin on April 16, 2008, 09:51:17 PM
Actually, the existing RHW textures still will be available. They'll just be in a separate download, that's all.

If thats what the texturer wants.  And he would still need to be able to keep his set updated with the latest version of RHW to stay current.  We dont really have an answer to what he wants to do, and it is not our place to upload it in his place.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 16, 2008, 09:56:31 PM
Ahhhh OK kewl SA thank you for the quickie response there  ;) If thats the case then Alex great job on the new texture there, I dunno honestly if I would use them cause Im partial to the Grey but hey everything is worth a shot   :satisfied:


Argh lol OK Jp, I guess I will wait Alex's thought then on that new texture placement  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on April 17, 2008, 04:34:26 AM
Quote from: Tarkus on April 16, 2008, 07:45:18 PM
Hi everyone-

I'm finally back with an update on all things RHW. :)

While there will not be a full update ready any time soon, a "Version 20a" will be ready, which will incorporate a number of fixes to features already in Version 20:

-Fixes to the Orthogonal-Diagonal Transition dragging mechanism for MIS
-Stabilized Road/MIS T Intersections
-Draggable (non-smooth) S-Curve for RHW-4 fixed (which will make the smooth Lane Shift/S-Curve pieces easier to place)
-Rail-over-RHW-4 puzzle piece Pathing Fix
-Fixes for "Orphaned"/"Artifacting" textures on some ground level puzzle pieces (like the RHW-4-to-6S)
-Sidewalks removed on MIS textures in zoned areas

-----------

After Version 20a, I am planning on implementing a new strategy with all future updates to the RHW mod.  Instead of having 8 months between releases (as was the case between the original v13 and v20), I am planning on doing a series of smaller, incremental updates which will add just a few new features, but will be released more frequently.  How does that sound?

-Alex (Tarkus)

Yes, FINALLY! The removal of sidewalk textures is a fine improvement.  :)

Look forward to the other improvements also.

Great to hear work's being done and a release is on the way sometime this decade*.  :P

Regarding the new texture - I think the dashed lines need to be either longer than they are, or there need to be more of them.


* this is a tongue in cheek poke at Tarkus' legendary teasing
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tolsome on April 17, 2008, 06:14:58 AM
maybe different textures for RHW in a SAM System would be cool, for so much different textures we get now.  :) :) :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 17, 2008, 08:02:46 AM
Wow, that's great news Tarkus!
-Glad to hear that the rail over RHW piece will be fixed.  This will really improve the network!

Quote from: cammo2003 on April 17, 2008, 04:34:26 AM
Regarding the new texture - I think the dashed lines need to be either longer than they are, or there need to be more of them.

I agree, there should be more broken white lines in the middle.  Take One-way roads, avenues, and ground/elevated highways for example, sure they aren't that closely spaced in real life, but they look good in SC4.  Because the lines in the current RHW are longer, I don't have a problem with it, but the new ones look out of place compared to the rest of the SC4 multi-laned networks.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on April 17, 2008, 09:25:58 AM
Glad to hear about an update. Some of these fixes will be really helpful.

I agree about what people said about the stripes in the textures. They should be a little longer, about a car length, for the sake of realism. The textures, by the way, are great. Many of the interstates here have that darker asphalt pavement. I can't tell from the pic, but are the rumble strips still there? I really liked them in the old textures and, and they are a standard feature on limited-access highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on April 17, 2008, 10:52:55 AM
Quote from: Tolsome on April 17, 2008, 06:14:58 AM
maybe different textures for RHW in a SAM System would be cool, for so much different textures we get now.  :) :) :)

Thats a little more difficult to do.  For Streets its easy because people can avoid creating intersections bewteen SAM variations.  With things like RHW which is intended to be a major artery highway, it is highly likely that these will intersect with each other.  Since a SAM-like variation setup would overrinde the actual textures in the original network itself they would conflict with each other if they were to intersect and we can never make it reliable and stable.  This will not happen because of this reason.
__________________________________________________________________________________________

Quote from: quackmofro on April 17, 2008, 09:25:58 AM
Glad to hear about an update. Some of these fixes will be really helpful.

I agree about what people said about the stripes in the textures. They should be a little longer, about a car length, for the sake of realism. The textures, by the way, are great. Many of the interstates here have that darker asphalt pavement. I can't tell from the pic, but are the rumble strips still there? I really liked them in the old textures and, and they are a standard feature on limited-access highways.

-  There is currently the Euro Textured RHW by ShadowAssassin which will not change, it is a replacement of the default textures.

-  Tarkus has made a new set of default textures, for reasons that he required himself to do so (he made this decision).  They are not intended to look like the grey textures we are all used to, so I wouldnt start comparing Tarkus' textures to the grey ones.  From my discussions with Tarkus, he is looking to make them more simple to make RULing easier.

-  The reflectors and the rumble strips and the grey RHW textures are not efficient from a RULing standpoint, in fact they over complicate things and make it much harder to physically mod them.  The reason is they are not symetrical.  Since these textures are not symetrical it is required that extra textures be created for the curves, bends, intersections, etc... more textures means more RULs... more RULs means more complicated combinations of RULs.  To make the textures more simple Tarkus has removed the rumble strips and the relfectors.  This is more of a simplicity move to make it easier to get things functional and released to the public faster because there will be less work involved by making less textures required less RULing.
_____________________________________________________________________________________________

Again, we cannot tell you if the grey textures will be available.  The textures will become outdated when Tarkus decides to release RHW v20a because there will be missing textures...  You guys will complain about missing textures and unfortunately, we are not able to make those missing textures to the exact same quality (luckily Tarkus has made this awesome new set).  That responsibility lies on the texturer who created them.  Whether or not this texturer wants to continue his work or not, the RHW project will go on and will proceed faster than it ever has before.  But again, it is not our place to upload an incomplete set of textures in future releases and we can only work with what we have, our hands are tied and it is upto the texturer to continue his work... or not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on April 17, 2008, 12:30:27 PM
I understand. I didn't realize that those things made the job more complicated. The Euro textures and Alex's textures are great as they are, in my opinion. And I agree, functionality first. Thanks for the information.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 17, 2008, 12:47:56 PM
??? WHOA.  That new texture looks WEIRD.  and i LIKE IT.  seems more realistic and yet umm, oww headache... MENTAL WHIPLASH...  :'( I agree that it should have more lines to fit in better with the default SC4 networks, but actually in RL, it seems to me that on what translates to RHW in SimCity, the dashes in the lane lines actually ARE farther apart than they are on avenues or one-way roads, or sometimes on--well, i can't think of a place where there is a highway that looks like the maxis highway...  but i like it!  good work. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 17, 2008, 02:24:36 PM
Jp thank you again for clairify further and explaining why the new textures where made... That helps alot more to understand that the Grey is PITA and then new one is easier to work with.... :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 17, 2008, 02:26:35 PM
Since as you say these new textures are simplified to avoid problems with the asymmetrical texturings, will that mean the loss of such elements as stop-lines on entering streets and roads, for those of us who don't make RHW interchanges but rather intersections?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on April 17, 2008, 02:37:24 PM
It's like when a friend comes in with a butt-ugly haircut and you say something nice just to not hurt his feelings.  :-[

My opinion, unfortunately, is that it is ABSOLUTELY HIDEOUS, at least compared to when I last checked up on it (which was, what, Dec. 2006?). It now looks like a poor imitation to the OWRs. The lanes and striping are all wrong and out of proportion now. At least we'll have the old textures available...right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on April 17, 2008, 02:56:36 PM
Quote from: Orange Julius on April 17, 2008, 02:37:24 PM
It's like when a friend comes in with a butt-ugly haircut and you say something nice just to not hurt his feelings.  :-[

You should really think about your words before you post.   :thumbsdown:  There are much better way to provide critism.  Not one word in your post is constructive and it is very demoralizing.  If you have a problem with the work maybe you should try and do it yourself and see what you can come up with.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 17, 2008, 03:03:47 PM
Quote from: Orange Julius on April 17, 2008, 02:37:24 PM
My opinion, unfortunately, is that it is ABSOLUTELY HIDEOUS, at least compared to when I last checked up on it (which was, what, Dec. 2006?). It now looks like a poor imitation to the OWRs. The lanes and striping are all wrong and out of proportion now. At least we'll have the old textures available...right?

Well, you have to take into account the work being done on this project.  Nothing you see here is final; its always functionality first, appearence second.  Let the team get it working before we debate about "where that yellow line should go" and such things like that.

Appreciate the work that has been done here.  Constructive criticism works, direct criticism does not.  Please take that into account as the RHW Team continues to break down the walls of transit modding for the betterment of the SC4 community at large. 

Sure, the textures are a big change from what we have now, but change is inevitable.  Besides, if you don't like it, don't download it! No one is forcing you!  You can just continue as-is with V.20 and wait until the next release after V.20a. 

One thing I've learned here is if you don't have something nice to say, don't say it at all.  Sometimes keeping your thoughts to yourself can work wonders, and there is no exception here.  I personally like the current textures better, but the new textures are just a prototype, as were the textures before V.20. 
-Like the NAM, the RHW will always be beta, and will never be fully complete.  Please understand that because many members have spent countless hours working on this project and when you say something like that, it doesn't help anyone. 

Please take this into consideration. 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2008, 03:14:32 PM
Hi everyone-

Thanks for the feedback!  :)  I'm thrilled to hear that the whole "smaller but more frequent" scheme is to everyone's liking--I think it will be a win-win situation all-around, and it is something which wouldn't have been feasible without the NAM modularization efforts.

Regarding the textures, as far as the striping goes, I did base the length/spacing off of my own (fairly precise) measurements (using satellite imagery)--I found that the striping used in the existing set was actually at 254% scale, which was rather surprising.  I can see how they could look a bit "sparse" to some, and it is possible that they may be tweaked at some point, but it will likely be after Version 20a.  I realize the new set is quite radically different and it may take some time getting used to it.  The darker pavement, as you can probably guess, is to help it blend in better with the other networks.

As far as the existing texture set goes, I can confirm that it will not be included as an option.  That set is already somewhat incomplete (for instance, I had to fill in about 20% of it myself for Version 20), and its continuation depends on the texture artist responsible for it.  That is all I will say on the matter.

To answer a couple of questions:

quackmofro:  Actually, the rumble strips are still there, but they're a lot more subtle.  This is what the actual 128x128px texture looks like outside the game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F1774%2Frhw4orthsampleju0.jpg&hash=a41c31cc02140ee7ce01134aa2b92625a6859947)

And the good news is, they won't have any negative effect on the RULs. ;)

zakuten:  The stop lines will no longer be directly incorporated into the texture, but rather, they will be implemented through a series of Type 21 exemplars, which also means they will be attached to stop signs and other traffic control devices.  Because it is possible to have multiple T21s for a given intersection, this means that it will be possible to control (to a certain extent) where the stop signs and lines are placed.  It will also be beneficial to the LHD users as well, in addition to helping out with the RUL situation.

-Alex (Tarkus)




Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 17, 2008, 03:25:17 PM
Ah, that's even better than before! Good, good. Even though I love the MIS dearly, most of my uses for the RHW aren't busy enough for interchanges and the like. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on April 17, 2008, 03:33:10 PM
Folks, let's please try to remember, this stuff is all being done for the love of the game, and not for pay. So, it is unfare to expect it to all be just the way you like it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on April 17, 2008, 04:09:34 PM
Quote from: Tarkus on April 16, 2008, 07:45:18 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F7540%2Fnewrhwtexturemarch2008xk1.jpg&hash=3cceb9e4f0039a85b018ef7c44fac9de90db409a)


-Alex (Tarkus)

Alex, this has put me in a bind here as constructive critisism can often be the hardest to do for a mate when you want to try and help them.

Seeing the texture was a tad of a  :o when I first saw it. The colour of the road itself is fine and on par with the darkness of the Auckland Motorways where I live. However the lane markings in my opinion are a tad off by being spaced too far apart. May I suggest adding another line in the space between the current markings, so instead of being I think 8m apart between each mark, it would be around 4m or NZ standard here. Just a thought though.

BTW will cats eyes be included
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 17, 2008, 04:32:55 PM
Yeah i agree with some of the previous posters that the new textures look strange to someone who is used to the current textures. Looks like I'll have to get used to it then.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on April 17, 2008, 05:38:36 PM
Quote from: Tarkus on April 16, 2008, 07:45:18 PM
Hi everyone-

I'm finally back with an update on all things RHW. :)

While there will not be a full update ready any time soon, a "Version 20a" will be ready, which will incorporate a number of fixes to features already in Version 20:

-Fixes to the Orthogonal-Diagonal Transition dragging mechanism for MIS
-Stabilized Road/MIS T Intersections
-Draggable (non-smooth) S-Curve for RHW-4 fixed (which will make the smooth Lane Shift/S-Curve pieces easier to place)
-Rail-over-RHW-4 puzzle piece Pathing Fix
-Fixes for "Orphaned"/"Artifacting" textures on some ground level puzzle pieces (like the RHW-4-to-6S)
-Sidewalks removed on MIS textures in zoned areas

So that's what that was?  I thought my Sims were being just plain stupid, using the MIS exits to bypass the rail over RHW-4 but as it turns out, they couldn't use it...well, glad to see you're on the ball with that one guys!  And thanks for the updates!  :thumbsup:

QuoteAfter Version 20a, I am planning on implementing a new strategy with all future updates to the RHW mod.  Instead of having 8 months between releases (as was the case between the original v13 and v20), I am planning on doing a series of smaller, incremental updates which will add just a few new features, but will be released more frequently.  How does that sound?

-Alex (Tarkus)

That sounds awesome, it means we'll have to wait longer for the better features (like Elevated-RHW stuff) but now we don't have to wait as long for fixes/little treats. ;D  Now that I know it's 93% done, I'll look forward to it's release tomorrow! ::)

And about the textures, I love them so far, they look just the pavement on Interstate-75 down here in sunny Florida. ;D
-Yoshi
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2008, 05:56:56 PM
Quote from: yoshiisland2 on April 17, 2008, 05:38:36 PM
it means we'll have to wait longer for the better features (like Elevated-RHW stuff) but now we don't have to wait as long for fixes/little treats. ;D 

Not necessarily. ;)  If anything, it means that the "big ticket" stuff won't be "stockpiled" waiting for a large release, but rather, rolled out gradually . . . ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on April 17, 2008, 05:59:14 PM
Anyone that wants different textures, can just make their own, as long as you use the right IIDs and proper orientation, and name the dat file so in loads in after the RHW files.

In Fact, I'd request that the RHW team make a table of IIDs, so that those who want to do this, can (Much like is being done with the SAM).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 17, 2008, 06:59:23 PM
Hey Alex thank you for keeping us up todate here and explaining in more details on RHW status...  Just a question though when doing the updates would it be numbered IE v 20.A and so on to what point before we flip to IE v 21 or is it not thought ahead that far?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on April 17, 2008, 07:16:07 PM
I'm sorry for criticizing the textures. I had tried to make it constructive criticism, but it came off badly. Forgive me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on April 17, 2008, 07:29:53 PM
Quote from: Tarkus on April 17, 2008, 03:14:32 PM

quackmofro:  Actually, the rumble strips are still there, but they're a lot more subtle.  This is what the actual 128x128px texture looks like outside the game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F1774%2Frhw4orthsampleju0.jpg&hash=a41c31cc02140ee7ce01134aa2b92625a6859947)

And the good news is, they won't have any negative effect on the RULs. ;)

That's good news to hear, indeed. :thumbsup: We can't have any dozy simcitizens veering off the road. After functionality, the next most important priority is driver safety.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2008, 07:35:50 PM
Becca, that's a pretty good idea! 

And Pat, you're most certainly welcome.  As far as the updates go, the reason why this one is Version 20a is because it is simply fixing issues with Version 20 (much as Versions 13a and 13b fixed Version 13).  I don't anticipate there being a Version 20b, so the next one after 20a should be Version 21. 

Of course, the whole version number scheme for the RHW is a bit odd anyway, since qurlix called the first public release Version 12, so really, Version 20a is more like Version 3a.

If anyone is wondering what Version 21 will contain, I'm not entirely sure yet, but it is looking like it will be primarily new ramp interface pieces.

I do also have a little teaser of something that will eventually be added in as well (not necessarily in v21 ;)).  You may have noticed that I mentioned an "RHW-3" in my list of RHW networks on my stickied post, but I haven't ever revealed anything about it.  Well, here's the first texture I've done for it. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F9756%2Frhw3orthogonalid7.jpg&hash=29e3c8ce607463b32746628716b87d47ced1706a)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 17, 2008, 08:19:59 PM
This is great news, Alex! I'm glad to read that new updates will be coming out more frequently than before, even if they'll be smaller.

And FWIW, I like the new textures. I considered the old textures unrealistic, as their lane lines are too long and close together. Judging from my own Google Earth-based measurements of the lane lines on Los Angeles freeways, the new textures are spot-on. Good job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on April 17, 2008, 10:12:32 PM
The new textures look great!  But they look as if the highways were newly made... not too common in modern interstate highways.  The surface here is obviously asphalt.  You should make a concrete set for American users.  concrete is still very common in most american highways.

Then again, I could get around to making those kind of textures myself... ;D if I had the time to do so.

EDIT: I've got an idea here.  Tarkus maybe if you have time, I think multiple texture sets (one can be used at a time) should be made, e.g. American asphalt, American concrete, Australian, European, etc. etc. this way it could be a lot more flexible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on April 17, 2008, 10:45:08 PM
Quote from: pilotdaryl on April 17, 2008, 10:12:32 PM
The new textures look great!  But they look as if the highways were newly made... not too common in modern interstate highways.  The surface here is obviously asphalt.  You should make a concrete set for American users.  concrete is still very common in most american highways.

Then again, I could get around to making those kind of textures myself... ;D if I had the time to do so.

EDIT: I've got an idea here.  Tarkus maybe if you have time, I think multiple texture sets (one can be used at a time) should be made, e.g. American asphalt, American concrete, Australian, European, etc. etc. this way it could be a lot more flexible.

Well, SA's upcoming set pretty much takes care of Euro and Australian (which are much the same markings wise).

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2008, 10:59:03 PM
Quote from: pilotdaryl on April 17, 2008, 10:12:32 PM
EDIT: I've got an idea here.  Tarkus maybe if you have time, I think multiple texture sets (one can be used at a time) should be made, e.g. American asphalt, American concrete, Australian, European, etc. etc. this way it could be a lot more flexible.

Eventually, perhaps--as cammo2003 pointed out, SA's gotten the Euro/Australian/International market covered already, but a North American concrete set would be kind of nice. 

But it'd be awhile. I'm just getting done with this one now. :D  First things first. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 18, 2008, 12:24:41 AM
Quote from: Tarkus on April 16, 2008, 07:45:18 PM
-Fixes for "Orphaned"/"Artifacting" textures on some ground level puzzle pieces (like the RHW-4-to-6S)
-Sidewalks removed on MIS textures in zoned areas
Awesome, awesome, awesome :D  I've only had RHW a few days and these were the only things I'd noticed so far... I don't use hardly any rail except monorail and have had very few issues getting monorail across the RHW.
Quote
And I couldn't leave this update without a pic.  Introducing a new texture set I've designed myself:
My main concern with that texture... I really like what's being used already (the side shoulder with catseyes or whatever and what could be rumble strips) but could you show a picture (closer zoom too please while I'm demanding lol) of the RHW4 to OWR transition with the new texture?  I really like the way that transition is with the current textures and it's the way the shoulder angles in towards the road.  I'm sure it will all be fine whatever happens just thought I would ask :)

I actually came to look for info about a RHW4 to dual RHW4 splitter piece.  I'm not sure I need to use it but the way I'm trying to address some major traffic areas in one of my cities would benefit from that.  Example:
http://img443.imageshack.us/img443/7416/20080418030645na3.jpg
Having to transition from RHW4 to RHW6 then split RHW6 into 2 RHW4s takes up more space than I want to give up.  That portion of that city was a 'residential arms' type experiment that was WAY more successful than I ever thought it would be and even though commute times are under 20 minutes the roads in that area are all bright red.... including the partial RHW replacements I've tried so far ;)  I don't know that I can solve my traffic issues there without monorail or something but an RHW4 to 2 RHW4 would be nice :)

*edit* If someone has a better idea (instead of RHW4 to dual RHW4) let me know... I'm assuming using the MIS offramps would have a significantly lower capacity than an RHW4 and not help the congestion issues.  I may just need to do everything as RHW6 instead of RHW4 though :/

*edit* K... I just realized that the avenue has a higher capacity than the RHW4... ave = 20,000 and RHW4 = 9600 :(  Back to the drawing board!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 18, 2008, 05:05:17 AM
QuoteAfter Version 20a, I am planning on implementing a new strategy with all future updates to the RHW mod.  Instead of having 8 months between releases (as was the case between the original v13 and v20), I am planning on doing a series of smaller, incremental updates which will add just a few new features, but will be released more frequently.  How does that sound?

-Alex (Tarkus)
This sounds great!

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F7540%2Fnewrhwtexturemarch2008xk1.jpg&hash=3cceb9e4f0039a85b018ef7c44fac9de90db409a)

There are at least two things good about the new texture:
- It's simple, so it's easy to make new texture sets
- The scale is realistic. The old textures where WAY to big

Keep on going, Tarkus :thumbsup:

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on April 18, 2008, 05:51:05 AM
Tarkus, you continue to surprise us... New textures, new approach to the whole matter.... It is definitively good. Personally I like both the things,the "small updates" part expecially. Regarding the textures, I think they're nice, and blend much better with the game then the others. Maybe a longer middle line would be better but it is a minor thing. However, as an Italian, I think I'll use SA's set for my RHW, but I'll give your one a try, who knows... maybe they would turn up as the best for my mediterranean-based environment...!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on April 18, 2008, 09:35:50 AM
Having ridden on Interstate 5 in Washington State myself, I think the distance between the markings is very accurate. ;)  Washington State is now applying cat's eyes and bott's dots to most of it's newer roads, so I might suggest that you make that as well.

By the way, have you seen my PM about the signage piece mod?  I'm willing to help out with any type of sign, anytime.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 18, 2008, 12:20:54 PM
Quote from: pilotdaryl on April 17, 2008, 10:12:32 PM
The new textures look great!  But they look as if the highways were newly made... not too common in modern interstate highways.  The surface here is obviously asphalt.  You should make a concrete set for American users.  concrete is still very common in most american highways.

Not necessarily.  The only cement highway (that isn't a bridge) anywhere near where I live is about 60 miles from my city, on US route 29 north of Lynchburg Virginia.  Even then, the cement section is only about five miles long.  Most highways are asphalt.  (Not that i'm saying that is the ONLY cement highway in the whole united states - i only mean that the highways around where i live are mostly asphalt.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on April 18, 2008, 12:33:19 PM
Alex,

I like the new textures, they don't as detailed but much more realistic to me. Well done!  :thumbsup:

And as for the concrete vs. asphalt debate, every city that I've lived in has freeways that are a combination of the two. Yes, it would be nice to be able to mix and match road surfaces in the same city, but we've got take what's feasible and be happy with it.

That said, I'm looking forward the next RHW release!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: penguin007 on April 18, 2008, 12:44:31 PM
Great work here at the moment SA I have fallen in love with your textures and tarkus although Im not sure about the new textures yet (I like the current ones but origanally didn't so its not criticism) theyre still great although I would bring the lines closer together but thats only because thats what Im used too

Keep up the great work

Will
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 18, 2008, 12:52:09 PM
videosean, to answer your questions, technically, due to the way the game configures capacity (on a "per-tile" basis), the MIS ramps will actually have the same capacity as one side of an RHW-4, so there's no difference between using an MIS and an RHW-4 ramp from a functional standpoint.  And as far as the RHW-4/Avenue comparison goes, if you're using the most recent NAM Traffic Simulator set by jplumbley and mott (which I'd highly recommend--they will be replacing the existing simulators in the next full NAM release), the breakdown is as follows:

Hard Simulator--RHW-4=9600, Avenue=5000
Medium Simulator--RHW-4=14400, Avenue=7500
Easy Simulator--RHW-4=21600, Avenue=11200

So in most cases, the RHW-4 is actually at about twice the capacity of Avenues, and the RHW-2 only has slightly less capacity than Avenues.

Hope that answers your question!

caspervg, to answer your question about the fixes, the one you mentioned is to fix this issue which mr. v pointed out on Page 66, where one of the 4 possible Orth-Diag transitions was "deconverting":
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F626%2Frhwonelanekn7.jpg&hash=128de9dca924359ec9ebd39b7b9c29f86b62402d)

Palpatine and pilotdaryl, to answer your questions about the cat-eyes, eventually they may be added.  I've been considering methods for implementing them, and am leaning toward using T21s rather than building them into the texture.  Either way, they will be solid-colored reflectors, so as to not introduce unneeded asymmetry. 

As far as the whole concrete/asphalt thing goes, most of the ones here in Oregon are asphalt, but we do have some concrete ones here and there (I-5 in Salem, I-84 on the east side of Portland, many elevated stretches).  I definitely see the value in producing a concrete set, though. 

Thanks again for your continued feedback and support, and I'll be back with some more new stuff in a little while. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 18, 2008, 03:05:11 PM
Well, coming from one outside the US, I can say that most of the highways here are asphalt.  There are some exceptions, though. (Ever heard of the electronic Highway 407?)

About the catseyes and things, it really wouldn't bother me if I don't see them in the next version.  The one thing that would bother me is seeing the broken white line so short and spaced very far away from one-another.  It is just something we're not used to in SC4.  If the broken white lane markings occurred a little more often (like aves and one-ways), I think it would make the RHW look much better in the game, even if it isn't that realistic.

Like Palpatine001 stated, constructive criticism is hard to do, but I hope you see where I am coming from.  He said that the lane markings occur closer together in New Zealand, and I can confirm that they are also closer here in Canada. 

Anyways, good luck with the development!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on April 18, 2008, 04:01:06 PM
here in mexico... the line markings for highways, avenues and streets are 5 meters of line (like 15ft)- 10 meters (30ft)space - 5 meters line... etc....

and yeah I agree... it should be more acurate to the game textures...

some of the highways here in mexico are made of asphalt but the government just made a huge make up of the main highways turning them to concrete... and most of the highways in the US are concrete...

I haven't heard of this electronic highway..... but I'll check it up in wikipedia
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 18, 2008, 04:31:12 PM
What would be nice if the electronic highway automatically controlled how everyone drove, but anyway...
Is a RHWAM (rhw add on mod) in favor, or out of ? I don't know what the NAM team's opinion was on this, because it sounds like more people will make different textures, but with the number of different RHW textures compared to the number of textures for SAM, could doing a RHW add on mod be justified? Function before cosmetics of course, but I just thought that would be cool. Its just with what we now know of SAM, starter pieces and overides, it sounds people would like to use more than one RHW texture or have a facelift. I don't mind the texture change myself, but could this be considered in the future if and when there enough different texture work by other people were finished?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Palpatine001 on April 18, 2008, 05:38:20 PM
Excellent, everything seems to be going according to plan then

Waiting patiently now for the next release  ;D ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 18, 2008, 09:14:45 PM
 &apls &apls Alex I soo look forward to what you have for us next!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 19, 2008, 04:59:41 AM
There are online resources for finding out what the proper lengths and widths of lines should be if anyone cares to go through the effort of making it scale properly... the standards could very well be different in every country and hard to find. 
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3a.htm#section3A05
Quote from: Section 3A.05
Standard:
The widths and patterns of longitudinal lines shall be as follows:

   1. A normal line is 100 to 150 mm (4 to 6 in) wide.
   2. A wide line is at least twice the width of a normal line. The width of the line indicates the degree of emphasis.
   3. A double line consists of two parallel lines separated by a discernible space.
   4. A broken line consists of normal line segments separated by gaps.
   5. A dotted line shall consist of noticeably shorter line segments separated by shorter gaps than used for a broken line. The width of a dotted line shall be at least the same as the width of the line it extends.

Guidance:
Broken lines should consist of 3 m (10 ft) line segments and 9 m (30 ft) gaps, or dimensions in a similar ratio of line segments to gaps as appropriate for traffic speeds and need for delineation.

Option:
A dotted line for line extensions may consist of 0.6 m (2 ft) line segments and 0.6 m (2 ft) to 1.8 m (6 ft) gaps. A dotted line for lane drop/add markings may consist of 0.9 m (3 ft) line segments and 2.7 m (9 ft) gaps.
This one has info on HOV lanes:
http://mutcd.fhwa.dot.gov/PavMkgs/Tutorial/wide_lines.htm
This next one has nice images of lane markings and intersection markings:
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3b1.htm
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3b2.htm
The pantone color #s for the lines LOL :D
http://mutcd.fhwa.dot.gov/kno-colorspec.htm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 19, 2008, 07:19:50 AM
Quote from: videosean on April 19, 2008, 04:59:41 AM
There are online resources for finding out what the proper lengths and widths of lines should be if anyone cares to go through the effort of making it scale properly... the standards could very well be different in every country and hard to find. 
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3a.htm#section3A05This one has info on HOV lanes:
http://mutcd.fhwa.dot.gov/PavMkgs/Tutorial/wide_lines.htm
This next one has nice images of lane markings and intersection markings:
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3b1.htm
http://mutcd.fhwa.dot.gov/HTM/2003r1/part3/part3b2.htm
The pantone color #s for the lines LOL :D
http://mutcd.fhwa.dot.gov/kno-colorspec.htm

Thanks for sharing the info!  I've got all those saved as PDFs on my computer here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 19, 2008, 07:46:24 AM
I'm not sure what I did but I can't seem to find RHW2 now.   I have the RHW4 puzzle pieces still, but no RHW2 at all.   Any suggestions?   I'm sure all the files are stiill there but I must hve moved something the last time I played with the plugins.    What file do I need to look for?


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 19, 2008, 08:58:47 AM
There is no puzzle piece for RHW2.  Just drag it like a road, you don't need any puzzle pieces for RHW2.  Yes, I do mean the gray two-lane highway with a rumble strip on either side and a dashed yellow line with reflectors. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on April 19, 2008, 09:08:45 AM
Quote from: nerdly_dood on April 19, 2008, 08:58:47 AM
There is no puzzle piece for RHW2.  Just drag it like a road, you don't need any puzzle pieces for RHW2.  Yes, I do mean the gray two-lane highway with a rumble strip on either side and a dashed yellow line with reflectors. ;)

I think he is saying he is missing the button for the RHW-2.

@ Gaston. You could try to re-install RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JereUsa1 on April 19, 2008, 09:44:35 AM
Would it be possible to get puzzle pieces (i.e. road, avenue) over RHW-6, so I can have traffic crossing over the free way when it is 3 lanes wide in places?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 19, 2008, 12:49:16 PM
Quote from: Alfred.Jones on April 19, 2008, 09:08:45 AM
I think he is saying he is missing the button for the RHW-2.

@ Gaston. You could try to re-install RHW?


Yep that is what I ment Alfred.Jones.    I guess I'll have to try that.    I just have to remove all the old files first.    ()sad()


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 19, 2008, 12:54:54 PM
videosean, thanks for sharing the MUTCD guidelines! 

The exact scaling on the striping I have right now is 3.5m (28px on 128x128px textures equalling 16m), which is actually 0.5m longer than the MUTCD recommendation.  As far as 9m goes, it's a little more than half of a tile.  If I were to actually increase the size of the lines to 4m (32px), which seems to be somewhat acceptable under the MUTCD, as per this phrase (emphasis mine):

Quote from: MUTCD
or dimensions in a similar ratio of line segments to gaps as appropriate for traffic speeds and need for delineation.

the 9m spacing would be upsized to 12m, following the 3:1 ratio.  Considering that the 4m lines are to be centered perfectly in the middle of the 16m tile, they would effectively extend from the 6m mark to the 10m mark, which, on a two-tile stretch, the second line would be situated at 22m-26m.  And subtracting the point of the end point of the first stripe from the start point of the second, 22m-10m=12m. 

This solution would effectively fit the MUTCD's 3:1 ratio while fitting within the game's scale and the modding requirements of a symmetrical (length-wise) texture. 

The resultant texture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F5240%2Frhw4orth32pxqx8.jpg&hash=622ccfb6795fb3c539afbf729cbfc132679981bf)

(Please forgive me for the mathematical digression. :D)

Gaston:  Hmm . . . . that is rather odd.  The RHW-2 is integrated into the main RHW .dat file now (no more ANT Plugin), and the icon should be directly above the RHW-4 puzzle piece icon as the first button on the Highways menu in-game.  I'd also suggest re-installing the RHW as well.

JereUsa1:  Yes, it would be possible, and I can say with almost absolute certainty that those pieces will be incorporated into RHW Version 21.

Back with more later . . .

-Alex (Tarkus)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 19, 2008, 01:17:22 PM
LoL Alex its all good that you went mathematical on us and whats really scary is I actually followed along with it... SO if I get this right your math is right on compared to the MUTCD ratio of 3:1???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 19, 2008, 01:17:52 PM
Alex, that looks great.  Take that and run with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on April 19, 2008, 01:22:14 PM
Alex, that texture looks spot-on to me, my friend! I'm definitely curious to see how it translates into the game!

Take care!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 19, 2008, 06:52:20 PM
QuoteGaston:  Hmm . . . . that is rather odd.  The RHW-2 is integrated into the main RHW .dat file now (no more ANT Plugin), and the icon should be directly above the RHW-4 puzzle piece icon as the first button on the Highways menu in-game.  I'd also suggest re-installing the RHW as well.


Hmmm, re-installed it but still no RHW2.    I have what looks like ANT still.   ????????


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 19, 2008, 06:54:17 PM
Gaston, could you post a pic of your problem?  That would help me diagnose things.  Thanks in advance. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on April 19, 2008, 07:23:59 PM
Sure Lemme see what I can do.    Back in a bit.
Okay here we go:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F9734%2Frhw4startersh9.th.jpg&hash=5720ea9cd0ade349f88539d4ad6b23230c181421) (http://img208.imageshack.us/my.php?image=rhw4startersh9.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg182.imageshack.us%2Fimg182%2F2056%2Fnetworkimagefa1.th.jpg&hash=594a3f324a292714c8875903a033e9e20fe0f711) (http://img182.imageshack.us/my.php?image=networkimagefa1.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg167.imageshack.us%2Fimg167%2F8167%2Fantnetworkzx0.th.jpg&hash=87e24f18e42a9483a3f02da7e224e8609936cc8f) (http://img167.imageshack.us/my.php?image=antnetworkzx0.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F8283%2Frhwmisvz5.th.jpg&hash=dd00394367b43837e12414b731fefc6529df6b14) (http://img169.imageshack.us/my.php?image=rhwmisvz5.jpg)

Okay as you can see, there are 2 ANTs still there even after redownloading and reinstalling RHW it is fixed.   Hope this Thanks for the helps.

WoooHoooo, Thanks Tarkus.   That is indeed what it was.   I deleted the offending file and viola it is fixed.    ;D

---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 19, 2008, 08:03:24 PM
Gaston, thanks for the pics--that helps out a great deal!  It looks like what I was guessing it might be--it seems you have the ANT Plugin installed still, and it is loading after your RHW plugin.  You don't need the ANT anymore (all of its functionality has been incorporated into the RHW as of Version 20), so you can safely delete it.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 19, 2008, 09:48:52 PM
Back with another little update on things. 

Here is how the RHW-4 looks with the striping re-scaled to the MUTCD 3:1 space/paint ratio:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F4719%2Frhw041920081oh9.jpg&hash=546f9cadb8c913fa6e4582694a078a6efa09f1c5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F5505%2Frhw041920086av7.jpg&hash=ec6933f5c03b23cbdb9b7c8db76798ac5922ee27)

And here's a few of the revamped MIS intersections.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F5623%2Frhw041920082rx2.jpg&hash=3f9f134dcfe4d6c073b8108b70b8c357c89c98d5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F8211%2Frhw041920083sk8.jpg&hash=7fd3fbd06f59165f002e734dbee9fd4c51a7438a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F4461%2Frhw041920084bl9.jpg&hash=badfc08910648f070d2d6c81b861381b8bfac6b3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F2343%2Frhw041920085cf7.jpg&hash=420130ac86ae383a4be7c7990572e0c2f1dfb6d6)

Gaston, glad I could help. :)

Everyone, thanks for your continued support, and I'll be back with more soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 19, 2008, 10:46:48 PM
Looking pretty good :)
I ran into more texture issues I think - usually RHW turns into the road looking textures and sometimes it messes up your RHW4 into an RHW2  ???  I think the road being dragged across did the RHW4 to RHW2 thing... not the rail.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F3366%2F20080420014043cu2.th.jpg&hash=432a43e4f6ad4e69569438936903dd08912cedcb) (http://img246.imageshack.us/img246/3366/20080420014043cu2.jpg)
Not sure if those were covered in your post from page 96 or not:
Quote from: Tarkus on April 16, 2008, 07:45:18 PM
-Fixes to the Orthogonal-Diagonal Transition dragging mechanism for MIS
-Stabilized Road/MIS T Intersections
-Draggable (non-smooth) S-Curve for RHW-4 fixed (which will make the smooth Lane Shift/S-Curve pieces easier to place)
-Rail-over-RHW-4 puzzle piece Pathing Fix
-Fixes for "Orphaned"/"Artifacting" textures on some ground level puzzle pieces (like the RHW-4-to-6S)
-Sidewalks removed on MIS textures in zoned areas
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on April 19, 2008, 11:19:46 PM
Quote from: Tarkus on April 19, 2008, 09:48:52 PM
Back with another little update on things. 

Here is how the RHW-4 looks with the striping re-scaled to the MUTCD 3:1 space/paint ratio:



-Alex (Tarkus)

well... this textures are just awesome...

I think te Space/Paint ratio shoud be 2:1... instead of 3:1.. is just too much space but...... it still looks good.... what was the ratio for the rhw before... 1:1?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 20, 2008, 12:04:42 AM
WOW, thanks, and welcome to page 100....

Not really a surprise that it got this far, you guys are just amazing

and those textures are just getting better and better

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2008, 12:32:13 AM
videosean, thanks for pointing those out.  They weren't covered in my Page 96 post--most of them can live, as they're just cosmetic issues or things which will get blocked out by Prevent RULs eventually.  However, that issue with the Diagonal Road going through the Orthogonal RHW is a bit disconcerting . . . it appears RUL 0x10000001 (the RUL file that defines intersections between two different networks) is referencing a non-existent texture.  I definitely need to look into that one--thanks again for finding that. 

And I'm glad you like texture. ;)

el_cozu, to answer your question, the old RHW-4 textures actually had more line than space--the line was 8.875m (71px) and the space was only 7.125m (57px), so the space-to-line ratio was 1:1.167. ::)

j-dub:  To answer your earlier question about having some sort of SAM-type setup for the RHW--I must say, it is a rather cool idea, but I'm not sure that it would be that feasible to implement, due to how the RHW is typically used, compared to how the Street network is used.  It might be a bit difficult to control the texture variations, unfortunately.  (Btw, I like your new avatar!)

And Joe--thanks! :)  Onto the next 100 pages . . .

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on April 20, 2008, 03:28:07 AM
Great work on these new textures, Tarkus! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2008, 04:07:34 AM
Thanks, bat!

One last little update before I go to bed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F9013%2Frhw042020081rp7.jpg&hash=f4f43d617aa16ca428760800074d5353cd6fdf4a)

I still need to adjust the coloration on the puzzle piece a little (and fix that slight pixel offset), but that's it more or less.  I've also widened the RHW-6S slightly (it had been a little scrunched previously).



-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on April 20, 2008, 04:18:21 AM
Tarkus: I was intrigued by the MIS intersection with one-way roundabout in your reply #1983 above. It looks as if the road "knows" which direction the MIS is so that it can align the entry to the roundabout appropriately. This doesn't happen with the current release, so I look forward to it in a future release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 20, 2008, 04:39:04 AM
Wow, great textures  &apls

The RHW-6 looks a bit "stripey" to me but the MIS and RHW-4 look fantastic.
One thing about the MIS/OWR roundabout, how will that work with LHD, if at all?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 20, 2008, 05:11:16 AM
Quote
One thing about the MIS/OWR roundabout, how will that work with LHD, if at all?

The textures should flip.

The functionality has always been there - it's just that the existing texture hasn't taken advantage of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 20, 2008, 05:24:08 AM
Too Stripey (http://maps.google.com/maps?f=q&hl=en&geocode=&q=atlanta+georgia&jsv=107&ie=UTF8&ll=33.763152,-84.38258&spn=0.001492,0.002513&t=k&z=19)? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 20, 2008, 05:52:00 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2Frhw_menuicon_new.jpg&hash=95bc09ec95ff48de8f868db32f6c5212772da425)

And what's going to be included is a custom menu icon that replaces the existing RHW puzzle piece icon to show that you have the Euro set currently installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on April 20, 2008, 08:36:39 AM
New texture's and the Euro Replacement Icon look real good! Keep up the good work  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 20, 2008, 10:25:11 AM
btw is it impossible to have both sets like the SAM only for the ANT network?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on April 20, 2008, 10:35:07 AM
It should be possible, but the amount of work for multiple texture sets is rather enormous...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 20, 2008, 02:33:22 PM
 &apls Alex that looks wonderful there!!!  SA are you wondering what type of Icon would be in place for the EURO RHW?  I would suggest the EU Flag as an Idea for that, yes / no???
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 20, 2008, 04:31:34 PM
Quote from: Pat on April 20, 2008, 02:33:22 PM
&apls Alex that looks wonderful there!!!  SA are you wondering what type of Icon would be in place for the EURO RHW?  I would suggest the EU Flag as an Idea for that, yes / no???
The flag (http://www.helsinki.fi/iass9/euro%20flag.gif) looked pretty bad when I scaled it down to fit inside the 44x44 icon space.  The stars turned into teeny little blobs  &mmm Maybe someone else could do better than I could with the flag.
I don't know what the opinions of using this stylized E (http://www.europeanweekly.org/images/features/euro-logotype.gif) would be but it also came up in my google searches for euro.  I just used the current RHW icon and made it darker to try and simulate the newer textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F5899%2Feurocm7.png&hash=4bb91269c34e717ad9bd82279654276deca024d7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on April 20, 2008, 04:35:46 PM
The new MIS textures look outstanding, Alex! They match the road textures swimmingly! Great work, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 20, 2008, 04:43:01 PM
Quote from: Andreas on April 20, 2008, 10:35:07 AM
It should be possible, but the amount of work for multiple texture sets is rather enormous...

well im just saying as shadow has nearly finished euro, i certainly wouldnt mind having the choice.... i mean in RL when ever are all the highways the same colour?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 20, 2008, 06:12:17 PM
Okay, time for a long, detailed post.  Prepare yourselves!

Quote from: el_cozu on April 19, 2008, 11:19:46 PM

I think te Space/Paint ratio shoud be 2:1... instead of 3:1.. is just too much space.

I agree.  From a SC4 perspective, there is just too much space between the lane markings.  Making this gap shorter would make the RHW look much better IMO.

About the RHW-6, we all know now with the release of version 20 that this lane discontinues with exits/entrances unlike the inner two lanes.  This would classify it as a "acceleration/deceleration lane".  In most places in the world, this type of lane has line spacing much closer together than the "thru" lanes.  With the current release, it looks just like the others, which is perfectly fine.  But, to make the RHW look more appealing, it could have markings similar to the markings in the RHW 4-2 transition.  A real life example follows:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.onthighways.com%2FQEW_images%2FQEW_cl_13_FEB.jpg&hash=755e08667a92a154c1c318353bb170238d1b7151)

Anyways, if this could be done, that would be fantastic!  If not, I understand why.  I am assuming that it looks like the others because future versions will have more lanes as well (RHW-8/10, right?).  Anyways, just a request.  Let me know what you think of it.

EDIT:  I know this already occurs for all the entrances/exits, but could it also occur for the accel/decel lane?




Moving along...

While I am here I have another texture conflict to post.  It involves dragging el-rails/monorails over the MIS pieces.  The actual RHW looks fine, but the MIS defaults to the RHW-2, both orthogonally and diagonally.  Example follows below.

Please ignore the bullet train texture.  What I am mentioning has do with the actual network (monorail), and not the texture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F1566%2Fclipboard01xd1.jpg&hash=6866068ef8306a30ca79df01053ce621645f69e4)

While I am talking about textures, do you know if this (the RHW-one way transition) will be fixed in the next release? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F1159%2Fclipboard01np8.jpg&hash=3e56f791161b964113cd2d5940797862dcc93746)

And I have a request.  It involves a diagonal MIS intersecting with a orthogonal avenue.  This is common in Real life.  A quick example of what I am asking follows below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F3662%2Fterransettlementjan2091od0.jpg&hash=39a2d1a1428de8b15f20549d8f0f1349c718311d)

Anyways, thanks for taking the time to read my post and best of luck with the next release!
(I hope this post made sense to you :P)
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2008, 08:57:49 PM
Regarding the "stripeyness" issue, the reason why it seems the exact opposite of the standard "oil slick" pattern is because the textures are designed to emulate fresher pavement, so actually, the dark areas are the areas that haven't really been driven over as much (between lanes and tire tracks, where the new pavement has lost some of its "sheen").  Here (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Highway+26+Beaverton&jsv=107&sll=37.0625,-95.677068&sspn=32.748002,82.265625&ie=UTF8&ll=45.525539,-122.824582&spn=0.000442,0.001255&t=k&z=20) is an example of this phenomenon. 

Haljackey, to answer your questions:

Dashed lines for accel/decel lanes:  I have toyed around with this idea a little bit, even going as far as to work up a draggable prototype, and the main issue that there's no truly reliable way to do it, at least in draggable form, as there's deconversion issues, particularly when you get it near Wider Non-Dashed RHWs.  Awhile ago, simzebu suggested making a special 1x2 puzzle piece with the dashed lines--this is probably the best way to implement such a thing, just as long as people are smart enough not to go around plopping TE Lots everywhere. ::) 

Monorail/MIS Texture Deconversion:  Both of these issues can be fixed, and it's just a matter of writing some RULs (the diagonal ones will, naturally, be harder).  I can add them to my list of things to add for Version 21, but it will not be fixed by Version 20a.

MIS/OWR Transition:  I actually have this piece nearly ready to go (as well as an MIS/RHW-4 transition), and they will both be included in Version 21. 

Diagonal MIS/Orthogonal Avenue intersection:  It's in the plans for Version 21.  The next few releases will focus on expanding the diagonal functionality of the system. ;)

And thanks again to videosean for pointing out that issue with the Diagonal Road intersection--I have now fixed that issue, and it will no longer be present in Version 20a. :)

Back with more later . . .

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on April 20, 2008, 09:24:30 PM
Hello,

I just want to first say how much I enjoy playing SC4 with the NAM and RHW.  As someone who spends lots of time in the car, I notice highway designs and transportation networks and these mods really let me build transportation networks as close to real life as possible.  So one of the things I've noticed about the RHW is the size and space of on-ramps, which take up LOTS of space.  I'm just wondering if you've considered or are currently working on a piece similar to the European Lateral on-ramp for the ground high ways?  This would basically be two RHW entrance/exit style B next to each other merging into a RHW2 which could then go into a road.  I've tried my best to illustrate below, hopefully you know what I'm talking about.

Thanks!

----------------------------------RHW
----------------------------------RHW
Exit\\\\\\         //////Entrance
           \\\     /// 
             \\\ ///
                ||
                ||
              ROAD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2008, 11:02:25 PM
Hi everyone-

Back with another peek at the textures.  This is what RHW-4+MIS Ramp Style A looks like.  I managed to get a good "color shift" formula for these textures on puzzle pieces (Brightness -22, Hue -6, in case anyone was wondering).  I've included a little "runoff" area as part of the piece, though I'm not sure on it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F3989%2Frhw042020082oa0.jpg&hash=6ca86f5eb49d43d5cf2237d14f3eccea9fb3a828)

the7train:  Thanks!  I'm glad to hear you're enjoying the RHW.  As far as what you've suggested, while a Lateral on-ramp like that is not in the works, I do have another type of RHW-2 splitter in the works, which is vaguely Y-shaped has two diagonal MIS ramps on the end (which I've tentatively called "Splitter B").  Splitter B is slated for inclusion in Version 21, and you'll be able to build something similar to the lateral ramp with two Ramp B pieces and one Splitter B.  It will take up a little bit more room than the lateral ramps, but it shouldn't be terribly prohibitive. 

Hope that answers your question!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 20, 2008, 11:15:53 PM
Great work on those textures! I was a bit worried at first since I preferred the lighter concrete, but the striping change makes up for it (though I'd like to see the light textures include the change too!). I also like the "runoff" area since most ramps I see seem to include something like it. Looks like great things are "rolling down the highway"!
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 21, 2008, 03:09:09 AM
Quote from: Tarkus on April 20, 2008, 08:57:49 PM
Here (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Highway+26+Beaverton&jsv=107&sll=37.0625,-95.677068&sspn=32.748002,82.265625&ie=UTF8&ll=45.525539,-122.824582&spn=0.000442,0.001255&t=k&z=20) is an example of this phenomenon. 
I appreciate that explanation... doesn't mean I like the look any better but I at least understand it now :)  I've had a theory in my head of how the dark patches under the car paths on busy roads come to be since I was a very small, bored child being driven all over the place for vacations... oil and gunk from cars is only half of it - the other part being a sun bleaching effect.  New pavement hasn't had enough time to be bleached yet so it works in that respect :)
I can still take issue with this (http://img143.imageshack.us/img143/9013/rhw042020081rp7.jpg) image of the 4to6 transition comapring it with this (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Highway+26+Beaverton&jsv=107&sll=37.0625,-95.677068&sspn=32.748002,82.265625&ie=UTF8&t=k&ll=45.506456,-122.769578&spn=0.001258,0.002513&z=19&iwloc=addr) stretch of highway 26 ;)  Your dark pavement in the new lane under the centerline starts too abruptley... it should gradually fade in.  Maybe it can't be as gradual as the RL roadway due to length and sanity restrictions but I think it could be better.  Also... by making the dark pavement under the car paths a continuous line I'm drawn to the conclusion that 50 cars drive down the lane every minute and 50 of those cars go straight and 50 of those cars go into the new lane (because the lines are continuous and the same shade of grey) and that doesn't work in my mind ;)  There should be a lightening of the dark patch under the car path where the lane splits since all 50 cars can't take the path down both lanes... it can get darker further down the lane of course but it should be somewhat gradual too I think.

I notice highway 26 doesn't use the diagonal or chevron lines in the triangular area of pavement you aren't supposed to drive on (I think I'd like to see those types of markings but not a big deal) but for the dashed lines on the decel lane I was thinking they'd just be implemented into the ramp pieces and if you wanted longer decel lanes you'd have to make a longer ramp piece.  I can imagine the 1x2 piece option working very nice for those who want a dashed line on a decel lane instead of dragging out the 2ndary piece of the RHW6 (if the extra lane line is added by the 2ndary piece) or longer ramp pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 21, 2008, 04:19:29 PM
Tarkus, I have tested this: hovering a puzzle piece over a TE lot will cause a CTD, but hovering a TE lot over a puzzle piece will not. Strange eh?

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 22, 2008, 02:52:13 AM
Get your copy of the RHW Euro Mod here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1589)!!

Enjoy. And please read the read-me!

For Mac users: there will be a .zip version of the file up on the LEX shortly...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on April 22, 2008, 04:05:48 AM
Yay, it's here! Thanks for the work, now I can start using the RHW finally. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on April 22, 2008, 04:14:29 AM
Awesome work!  :thumbsup: NOw I can build network in my country because i was waiting for it
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on April 22, 2008, 05:05:12 AM
Thanks a lot SA, I appreciate your work even more I know you are very busy now!

I will test it immediately...

Adam :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 22, 2008, 05:07:02 AM
FINALLY!

This is what i've been waiting for! Thank you very much SA :thumbsup:

MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 22, 2008, 06:49:31 AM
I've been messing around with the T21-Exemplars for the RHW. Here's the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F3614%2Ft21testingfacility1hc8.jpg&hash=548e31a76cf8c73ea9e5ab873e22743de6062a80)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg373.imageshack.us%2Fimg373%2F592%2Ft21testingfacility2bc4.jpg&hash=c57753b1df666e1b523a8b3047bd48cda1e16ce4)

As you can see, streetlights are added to the RHW. The lights that you see, are the new styled American lights (that are included in my LRP). There's an attachement with a .dat file which includes the exit sign and the placement of lights along the RHW (Place it in the RHW-folder). This file can be used also when you haven't installed the LRP. Then the normal highwaylights appear.

Hope you enjoy it!
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on April 22, 2008, 07:08:51 AM
Streetlights along highways are very uncommon in Germany, but I must admit it looks great in your pic. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on April 22, 2008, 07:25:59 AM
YES! Thank you SA! Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 22, 2008, 07:47:48 AM
This is Sick!  I gotta try this out!  :o

Thanks so much for your hard work SA!  The textures look amazing!

EDIT:
mrtnrln: Is there any way we can have the exit signs and NOT the lighting?  That would be awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 22, 2008, 08:43:09 AM
Quote from: Andreas on April 22, 2008, 07:08:51 AM
Streetlights along highways are very uncommon in Germany, but I must admit it looks great in your pic. :)

Except on urban areas, the only lights I see are usually at on/off-ramps and interchanges. Nice to see a proof-of-concept though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on April 22, 2008, 08:44:39 AM
Thank you for all the work you have put into this, Shadow Assassin, it came out wonderful!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 22, 2008, 11:37:22 AM
SA we love you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on April 22, 2008, 03:01:32 PM
Mrtnrln, I have an american 'exit sign' prop similar to yours that I made some time ago:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F3696%2Fexitsignbb2.jpg&hash=e005a7ed09483476a3a3dbd4b309f5b27556fb34)
Tarkus, I might be able to send this exit sign to you so you can T21 it into the american version.  I made four variants seperated into two categories:

Orthogonal and diagonal
Metal and wood posts

Glad to be a part of this. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 22, 2008, 03:02:36 PM
Awesome, SA! I'm an American, but I like these so much! Very shiny and new-like! And mrtnrln, you made my day by sticking the exit sign in like that. That's precisely what I'd been hoping for earlier.  :D Thank goodness we have all these skilled people to help out~! Pilotdaryl as well, thank you! The only problem I have with it, using the blue-sign version, is that in Type A and Dual Splitter intersections, it seems the sign is somewhat out of place when using the US textures, so I suppose that will need to be moved or something.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on April 22, 2008, 08:13:18 PM
The only problem I have with the RHW, is I cant connect the Avenues or Roads to them. Any Suggestions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 23, 2008, 06:39:45 AM
Quote from: Haljackey on April 22, 2008, 07:47:48 AM
mrtnrln: Is there any way we can have the exit signs and NOT the lighting?  That would be awesome!

Sure! Here's an attachement with a .dat file with only the exit sign. I'm planning a modd with various exit signs and of course the street lights (in sepperated files, so you can install the exit signs but not the lights, for example), called the RHW-add-on modd.

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: QMan on April 23, 2008, 08:49:08 AM
I have a question (I hope it wasn't asked before)- but, is it possible to make the MIS of variable heights?  What I mean is that is it possible to change its elevation without having to change the ground's height in the process??  Like if you wanted to create a flyover from one RHW highway to another RHW highway- would that be possible?? 
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 23, 2008, 12:16:26 PM
Quote from: QMan on April 23, 2008, 08:49:08 AM
I have a question (I hope it wasn't asked before)- but, is it possible to make the MIS of variable heights?  What I mean is that is it possible to change its elevation without having to change the ground's height in the process??  Like if you wanted to create a flyover from one RHW highway to another RHW highway- would that be possible?? 

I'm quite positive that Elevated RHW and MIS capabilities will be around in the near future, if not in the next update.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 23, 2008, 01:39:24 PM
Quote from: mrtnrlnI'm planning a modd with various exit signs and of course the street lights (in sepperated files, so you can install the exit signs but not the lights, for example), called the RHW-add-on modd.
Ah yes, the RHWAM, where have I heard that before?  Anyway Mrtnrln, as I am well aware of the LRP, with the anouncement of your recent plans, thats just as valuble to improving the RHW project, way to go on adding not only exemplars to the RHW, but new ones. Thank you for sharing. The only problem is the one exit, the sign seems to be blocking the path, but in addition to future NAM releases, I also can look forward to this stuff just like a Real highway should. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on April 24, 2008, 03:37:31 AM
Quote from: QMan on April 23, 2008, 08:49:08 AM
I have a question (I hope it wasn't asked before)- but, is it possible to make the MIS of variable heights?  What I mean is that is it possible to change its elevation without having to change the ground's height in the process??  Like if you wanted to create a flyover from one RHW highway to another RHW highway- would that be possible?? 

Not at the current time. In the interim however, it is possible to transition to one-way roads which will give you those options... And if you're using SA's texture mod, it doesn't look bad, either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 24, 2008, 06:44:04 AM
Adding some safety features to the RHW (I don't know how these things are called in English). It ain't look pretty, but it's a start.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg178.imageshack.us%2Fimg178%2F3472%2Ft21testingfacility3uo3.jpg&hash=8e937f9055f758def70aebb4fd8a80711c1d5914)

Here is the American Exit Sign in action
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F9237%2Ft21testingfacility4qe9.jpg&hash=c6aba25f1fe987a2fad5eee3c4f5205e10421e70)

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on April 24, 2008, 07:05:02 AM
mrnrln,
     im Intrigued, how did you get that road barrier to slope conform?  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 24, 2008, 08:40:36 AM
@mrtnrln Around here the American term for what you have pictured is called guard rail. Thats similar to the Jes guard rail, but I thought that one uses wood to hold the metal up. This full metal one pictured is preety common too. I think it looks fine as is, but maybe where the guard rail starts, you could put the yellow cross hatch sign in front of it, the same type that appears in front of the draggable road tunnels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on April 24, 2008, 09:50:38 AM
Quote from: j-dub on April 24, 2008, 08:40:36 AMI thought that one uses wood to hold the metal up. This full metal one pictured is preety common too. I think it looks fine as is, but maybe where the guard rail starts, you could put the yellow cross hatch sign in front of it, the same type that appears in front of the draggable road tunnels.
Wood, metal, it's all good IMO :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.alibaba.com%2Fphoto%2F50801356%2FSpacer_Blockout_for_Highway_Guardrail_.jpg&hash=c031e48a892f08ade6d26209c0b324b6c3b98931)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fgregrob.ca%2Fphotoshop%2Ffocus%2Fguardrail_after_focusfixer.jpg&hash=1fd03140b5eb35f71ee1ccc8c2b2392642560860)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.baltimoresun.com%2Fmedia%2Fphoto%2F2007-10%2F32942894.jpg&hash=b52369c163855ca1c81bebdc6144c5f80671a0f4)
http://www.wyattresources.com/guardrail.htm
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 24, 2008, 12:18:22 PM
SA:  Those new RHW textures are WICKED :thumbsup: too bad you couldn't get the RHW2 done... hope you can get it finished soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on April 24, 2008, 12:22:56 PM
Those fences for highways and roads will look great for all cities in Sim City. It'll also help boost the safety rating for mayors as well. Which is a good idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 24, 2008, 12:29:36 PM
Quote from: Starmanw402007 on April 24, 2008, 12:22:56 PM
Those fences for highways and roads will look great for all cities in Sim City. It'll also help boost the safety rating for mayors as well. Which is a good idea.

Agreed.  Now all we need is a concrete median in the middle for RHWs that don't have a one tile gap or more in the middle.  Keep up all the great work!   These add-ons are awesome!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 24, 2008, 12:37:35 PM
XD I looked at the pictures of Tarkus' new textures and I saw the roundabout intersection and it was like a whole new world opened up for me!  I had TOTALLY forgotten that the MIS could connect to roundabouts... ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on April 24, 2008, 06:07:52 PM
mrtrln, I strongly suggest that you use my versions.  They use the official font on american signs and are scaled and made to MUTCD (manual on uniform control traffic devices) standards.  Heh... sorry about the bossiness here... :-[

Hmm... maybe I should post this stuff in the signage piece mod thread.  Could be useful..... $%Grinno$%
Canadian and other versions are on the way! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 24, 2008, 06:18:53 PM
Getting closer . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg102.imageshack.us%2Fimg102%2F2252%2Frhw042420081ik1.jpg&hash=6aed865d171152cf44b886a566b73441879425e3)

Still a couple little things shown in that pic to tweak (diagonal striping, stop lines), but it's getting there. ;)

mrtnrln, this is fantastic work you've been showing, and thanks for sharing some of these cosmetic add-ons you've made! :thumbsup:

Starman, what type of RHW are you trying to connect to Avenues or Roads?  If you're referring to the RHW-4, it actually cannot have intersections with Avenues (they're purposely blocked by Prevent RULs). 

Back with more later . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 24, 2008, 10:13:48 PM
Looking great, Alex! Will those intersections (and other grade crossings) ever have turn lanes and stoplights?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on April 24, 2008, 10:31:15 PM
Stoplights can be added to the RHW intersections. Due to how the RHW is handled by the EXE and that it is highway -like in nature, the stoplights facing the traffic on the RHW will stay green. Tarkus has added stop points to the intersections where cross and incoming traffic is involved, but the cars don't stop except for where the incoming roadway is a street or road. Then, the traffic stops before entering the RHW.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 24, 2008, 10:41:56 PM
kassarc16, thanks!  As far as turn lanes go, I would like to eventually get them added in--they will probably come to the RHW-2 first since those will be easier to implement, and I've been thinking of ways to implement them on the RHW-4.

And speaking of turn lanes, I also may as well show a little look at a prototype I did up. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F4568%2Frhw2turnlaneslg6.jpg&hash=0b6b6608172815ff9e49223d38197bc308aaa8cb)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 24, 2008, 10:53:44 PM
Awesome work, you're definitely on the ball. Can't wait for the next update!

MIS-related questions: Would it ever be possible to start the MIS by simply dragging off the RHW, or is it "starters only"? And will we see some ways to intersect a MIS with another MIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on April 25, 2008, 12:11:50 AM
Hey, nice texture. &apls I'd add some diagonal stripes into the inner loop though, and maybe lengthen the lower part of the arrow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on April 25, 2008, 05:17:52 AM
very nice   ()stsfd() :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tolsome on April 25, 2008, 05:35:59 AM
really nice! :) :) :)
but it's maybe a bit to clean.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on April 25, 2008, 06:26:07 AM
Wonderful work on these new textures here! They are looking great! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on April 25, 2008, 04:18:16 PM
One request I have for the MIS is an exit puzzle piece designed for usage for roads and the RHW. Here is a picture of what I mean:
[linkie] (http://maps.google.com/maps?f=q&hl=en&geocode=&q=easterwood+airport&ie=UTF8&ll=30.597757,-96.369302&spn=0.005855,0.007435&t=h&z=17)

To show you more accurately on a traffic basis, I have prepared a JPG for you...
[linkie] (http://img88.imageshack.us/img88/6635/rhwmisxo5.jpg)
(is that too large?)
EDIT: Apparently so.
There actually used to be tons all over town until they streamlined the frontage roads by making them one way. While safer and more logical, they limit access to some of the buildings along the frontage roads and take away an important part of road heritage.

Unfortunately, there seems to be no true way to do this: cars can't stop at some times and NOT at others.

The new textures are interesting, and there even seems to be a conversion piece from RHW-2 to RHW-4! Very nice!  :thumbsup:

However, I would still have to say the black texture is unrealistic. I rarely see RL RHW-4s that are black and almost never see RHW-2s that are black. However, in some areas they don't always turn gray. In some areas they can turn a a reddish-brown texture (Louisiana), jet-black continuously (Nevada), or totally bleached white (somewhere)

This is due to the underlying gravel. The blackness is caused by the tar. Unfortunately, there seems to be no way to turn black into gray or white or red or black or whatever floats your boat.

Unless you figure out how to utilize the mechanism that turns formerly nice buildings into ugly abandoned gray buildings!

I want to see the RHW warrant it's own expansion pack! (so to speak) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 25, 2008, 04:51:32 PM
To be honest though, a real U.S. RHW 2 that I was on today, actually had smooth black asphalt, looked new to me, and yes it is rare, lots and I mean lots of crummy roads all over my state like you won't believe. Granted, it was unrealistic for the game developers to make every network except for highways and streets the black texture. In my world I like having continuous roads without the potholes. So even though this texture is questioned about looks, I thought the last one had the "clean" feel too. Right now, all I care about is function of new features more than anything else. I think this new texture will blend in better with that freeway puzzle piece -the one where its ground highway, except its 4 lanes with a shoulder, and RHW 4 compatible. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on April 25, 2008, 05:17:38 PM
I'm I've been trying to connect the Avenues Mostly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on April 25, 2008, 05:20:00 PM
Just a quick comment- the exit signs seem to not be lining up correctly on the road for exit type A and the RHW3/RHW2x2-splitter, not sure what to say about that. It might be my installation being funky or something.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zzsim on April 26, 2008, 02:03:43 PM
I've been following this project for a while now despite not really playing SC4 much anymore since its too slow and unstable for my computer (SC4 seems to hate new technology like dual core processors  :( ).  I'd like to say thankyou to everyone that has contributed to this project as it looks fantastic.  The amount of realism for highways now is incredible, much better than what was possible when I played the game frequently.  I just have a few questions about the future of the RHW:

1) Will we see fully functioning RHW-6?  I'm referring to being able to go diagonal, connect the MIS to it, build it under the current puzzle pieces and place 3 lane overpasses. 
2) Are there still any plans to release the elevated MIS and the RHW specific overpasses that Blahdy made awhile ago?
3) Will there be any connector ramps for going in between inner and outer freeways so you can create things like service roads or inner express lanes that are seperated from your main freeway.
4) Will we ever see flyovers?  For example, say I want to build a ramp over an elevated roadway/puzzle piece.  This allows for those more complex stack interchanges you see on many modern freeways.
5) Finally, this is more general NAM related, but will we see a smoother elevated road straight to diagonal piece?  The current one dosen't bend and looks fairly awkward.  There is currently an equivalent for the elevated heavy rail puzzle pieces.

Thanks in advance for any answers!  I know that you guys are a small team and only have time to do so much, so I don't want to sound rude or anything by asking about future plans.  I appreciate all the work you guys and the rest of the NAM team are doing (for free  ;) ) to make this game better for all of us!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 26, 2008, 02:49:14 PM
Quote from: Orange Julius on April 25, 2008, 04:18:16 PM
Unless you figure out how to utilize the mechanism that turns formerly nice buildings into ugly abandoned gray buildings!

Well, that property applies only to buildings--many transit networks like the RHW are model-less and texture-based.  As cool as that would be, I don't think it's possible.  As far as the ramps you suggested, that more or less looks like something you'd be able to do with a splitter for either the RHW-4 or the MIS, both of which are planned. ;)

zzsim:  Thanks for the compliments! (and I believe there is a way to disable the second core temporarily--I don't have a dual-core myself so I'm not entirely certain, though). ;) 

To answer your questions:

1) Yes, eventually.  MIS interfaces and overpass pieces are likely to be included in Version 21.  The diagonals, however, are the real hold up for all of the Wider RHWs, and the RHW-6 may be the trickiest of all (even more so than the RHW-8 or RHW-10).  Once those are figured out, the 8 and 10 will also be made available.

2) As far as the Elevated MIS, yes, eventually.  As far as those overpass pieces blahdy did, there are no plans to release them.

3 & 4) Yes, eventually.

5)  I'm not certain--I've always wanted that piece as well myself. ;)

Hope that answers your questions.

Back with more in awhile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zzsim on April 26, 2008, 06:44:13 PM
Quote from: Tarkus on April 26, 2008, 02:49:14 PM
2) As far as the Elevated MIS, yes, eventually.  As far as those overpass pieces blahdy did, there are no plans to release them.

^ Thanks for the quick response Tarkus!  I've tried disabling cores before, and while the game was more stable, there were still the random Zoom In/Out crashes.  If I get some more spare time soon, I'll probably give it another shot though.  Does anyone know if the new Core 2 Duo processors are any more stable than the old Dual Core Pentium D one's; I'll probably be upgrading in the near future.

Its a shame that those overpass pieces from Blahdy didn't work out, they looked incredible and very modern.  Right now it is not really a big deal not to have RHW specific overpasses, since the new textures (both yours and the Euro version) match up alot better to the current road puzzle pieces, but it still would have been cool to see those bridges in the game. 

Interestingly enough, its projects like these that make me want to start playing the game again.  My favorite aspect of SC4 has always been the transportation aspect (especially highways) and the stuff that I've seen people do with the new RHW looks very intriguing.  I'm probably most looking forward to the RHW 8 & 10 since I've always wanted to recreate those massive LA style freeways in the game.

Thanks again for the response, I look forward to seeing more about this project in the future. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 27, 2008, 05:32:11 AM
I've added some guard rails in the middle of the RHW-4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F7528%2Ft21testingfacility5qm4.jpg&hash=c7954ba8b3fb9035226db18f6c803441b10b17b7)

Diagonal guard rails. It doesn't look good on slopes, but thats the hard part.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F7912%2Ft21testingfacility6kc9.jpg&hash=fce3fbed94fe11e4b877b482659bc4aa1f857217)

NEXT UP: Guard Rails for the Corners and Ramps

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on April 27, 2008, 06:03:17 AM
Yeah, props don't work really well on slopes - I guess you could improve the look a bit when using shorter props, but for really hilly terrain, it won't work properly. Anyway, this is a very nice addition, and yet another step to more European highways. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 27, 2008, 06:04:47 AM
Quote from: Andreas on April 27, 2008, 06:03:17 AM
Yeah, props don't work really well on slopes - I guess you could improve the look a bit when using shorter props, but for really hilly terrain, it won't work properly. Anyway, this is a very nice addition, and yet another step to more European highways. :)
ahh but for really hilly terrain, slope mods keep the slope bareable ;) LOL

Looking good there mrtrnln
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on April 27, 2008, 07:18:02 AM
Yes! I've been waiting for some to make these barriers (I can't BAT for ****) for ever! If you can make them look right (maybe shorter props) I will love you forever more.
Looking forward to seeing more!

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 27, 2008, 08:23:01 AM
I was also thinking about shorter props. Now I have only one long prop per section.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 28, 2008, 02:28:18 AM
Now I used shorter props, it looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F8673%2Ft21testingfacility7sl0.jpg&hash=3c38bc029b0d1e5eeba22e273029d8795073f582)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F1281%2Ft21testingfacility8hn9.jpg&hash=d1014fe2a1fce4317dc6d4080528c659347bbbae)

It was a LOT of work, but it's worth it.

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on April 28, 2008, 03:15:07 AM
Quote from: mrtnrln on April 28, 2008, 02:28:18 AM
It was a LOT of work, but it's worth it.

Best,
MRTNRLN

It most certainly was! :thumbsup:  Glad to see you already did that...I was going to make a suggestion that you recommend certain slope mods for this one, but I guess that might not be needed.  I'm sure the NAM Team appreciates you taking some of the cosmetics aspects of this project out of their hair, be it a seperate mod or not. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on April 28, 2008, 03:25:20 AM
Have you done that via T21's or lots to the side?  The look good, and would be nice to see as a release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 28, 2008, 04:03:57 AM
Quote
zzsim:  Thanks for the compliments! (and I believe there is a way to disable the second core temporarily--I don't have a dual-core myself so I'm not entirely certain, though).

There is indeed. I'm playing SC4 on a Core 2 Duo, and it hasn't crashed yet for me. Well... it did, but I caused it to crash by doing something with a transit-enabled lot that the game didn't like. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 28, 2008, 05:03:39 AM
Quote from: Diggis on April 28, 2008, 03:25:20 AM
Have you done that via T21's or lots to the side?  The look good, and would be nice to see as a release.
It's pure T21-based
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on April 28, 2008, 05:15:28 AM
the guardrails are awesome  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on April 28, 2008, 12:10:21 PM
The guardrails are looking good there, mrtnrln! Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on April 28, 2008, 09:57:30 PM
Didn't someone have a NAM troubleshooting thread here? I'm having trouble w/commuters disappearing once they reach the border. It's one corner in one city. I have commuters coming & going @ other connections, but the southwest corner seems to be "dead". Traffic leaves town, but none enter. If you go to the connecting cities though, I'm supposed to have close to 2500 travelers in that corner (1900 from the south, 500+ from the west). If someone can point me to the correct thread to pose this problem, or answer it, I would appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on April 28, 2008, 10:25:52 PM
All the "HELP" topics and some "General" topics have been moved to the "NAM Place (http://sc4devotion.com/forums/index.php?board=90.0)" board in the cleanup.

The "NAM Creations" Board will be left for developement project, and the "NAM Howtos and Tutorials" Board where NAM affiliated Transit Tutorials will be placed.  These Tutorials will be approved and probably written by NAM Team members to try and promote users to getting involved at some level of Transit Modding.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on April 28, 2008, 10:33:10 PM
Thanks for letting me know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 30, 2008, 12:26:29 PM
Excellent guardrails, mrtnrln, and textures, Tarkus  &apls can't wait for them in RHW v. 20a!  (I think that's what you're calling the next update, right?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 01, 2008, 06:34:13 AM
The small RHW-4 curves are ready (It took a long time until I understood the mirrored T-21 Exemplars. I was getting fustrated!  :bomb:) Here's a pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F3015%2Ft21testingfacility9oa9.jpg&hash=639188d3a81874a44e27b497ede8f7cde064f87c)

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on May 01, 2008, 04:12:49 PM
looking good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 01, 2008, 05:34:51 PM
Glad you figured it out, mrtnrln  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on May 02, 2008, 01:23:36 AM
Nice work, mrtnrln! Could you try to follow the curves of the RHW with your props? At the moment, they look a tad strange. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on May 02, 2008, 02:40:47 AM
@mrtnrln: These guard rails can be a great addition to the RHW! I have three comments:

1. It's obvious shorter props look better on slopes, especially along diagonal stretches. But it would be good if props would be a little bit longer and touch one to another. The guardrail should look continous.
2. Generally I think that the most important visual aspect of guardrails is their smoothness and continuity. Pillars don't need to be such high, they can also be a bit less visible. The guardrail is low, and the viewing angle in sc4 is quite big. But they can stay as they are now if only you will achieve the horizontal continuity.
3. I think you can make bigger props for curves, especially small ones (as on your picture). As I understand, your main problem is the slope. But for every network it is wise to make curves on the completely flat terrain. It is especially important for avenues, highways and of course RHW. I tried to make long curves on the slope (successfully), but the slope must be very soft. Looking at your picture I also see that the terrain around curves is flat, and the slope begins a few tiles away.
If you will make bigger props for curves, you will be able to make them without sharp angles. Maybe you looked at Chrisadams' Rural Renewal Project and his (unreleased unfortunately  &mmm) fences. I think about something similar.

Of course these are my subjective opinions, there are a lot of wise guys in this thread, they can have better advice  :)

Adam
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 02, 2008, 07:54:52 AM
OK, I will work on that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on May 04, 2008, 05:54:44 PM
Hello Tarkus, NAM team, and RHW-MIS team... Jack_wilds here. 

I have read through much of this thread on this quiet Sunday and I am impressed.  I love everything that is happening surrounding the further development of SC4.  I was about ready to give up on the whole SC4 notion when I stumbled upon simtroplis then SC4D, my enthusiasm for SC4 was reignited.  The NAM mods and the RHW-MIS projects are great; expanding the envelop of SC4 creativity.  I like much if not all of your work.  Setting priority that it functions first then make it look good is a good game plan...so stick with it.  The notion of having more frequent incremental upgrades is also a good plan, go for it.  For revision nomenclature...the system you have now (20, 21...29, 20-9a-z, 30-?)  is good and ought to be continued just to keep with a single track for a train of thought for your continuing developments. 

As for all the texture suggestions and related, keep it simple so its easier to add-on improve later.  I think it should go to third parties for cosmetic, appearances, texture upgrade mods add-ons, so the RHW-MIS team can focus on function and in the process create standards and protocols for the third party people to design for.  Perhaps this is already happening and I'm talking in to the wind. 

Design sensibilities varies across the broad and nit-picking will never end.  There are DOT, NHTSA, WIDOT. MNDOT, plus other states, counties, countries, cities...ways of doing.  It seems a SIM-DOT needs to create and adopt its own set of standards and regs and related stuff.  After all the Sim-World isn't necessarily our real world and doesn't need to followed too closely to the model.  To that end its a Sim world we're building and the SIMS have their own sensibilities.  Plus the game and all its related programing limits just how much things can be fudged. Millimeters and centimeters do not appear on the game, I'm sure they are smaller than a pixel width, whether a dividing line is +/-a little can't be seen on the screen. Since Tarkus and the RHW-MIS team are doing, they should set the governing principles that the guidelines should follow.  I think that the look and textures are very good, keep it up. I'm looking forward to the next upgrades.

I have only posted a couple of times and was chastised for my use of 'a shout and a hollar' a common WISC north-woods vernacular for Hi and a Hello...that was a while ago. So I'll speak softer and just carry the big stick.  As a further note to NAM team as whole, every one and thier cousin will always have something to say and they will always repeat the same questions, the same queries, the same objections -in spite of stating numerous times before...its the nature of all of us 'SIMS', so you may need to bite your tongue and answer it yet an other time... 

I am a civil engineer-tech, an out of work CE-tech for too long tech living in the fox cities of WI-USA...visiting SC4D has kept busy easing, some of the boredom I am facing as I seek a new position in the work-a-day-world.  Say while I have an ear...I have a wish list of SC4 things -as I'm sure everyone and their cousin does, where can I hand in such a list?

'til the next e-note posting...Jack Wilds

Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 04, 2008, 06:25:15 PM
Hey Jack its awesome to hear of anther Cheese head here!!! btw don't forget to check in Here... (http://sc4devotion.com/forums/index.php?topic=436.msg142299#msg142299) Besides who yelled at you for talking err typing lol, I hope no one here has done that!!! I see nothing wrong with your Praises to the NAM team in fact I think everyone has done it some time or anther...  Again welcome to Devotions and I do hope you enjoy your time here and dont be affraid to praise or ask questions!!!!

cheers

pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 05, 2008, 05:50:20 PM
Is this supposed to happen with the exit signs?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FSimCity%25204%2FElderbackBridge-Apr10011210034434.png&hash=9ff14e303c311dada4c28c4878cf6babf4c36dc9)
They're cool other than appearing in the exit lane.

And one other thing:
How do you get the RHW to still be RHW-4 between gentle curve puzzle pieces? In the interchanges thread at ST people have pictures of the gentle curves with RHW-4 in between, but mine always convert back to RHW-2 in between.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FSimCity%25204%2FNewCity-Jan5001210032578.png&hash=d868af815d5bf094321cabb9856205101640513f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on May 05, 2008, 07:19:44 PM
hey, deathtopumpkins. Don't know about the sign issue you're having, but the issue with the reversion to rhw-2 is because you need to make sure you've fully dragged the curve in rhw-4 and then plop the puzzle piece over it. As I understand it, it'd be impossible to have a diagonal texture starter there because the curves would be interfering with each other's starters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 05, 2008, 08:03:01 PM
Quote from: deathtopumpkins on May 05, 2008, 05:50:20 PM
How do you get the RHW to still be RHW-4 between gentle curve puzzle pieces? In the interchanges thread at ST people have pictures of the gentle curves with RHW-4 in between, but mine always convert back to RHW-2 in between.
http://sc4devotion.com/forums/index.php?topic=4584.new#new
Hope that pictorial helps - the end result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F9153%2F20080505224822de2.th.jpg&hash=763e5c93cce720abf1aec06d1b2b109eb9bcbf27) (http://img146.imageshack.us/img146/9153/20080505224822de2.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 05, 2008, 08:56:06 PM
@deathtopumpkins, I would say probably not. This exit sign thing happens to me too, but I only cared that something like that finally was done. I use the same default texture you pictured as well. I can't make any guarantees, but judging from what I've seen with the same ramps using Shadow Assassins Euro texture, and the sign not appearing in the way, the signs might not be blocking the lane when using those textures. It is only Mrtnrln's first version, but before the green exit version sign comes out as an alternate, these signs may need to be relooked for placement, as I have seen other ramps where the sign keeps doing this on the default texture, I haven't seen this occur on the Euro version. None the less, Mrtnrln is the first to release network props for the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 06, 2008, 03:48:33 AM
Thanks! I get it now. I expected it to work like the NAM puzzle pieces where you didn't have to do that.

@j-dub: as long as it's not just me I'm good!  ;D I do hope it gets fixed though, because I don't want to get the euro textures, but I want exit signs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 06, 2008, 06:29:20 AM
This will be fixed when it's released on the LEX. What you see is just a test version. I'm still working on it.

EDIT: By the way, I have a few suggestions for version 21 (again):

- A better looking RHW-6 -> Maxis Highway transition. It is already possible, but it looks VERY UGLY!
- A RHW-2 -> RHW-4 Transistion which looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F7362%2Frhwrequest4xy6.jpg&hash=a3cf72eefded2571a59a3444296dfa4fc860623d)
(concept, the lanes may be to far apart.)
- RHW-4, RHW-6 and MIS under El-Highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 06, 2008, 06:33:32 AM
Someone had shown an in game picture of that request before with 2 doing a mid split to 4, instead of the one side split conversion. I'm thinking this was considered as the request was shown around the same time when the MIS system was first released. If this truly is the case, by the time of another release, it sounds like we may get this with a different texture variant. Now let me go back in time here...
img from henryking
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7606%2Frhw2rhw4transitionsolowup7.jpg&hash=762b337612217da05f14a260217666a6e4236038)
As was confirmed then, I don't think we need to worry about requesting this as it was indeed planned for 21 (or later)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on May 06, 2008, 10:06:57 AM
mrtnrln, that type of divider would look good in any SC4 Cities.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 08, 2008, 12:49:28 PM
When I try to open Mrtnrln's exit sign and street light RHW mod, I get a message saying 'Could not open "RHW exit Sign & Lights.zip" as ZIP archive." and I can't figure out why the zip won't work on mine, but other people can use it just fine...  Assistance would be appreciated, thx for at least reading this.  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 08, 2008, 01:34:46 PM
Well, as far as having a different RHW-2-to-4 transition, I think that rather than having that proposed piece, that it may be more useful to just make another RHW-2-to-DualMIS Splitter, and simply create an MIS-to-RHW-4 transition.  The actual new piece would be along the lines of what's in the green box:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg368.imageshack.us%2Fimg368%2F3405%2Frhw05082008lb5.jpg&hash=cc6790d281418dd416321433f54d65d168e95330)

I kind of think that making more giant splitters like the current RHW-2-to-4 one is inefficient for a few reasons:

1) smaller pieces are more modular and can be used for multiple purposes, whereas the initially-proposed piece would have one purpose, and one purpose only.
2) it will not solve the problem of RHW-2-to-4 transitions in which the median is wider than 1 tile, which I would imagine would be what someone would request next.  (That could be taken care of with the existing RHW-2-to-Dual-MIS Splitter and an MIS-to-RHW-4 transition.)

That's the same reasons why I am not in favor of having "old-school" plop interchanges for the RHW.  To counter the old adage, smaller is better (:D), as it is more efficient not only from a modding standpoint, it increases the possibilities for the user infinitely.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on May 08, 2008, 02:48:29 PM
I agree!
Title: Re: RHW (RealHighway) - Development and Support
Post by: henryking on May 08, 2008, 10:31:33 PM
I Agree to Tarkus here, btw...great everybody uses my littel pic there  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 08, 2008, 10:33:51 PM
Sounds like a plan, there, Alex. The smaller the pieces, the greater the variety of combinations!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 09, 2008, 08:39:24 AM
Good point, Tarkus! Smaller pieces means more possibillities.
But my other request are still not answered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange Julius on May 10, 2008, 07:11:21 AM
OK, the dotted lines notwithstanding, I would like to point out that sometimes a RHW-2 is expanded into a RHW-4. Obviously, you can't drag a RHW-4 over a RHW-2, but there has to be a way for the RHW-2/RHW-4 roadbed to keep going straight, and an "offshoot" lane to develop into the RHW-4. Should I bring pics or do you understand what I'm saying?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 10, 2008, 07:39:52 AM
@OJ: Bring pics over (one picture says more than a thousand words)

Smooth guard rails at the corners
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F9229%2Ft21testingfacility10mt9.jpg&hash=23528eb97c1fafd6c82f6f46c4def4a76b853fa4)

I've attached a Alpha Version of the guard rails (Place the .dat file in the RHW Folder).

Enjoy!
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 11, 2008, 08:22:55 AM
@mrtnrln Well appreciated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 11, 2008, 09:52:17 AM
@mrtnrln: Great job and keep working on and refining this. You're making it easier for Tarkus and the Crew to focus what they are best at.

If this is disjointed or insulting please forgive me. I got up only a little while ago and part of my brain is still in my bed.  ;D Just send me a PM and I'll fix it.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 12, 2008, 12:44:23 AM
mrtnlrn, again, I must say, this is absolutely fantastic work you're doing!  Splendid stuff! :thumbsup:

I have a little announcement to make--attached below is a much-anticipated fix for the Rail-over-RHW-4 pathing. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on May 12, 2008, 12:47:28 AM
Thanks for the fix, Alex.  :)  I assume this goes in the Rural Highway Mod folder, within the NAM folder?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 12, 2008, 12:48:28 AM
Quote from: girlfromverona on May 12, 2008, 12:47:28 AM
Thanks for the fix, Alex.  :)  I assume this goes in the Rural Highway Mod folder, within the NAM folder?

Yes, that's exactly right.  And you're welcome. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 12, 2008, 06:17:06 AM
@ everyone: Thanks! I'm doing this because someone had to make those guard rails. Besides I'm doing this for the fun an for realism
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 12, 2008, 07:49:56 AM
Tarkus:  Wow!  Thanks so much!  I've been waiting for this for a LONG time!

mrtnrln:  Yes they are looking fantastic! 
-I have a request for you:  any chance of making a concrete median for the inside of the roadway? 
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 12, 2008, 11:06:44 AM
Well, there is a small chance for that. Maybe I can make those later. I'm now concentrating on my LRP again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 12, 2008, 11:20:14 AM
Mrtnrln and Alex wonderful job to the both of ya's!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 12, 2008, 01:04:30 PM
@ Tarkus and Mrtnlrn:  Excellent, thanks!  Now I can keep my sims from driving off the road, and not have to change my RHW into an avenue whenever it goes under a rail overpass... ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 12, 2008, 01:06:37 PM
Quote from: Tarkus on May 12, 2008, 12:44:23 AM

I have a little announcement to make--attached below is a much-anticipated fix for the Rail-over-RHW-4 pathing. :)

-Alex (Tarkus)

Thanks for the fix there, Alex! Much appreciated, my friend.

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on May 13, 2008, 03:19:26 AM
Thanks for the fix Tarkus!  Now my Sims can use the actual highway and not the MIS to bypass the rail overpass! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Doctor Soul on May 13, 2008, 10:53:14 AM
Hello, I'm new here. I have a question/suggestion. Is it possible that someone can make a texture mod for the standard maxis highways in order to blend it better with the RHW?

EDIT: Also, the edges of the RHW seem a little sharp. The highways in rural areas that I know have broken shoulders and grass growing through the asphalt on the shoulders. And the highways usually have a sight slope so the rain can flow off  to the sides more easily. Maybe that's an idea for a future texture update?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on May 13, 2008, 11:00:15 AM
im curious where that is Doctor Soul ;)

anyways, thanks for the heads up, much appreciated ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on May 13, 2008, 11:09:51 AM
Can I have that link to the new RHW? cause I had to resintall the game again a while go ago and lost everything :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on May 13, 2008, 11:13:48 AM
Quote from: Starmanw402007 on May 13, 2008, 11:09:51 AM
Can I have that link to the new RHW? cause I had to resintall the game again a while go ago and lost everything :D.

lol...check the stickied thread at the top, it has the link to the current version of the RHW, as well as dependencies and recommended add-ons. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on May 13, 2008, 01:12:58 PM
Thank a bunch yoshiisland2, My game itself was acting up. thats why I had to reinstall it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on May 13, 2008, 10:50:22 PM
Hey Tarkus nice work. :thumbsup: I can't wait for the new RHW.  ::). On another note will future RHW versions include wider elevated sections besides the proposed elevated MIS and RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2008, 12:00:47 AM
Doctor Soul, to answer your questions, as far as getting the Maxis Highways re-textured to blend in with the RHW better, Shadow Assassin actually did a prototype several months ago where he applied his RHW textures to the Maxis highways--there are pics way back on page 23 of this thread (http://sc4devotion.com/forums/index.php?topic=990.msg58056#msg58056).

As far as your texturing idea goes, it sounds like really cool idea, but it also sounds like it may be rather difficult to do.

godjcjk12, thanks, and to answer your question . . . ;)  I can say that there could be some very interesting stuff coming to the RHW project . . . or not . . .  ::)

We like to surprise people. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 14, 2008, 02:03:02 AM
Quote
As far as your texturing idea goes, it sounds like really cool idea, but it also sounds like it may be rather difficult to do.

It's not difficult to do at all. It just involves mucking around with the grass textures on the shoulder. ;) The slight slope's another matter entirely, though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Adept2Rock on May 14, 2008, 06:24:04 AM
Quote from: mrtnrln on May 10, 2008, 07:39:52 AM
@OJ: Bring pics over (one picture says more than a thousand words)

Smooth guard rails at the corners
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F9229%2Ft21testingfacility10mt9.jpg&hash=23528eb97c1fafd6c82f6f46c4def4a76b853fa4)

I've attached a Alpha Version of the guard rails (Place the .dat file in the RHW Folder).

Enjoy!
MRTNRLN

Thanks for the guard rails!Its so realistic!I need them! :thumbsup: its a piece or its include in the rhw road?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Doctor Soul on May 14, 2008, 07:16:21 AM
Quote from: Tarkus on May 14, 2008, 12:00:47 AM
Doctor Soul, to answer your questions, as far as getting the Maxis Highways re-textured to blend in with the RHW better, Shadow Assassin actually did a prototype several months ago where he applied his RHW textures to the Maxis highways--there are pics way back on page 23 of this thread (http://sc4devotion.com/forums/index.php?topic=990.msg58056#msg58056).

I have seen those. It's not exactly what I call "blending with" though. Don't get me wrong; at the same time I have much respect for SA's excellent work. It's just that I meant more along the lines of road markings, seperation lines and whatnot to be more uniform. Also it might be worth exploring the possibility of a transition piece between RHW and Maxis Highway, to make the transition smoother between highway with concrete walls and  highway with grass on the center and sides.

Again: I am new here and my suggestions are meant to be the most humble of constructive criticisms. On the whole I think you guys are doing a spectacular job!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 14, 2008, 02:00:19 PM
I'm wondering how difficult it would be to have an MIS to RHW4 piece, basically an "end of route" transition to convert the lanes into a single-lane  onramp.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2008, 04:25:19 PM
Quote from: TEG24601 on May 14, 2008, 02:00:19 PM
I'm wondering how difficult it would be to have an MIS to RHW4 piece, basically an "end of route" transition to convert the lanes into a single-lane  onramp.

Not at all difficult.  In fact, RHW Version 21 will have that functionality. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 14, 2008, 05:15:38 PM
Quote from: Tarkus on May 14, 2008, 04:25:19 PM
Not at all difficult.  In fact, RHW Version 21 will have that functionality. ;)

-Alex (Tarkus)

sweet  &apls  :thumbsup:. and when will be able to put residential commercial on the RHW Road Piece (not highway, the one that acts like a regular road, forgot name)


P.S: are you having a master plan to link everything together, that would be  :o breathtaking
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2008, 05:26:46 PM
Quote from: SimsReporter on May 14, 2008, 05:15:38 PM
when will be able to put residential commercial on the RHW Road Piece (not highway, the one that acts like a regular road, forgot name)

The RHW-2?  Well, it's not possible to change that, as it's hardcoded.  It would be nice to be able to control that sort of thing, but it actually does work out nicely for a realistic highway-type network.

Quote
P.S: are you having a master plan to link everything together, that would be  :o breathtaking

I guess I do have a vague "master plan" of sorts, which will be more apparent here soon.  If you're wondering about interfacing the MIS with the NWM networks, I can confirm that will be possible with the initial NWM release. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 14, 2008, 05:47:38 PM
Quote from: Tarkus on May 14, 2008, 05:26:46 PM
The RHW-2?  Well, it's not possible to change that, as it's hardcoded.  It would be nice to be able to control that sort of thing, but it actually does work out nicely for a realistic highway-type network.

I guess I do have a vague "master plan" of sorts, which will be more apparent here soon.  If you're wondering about interfacing the MIS with the NWM networks, I can confirm that will be possible with the initial NWM release. ;)

-Alex (Tarkus)


&cry2 It brings a tear to my eye Im hoppin up and down right now  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on May 14, 2008, 06:06:27 PM
Quote from: SimsReporter on May 14, 2008, 05:15:38 PM
sweet  &apls  :thumbsup:. and when will be able to put residential commercial on the RHW Road Piece (not highway, the one that acts like a regular road, forgot name)


P.S: are you having a master plan to link everything together, that would be  :o breathtaking

If you want growth along a strip of RHW-2, you can drag 2 tiles of road over the existing RHW-2. It looks almost exactly the same, but it gives you two tiles of usable frontage. (Note that the speed of traffic will be lower on these tiles)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on May 14, 2008, 06:39:25 PM
There are places in the real world with commercial, and residential along side a rural highway, but as mentioned before, it can not be done with the RHW. My thinking is, it is because it is based on a network type that was not finished by Maxis / EA.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 14, 2008, 07:35:34 PM
The one that acts like a regular road, hmm. I bet this could be done with a starter piece, but instead of being a hwy, the rhw 2 texture could be used as a road variation. Possible? I know there was a texture replacement that was like the RHW 2 texture with the Yellow stripped lines, not the euro one, through most of the zoned areas, but it was black pavement, not like the default RHW texture. I know someone(s) who have gotten it, but I can't remember where that Replacement was. Personally I thought that texture (no offense to who ever made it) the striped lines were too close together for me, vs the distance of the RHW 2's version, but SimsReporter, that may be the closest thing to what you wanted.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Doctor Soul on May 14, 2008, 08:24:07 PM
How about rest areas and service stations for the RHW? Preferably integrated into the MIS system. Highway patrol would be cool too.

Great stuff, this RHW!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 14, 2008, 08:38:21 PM
Quote from: Doctor Soul on May 14, 2008, 08:24:07 PM
How about rest areas and service stations for the RHW? Preferably integrated into the MIS system. Highway patrol would be cool too.

Great stuff, this RHW!  &apls

Doctor Soul,

Such content will have to be made by others outside the NAM Team. The NAM and it's related components do not and will not contain lots. It is one of the "rules" of the NAM that they will not contain lots. That is why you have to download lots, such as stations for the GLR, separately. This rule is unlikely to ever change.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on May 15, 2008, 03:22:17 AM
Quote from: Swamper77 on May 14, 2008, 08:38:21 PM
Doctor Soul,

Such content will have to be made by others outside the NAM Team. The NAM and it's related components do not and will not contain lots. It is one of the "rules" of the NAM that they will not contain lots. That is why you have to download lots, such as stations for the GLR, separately. This rule is unlikely to ever change.

-Swamper
Understood Swamper.  But I suppose you're asking for something like this for the this for the RHW (http://sc4devotion.com/forums/index.php?topic=4553.msg145934#new) Doctor Soul?  Great updates BTW everyone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on May 15, 2008, 07:06:54 AM
What is needed is for a team to take on the task of developing NAM friendly lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: xxdita on May 15, 2008, 07:24:12 AM
Actually, I was just talking with Jason (JPlumbley) about this yesterday. And it shouldn't be that hard to do.

The lots would mostly be eyecandy though, just to add a bit more realism to the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 15, 2008, 08:32:43 AM
Of course such content has to be made by others. I have to admit tooheys truck stops are a good example for this situation, especially now with the RHW. Using the current MIS ramps for a frontage pull off blends in nicely, it may require convering to oneway in between the RHW though, I don't know if those lots have stats, or not. As for eh, highway patrol, I bet a 1x1 police car generator could be made, and placed along side a MIS ramp that just goes back to the RHW without interesecting. I haven't tried the police station, but I have gotten the 1x1 police kiosk to work right on the RHW, but it has to be on a puzzle piece of the RHW that is still labeled road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Diggis on May 15, 2008, 08:36:38 AM
Quote from: j-dub on May 15, 2008, 08:32:43 AM
Of course such content has to be made by others. I have to admit tooheys truck stops are a good example for this situation, especially now with the RHW. Using the current MIS ramps for a frontage pull off blends in nicely, it may require convering to oneway in between the RHW though, I don't know if those lots have stats, or not. As for eh, highway patrol, I bet a 1x1 police car generator could be made, and placed along side a MIS ramp that just goes back to the RHW without interesecting. I haven't tried the police station, but I have gotten the 1x1 police kiosk to work right on the RHW, but it has to be on a puzzle piece of the RHW that is still labeled road.

Maybe tie to to a large billboard.  They always seem to be hiding behind those in the movies.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: daeley on May 15, 2008, 08:42:46 AM
Quote from: RebaLynnTS on May 15, 2008, 07:06:54 AM
What is needed is for a team to take on the task of developing NAM friendly lots.

because there is nobody doing that right now... ?  ;)

anyway, great work shown so far! The RHW is a big asset for my game, I absolutely love it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on May 15, 2008, 09:05:10 AM
After downloading this file by RHW Lights and Signs by mrtnlrn. And when I went to go extract it, it read file empty. What's up with that?  :D $%Grinno$%.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 15, 2008, 10:45:01 AM
Quote from: daeley on May 15, 2008, 08:42:46 AM
because there is nobody doing that right now... ?  ;)

anyway, great work shown so far! The RHW is a big asset for my game, I absolutely love it!

lol daeley that is what becca was saying is that some team out there should do it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 15, 2008, 11:23:43 AM
Try this link to redownload the file, it goes to the page where this mod is posted (page 101).
http://sc4devotion.com/forums/index.php?topic=990.2000

MOD EDIT: Fixed your link - Fred ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on May 15, 2008, 01:11:55 PM
I know there are folks out there making NAM friendly lots (My LAR lots, among them), I just think that a team dedicated to this task would be a worth while effort.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 16, 2008, 12:00:04 PM
Quote from: mrtnrln on May 15, 2008, 11:23:43 AM
Try this link to redownload the file, it goes to the page where this mod is posted (page 101).
http://sc4devotion.com/forums/index.php?topic=990.2000

MOD EDIT: Fixed your link - Fred ;)


its invalid or corrupted....even with that
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 16, 2008, 12:29:44 PM
Quote from: j-dub on May 14, 2008, 07:35:34 PM
I know there was a texture replacement that was like the RHW 2 texture with the Yellow stripped lines, not the euro one, through most of the zoned areas, but it was black pavement, not like the default RHW texture. I know someone(s) who have gotten it, but I can't remember where that Replacement was. Personally I thought that texture (no offense to who ever made it) the striped lines were too close together for me, vs the distance of the RHW 2's version, but SimsReporter, that may be the closest thing to what you wanted.

Now, about that dashed yellow line road... I have that mod, although I don't use it anymore.  It is in my laptop's recycle bin, which hasn't been emptied lately.

It only affects the orthagonal straight and diagonal straight road textures of the default road, not RHW, and not any intersections or curves or transitions.

This mod is not available on the LEX or STEX or any kind of ___EX that I know of.

How I got it was like this:  I had found several mods that change the road intersection textures away from those yellow diagonal stripes which I loathe to a white zebra texture...BUT they didn't affect the road-turning-lane intersections!! I then posted way too much in the ST Modding-Transit Networks board, and eventually got a PM from AznInOverdrive containing several mods, one of which was one of those zebra stripe textures that don't affect turning-lane roads, and another was the dashed road line mod.  I continued using the mod that I thought was incomplete, but it just hadn't been updated lately to take into account the RTL mod included in the NAM.  (I did eventually find the intersection textures for the Euro road mod, which only affected intersections:  ALL OF THEM, and then I got the rest of it when it was included in a big all-in-one installer pack but now I use a combination of several intersection mods which does NOT include the Euro road mod for anything except as a backup for some intersections which another white stripe crosswalk mod doesn't fix)

I could probably upload it to the STEX, but I must point out that I do not know who made this mod! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 16, 2008, 01:00:31 PM
Quote from: nerdly_dood on May 16, 2008, 12:29:44 PM
Now, about that dashed yellow line road... I have that mod, although I don't use it anymore.  It is in my laptop's recycle bin, which hasn't been emptied lately.

It only affects the orthagonal straight and diagonal straight road textures of the default road, not RHW, and not any intersections or curves or transitions.

This mod is not available on the LEX or STEX or any kind of ___EX that I know of.

How I got it was like this:  I had found several mods that change the road intersection textures away from those yellow diagonal stripes which I loathe to a white zebra texture...BUT they didn't affect the road-turning-lane intersections!! I then posted way too much in the ST Modding-Transit Networks board, and eventually got a PM from AznInOverdrive containing several mods, one of which was one of those zebra stripe textures that don't affect turning-lane roads, and another was the dashed road line mod.  I continued using the mod that I thought was incomplete, but it just hadn't been updated lately to take into account the RTL mod included in the NAM.  (I did eventually find the intersection textures for the Euro road mod, which only affected intersections:  ALL OF THEM, and then I got the rest of it when it was included in a big all-in-one installer pack but now I use a combination of several intersection mods which does NOT include the Euro road mod for anything except as a backup for some intersections which another white stripe crosswalk mod doesn't fix)

I could probably upload it to the STEX, but I must point out that I do not know who made this mod! 

I also have this mod, i got it from PM
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 16, 2008, 01:18:58 PM
Teirusu made that mod originally.  See here (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=92159&highlight_key=y&keyword1=Dashed%20Line) for more info.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 16, 2008, 01:39:41 PM
@ Tarkus:  Thanks, that helps me with giving credit to the creator :thumbsup:

@ SimsReporter:  Who is PM?  Last I knew, that meant "Private Message"



I like Mrtnlrn's guardrails a lot, and although I see problems with them, I must remind myself that they aren't done yet...
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 16, 2008, 02:25:20 PM
Quote from: nerdly_dood on May 16, 2008, 01:39:41 PM
@ Tarkus:  Thanks, that helps me with giving credit to the creator :thumbsup:

@ SimsReporter:  Who is PM?  Last I knew, that meant "Private Message"



I like Mrtnlrn's guardrails a lot, and although I see problems with them, I must remind myself that they aren't done yet...

Yeah i got it through Private Mesaging
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on May 16, 2008, 03:40:43 PM
I have found a problem and I don't know if anyone has encountered yet, but the download file for RHW-4 lights and exit sign by mrtrln will download, but it will not extract as I get a message saying "no file(s) to extract". Does anyone have a solution or what. Please let me know. Tarkus, Keep the work on this project going steady. Waiting for the next release (when ever it comes out). JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on May 17, 2008, 04:05:51 AM
is ther any plan to have the RHW-2 to contain overtaking lanes, left/right turning lanes and smooth curves, maybe even FAR   alex?
david 
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 17, 2008, 05:21:17 AM
Just to make sure that everything is working, I re-uploaded the files. The previous file was damaged. It's also updated (placement errors are gone, so it won't appear in the middle of the ramp), and you can chose between:

- Lights and exit signs or exit signs only
- American/Dutch/German styled exit signs

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: Adept2Rock on May 17, 2008, 09:15:30 AM
mrtnrln >>> Good work!But can we have french styled exit signs?Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on May 17, 2008, 03:51:05 PM
Mrtnrln, Thank you very much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 17, 2008, 09:17:03 PM
The MIS comes to the RHW-2 . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F975%2Frhw051720082tx2.jpg&hash=8f0275fe3382dca36ad0c6a803676a2d06df1a6e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F6016%2Frhw051720083kz8.jpg&hash=f18f0bb0f6a1d178dada4bb98fb68cd87d30f4ce)

The double yellow line may get the boot in favor of the dashed line.  And yes, that second one has two diagonal MIS ramps coming out of it. ;)

bighead99, to answer your question, turn lanes are already in the works, smooth curves will likely be coming (I know I could certainly use them :)).  As far as FAR goes (FarHW? It rhymes!), we'll see.  It would be pretty cool.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on May 17, 2008, 09:38:49 PM
Oh yes, that's the stuff I like! Awesome work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 18, 2008, 06:07:24 AM
Quote from: Adept2Rock on May 17, 2008, 09:15:30 AM
mrtnrln >>> Good work!But can we have french styled exit signs?Thanks
I don't know how these look like. It's hard to find a picture of it (and it's the same case with Brittish exit sings). If you have a picture, please post it.

@Tarkus: Wow! MIS for RHW-2! This is great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on May 18, 2008, 06:42:49 AM
Quote from: Tarkus on May 17, 2008, 09:17:03 PM
The MIS comes to the RHW-2 . . .

Yeeees! That'd be excellent. There are tons of 2 lane roads with grade separated crossings up in the high north for high-speed, low density stretches.  :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ehbk2006 on May 18, 2008, 08:10:52 AM
Quote from: mrtnrln on May 18, 2008, 06:07:24 AM
I don't know how these look like. It's hard to find a picture of it (and it's the same case with Brittish exit sings). If you have a picture, please post it.

@Tarkus: Wow! MIS for RHW-2! This is great!

I think he means those green plastic things with the white triangles.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.eurocentre.fr%2Ffrancais%2Fimages%2Finfrastructures%2Fintermodal%2Fsortie_autoroute.jpg&hash=813b71e9e106564f7205da95fabaeeb5ca2a265c)

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on May 18, 2008, 08:56:30 AM
Yes, great work on that MIS for RHW-2!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on May 18, 2008, 10:00:46 AM
That looks fantastic!  The new texture style looks even better now for some reason as well, it's so "American asphalt interstate".  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 18, 2008, 02:53:07 PM
Tarkus:  MIS for the RHW-2???  Wow... This is great!

Although I still haven't adapted to the new textures though.....  In time, in time...
-Actually, do you know if SA's asphalt textures are compatible with the new RHW version?

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on May 18, 2008, 07:31:11 PM
Wonderful, Alex! Absolutely wonderful, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 18, 2008, 07:39:11 PM
Thats great ! Hopefully it also comes to AVEs and Roads :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 19, 2008, 04:36:36 AM
Quote
-Actually, do you know if SA's asphalt textures are compatible with the new RHW version?

Of course they are. :P

They'll override the RHW-4 and RHW-6, as always... I just still have to finalise the RHW-2... real life has kept me very busy. But you know, Alex, that's a classic Super-2 expressway setup. ;)

I may have to revise the striping on the RHW-4 and RHW-6 pieces [quite simple to do, really], though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 19, 2008, 01:41:24 PM
Quote from: Shadow Assassin on May 19, 2008, 04:36:36 AM
Of course they are. :P

I think I may have mis-worded my question.  I know your textures are compatible with the current version, I use them!
-When I said new version, I meant the next version being worked on with the new RHW textures.  I am asking if your textures will still be compatible when the new RHW version comes out.

If I confused you, its my bad.  I should have worded my question differently.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on May 19, 2008, 02:00:05 PM
I dunno hal, I think he understood you. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 19, 2008, 06:38:54 PM
Hal,

They should be compatible with future versions, unless Tarkus changes all the ID's of the textures again.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 19, 2008, 07:12:39 PM
Haljackey, to answer your question, and elaborate on what Swamper and SA said, the answer more or less will be yes.  There are a few IIDs I had to change in order to fix the "texture artifacting" glitch that shows up on some of the puzzle pieces (namely the RHW-4-to-6 transition), but that's more or less it.  SA and I generally are in touch on a regular basis to discuss RHW development, so everything will be fine. ;) 
And he has access to the new Alpha Build for Version 21 . . .

Hope that answers your question. :)

Thanks for all the kind words on the new RHW-2/MIS Ramp interfaces, everyone.  I'll have more to show in a little bit . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F7067%2Frhw051920081vl4.jpg&hash=27d9ca50116c6788d23324d2245eba976b37928f)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on May 19, 2008, 07:36:53 PM
That looks awesome Tarkus!

I must say, I'm loving the new textures!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on May 19, 2008, 08:47:52 PM
Tarkus, maybe you could introduce some sort of mod similar to 'SAM' so that you can switch between texture sets like 'American concrete', 'american asphalt' and 'european.'  That a good idea?  Only problem would be that it could increase amount of puzzle pieces, filesize, size on menu and not to mention hard work...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 19, 2008, 08:49:58 PM
Here we go again with RHWAM. This wouldn't be the first request, even though it may not happen anytime soon, its a cool concept.
And Mrtnrln I don't know what happened, but it seems that the right lane on the RHW 6 is now cut off with the guard rails in the middle of the lane line, see on the bottom in the middle there? None the less, your creation is appreciated for the rhw creation
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 19, 2008, 10:31:57 PM
QuoteThere are a few IIDs I had to change in order to fix the "texture artifacting" glitch that shows up on some of the puzzle pieces (namely the RHW-4-to-6 transition), but that's more or less it.

... and it only takes a few seconds to change... yay. :P

But seriously, it shouldn't take long at all to get out a texture update when 20a comes out. I might add a few new things, RUL-wise, too. :P

[Such as the MIS/OWR transition...]
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on May 19, 2008, 11:05:47 PM
What's that? Alpha v21?  :D  ;)

I've got good eyes!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 19, 2008, 11:59:51 PM
But wait, there's more . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F1842%2Frhw051920082gm3.jpg&hash=c0bd2bc15dbc8523d7ee2d80c1fdd7da14c8bd95)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F4782%2Frhw051920083dd0.jpg&hash=a038856cfa2fe2eb80ce39ebf64e9227a20e9aa2)

pilotdaryl:  Well, the subject's been brought up before (recently).  j-dub more or less summed up what's going on, and to quote the FAQ (stickied at the top of every page of this thread):

Quote from: Tarkus
13.  With multiple texture sets possibly being completed in the near future, what is the possibility of creating a SAM-type setup for the RHW?

The idea of incorporating multiple texture variations for the RHW networks has been considered, however, it is considerably more difficult to do this for the RHW than for Streets, mainly due to the way in which the RHW is generally used.  While a nice idea, it is quite unlikely that such a project would come to fruition any time soon.

Personally, I think it would be better to focus on getting the Wider and Elevated RHWs, as well as more MIS interfaces before even thinking about doing texture variations.  It won't be happening soon, if ever.  Besides, I don't want to contribute to the overpopulation of -AM acronyms.  :D

Kevin (BigSlark), your eyes must be playing tricks on you.  ::)  (Of course, the sticky post has also had some . . . interesting changes. ;))

Back with more here soon . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 20, 2008, 12:59:36 AM
Quote from: j-dub on May 19, 2008, 08:49:58 PM
Here we go again with RHWAM. This wouldn't be the first request, even though it may not happen anytime soon, its a cool concept.
And Mrtnrln I don't know what happened, but it seems that the right lane on the RHW 6 is now cut off with the guard rails in the middle of the lane line, see on the bottom in the middle there? None the less, your creation is appreciated for the rhw creation


This shouldn't be a problem. I also see that the RHW is wrong (A RHW-4 Instead of RHW-6). Maybe that is the thing what causes the problem.

EDIT: Great! MIS Smooth curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 20, 2008, 01:40:28 AM
MIS gentle curves... finally. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on May 20, 2008, 03:46:42 AM
Hi everyone, I've been playing around with the RHW and SA's textures in the last few days and they're superb! However, I noticed a bug yesterday when I created the following layout:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi7.photobucket.com%2Falbums%2Fy251%2Ffreedo50%2FSC4D%2520Random%2FRHW_Bugcopy.jpg&hash=f89b7fd3cd835a8a3ed901ac8fade48e4dd7f6e6)

Obviously the intersection works fine in one direction, but not in the other! Thought you might like to know ;)

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 20, 2008, 04:44:05 AM
It's a RUL thing, not my fault.  ;D

It's hard to explain, so it'd be better for Alex to explain it, LOL...

[edit]

Okay, I found a cool picture of a Super-2 expressway setup that could be used for the RHW-2's Euro mod MIS interchanges :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ozroads.com.au%2FNSW%2FFreeways%2FF3%2Fmotorway6.JPG&hash=bfc109b781e0fd41a8557348a07ab52479c5bb71)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 20, 2008, 06:40:54 AM
*whistles innocently*

Haven't you ever wanted to do this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Fwhistles.jpg&hash=6c45b4780ea1b06d50596ce246b5d113ecfca54a)

;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on May 20, 2008, 06:55:09 AM
 :o

You have no idea :D $%Grinno$% &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 20, 2008, 07:07:16 AM
 :o (Completely stunned)

A-W-E-S-O-M-E!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on May 20, 2008, 07:20:48 AM
good lord..... how did you know that?? XD... lol........ jk....... awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 20, 2008, 08:24:35 AM
Thanks everyone for answering my question!

Tarkus:  Very nice work with the MIS curves!   &apls

Shadow Assassin:  No way!  A avenue and OWR MIS transition both in one photo?  That's amazing!  Awesome work!   :thumbsup:

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on May 20, 2008, 08:39:02 AM
Quote from: Haljackey on May 20, 2008, 08:24:35 AM


Shadow Assassin:  No way!  A avenue and OWR MIS transition both in one photo?  That's amazing!  Awesome work!   :thumbsup:

Best,
-Haljackey

well... that is actually just OWR MIS transition... since that avenue already converted to 2 OWR... then each were converted to MIS...

but yes...... it is definetly (is that spelled alright) awesome
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on May 20, 2008, 08:52:38 AM
Fantastic work there on these textures, SA and Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 09:27:28 AM
(freedo50):  What you've run into is indeed a RUL issue.  It looks more or less like that intersection needs a bit more in the way of stability RULing. It is indeed not SA's fault. :D

SA, it's great to see you jump into the RULing game now!  A most excellent job on those.

Another new concept for the MIS ramps:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F8842%2Frhw052020081hd1.jpg&hash=ec3787e33bc927b0e43cb88b183ef45edbb56614)

And thanks for the compliments on the MIS curves . . . more coming soon. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on May 20, 2008, 10:17:21 AM
Well Done Alex and Daniel!  &apls

I'm really looking forward to v21...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 20, 2008, 12:09:00 PM
I'm really looking forward to v.21!  It looks like it'll be a lot better than v.20! (Not that v.20 isn't good, it is an excellent if incomplete mod)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 20, 2008, 01:19:12 PM
Wow This Is Amazing. I love the RHW V21, Will there be Elevated MIS Peices? So that you could make a Trumpet* Interchange


                                Very Great
                                       SimsReporter
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 20, 2008, 01:33:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F8842%2Frhw052020081hd1.jpg&hash=ec3787e33bc927b0e43cb88b183ef45edbb56614)
Hey Tarkus, I think I know where your going here. I'm glad to see some real hwy exits now, except, why the straight arrow? If you wanted to stay on the expressway why would you have gotten off the ramp to begin with?
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on May 20, 2008, 01:37:12 PM
Because if there is a Road or Street in front of the Exit....Maybe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 01:53:26 PM
Quote from: j-dub on May 20, 2008, 01:33:11 PM
why the straight arrow? If you wanted to stay on the expressway why would you have gotten off the ramp to begin with?

Very good question.  Just about every ramp I've seen here in the Western US that's part of a diamond interchange has one lane that allows for travel straight back onto the freeway. [example] (http://maps.google.com/maps?f=q&hl=en&q=NW+Murray+Blvd,+Portland,+Washington,+Oregon,+United+States&sll=45.542111,-122.866362&sspn=0.000883,0.002511&ie=UTF8&cd=2&geocode=0,45.523430,-122.815570&ll=45.522783,-122.815266&spn=0.000883,0.002511&t=k&z=19)

There's three reasons generally for such a setup.  In that particular example, it's for people who take the wrong exit and want back on the freeway--that's generally the most common usage.  There aren't too many people who typically actually utilize that option, but it's there. :)  Also, sometimes the ramp continues on as a "surface" level C/D setup, when the ramp serves as access to multiple surface streets (fairly common in the Portland, Oregon Metro Area) [example] (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Beaverton-Hillsdale+Highway+and+SW+110th+Avenue&sll=45.425308,-122.75166&sspn=0.007078,0.020084&ie=UTF8&ll=45.487666,-122.790112&spn=0.00707,0.020084&t=k&z=16), or, as SimsReporter pointed out, sometimes the opposite side of the intersection from the ramp, there will be a surface street [example] (http://maps.google.com/maps?f=q&hl=en&geocode=&q=SW+72nd+Avenue+and+Varns+Street+Tigard&sll=45.48529,-122.790842&sspn=0.007071,0.020084&ie=UTF8&ll=45.425308,-122.75166&spn=0.007078,0.020084&t=k&z=16)

Hope that answers your question, and thanks for asking. :)

SimsReporter, to answer your question . . . we'll see. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 20, 2008, 02:08:35 PM
Oh I see, I didn't know the next version would allow intersecting MIS accross to a different network. So what does this intersection with the surface street opposing the ramp look like in game?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 20, 2008, 02:13:33 PM
Quote from: Tarkus on May 20, 2008, 01:53:26 PM
Very good question.  Just about every ramp I've seen here in the Western US that's part of a diamond interchange has one lane that allows for travel straight back onto the freeway....In that particular example, it's for people who take the wrong exit and want back on the freeway--that's generally the most common usage.  There aren't too many people who typically actually utilize that option, but it's there. :)

-Alex (Tarkus)

I've used an exit once to get back on after a few minutes. One way to get a "bumper humper" off your tail when on the highway. Sadly, most new interchanges I see do not allow you to get back on after you get off. These new ones only have two directions at the end of the ramp: left or right.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 02:19:35 PM
Quote from: j-dub on May 20, 2008, 02:08:35 PM
Oh I see, I didn't know the next version would allow intersecting MIS accross to a different network. So what does this intersection with the surface street opposing the ramp look like in game?

Well, there isn't that option yet.  I merely wanted to show some RL examples of the straight arrow on ramps, but it could potentially be a new feature down the road.  It'd have to be limited in terms of what network the surface street opposite the ramp is, since it's not possible to intersect more than two different networks (a limitation of RUL 0x10000001).

Quote from: Swamper77 on May 20, 2008, 02:13:33 PM
I've used an exit once to get back on after a few minutes. One way to get a "bumper humper" off your tail when on the highway. Sadly, most new interchanges I see do not allow you to get back on after you get off. These new ones only have two directions at the end of the ramp: left or right.

That's pretty clever. :D 

Sounds like they must be building more Parclo-type intersections up in your area.  Of course, depending on how the have the ramp set up, WSDOT (or any other transportation department) could always consider allowing U-Turn movements from the left turn lane.  I don't think there'd really be any harm in doing so.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 20, 2008, 02:29:16 PM
Quote from: Tarkus on May 20, 2008, 02:19:35 PM
Sounds like they must be building more Parclo-type intersections up in your area.  Of course, depending on how the have the ramp set up, WSDOT (or any other transportation department) could always consider allowing U-Turn movements from the left turn lane.  I don't think there'd really be any harm in doing so.

-Alex (Tarkus)

Not even those. They simply build a straight ramp, but don't allow you to cross the surface street to the ramp on the other side. Or they separate the turning traffic with a triangular island to force traffic to make left/right turns at the ramp end, and still have a ramp on the other side of the intersection with no access from the exit ramp:

George Hopper Road (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Burlington,+WA&ie=UTF8&ll=48.452147,-122.341282&spn=0.003444,0.007864&t=h&z=17)

On the other hand, I've been quite happy with the rebuilt 41st interchange in Everett. They have turned it into a SPUI. No access to the ramps across from the exit ramps, but you can make U-turns to turn around and head back the other way on I-5. The nice thing is that two left turns can be in the intersection at once without blocking each other. Great for high volume traffic periods.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on May 20, 2008, 02:32:36 PM
I love the ideas you guys come up with ;D I wonder if you could create an 'MIS split' (|/ split, \| split, and Y split); this could further increase user creativity with the MIS. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 02:56:28 PM
Quote from: Swamper77 on May 20, 2008, 02:29:16 PM
Not even those. They simply build a straight ramp, but don't allow you to cross the surface street to the ramp on the other side. Or they separate the turning traffic with a triangular island to force traffic to make left/right turns at the ramp end, and still have a ramp on the other side of the intersection with no access from the exit ramp

From my personal standpoint, that's a poorly designed interchange.  I really don't see why they need to restrict the straight-across traffic.  George Hopper Road is like a TLA-3 there, essentially--it's not like crossing it is going to be that dangerous or that much of a traffic delay from the looks of it.  And there's no real benefit to channelizing the ramp.  I'm guessing from the looks of it, the exit ramp is stop-controlled?  Why bother at that point?  ::)

Quote from: pilotdaryl on May 20, 2008, 02:32:36 PM
I love the ideas you guys come up with ;D I wonder if you could create an 'MIS split' (|/ split, \| split, and Y split); this could further increase user creativity with the MIS. ;)

Thanks, and to answer your question, the answer is a definite "yes".  There will be MIS splits in Version 21. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 20, 2008, 04:23:56 PM
@Tarkus Its too bad textures couldn't be done that way, but with the current setup, I had seen 3 types of network join at a 4 way intersection in mine. I don't know how, but I had the RHW 4 on one side, MIS ramp on the other, and an Avenue between. Somehow they all attached together, but it seems only if drawn in a particular order. On a technical note, thats 3 types of networks because one lane isn't two, but then again the MIS is RHW, which could be 2. Its confusing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 04:37:16 PM
Quote from: j-dub on May 20, 2008, 04:23:56 PM
@Tarkus Its too bad textures couldn't be done that way, but with the current setup, I had seen 3 types of network join at a 4 way intersection in mine. I don't know how, but I had the RHW 4 on one side, MIS ramp on the other, and an Avenue between. Somehow they all attached together, but it seems only if drawn in a particular order. On a technical note, thats 3 types of networks because one lane isn't two, but then again the MIS is RHW, which could be 2. Its confusing.

Admittedly, it can get a little confusing.  Technically, if you've got both RHW-4 and MIS, those are both based of the RHW network, so you'd have two networks there.  That did just give me an idea, though, that may be the key to some sort of workaround for that sort of situation, though. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 20, 2008, 04:49:03 PM
Well I hope I just came across some sort of major secret.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on May 20, 2008, 04:50:36 PM
J-dub you seem to be on a roll here lately!!! I wish I could give you a karma for it!!!!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on May 20, 2008, 05:18:26 PM
That setup for an RHW exit is common in Milwaukee, Wisconsin (the Great Midwest) and here in Kenosha, Wisconsin at only one exit. We in Southeast Wisconsin (Racine / Kenosha Counties) have Frontage Roads on both sides of I-94 US 41. Alex, waiting patiently (on the verge of inpatiently) for the release. Keep the work up dude. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on May 20, 2008, 08:11:52 PM
I'm always surprised to see the ideas you guys come up with.  What blows my mind is that you're able to implement them, sacrificing neither functionality nor appearance.  Your work is excellent!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 20, 2008, 08:46:17 PM
Well I might be a little late joining this discussion, but honestly I don't really care if the MIS intersection has a straight arrow or not.

However, consider what happens when you build an intersection that is three-way, and not four-way (which is what I do a lot).  That straight-thru arrow will look very out of place.  However, in a four way intersection, the straight-thru arrow won`t be missed much since the traffic is turning most of the time. 
-The odd exception comes when you want to continue a road past the interchange.  Here a straight-thru arrow is required, and will look out of place if it is not included.  However, these intersections are a rarity in RL, but are used more often in SC4 (I think), so it would be nice to seen them included. 

Although a little wordy, that explains the situation in a nutshell.  Heck, it doesn`t even apply to where I live, when intersections off interchanges look like this:
http://maps.google.ca/maps?hl=en&ie=UTF8&t=h&ll=42.937449,-81.179636&spn=0.00344,0.008454&z=18 (http://maps.google.ca/maps?hl=en&ie=UTF8&t=h&ll=42.937449,-81.179636&spn=0.00344,0.008454&z=18)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 09:02:31 PM
Quote from: Haljackey on May 20, 2008, 08:46:17 PM
However, consider what happens when you build an intersection that is three-way, and not four-way (which is what I do a lot).  T

Problem solved.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F3717%2Frhw052020082fl9.jpg&hash=cab3a65b73f2930e96e5559f223cbe79e2dd2dcd)

This is just a quick and dirty alteration I did--this will get centered for the final version.  It's possible to differentiate intersections where the straight arrow isn't needed, as the + and T Intersections have different IIDs--sort of similar to what I did with the TLA-3 turn lanes.

I'll also point out that these will be set up just like the new RTL plugin, so you'll have options. There will actually likely be two or three different setups you can choose.

Hope that clears things up. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 20, 2008, 09:41:24 PM
Quote from: Tarkus on May 20, 2008, 02:56:28 PM
From my personal standpoint, that's a poorly designed interchange.
I agree with you on that one.  It made me think of this one... the first time I drove into this I was like Where's the Fries? (next time we'll wash your mouth out with soap)?
X interchange? (http://maps.google.com/maps?f=q&hl=en&geocode=&q=columbus+oh&ie=UTF8&ll=40.10853,-83.090694&spn=0.005104,0.009152&t=k&z=17&iwloc=addr)
I can only assume that one is a "great design" for some reason.  For reference, the highway running east to west there is I-270 and runs in a circle around Columbus.  There's shopping & restaurants north and south of the interchange but nothing with road access on I-270.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2008, 09:57:25 PM
Quote from: videosean on May 20, 2008, 09:41:24 PM
I agree with you on that one.  It made me think of this one... the first time I drove into this I was like Where's the Fries? (next time we'll wash your mouth out with soap)?
X interchange? (http://maps.google.com/maps?f=q&hl=en&geocode=&q=columbus+oh&ie=UTF8&ll=40.10853,-83.090694&spn=0.005104,0.009152&t=k&z=17&iwloc=addr)
I can only assume that one is a "great design" for some reason.  For reference, the highway running east to west there is I-270 and runs in a circle around Columbus.  There's shopping & restaurants north and south of the interchange but nothing with road access on I-270.

That right there is a textbook example of a Single-Point Urban Interchange (SPUI) [link] (http://en.wikipedia.org/wiki/SPUI).  I've never seen one "in the flesh", but I was a bit bewildered initially when I saw a diagram on Kurumi.com (http://www.kurumi.com/) the first time (great roadgeek site if you've never been).  It would make sense to me if I saw one "live" now, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 21, 2008, 01:57:08 AM
This is freakin' good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 21, 2008, 08:59:28 AM
Quote from: videosean on May 20, 2008, 09:41:24 PM
I agree with you on that one.  It made me think of this one... the first time I drove into this I was like Where's the Fries? (next time we'll wash your mouth out with soap)?
X interchange? (http://maps.google.com/maps?f=q&hl=en&geocode=&q=columbus+oh&ie=UTF8&ll=40.10853,-83.090694&spn=0.005104,0.009152&t=k&z=17&iwloc=addr)
I can only assume that one is a "great design" for some reason.  For reference, the highway running east to west there is I-270 and runs in a circle around Columbus.  There's shopping & restaurants north and south of the interchange but nothing with road access on I-270.

I always find the American SPUI's tend to be way more spread out, heres one in Calgary, noticed how much more compact it is:

SPUI (http://maps.google.com/maps?f=q&hl=en&geocode=&q=John+Laurie+Calgary&sll=45.522783,-122.815266&sspn=0.000848,0.002511&ie=UTF8&ll=51.089794,-114.094868&spn=0.00152,0.005021&t=k&z=18)

I think a SPUI thats set as single puzzle piece is likely the best way to go to get one in game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 21, 2008, 09:00:44 AM
SPUIs are all the rage nowadays in Australia. They actually work quite well.

Six-point SPUIs are common as well... [having six exits instead of the four entering the SPUI, not counting the main road]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 21, 2008, 09:11:02 AM
Well, I'd like to do SPUIs at some point--the issue has just been implementation.  The main *-Intersection (it does look like an asterisk ;)) generally sits over top of the highway, though there's also then the issue of multi-tile medians, though they are generally done in areas where there aren't (the RL equivalent of) multi-tile medians from what I've seen. 

The way I'm picturing it, a SPUI piece for an RHW-4 would consist of the *-Intersection overtop of the RHW-4, and the versions for the wider RHWs would just have them plopped right in the center, with a diagonal Elevated MIS piece hanging over the outer part of the wider RHW.  The connections to the *-Intersection-over-RHW piece could then be accomplished by using the MIS, with some new Ground-to-Elevated ramp pieces, like I had with my old prototype from last year (a file which I ran across on my HD the other day ;)).

The SPUIs will be particularly fun once the TLA-7/AVE-6 from the NWM project are in place. :)

How does that sound?

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 21, 2008, 09:17:19 AM
Wow... I feel like such a noob now lol  After driving through that SPUI for the first time it became clear how it works.  I had just never gotten off an exit ramp before and come to the 4 way intersection controlled by a single set of traffic lights so far away from where you stop.  Not being able to get back onto the highway bugs me but watching all the traffic that goes through that intersection while I'm stopped is... um... I don't know but a LOT of cars can move through it at once!  I think I started on kurumi.com but ended up at the DOT sites for various states and looking up some of the American roundabout interchanges on google maps... haven't been through one of those yet but they look great too :)
Quote
The SPUIs will be particularly fun once the TLA-7/AVE-6 from the NWM project are in place. Smiley

How does that sound?
$%Grinno$%  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 21, 2008, 09:26:43 AM
Quote from: Kitsune on May 21, 2008, 08:59:28 AM
heres one in Calgary, noticed how much more compact it is:

SPUI (http://maps.google.com/maps?f=q&hl=en&geocode=&q=John+Laurie+Calgary&sll=45.522783,-122.815266&sspn=0.000848,0.002511&ie=UTF8&ll=51.089794,-114.094868&spn=0.00152,0.005021&t=k&z=18)

There are SPUIs in Canada now?  Thats very interesting to me because 95% of the interchanges here in Ontario are parclos.




Anyways, getting back to the project, I do have something interesting to show:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F2245%2Fterransettlementfeb2024yf1.jpg&hash=00439a292713dae3fb08d316d3a59dc22b2d69de)

Would there be any way to smoothen this curve a bit?  It is not long enough for the large 45 degree RHW curves, and thus multiple lane shift pieces have to be used.  Can something like the the new anti-grid rail/road curves being worked on @ 3RR be applied to the RHW?  They would certainly get their use!
-In the meantime, is there a better way for me to make this curve?  It is a recent picture, so I still have space to work with before I develop the area.

Best,
-Haljackey


Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 21, 2008, 09:49:48 AM
Quote from: Haljackey on May 21, 2008, 09:26:43 AM
There are SPUIs in Canada now?  Thats very interesting to me because 95% of the interchanges here in Ontario are parclos.


Calgary has three of them now I believe - the city hardly uses parclo's and tends to stick to diamonds and SPUIs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 21, 2008, 12:09:21 PM
I wouldn't call that intersection excellent, i'd call it...um...scary.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 21, 2008, 01:14:06 PM
Quote from: Haljackey on May 21, 2008, 09:26:43 AM
Would there be any way to smoothen this curve a bit?  It is not long enough for the large 45 degree RHW curves, and thus multiple lane shift pieces have to be used.  Can something like the the new anti-grid rail/road curves being worked on @ 3RR be applied to the RHW?  They would certainly get their use!
-In the meantime, is there a better way for me to make this curve?  It is a recent picture, so I still have space to work with before I develop the area.

That's a good question, Haljackey.  I had noticed you using multiple Lane Shift pieces in Greater Terran Region, and from that, had the idea of perhaps doing a 2-tile Lane shift piece for the RHW-4--I've wanted one of those myself for awhile as well.  A FARHW setup (Fractional Angle Rural Highway) wouldn't be able to cover that area quite, but for something like you've just shown in your pic where there's three Lane Shifts, it could solve that problem.  I hadn't planned on doing FARHW pieces so soon, but we'll see . . . ;)

I can say that Version 21, thus far, is shaping up to be a definitive release of the RHW, even more so than Version 20 . . . I have at least two or three aces up the sleeve still, so to speak . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on May 21, 2008, 01:39:37 PM
Can't wait to see your cards Alex!!!  ;)  I can sense that Version 21 will be a bundle of greatness and surprises like SAM v3 Beta with diagonal SAM. Don't go too over the top though.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on May 21, 2008, 03:17:01 PM
Alex, Even though I know it will come out when it does, but your wording makes it sounds like it will be release soon (But it will not be out soon). I can sense it in my bones. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on May 21, 2008, 07:43:53 PM
Quote from: Tarkus on May 21, 2008, 01:14:06 PM
I have at least two or three aces up the sleeve still, so to speak . . .

Since you've already pulled about 8 out of there, I think someone's playing with a rigged deck. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 22, 2008, 01:13:50 AM
Quote from: kassarc16 on May 21, 2008, 07:43:53 PM
Since you've already pulled about 8 out of there, I think someone's playing with a rigged deck. ;)

You have no idea.  $%Grinno$%  Rigged is an understatement. ::)  Who knows, the whole deck might be aces . . .

Development has been going . . . very well . . . ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 22, 2008, 02:15:35 AM
One question about SA's texure replacement: The textures for v21 are released at the same time as the main plugin. Does it mean that the textures are included in the install file of the main plugin or is it a sepperate download as always?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 22, 2008, 02:25:01 AM
It's a separate download, as always.


Makes it easier for me to update.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 22, 2008, 04:18:50 PM
Hmm... something that i just thought of...

Those who want to have "eyecandy" RHW2S (Freeway-type) or RHW3 before version 21 gets released can try using the RHWMIS1 as a single-lane section.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 22, 2008, 05:26:56 PM
Good idea, just make sure they go opposite ways.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 23, 2008, 02:08:32 AM
speaking of SPUIs, a partial SPUI was built in Surrey at 200 Street and Hwy 1 maybe about a year or two ago...

http://www.flashearth.com/?lat=49.164415&lon=-122.668979&z=18&r=0&src=ggl

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on May 23, 2008, 08:18:47 AM
I remember that interchange; I use it all the time I go to Langley or Walnut Grove. ;D
Besides MIS splits, is V21 going to have MIS merges? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 23, 2008, 07:59:39 PM
It will have MIS merges. The textures are already there, and have been since the puzzle piece days of the MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 24, 2008, 03:13:20 AM
Just another question: What's planned after version 21: El-RHW, wider RHW, both or something else?
My oppion is that the El-RHW should have a higher priority, because I miss the El-RHW more than the wider RHW. It doesn't matter that it's not draggable in the first case (just like the NAM overpasses). Please let me know.

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 24, 2008, 09:34:04 AM
I would like to see the ability to make RHW overpasses, and El-MIS, but isn't this is supposed to be Rural Highway? Last time I checked, there weren't many places that had miles and miles of elevate rural freeways, except in rare instances.  I would love to see the tunnels finished so they can be used in the game.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 24, 2008, 09:59:04 AM
Well, it was supposed to be rural highway, but then again, why not make it so that you can use it in urban and high-traffic environments?  The Maxis highways are okay, but they just don't look right, even with the asphalt pavement mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 24, 2008, 10:13:38 AM
Their too narrow, and they goofed it up with the cement wall on the sides, when those could have either been shoulders, or had the lanes wider. They had the room, but then would the Rural Highway even exist if the developers got it right? The difference is still the RHW was first designed with 4 not 6 lanes. What about calling it regional, instead of rural?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 24, 2008, 10:19:58 AM
Hey, now that ain't bad, i like this 'regional highway mod' name change
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2008, 12:57:21 PM
Regarding the "Rural" name, it's more or less a holdover from three years ago when the project started.  It's never really been an accurate description of the project, aside from the very early stages of development back in 2005, and quite frankly, it's always irritated me a little, since it prescribes a specific use.  Yes, it can be used in rural areas, but it works perfectly fine in suburban and urban areas as well, and will do so increasingly in subsequent versions. 

As long as I've been involved, it has been intended as an "all-purpose" network, hence why Version 20 added the MIS, in addition to expanding upon the at-grade intersection capabilities.  The eventual goal I have in mind is to allow you the capabilities to build anything from a Super-2, to a divided state highway with at-grade intersections, to a 10-lane interstate with stack interchanges, and anything in between. 

I've heard a few good suggestions over the years for new names.  A lot of them involved changing the main acronym, however, which, as much as I'd like to do it, it could potentially cause confusion.  And ultimately, I'd rather be developing this project than dealing with that confusion.  The "RHW" acronym, like it or not, has "stuck", though the "R" does not necessarily have to keep meaning "Rural".

j-dub, I really like your suggestion--it's the most convincing re-interpretation of the "R" I've heard.  I just may use that. :)

TEG, as far as tunnels go, it appears they are not possible for the RHW network, same as with Streets.  There's some hardcoded aspects to how they work, which we have no way around.

mrtnrln, to answer your question . . . the feature list for Version 21 still hasn't been finalized yet, if you know what I'm talking about . . . it may contain . . . surprises . . . or it might not, too. ;) 

Back with more in awhile.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 24, 2008, 03:17:07 PM
Quote from: j-dub on May 24, 2008, 10:13:38 AMWhat about calling it regional, instead of rural?
Regional highway that doesn't show up in the regional view ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 24, 2008, 03:24:09 PM
It's not our fault that it doesn't show up in the regional transportation view. It's Maxis/EA's fault for not finishing the network in the first place.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 24, 2008, 04:09:05 PM
Well, the RHW does look a lot more "rural" in comparison to the standard ground/elevated highway.  Initially, it was designed to be a inter-regional transport network, but has evolved tremendously in the past several months. 

Personally, I still refer to the RHW as the Rural highway, mainly because I have followed the project since day one.  However, with recent developments, I would rather refer to the RHW as the "Real" Highway.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 24, 2008, 04:29:18 PM
my two cents on the matter: " If it aint gone done broke, then it  no done be fixed" In other words, if it aint broke done fix it. The name is perfectly fine. Why change the name now to further confuse people who are new to the mod as the others have said in prior posts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 24, 2008, 04:58:02 PM
Or just make it an acronym that stands for nothing in particular, as everyone just refers to it as RHW anyway (who has the patience to type out 'rural highway' [me evidently])

On SPUIs, we've got some here in VA, but I've never seen one with the intersection on top of the highway, ours are all under it.

On the American exit sign, great work!  &apls, but does anyone else think that it's a little oversized?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on May 24, 2008, 05:01:04 PM
Anyone who has ever driven the Trans Canada knows that the the RHW is pretty much the same thing. In Metro Vancouver area it acts as both a rural and urban highway; it just depends on whereabouts in the area you are travelling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 24, 2008, 05:44:24 PM
I only said that about it being rural, because I have never found a major city with a freeway like the RHW, they are usually like the Maxis Highways.  The Jersey barriers are accurate, the tight interchanges are accurate, the roadway coloration is accurate.  The RHW looks much like the more rural sections of Interstate Highway system, or some expressways.  However, I find the roadway coloration to be vastly inaccurate to real life.  In most situations, urban (Maxis-like) freeways are build of concrete, whereas rural are generally paved (except in Michigan where most freeway sections are concrete), and remain a dark grey, similar to the Euro texture.  Also, it is rare for a freeway/highway to remain 4 lanes in an urban environment, they are almost always 6 or more, again, like the Maxis Highways.  I see the benefit of the RHW, but in the urban settings, it looks out of place.

As for tunnels, I was under the impression shortly after the release of v20 that tunnels were possible, just that the entrances needed to be rendered.  I remember a thread about this, even showing working tunnels, with white squares for entrances.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 24, 2008, 07:06:40 PM
Quote from: TEG24601 on May 24, 2008, 05:44:24 PM
  In most situations, urban (Maxis-like) freeways are build of concrete, whereas rural are generally paved (except in Michigan where most freeway sections are concrete), and remain a dark grey, similar to the Euro texture.  Also, it is rare for a freeway/highway to remain 4 lanes in an urban environment, they are almost always 6 or more, again, like the Maxis Highways. 

TEG

do keep in mind there is still alot of development going on with the RHW. also most cities use asphalt. only some major cities have concrete ie New Orleans, Houston, Chicago. you cant really say most cities use concrete it is about 50/50. also your last statement not true...sometimes some cities have only 4 lanes each direction in the downtown area and usually throughout depending on the size of the cities. not EVERY city has enough lanes to accomodate traffic needs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 24, 2008, 08:16:10 PM
Quote from: Filasimo on May 24, 2008, 07:06:40 PM
do keep in mind there is still alot of development going on with the RHW. also most cities use asphalt. only some major cities have concrete ie New Orleans, Houston, Chicago. you cant really say most cities use concrete it is about 50/50. also your last statement not true...sometimes some cities have only 4 lanes each direction in the downtown area and usually throughout depending on the size of the cities. not EVERY city has enough lanes to accomodate traffic needs.

Short list of cities with a majority of concrete freeways...
Seattle
Portland
Spokane
Madison
Milwaukee
Chicago
Omaha
Flint
Detroit
Fort Wayne
Indianapolis
Minneapolis/St. Paul
Sioux Falls
Des Moines
Los Angeles
San Diego
Las Vegas

Of those cities I mentioned, only Sioux Falls has 4 lane freeways.  Admittedly, most don't have external jersey barriers, except in the downtown cores, but from my experience, few if any have medians.  I really do like the RHW, and have used it in my region, but it is just not appropriate for urban environments, that is why I said an elevated RHW should not be a high priority, as in an urban environment, the Maxis Elevated Highway is more realistic (IMHO).

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 24, 2008, 08:20:28 PM
The only concrete highway I know of is US29 north of Lynchburg, Virginia, and it is as smooth as glass, an excellent road, but interstate 64 near Richmond is concrete and oh my GOD, you do NOT want to drive there, it may as well be gravel at 60 miles an hour...  What I would like to see is something like the new textures Tarkus is making, but with the same grayness as the current textures, cause that's what it looks like where I live. (But the black texture helps it match better withthe other roads...)

I have been to Washington DC, which has mostly asphalt freeways, but also concrete as I just remembered, and most of them are 8- or 10-lane highways.  I think the RHW would fit them quite well.

I should point out that in Spain, and possibly more of Europe, ALL highways are asphalt, with black pavement that hasn't faded to gray because all their highways are excellent compared to the ones in the US.  That applies to bridges, too - around here, only one bridge is paved with asphalt, which is Memorial Bridge over the Roanoke River in Roanoke, VA, all others are concrete.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Filasimo on May 24, 2008, 08:22:46 PM
suit yourself and do keep in mind theres more cities than just those you mentioned, that probly accounts for 1% of US cities.  so as i have said before its 50 /50 and lets have this matter closed since this is albeit going offtopic whether or not a city has concrete or not its already been addressed and will no longer be spoken about. thank you
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 24, 2008, 08:32:29 PM
Quote
I should point out that in Spain, and possibly more of Europe, ALL highways are asphalt, with black pavement that hasn't faded to gray because all their highways are excellent compared to the ones in the US.

Well, yeah. :P Why do you think the Euro mod is asphalt? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 24, 2008, 08:35:15 PM
TEG24601:  Keep in mind that you have only made reference to a few cities in the USA.  The RHW applies to all countries around the world, and I can say from my own experience that the RHW can be made to fit any urban environment with proper placement.  (In SC4 and real life.)  Know that the RHW can go as wide as 6 lanes with the current release, and if you need more, expand it to a Multi-RHW setup with a collector/express system to accommodate the extra lanes.

Going a bit back on-topic, I have posted a update on my archives page (link in my signature) with a ton of pictures from the RHW network when it was in its initial stages of development.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on May 24, 2008, 08:49:03 PM
@TEG24601  To be honest those are some of the biggest cities in the States.  And it makes for a fairly strong case for concrete Highways.

Obviously, there is only so much time one can devote to creating something for SC4 and Tarkus has chosen to make his textures based off of an Asphalt base.  One of our "themes" so to speak for the NAM team is "Function before Asthetics".  Our goal is to add more function to SC4's networks.  We dont worry as much about asthetics because we can always find someone who wants it one way or another and we leave it upto them to make an alternative to what we have provided as the default.  If there is someone who would like Concrete Highways in place of RHW then we welcome anyone who would like to provide the alternative textures.

@Filasimo  I dont see the reason you made the comment:

Quotelets have this matter closed since this is albeit going offtopic whether or not a city has concrete or not its already been addressed and will no longer be spoken about. thank you

This is not really going off topic...  It is offering a suggestion as to the direction of the project.  Of course there have been many decisions already made for this project as to what is more important and although we do share the "function vs asthetics" psychology its not a bad thing to discuss other ideas.
______________________________________________________

I dont see any reason for this discussion to be required to come to an end, but I would prefer to see someone willing to make the concrete textures than just a discussion about something that wont change without someone willing to step upto the plate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 24, 2008, 10:20:20 PM
In my feeble attempt to create a SPUI (figured it wasn't going to happen so no big deal) I came across this interesting way that MIS wants to connect (or not connect depending on how you look at it?) to the RHW4. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F8532%2F20080525011518ac5.th.jpg&hash=5119c00dc617537b66c15834291cdb0b54d31b1d) (http://img515.imageshack.us/img515/8532/20080525011518ac5.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 24, 2008, 10:36:02 PM
Quote from: Haljackey on May 24, 2008, 08:35:15 PM
TEG24601:  Keep in mind that you have only made reference to a few cities in the USA.  The RHW applies to all countries around the world, and I can say from my own experience that the RHW can be made to fit any urban environment with proper placement.  (In SC4 and real life.)  Know that the RHW can go as wide as 6 lanes with the current release, and if you need more, expand it to a Multi-RHW setup with a collector/express system to accommodate the extra lanes.

I understand that.  My only concern is that resources that could be better served by focusing on improving the existing RHW and MIS, instead on creating another layer to the system, that in my opinion is already well served by the existing Maxis Highways.

Quote from: jplumbley on May 24, 2008, 08:49:03 PM
@TEG24601  To be honest those are some of the biggest cities in the States.  And it makes for a fairly strong case for concrete Highways.

Obviously, there is only so much time one can devote to creating something for SC4 and Tarkus has chosen to make his textures based off of an Asphalt base.  One of our "themes" so to speak for the NAM team is "Function before Asthetics".  Our goal is to add more function to SC4's networks.  We dont worry as much about asthetics because we can always find someone who wants it one way or another and we leave it upto them to make an alternative to what we have provided as the default.  If there is someone who would like Concrete Highways in place of RHW then we welcome anyone who would like to provide the alternative textures.

I dont see any reason for this discussion to be required to come to an end, but I would prefer to see someone willing to make the concrete textures than just a discussion about something that wont change without someone willing to step upto the plate.

I really was not talking about making concrete textures, as I feel they are well served by the Maxis Highways.  Although, now that it has been mentioned, a Euro road color mod, with North American striping would make the RHW seem more realistic (at least for most US localities), as that coloration is much closer to real paved freeways than the current one, which looks like very old asphalt or dirty concrete.

The only reason I made my comments in the first place is from my extensive travels throughout North America, the RHW is perfect for rural settings, Maxis for Urban, and creating an elevated RHW seems unrealistic.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 24, 2008, 10:58:19 PM
Teg, I have to but in and say that the real purpose of the elevated RHW would probably not be to build elevated highways, but to build overpasses with, so we don't have to switch to avenues. I agree with you that we should have the euro color with american stripings as an option though. Even VDOT (VA Dept. of Trans.) maintains the roads enough that they aren't that grey.

And on the concrete vs. asphalt debate, they're about 3/4 asphalt around here, as they switched from concrete panels to asphalt about a decade ago, and only currently use concrete on bridges and overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 24, 2008, 11:15:51 PM
You mean like this? :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2FAmeriRHW.jpg&hash=f680c8b33d59f08f82a3b54865f3321d0b252b4f)


It ain't gonna be released, though. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 24, 2008, 11:26:56 PM
Exactly!
Aww... come on! Pretty please?  &cry2

(You could just privately send it to me  ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2008, 11:47:51 PM
Quote from: TEG24601 on May 24, 2008, 10:36:02 PM
I understand that.  My only concern is that resources that could be better served by focusing on improving the existing RHW and MIS, instead on creating another layer to the system, that in my opinion is already well served by the existing Maxis Highways.

TEG, thanks for your concern. :)  However, it really won't take a lot of extra resources to make an El-RHW.  The basic RULs can transfer over entirely from the Ground RHW--all I have to do more or less is just do a "Find-Replace" to change some 1s over to 2s.  That part is an entirely automated process.  It requires a few models to be made, but nothing terribly intensive.

Because of the way the RHW is set up, being a 1-tile network, it is also theoretically possible to make Wider Elevated RHWs (up to an Elevated RHW-10, 5 lanes per direction).  Fully draggable, too, I might add. That's something you're not going to be able to get with the Maxis Highways, as the two-tile networks are rather inflexible. 

Going elevated will actually improve the existing RHW and MIS by allowing more ramp and interchange design possibilities as well. 

The ultimate goal I have in mind here is for a more realistic highway system.  The Maxis Highways are 50% scale compared not only to RL, but to the rest of the SC4 networks.  Personally, I don't think the Maxis Highways serve their intended purpose effectively, though I know there's definitely a few who will disagree with me.  (Of course, I'd love to see what they'd think of an RHW with jersey barriers.  :D)

On the road surface topic, being a native Oregonian, I can tell you that while Portland does have some concrete freeways, most of them (esp. the "urban" ones) are actually grayed-out asphalt and not concrete.  And some of them do in fact have lengthy RHW-4 stretches (I-5 in the Rose Quarter, parts of I-405), probably owing to the infamous "freeway revolts" of the 1970s (which, imo, were a bad idea).

And SA, yellow lines?  ::)  I thought I'd never see the day. :D  The devil needs to buy a winter coat, methinks.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 25, 2008, 01:05:04 AM
Quote from: Shadow Assassin on May 24, 2008, 11:15:51 PM
You mean like this? :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2FAmeriRHW.jpg&hash=f680c8b33d59f08f82a3b54865f3321d0b252b4f)


It ain't gonna be released, though. :P

That is exactly what I was thinking.

As for overpasses, I understand.  I had read the posting about an elevated RHW and a double decker RHW and though... Why?  That was why I posted.  I would like to see overpasses over other networks.  I was under the impression that it would require a lot of work, and of course need Jersey Barriers or other walls on the sides.

I-405 - 4 lanes, yea there is a short stretch between exit 1B and 1D like that.  And yea, there is that incredibly short section of 4 lanes at Broadway, but that will soon be replaced with a new structure and the road actually built to original specifications.

And yea, while the Freeway Revolts gave Portland the MAX, it did deny the city of a good connection across SE (and getting rid of a bad neighborhood), and a direct connection from downtown to the airport.  It is also why Seattle, Portland, and San Francisco have horrible traffic.

TEG

Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 25, 2008, 02:28:50 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhw_2_preview.jpg&hash=def11be640ae1ce4e46f0ff52e83bc2f5a55383e)

The final textures for the RHW-2. ;)

Dashed lines will probably be used on the straights, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2008, 02:30:51 AM
Those look fantastic, SA. :thumbsup: 

I've kind of been toying with going the double-line approach on my RHW-2 textures as well (I already did with the Rail crossings, and the 90-degree sharp and smooth curves).

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on May 25, 2008, 03:32:46 AM
nice texture SA.
ps: what is that black/white object near the outside of the corner, directly from the van and blue car????
dave
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 25, 2008, 03:33:44 AM
A llama :D

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 25, 2008, 03:37:02 AM
Wow! The RHW-2 looks good, SA. And actualy I prefer it with unbroken lines (as you have shown above) instead of dashed lines.
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 25, 2008, 03:48:51 AM
@Tarkus: You say the only thing that you need there are some models?

hmmm.....I think this would be possible :)

look here: :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F1323%2Felrhwki3.png&hash=8645880fddb592dfc43b34a58c650efff218bbdf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 25, 2008, 03:53:26 AM
That model looks great, but keep in mind that the texture does not flip... it simply rotates 180.
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 25, 2008, 08:58:21 AM
thanks :)
the rhw texture is now rotate. ;)

How can I flip a model or group? ( I don't want rotate the model 180.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 25, 2008, 10:31:34 AM
I'm liking the solid lines too, and that elevated RHW looks great, but I bet Tarkus already has models somewhere up his sleeve (its probably really crowded in there).

Shadow Assassin: How could I change the textures like that for myself? Would it be that hard, or could I just do it with paint?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 25, 2008, 11:14:43 AM
Great textures, SA!  And although I like the solid lines better, I think that a dashed line setup would make it fit in better with the Euro wide-radius road curves. (I like to use those instead of the sharper curves that the RHW-2 provides ATM, but I hope that I will soon be able to use a separate wide-radius curve for RHW-2)

And if a concrete RHW texture set is released, I would prefer that it be broken into two parts:  elevated RHW and ground RHW.  The purpose of that is because ALL ground RHWs where I live in southwest Virginia are paved with asphalt that has faded to the lighter gray color that the current RHW has, but I don't really care about that, the black color American RHW Tarkus is making fits better with the other road networks.  ALL bridges and overpasses, however, are concrete. (But it's not much of a big deal, it's just my preference as a result of what i'm used to in RL)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2008, 11:35:14 AM
Rechi, that model looks fantastic!  If you havent already, I would recommend checking out the Transit Model guidelines (http://sc4devotion.com/forums/index.php?topic=3917.0).  If you have any questions or need any help integrating them into the game, feel free to drop me a PM. :)

nerdly_dood:  Well, there will be separate wide-radius curves for the RHW-2 in Version 21.  That's one feature I can confirm.

As far as breaking the textures up, the way the textures are assigned, the El-RHW will have a separate texture IID range from the Ground RHW, so it will be possible to confine concrete textures to one or the other.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 25, 2008, 12:08:28 PM
Cool!   :thumbsup: I must admit that I hadn't even thoughtthat they may have the same texture IID range... but again, it's not a big deal.  I'm really looking forward to RHW v.20a and 21!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 25, 2008, 11:00:08 PM
Shadow Assassin: Any chance I could get the actual pngs for your textures? I have assembled a team (2 people  ;) ::)) and we're going to attempt to make our own textures, we just want to base them off of yours.

Pretty please???   &cry2
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 26, 2008, 04:39:44 AM
@Tarkus: hi, sorry, when I ask to much ^^...but I think about that and I have to know must I do curves? and wider curves?
Must I make the RHW so? http://img529.imageshack.us/img529/1323/elrhwki3.png
or each line seperate (?), because the normal Ground RHW can we do seperate and not like the Maxis highway together. Or I make two versions? one like the Maxis elevated highway and one, that you can seperate each of the two streets (each line seperate).

-----------
hmm...here a list, say me when something is missing!
curves (?) exit to...road street street (SAM) avenue highway ground rhw oneway road passings over/under HSR monorail street (SAM) street road railroad avenue highway rhw oneway road el. rail something else, like SLR? TLA?
ground rhw - elevated rhw connection ground highway - el. rhw c. el. highway - el. rhw c. el. avenue - el. rhw.

When you have street textures in .psd or .png/.jpg on your computer, can you sent it to me? Would be faster for me.
-----------

And a little nice "addon" idea
half-elevated-rhw or something in this way
The HERHW is only 8 m high, not 15 like the normal standart elevated rhw/highway/avenue/etc.

with the HERHW we have 1000 more possibilities for connections and we can build bridges under highway, el. rhw, el. avenue and HSR, monorail and so on.
And you can go from ERHW to HERHW and than to normal RHW or from RHW to ERHW and than to the highway and more and more and more ^^

like the big highway connections/crossings in the USA, with bridges up and under each other, more combination, more reality.

OR

we make only the HERHW, because we have an elevated highway and an elevated avenue, so this would be the perfect puzzle piece (the HERHW) that is missing to build elevated roads under other elevated roads. ;)

------
and tarkus your pm box is full :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 26, 2008, 04:49:01 AM
An interesting idea, Rechi... it'd be great to see this in-game. ;)

You can separate the RHW... the network's not like the default Maxis highway in that it can be separable from each other - it isn't a two-tile network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 26, 2008, 06:18:16 AM
HERHW... Hmmm... I like the idea. The normal NAM overpasses are WAY to high! Higher than the house where I live in which is only 7m high.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 26, 2008, 07:13:37 AM
But aren't the normal NAM overpasses so high to realistically scale them with the cars in the game? If you watch trucks go under one, you'll see that they're realistically scaled to provide clearance for the truck. Real overpasses have some space between the tops of trucks and the bottom of the overpass.
I just think it would be too low to look right.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on May 26, 2008, 07:55:06 AM
Quote from: deathtopumpkins on May 26, 2008, 07:13:37 AM
But aren't the normal NAM overpasses so high to realistically scale them with the cars in the game? If you watch trucks go under one, you'll see that they're realistically scaled to provide clearance for the truck. Real overpasses have some space between the tops of trucks and the bottom of the overpass.
I just think it would be too low to look right.

Buddybud made some underpasses a while ago that were 6m tall, and they look fine actually. It doesn't sound like much compared to the 15m we're always talking about, but in RL terms it's still something like 22 ft.

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on May 26, 2008, 08:14:09 AM
well i know buddybud toyed with half height elevated pieces as well as half height sunken pieces and those looked fine with automata running around....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F7586%2F01anownow9za.jpg&hash=b0a673d386a6a0904a1718a15db57465ff3c62f5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F9611%2Farteryart09eq6.jpg&hash=cc88702a7843f770b44ce5a17070a31af8c4417b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F1272%2Farteryart03st5.jpg&hash=c89371ca01bf3125d8f4bb9622ce3a99d5ba1270)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F2775%2Farteryart05ni4.jpg&hash=a7c143737c91516e7e0520b39905e14c30e86242)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F1981%2Farteryart10mr5.jpg&hash=49e4d2a382cb3d2962d6d2c3f0037365d6900241)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F2572%2Fmissinglinkro3.jpg&hash=d456a919e2a32cf4183be7f0d89967950f5d3b3e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg123.imageshack.us%2Fimg123%2F624%2Fthingamabober03gx2.jpg&hash=9eb59a56d9087bfc1907e89a91e6973d97a23101)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F9563%2Fuberdirector1rl5.jpg&hash=1e747d0ad7109731eb0be83a6b485958e71372e6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F1245%2Fubberportal01jo0.jpg&hash=93b79ded2705ab3112fca8f6aab63b77d0a6fdcc)

but that was all lost in a hard drive disaster, but it is possible and automata as you can see is definately not an issue, i dont know about whether you would still need subway or not but hey.... theres your proof of concept study, and the possibilities if combined with the MIS are well, ......think about it.......
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 26, 2008, 08:29:19 AM
Wow, I didn't know buddybud actually made off ramps, where did you find that stuff?

Going back to the dashed versus solid lines...
Whats this I hear about going back to double solid lines? I know function before cosmetics, but personally I like the RHW-2 now with the dashed lines, because it had made the RHW-2 not a duplicate network, kind of like when the ANT used to be used, it had the same texture as the road, when the first RHW2 texture was introduced, that was great, and then the version with the MIS, that had even more details. It would be a shame to see the innovative stripped lines go.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 26, 2008, 08:45:12 AM
Errr... J-dub, this is about European textures, and solid lines are common in Europe for this system.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 26, 2008, 08:48:48 AM
my god... I knew buddybud was good but that is GOD LIKE! ish...

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 26, 2008, 11:38:19 AM
I think some of those ARE too short. I know that in real life the NAM overpasses are 45 ft tall, but to me they look right.
Make HERHW if you like, I'll probably still find some application of it.

That is some pretty cool stuff though.

I would like the RHW2 to have a dashed line IF there was a way to control where the dashed line would appear. The dashed line signifies a passing zone for both directions, and approaching a curve, in almost all situations you CANNOT pass, but the RHW2 has a dashed line right up to the curve. Same goes for intersections. Usually a street is okay in a passing zone, but RHW2XRHW2/Road/Avenue/RHW4 would have a no passing zone for a few tiles on each side, which I have to switch back to road for.

The big thing is that an RHW2 WITH solid lines STILL LOOKS DIFFERENT than the road, so is NOT a duplicate network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 26, 2008, 12:00:09 PM
I think it is like an duplicate network ( a little bit ), because they look like so much like the road.

So, why not a Single System?

like this here: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ozroads.com.au%2FNSW%2FFreeways%2FF3%2Fmotorway6.JPG&hash=bfc109b781e0fd41a8557348a07ab52479c5bb71)


Here a texture sample/idea:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F1914%2Frhw2wp7.gif&hash=fcf2b815b77027280c018f259b84d3890dc9cf94)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on May 26, 2008, 01:29:11 PM
Rechi...Take a look at the NWM thread...It's in Tarkus' signature at the top of each page.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on May 26, 2008, 02:20:19 PM
Quote from: mightygoose on May 26, 2008, 08:14:09 AM
well i know buddybud toyed with half height elevated pieces as well as half height sunken pieces and those looked fine with automata running around....

<INSERT PICTURES HERE>

but that was all lost in a hard drive disaster, but it is possible and automata as you can see is definately not an issue, i dont know about whether you would still need subway or not but hey.... theres your proof of concept study, and the possibilities if combined with the MIS are well, ......think about it.......


This is some of the koolest stuff I have ever seen.


---Gaston

MOD EDIT: Try not to quote a load of pictures please Gaston, it just makes the thread more difficult to read - Fred

Sorry about that.   Just got very excited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on May 26, 2008, 02:34:21 PM
Alex, sorry for being off-topic, but please remove some old messages from your inbox, I'd like to contact with you regarding official SC4D business  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blahdy on May 27, 2008, 02:53:43 AM
Quote from: deathtopumpkins on May 26, 2008, 11:38:19 AM
I think some of those ARE too short. I know that in real life the NAM overpasses are 45 ft tall, but to me they look right.
Make HERHW if you like, I'll probably still find some application of it.

Based on PropScaling matrix calculations[1] to scale satellite photographs of a real-world tunnel system for Maxis/SC4 road widths, a more realistically appropriate height of a vehicular tunnel is between 5.5 and 6.5meters height, with overheight clearance budget of about 5 meters.

There is nothing wrong with buddybud's tunnels.  16 meters full height is very tall when you are trying to be realistic for SC4 road dimensions, and mathematically is a proven fact.

Propscale example for 6 meters tunnel heights:
http://sc4devotion.com/forums/index.php?topic=1551.440 (http://sc4devotion.com/forums/index.php?topic=1551.440)
http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/cs-sa/propscale_map45-1.jpg (http://216._93_.240_.36/~blahdy/stex/big-dig-tunnel-portal/cs-sa/propscale_map45-1.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 03:47:54 AM
OK, you've got me. I agree that 6 m is appropriate. I was saying that 15m was better visually for the game on the grounds that I thought that the cars were overscaled. If that height works for your big dig project (which I have had bookmarked for a while--it's wonderful), then it would work for elevated pieces.
Debate closed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 27, 2008, 05:11:52 AM
@Tarkus: thank you, so I can sent you the models in .3ds?  I listened all pieces and ideas what I want to do, but I must know, if this is complete okay and I can do the Elevated RHW only 8m high for more realistic.
The Maxis elevated highway and all other elevated peaces are exactly 15.504745 m high. Think about that in a real town. >.<

And is 600 polygons the absolut limit? So more than 600/650 would be really to much?
And you make puzzle pieces?

@all: What you think? Is it better I make only 7,5m high for more realistic and so I can do bridges under the normal highway and avenue and we have more combinations.


Rechi
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 27, 2008, 12:24:03 PM
I REALLY like the HERHW idea!  The standard elevated networks are too high, and I would like to see an elevated network at half the height as an overpass system in-game.  I usually use the hole-digger pieces for interchanges, but occasionally I use a standard elevated/ground transition, even though they seem too steep - the HERHW could solve that problem.  I have a slope mod, i can't remember exactly which one, that i have had since before there was one available for RHW, which helps with the steepness problem. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 01:13:16 PM
I vote for 8m. But 7.5 would work too.

Is there a slope mod compatible with RHW? I currently have the "BRF_TunnelAndSlopeMod" (I 'borrowed' it from someone's plugins  ;)) and I have to lay road first for RHW, but I'm not that happy with the slope mod at all, as the rail slop is TOO gentle. It takes a whole medium city tile with switchbacks to go up maybe 100m.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 27, 2008, 01:23:00 PM
Yes there is... it is the NHP slope mod, found on the LEX....you will have to select from 3 that are included with that download tho... i chose the medium, because it sounded the most... well medium :p

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 01:26:44 PM
Thanks! I'll try it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on May 27, 2008, 03:12:14 PM
If you want to be realistic then you should have at most 5 meters...That's approximately 15 feet for you Americans  ;) I've only seen one overpass that is over 15 feet high. It is a flyover ramp that connects I-465 South to I-74 East. (Note: it's angled at like 12.5 degrees and the speedlimit is only 25mph.). That ramp goes well over 28 feet high or 9.3 meters. Here's a linkie I-465 and I-70 (http://maps.google.com/maps?f=q&hl=en&geocode=&q=indianapolis&ie=UTF8&ll=39.731234,-86.045029&spn=0.006081,0.009999&t=h&z=17) Goto "Street View" and look at how high that ramp is.  ;) Then look in the opposite direction.  :thumbsup: One would be half (5 meters) and the other whole (10 meters) and there could be a third at 15 meters and if you're really getting up there  ::) a fourth at 20 meters. Link's fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 03:33:35 PM
Your link doesn't work. It just takes you to the zoomed out view of the world, with nothing entered.
I think 5 would be pushing it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 27, 2008, 03:33:52 PM
The overpass at Alum Creek & 70 (http://maps.google.com/maps?hl=en&ie=UTF8&ll=39.950132,-82.943559&spn=0.010232,0.018303&t=h&z=16) is at least double the height of most overpasses around here - as I drive through this curve on the lower (east bound) part of the curve I almost feel like I'm flying over the 2 story houses below.

Just to the south 70 crosses over Livingston and that's normal height to my eye.  It's also on a bit of an angle I think due to the curve.  Could it's height have anything to do with the railroad it passes over just to the west?  Possibly more height needed for freight rail cars than for semi trucks?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 03:47:55 PM
You're correct about more height needed for rail cars. We have two overpasses (http://maps.google.com/maps?f=q&hl=en&geocode=&q=newport+news+va&ie=UTF8&ll=37.018064,-76.449196&spn=0.003144,0.005&t=h&z=18) here right next each other, one over the CSX yard before the Newport News Marine Terminal (where most Appalachian coal is shipped out of) and the other over Jefferson Blvd., and the rail overpass in much higher... It's kind of interesting to drive over. Two different heights.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 27, 2008, 04:01:00 PM
I went looking for pictures and haven't found any of the really high overpass but that railroad passes over Livingston:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F6074%2Fsannfrrcxn7.jpg&hash=8136157a4f706d4bf3ce116c9f45dc602da3485d) (source) (http://www.roadfan.com/eastside.html)
I think that helps explain the extra height of the I-70 bridge in that area.  It has to cross a railroad that is already high enough to cross surface streets.  The pic is the Main street crossing which runs parallel to Livingston to the north.

Here's (http://www.okroads.com/031503/i70ohexit103a.jpg) a pic taken driving west on 70 over the Alum Creek bridge. Since you can't see the houses that would be off the right side of the road I don't think it gives a really good idea as to how high it is.  Come to think of it I think there are some 3 story apartment buildings in that area (harder to see from the highway as they're off the high side of the curve) that the highway's surface is well above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 27, 2008, 04:33:20 PM
videosean, did you get my PM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2008, 09:06:37 PM
Well, I'm not sure about the height issue at the moment.  I will say I am all for realistic scaling, but there will be logistical issues to worry about with regards to the elevated NAM pieces and how they interact with the Elevated and High Elevated RHWs if they are scaled differently.  If the normal Elevated RHW were to be scaled at 7.5m or so, and the High Elevated were scaled at 15m, it would mean that the High Elevated RHW could not go over the existing NAM elevated pieces, or the Maxis elevated networks.  There would need to be a new set of 7.5m NAM puzzle pieces made.  I'm worried if we were to go that route, it'd open up a can-of-worms that doesn't need to be opened. 

Also, a lot of times, real-world models extend down below the elevated road's surface by at least a meter or two from what I've seen.  That's another thing that needs to be taken into consideration.

And Rechi, the limit for the polygon count is fairly strict--if you go over that range, pieces of the model start disappearing or the game begins to behave strangely.  I'd wait on doing lower ones at the moment, and you can go ahead and send the .3ds models whenever you're ready, and I'll see what I can do with them (though it may be a couple of days--real life is hectic right now for me).  I'll PM you my e-mail address.  They'll be implemented in a draggable fashion, just like the ground RHW.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on May 27, 2008, 09:09:38 PM
well you could use the 7.5m to go under all existing elevated networks???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2008, 09:11:28 PM
Quote from: mightygoose on May 27, 2008, 09:09:38 PM
well you could use the 7.5m to go under all existing elevated networks???

True, but then there will need to be 7.5m elevated pieces.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: simplaya1234 on May 27, 2008, 09:17:12 PM
How did you kind all those sunken highway or road pieces? They're all functional too right? Can you send me the links to download all those sunken roads, etc.?

Quote from: mightygoose on May 26, 2008, 08:14:09 AM
well i know buddybud toyed with half height elevated pieces as well as half height sunken pieces and those looked fine with automata running around....

<INSERT IMAGES HERE>

but that was all lost in a hard drive disaster, but it is possible and automata as you can see is definately not an issue, i dont know about whether you would still need subway or not but hey.... theres your proof of concept study, and the possibilities if combined with the MIS are well, ......think about it.......

How did you kind all those sunken highway or road pieces? They're all functional too right? Can you send me the links to download all those sunken roads, etc.?


MOD Edit:
There's no reason to be shouting! Text reduced to normal size.
/RippleJet
Title: Re: RHW (RealHighway) - Development and Support
Post by: RippleJet on May 27, 2008, 10:09:34 PM
Quote from: simplaya1234 on May 27, 2008, 09:17:12 PM
How did you kind all those sunken highway or road pieces? They're all functional too right? Can you send me the links to download all those sunken roads, etc.?

simplaya1234, you quoted mightygoose, but did you read what he said as well?


Quote from: mightygoose on May 26, 2008, 08:14:09 AM
but that was all lost in a hard drive disaster, but it is possible and automata as you can see is definately not an issue, i dont know about whether you would still need subway or not but hey.... theres your proof of concept study, and the possibilities if combined with the MIS are well, ......think about it.......
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 27, 2008, 10:12:51 PM
This is not the best place to request these creations. This was stressed before...

The NAM team refuses to use transit-enabled lots as using lots of them can mess up the traffic simulator.

buddybud made most of the creations as lots, and some of them as transit-enabled lots (as well as some overhanging prop lots). Also, many of the creations became corrupted after a hard drive glitch.

- Allan Kuan

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on May 28, 2008, 12:15:41 AM
Quote from: Ennedi on May 26, 2008, 02:34:21 PM
Alex, sorry for being off-topic, but please remove some old messages from your inbox, I'd like to contact with you regarding official SC4D business  :)

Thank you for doing it yesterday, but it seems you receive a lot of messages every day  ;D Please do it again  :D
Adam
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on May 28, 2008, 12:58:58 AM
Mightygoose, those are all lots, no puzzle pieces involved, except for that highway ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on May 28, 2008, 05:05:50 AM
@Tarkus: ....but Tarkus I make it not for nothing, it's really hard and long work and I must spent my full spare time (and this is really not much) to make the pieces. So, when you really want Elevated RHW, I make it, sure, but than it must be sure, that you take it. When something is wrong or must be other, no problem, say it to me and I do it other, but I spent not my time for nothing.

@all: The Maxis Highway and all elevated Highways are 15,57... m high, so I make the RHW 8 m high. And we need not HIGH Elevated RHW, because the normal or the HERHW can go under the NAM pieces. With the HRHW and a HRWH-2 we can do a new level of connections, so we can make combination with level 15,5 and level 8.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 29, 2008, 06:58:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2FRHW_2_MIS.jpg&hash=55d4d83febb73f5393e33fa0604e488a660255e1)

Did the RHW-2 MIS ramp interfaces. More coming soon...

I also updated the puzzle pieces so they would meet seamlessly with the RHW-2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhw_2_narrow_shoulders_pp.jpg&hash=504e14b3d64285d5b005e02b4ccaef89e6d9b735)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rodney99 on May 29, 2008, 07:17:35 AM
OMG!!! Those RHW2 ramps are looking incredible and im loving the double painted white lines as the new texture :) Although in Western Australia the Mainroads department have adopted a new standard replacing the double painted line with a thick single painted line. I like the old standard better tho  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ehbk2006 on May 29, 2008, 07:37:31 AM
Superb in every way.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on May 29, 2008, 07:39:47 AM
A-M-A-Z-I-N-G. The only thing I do not understand at the moment is the thicker line near the on/offramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on May 29, 2008, 07:58:56 AM
That's looking very nice, SA!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 29, 2008, 08:16:36 AM
Whoa!  Thats crazy-good SA!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on May 29, 2008, 08:41:00 AM
I have one question though... when the 2 lanes of the RHW 4 merge into a single lane of the RHW 2... doesn't the right lane disappear... instead of the left lane... since the left lane should always have through traffic.  I hope you can understand what I mean... if not...... i can make some MS paint drawings XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 29, 2008, 08:54:25 AM
Quote from: el_cozu on May 29, 2008, 08:41:00 AM
I have one question though... when the 2 lanes of the RHW 4 merge into a single lane of the RHW 2... doesn't the right lane disappear... instead of the left lane... since the left lane should always have through traffic.  I hope you can understand what I mean... if not...... i can make some MS paint drawings XD

It depends on where you are.  In most cases in the US, the left lane technically ends and merges with the right.  Although sometimes the right merges into the left.  I have noticed in places like Ontario (Canada) that they will create a left lane, then merge the right lane into the left lane.  I believe in the US the reason for the left lane ending is that traffic is to remain in the right lane except to pass (at least by law) so it wouldn't make any sense for the left lane to be the main traffic lane.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 29, 2008, 09:27:59 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.funatico.com%2Fmedia%2Fpics%2Fendoftheroad358.jpg&hash=975e35f8a031d4640dc9024a4583357b7242e4f1)

Looks like thats RHW!... LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 29, 2008, 11:06:23 AM
When the highway narrows in the Netherlands, the most left lane ends. This is because the slowest traffic is on the right lane and the left lanes are just for passing. You can even be fined for driving left unnecessary! So for the RHW, it would be realistic if the left lane ends.

Despite that, these textures a looking totally awesome! Well done, SA  &apls!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2008, 11:53:25 AM
Well, technically speaking, you have both options with regards to the arrows--you'd just use the "mirrored" version of the transition if you wanted the right lane to end.  It'd look a little funny if the right lane ended on the one that SA showed with the arrows. 

And Lollo, the reason for the thicker line at the offramps is that SA is trying to recreate a raised median in the immediate area of the ramp on the RHW-2.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 29, 2008, 12:11:57 PM
Around here it seems that the lane that ends is just whatever lane is most convenient to have end, though usually it's the right.
I'm liking the Limited Access RHW2 (That's what I'm calling it).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on May 29, 2008, 03:35:41 PM
I really like the RHW-2 as a freeway. It can be used in rural or tight areas. Good work  &apls &apls

I'll look forward to when it's released. Is it going to be in RHW v21? I'd like to know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on May 29, 2008, 03:53:31 PM
Quote from: star.torturer on May 29, 2008, 09:27:59 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.funatico.com%2Fmedia%2Fpics%2Fendoftheroad358.jpg&hash=975e35f8a031d4640dc9024a4583357b7242e4f1)

Looks like thats RHW!... LOL
That's what simcity would look like if it was real life :P

Nice work indeed SA  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 29, 2008, 04:50:01 PM
Quote from: mrtnrlnYou can even be fined for driving left unnecessary! So for the RHW, it would be realistic if the left lane ends.
In the states, there are instances like that as well, usually a road sign indicates slower traffic keep right, but  technically when on a toll/freeway you really aren't suppose to be in the very left lane for a certain distance either, wether this is considered the case still or not, because there are routes by me, highways if you will, that are 6 lanes, cement, and have a median, but have signals, and plenty of driveway entrances to commercial and residential  off them, so this no traveling in the very left lane doesn't work in this case with the backing up at the signals. The MAXIS hwy, if I recall does have the left lane end when ground hwy ends to avenue, I thought that was unrealistic before, but now it makes sense from those terms.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 29, 2008, 04:55:06 PM
Or does the center lane end? It seems to me that those two lanes merge together. It's really a pain in UDI on a congested route.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 29, 2008, 07:01:08 PM
Quote from: Tarkus on May 29, 2008, 11:53:25 AM
And Lollo, the reason for the thicker line at the offramps is that SA is trying to recreate a raised median in the immediate area of the ramp on the RHW-2.

Indeed, I am. Only problem is well... it looks kinda flat [it looked fine in Photoshop]... but maybe I'll have to BAT the model.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 29, 2008, 07:11:30 PM
I thought it looked good. I really like the idea of an RHW2 with solid lines and exits.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pompic on May 29, 2008, 09:43:13 PM
Quote from: Shadow Assassin on May 29, 2008, 06:58:19 AM

[insert pure golden awesomeness here]


Hey SA, would it be too much to ask you if you could do a version with yellow lanes marking in the middle instead? Those lane markings are pretty spot on on what I see in my part of Canada, except for the lack of yellowness, unfortunately. Keep up with the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 29, 2008, 10:08:08 PM
hmm... I'm just wondering... do you people use Photoshop for your work?

it's difficult to make new textures using Paint or Paint.NET or even with Inkscape (vector graphics)... >.<

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2008, 10:13:21 PM
Quote from: allan_kuan1992 on May 29, 2008, 10:08:08 PM
hmm... I'm just wondering... do you people use Photoshop for your work?

it's difficult to make new textures using Paint or Paint.NET or even with Inkscape (vector graphics)... >.<

SA uses Photoshop, I believe David (dedgren) uses PSP.  And I myself use Inkscape.  I had been using The GIMP, but it wasn't working for me.  I am a big fan of the vector approach myself.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on May 29, 2008, 10:52:42 PM
Beep Beep! [linkie] (http://en.wikipedia.org/wiki/Wile_E._Coyote_and_Road_Runner)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg67.imageshack.us%2Fimg67%2F7150%2Ftunnelpainterqx0.jpg&hash=397379e778a091cb2b2febbc93e9c0a698703206)

Heh!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 29, 2008, 11:33:09 PM
lol dedgren... =P

<sigh>

it's very hard to make SPUI textures with Inkscape at the moment... I want most of the dimensions to be just perfect and symmetrical rotationally... >.<

I'll try my hand at raster graphics texture making again tomorrow (something that oddly i'm good in =O) However, Vista has a way of not cooperating and causing programs to not work as intended, especially SC4Tool and FiSHman (FSH doesn't show up in SC4Tool, error encountered while reading FSH in FiSHman).

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on May 30, 2008, 03:40:00 AM
Quote from: Rodney99 on May 29, 2008, 07:17:35 AM
OMG!!! Those RHW2 ramps are looking incredible and im loving the double painted white lines as the new texture :) Although in Western Australia the Mainroads department have adopted a new standard replacing the double painted line with a thick single painted line. I like the old standard better tho  ::)
do you have a specific location ???
dave
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 30, 2008, 07:11:31 AM
Progress of my guard rails:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg92.imageshack.us%2Fimg92%2F4516%2Fguardrails1wv2.th.jpg&hash=cb88af8b56f6f90d52deffd08800e79991cf8df4) (http://img92.imageshack.us/my.php?image=guardrails1wv2.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on May 30, 2008, 09:14:21 AM
Looks great, nice work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lollo on May 30, 2008, 11:15:30 AM
mrtnrln: The guard rails look really sweet, but is this a way to avoid or at least reduce the gap between the various sections, maybe lengthen them a bit so they overlap?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 30, 2008, 11:26:40 AM
Here is a preliminary SPUI texture... hopefully someone can fix this up and implement this in-game.  :-\

EDIT: sorry, the textures are 256 x 256, and there are 6 x 4 or 24 textures in the attachment... >.<

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on May 30, 2008, 11:29:36 AM
Not bad for a preliminary texture. Around here, all the lines are straight and make an "edge" to the intersection, but yours is good for an idea.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 30, 2008, 12:25:44 PM
WHOA, those are AWESOME RHW textures SA! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 30, 2008, 12:54:17 PM
I was just thinking about the lack of left hand exits on the RHW.  It would be cool to be able to do that (aside from using the two lane right exit and using the straight lanes.  Any possibility of this happening in the future?

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 30, 2008, 01:03:32 PM
Ah... i wish that could happen as well... along with elevated RHW and RHWMIS and intersections with the elevated road, OWR, and avenue networks... that will surely create some interesting intersections...

of course, everything just takes time...

EDIT:

@ Swamper:

Sadly that's as far as I could go with raster graphics... I think i'll have a hard time making the skid marks on the intersection and keeping everything clean-looking at the same time... so I'm more or less stuck... >.<

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 30, 2008, 01:08:15 PM
Oh, yay. Guard rails for the outside of the RHW6. Any chance of in the future curving them along the outside of the exit piece? Or is that not possible. I don't know how T21s work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on May 30, 2008, 01:13:20 PM
Will the guard rails come seperatly or in a newer version??
Do you get to pick where you wan't the guard rails??
Title: Re: RHW (RealHighway) - Development and Support
Post by: rusummer1 on May 30, 2008, 01:56:21 PM
I have a question, when i downloaded the sign pack and guard-rail downloads they didnt appear in my city. Do I need to redo all of my RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 30, 2008, 02:28:34 PM
First, is it unzipped and in the RHW subsubfolder of the NAM subfolder of your plugins folder?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 30, 2008, 05:32:47 PM
When I installed that to my plugins, I had to replop my off ramp pieces for the exit signs to work myself. As for the guard rails, I don't know what to tell you, sometimes they were there, other times I needed to redraw the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 30, 2008, 06:25:46 PM
Allan, I must concur with Swamper about the preliminary SPUI texture.  It'll help me out quite a bit, actually.

TEG, to answer your question, I think having Left Exits would be a fantastic idea--those will be going in Version 21. :)

And mrtnrln, the guard rails are looking excellent!  Fantastic work!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 30, 2008, 09:32:36 PM
@ tarkus:

you're welcome =)

however, some people might want it to be wider? Unless there's that need for a wider one that should do perfectly for the current RHW4.

EDIT: I've noticed a SERIOUS error with the texture. The spacing for the RHW4 is too narrow unless if we are using elevated RHW pieces. This may require a serious reworking of the texture. Do you want me to fix it?

EDIT 2: Here is a modified, more (but not totally) realistic version.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 31, 2008, 07:05:40 AM
Quote from: Tarkus on May 30, 2008, 06:25:46 PM
I think having Left Exits would be a fantastic idea--those will be going in Version 21. :)
I hate left exits... as well as left entrances.  They use them throughout "the split" here in Columbus and I bet they're to blame for most of the accidents through there but I don't know for sure.  I missed seeing the pics of the nicer SPUI but glad to see someone working on it Allan :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 31, 2008, 07:11:51 AM
Allan, heres a SPUI in Calgary, notice on how the exit ramps are split at beginning - one for left turns and the other for right turns. This also shows how sidewalks and the stop lines are done as well:

Calgary SPUI (http://maps.google.ca/maps?hl=en&ie=UTF8&ll=51.089817,-114.094622&spn=0.001425,0.005021&t=k&z=18)
Title: Re: RHW (RealHighway) - Development and Support
Post by: etherian on May 31, 2008, 07:15:25 AM
This is just a friendly reminder that not everyone drives on the right :P So I'm all for left entrances and exits.

Those guard rails are quite nifty, I am wondering whether they will be applied to the curve pieces as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 31, 2008, 07:41:47 AM
Quote from: etherian on May 31, 2008, 07:15:25 AM
This is just a friendly reminder that not everyone drives on the right :P So I'm all for left entrances and exits.
Having them in a left-hand drive option should be how it is... I didn't realize you lefties have to use right-side exits in the game - and my hatred of that would be equal if I drove on the left LOL

Back to the SPUI... I think it needs one more tile spacing along the N-S highway between the road and the ramp, making it a 3x3 puzzle piece.  Rough idea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F1296%2Fspuint0.th.png&hash=d68ef0317e1f7a203c13e9b3c262c568965579bc) (http://img124.imageshack.us/img124/1296/spuint0.png)
Might not be desirable... was just trying it out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on May 31, 2008, 08:08:42 AM
I think TEG meant exits in the median of the RHW, not exits for LHD game. Us LHDers exits/entrances on the outside of the RHW, everything is the same as RHD except the cars go on the "wrong" side ;).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 31, 2008, 08:36:44 AM
To answer all questions:

- The RHW has to be rebuild before the guard rails show up
- The curves aren't currently done, but they will in the future
- I've considered to remodel the guard rails to reduce the gap inbetween them
- I still have some trouble with Ramp C. The pieces just won't show up.

Best,
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 31, 2008, 09:26:50 AM
The reason I think we need left-hand exits is for 1. special circumstances where there is not room for one on the right, but there is in the median. 2. HOV/Restricted Lanes that don't have to use the splitter so we can make one-lane ones with MIS or combine the MIS together.

Here's an example of what I mean (http://maps.google.com/maps?hl=en&ie=UTF8&ll=41.7729,-72.591377&spn=0.001468,0.0025&t=k&z=19). It's the I-84/384 interchange east of Hartford, Connecticut. There is one HOV lane each direction, and they are seperated from the highway by a median at most spots. You get on it by means of a left exit (which there are several of in Hartford proper) downtown, and off by a left exit on 384 in Manchester or 84 in Vernon (There is a seperate HOV lane exit at the 384 interchange). There is also one point with a crossover into the HOV lane, and we already know that crossover pieces (at least between RHW4 and RHW4, maybe not MIS yet) are going to be in v21.

On SPUIs, is that going to have the intersection on top of the highway, or below it? The only one around here has it below it, and can be seen here (http://maps.google.com/maps?f=q&hl=en&geocode=&q=Magruder+Blvd.+Hampton&sll=41.772876,-72.590417&sspn=0.001468,0.0025&ie=UTF8&ll=37.060575,-76.40105&spn=0.003142,0.005&t=k&z=18&iwloc=addr).

Take your time on the guardrails, mrtnrln. We don't want to pressure you and cause you to upload substandard guardrails just to get us off your back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on May 31, 2008, 09:33:37 AM
Anything worth doing, is worth doing right, and anything done right, is worth waiting for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 31, 2008, 10:14:39 AM
For the SPIU, there should be the option for both above and below.  They do exist in both forms, and it is only logical to make it an option for both.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 31, 2008, 10:24:29 AM
Quote from: TEG24601 on May 31, 2008, 10:14:39 AM
For the SPIU, there should be the option for both above and below.  They do exist in both forms, and it is only logical to make it an option for both.
Agreed... and I'll stop with my hatred of lext exits on the RHW... there are times when they are appropriate.  It's just that things like this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg78.imageshack.us%2Fimg78%2F5541%2F20080531131008wc4.jpg&hash=ff5ab9b59ac238c29ce69b731e3e4e48055f9355) (http://maps.google.com/maps?f=q&hl=en&geocode=&q=columbus+ohio&ie=UTF8&ll=39.961201,-82.985702&spn=0.01023,0.019462&t=k&z=16&iwloc=addr)
might look fine on paper... but have fun navigating it on a highway system that's been over capacity for years  ::)
Don't ever take me too seriously LOL

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on May 31, 2008, 10:50:16 AM
I know exactly what you mean there.  It looks like ODOT does a lot of that stuff.  :help:
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on May 31, 2008, 02:06:13 PM
Quote from: videosean on May 31, 2008, 07:41:47 AMBack to the SPUI... I think it needs one more tile spacing along the N-S highway between the road and the ramp, making it a 3x3 puzzle piece.
How about a 4x3 (and a 3x3... nothin but time on my hands today) puzzle piece (after I got my head out of my butt and drew it correctly) but not sure it would work with 1 tile between cross road and tunnel entrance for highway to pass under.
Rough idea:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg49.imageshack.us%2Fimg49%2F6885%2Fspui2qf5.th.png&hash=41e24715eeb4fa71117dc6cb4b973f988ffe3f00) (http://img49.imageshack.us/img49/6885/spui2qf5.png)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg77.imageshack.us%2Fimg77%2F9937%2Fspui3vw4.th.png&hash=2e15d2cba6be7f74ad19df3267bc0979a0aa7a4d) (http://img77.imageshack.us/img77/9937/spui3vw4.png)
The curve could be nicer going to a 4x4 layout but compactness would probably be a goal with a puzzle piece for me... 16 tile limit on puzzle pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 31, 2008, 06:11:16 PM
If there is such a limit (i did hear about this before) the best thing would be to just split this up into two or maybe four puzzle pieces, and put them in their own menu so that it would be easy to build the intersection.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: WillG_75 on May 31, 2008, 06:26:56 PM
Quote from: videosean on May 31, 2008, 10:24:29 AM
Agreed... and I'll stop with my hatred of lext exits on the RHW... there are times when they are appropriate.  It's just that things like this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg78.imageshack.us%2Fimg78%2F5541%2F20080531131008wc4.jpg&hash=ff5ab9b59ac238c29ce69b731e3e4e48055f9355) (http://maps.google.com/maps?f=q&hl=en&geocode=&q=columbus+ohio&ie=UTF8&ll=39.961201,-82.985702&spn=0.01023,0.019462&t=k&z=16&iwloc=addr)
might look fine on paper... but have fun navigating it on a highway system that's been over capacity for years  ::)
Don't ever take me too seriously LOL



LOL glad to see another Columbus native who despises the I70-71 split ;D I guess those plans to tunnel under the Miller-Kelton houses to ease traffic for the split never worked out eh?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2008, 07:11:57 PM
Well, as far as the SPUI pieces go, the piece I'm planning to make (at least for the Ground RHW-4) is probably a 4x4 piece, consisting entirely of the main *-Intersection and the little bit of ramp that goes over the RHW.  Everything else will be handled by existing and new draggable systems and separate puzzle pieces, including the channelized ramps not included in the *-Intersection.  (This would likely entail an Avenue/MIS ramp interface piece.) 

Obviously, it would make sense to do a "reversed" version, where the *-Intersection piece is under an El-RHW, and I also plan on creating versions for the Wider RHWs and the TLA-7/AVE-6 they arrives, which would be a little bit larger. Wider RHW ones would be 4x6, TLA-7/AVE-6 ones would be 5x4 and 5x6 with Wider RHWs.  Won't even come close to the 16x16 limit (which does indeed exist). 

I'm not sure quite where these pieces will go in terms of the menu icons--there's potentially going to be a whole flood of new ones for the Highways menu as RHW is developed further in the next couple versions.  We're talking probably 100 or so new puzzle pieces being made when it's all said and done. 

Oh, and I'd also like to make a piece to allow this cool "Spupclo" (hybrid Parclo/SPUI) I saw over at Kurumi.com . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.kurumi.com%2Froads%2Finterchanges%2Fspuclo.gif&hash=9d6bc57f7572aca3862489de7a80d75c087379ec)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 31, 2008, 07:25:05 PM
Well, now I'm just drooling... I like it a LOT better when mod-developers are mysterious about their work :bomb: and won't tell us anything about them... :'( You've told me too much.  And I like the "spupclo" thing.

EDIT:  And has the RHW v.20a been canceled?  I see on the sticky post on top of every page taht it only shows version 20 and 21, but no 20a... ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on May 31, 2008, 08:24:56 PM
Holy wowzers. Realistic, here we come. Alex, you have out done yourself big time. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 01, 2008, 01:08:50 AM
INDOT has the same sort of connection if you are taking 70 through the city... It joins up with 65 on the south-side of downtown on the left, then within two miles, I-70 exits on the right, and I-65 exits on the right.  It wouldn't have been nearly as bad if I-69 had been completed downtown, because 1/3 of the traffic taking I-70 east are only doing so to get to 465 so they can get to I-69.

There is a similar thing on I-694 in MSP where is merges onto I-35W on the left, then in 1/2 mile, it exits again on the right.  Come to think if it, that happens several times in MSP.

However, there are some places where the right hand exit is straight, and the mainline curves off to the left, best example I can think of is the I-75/US-23 Split in Flint, MI.  That was my primary reason for the request, plus the HOV type exits or to create improved interchanges for large traffic volumes.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2008, 01:40:30 AM
Quote from: nerdly_dood on May 31, 2008, 07:25:05 PM
EDIT:  And has the RHW v.20a been canceled?  I see on the sticky post on top of every page taht it only shows version 20 and 21, but no 20a... ()what()

The only really critical, functional thing that Version 20a was going to fix was the Rail-over-RHW-4 Puzzle Piece pathing, and I decided to release that as a standalone fix on May 12th, because I didn't want to hold that back any longer.  So that fix more or less made Version 20a unnecessary.  It was taking a longer-than-expected time to develop anyway, and kind of was morphing into Version 21.

And don't worry, there's lots of stuff that's still a complete mystery with Version 21.  Heck, even I don't know what all will be included. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on June 01, 2008, 01:46:39 AM
well your todo list is long enough to cover you probably through to version 30.... so take you pick :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on June 01, 2008, 03:52:42 AM
Quote from: Tarkus on June 01, 2008, 01:40:30 AM
And don't worry, there's lots of stuff that's still a complete mystery with Version 21.  Heck, even I don't know what all will be included.

Ha! I think you do. But don't tell us too much. Our nerves can't stand it  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2008, 08:06:34 PM
Quote from: Patricius Maximus on June 01, 2008, 03:52:42 AM
Ha! I think you do.

Well, I do know all that is in development currently.  The question is whether or not it will end up in Version 21 or a later release.   ;)  It ultimately depends on how things go in the process, and how much ends up getting "stockpiled".

Quote from: mightygoose on June 01, 2008, 01:46:39 AM
well your todo list is long enough to cover you probably through to version 30.... so take you pick :P

Quite true.  Heck, maybe even up to Version 33 or so. :D

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 01, 2008, 08:14:42 PM
Now Alex would that be v. 33 a, b or c lol (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsimpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flaugh-cry.gif&hash=264408e82ce453944254d09580b8f582f4396861)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2008, 08:24:39 PM
Quote from: Pat on June 01, 2008, 08:14:42 PM
Now Alex would that be v. 33 a, b or c lol (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsimpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flaugh-cry.gif&hash=264408e82ce453944254d09580b8f582f4396861)

Hopefully just Version 33 with no suffixes.  An a, b, or c implies a patch. ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on June 02, 2008, 09:22:49 AM
Well, I wish you all luck on those SPUI's. They're great for compact areas  :thumbsup:

Waiting for RHW v21, but take your time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on June 02, 2008, 10:08:00 AM
A question:

Is it possible for puzzle pieces to have underground sections? Like if you were to have an underpass like marrast's would that be possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 02, 2008, 12:02:07 PM
today when i was driving back home, i had an ideia.. will you make a MIS starter piece? like the RHW-4 ? :thumbsup: that would be usefull.. very ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 02, 2008, 12:17:17 PM
Quote from: toxicpiano on June 02, 2008, 10:08:00 AM
A question:

Is it possible for puzzle pieces to have underground sections? Like if you were to have an underpass like marrast's would that be possible?

They are possible, but due to how puzzle pieces are modeled, the models will disappear into the ground where they extend underground.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 02, 2008, 12:19:15 PM
I know that there are a few methods on how to keep that from happening with GLR and elevated-rail to subway transitions, would they work with this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 02, 2008, 12:20:10 PM
nerdly, they are TE lots aren't they?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 02, 2008, 12:21:35 PM
Oh yeah...ok that would probably have some kind of an effect, wouldn't it? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 02, 2008, 12:22:53 PM
TE lots of transitions are done with lots and models that have custom LODs to allow the vehicles to be seen. TE lots also have textures on the lot itself, which is why the models don't get cut off by the ground. Puzzle pieces don't work like this.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 02, 2008, 01:19:12 PM
and my idea? lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on June 02, 2008, 03:17:26 PM
Here is a problem I am dealing with and am wondering if anyone has a quick fix, or maybe its gonna be in a future realease.  I want to put my MIS OVER my RHW.  Is that being considered or not so much?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2008, 03:56:30 PM
gn_leugim, I had been planning on including a plain MIS starter piece in Version 21, along with an RHW-6 starter piece.

rushman5, that has definitely been thought about, and you'll more than likely see it in a future version.  In fact, with my old puzzle-piece-based prototype for the MIS from over a year ago (which I had to put aside for various reasons), I did have something just like that.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5569%2Fcuprumaverhwmisjv9.jpg&hash=053ad45a260e7df68400d4702b4ac845755c55c2)

I did actually find the old file with those pieces on my HD a couple of weeks ago, and have begun refurbishing them . . .  ;)

The question is, how soon?  ::)

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 02, 2008, 04:04:35 PM
How soon?
Hopefully very soon...  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on June 02, 2008, 05:40:21 PM
Quote from: deathtopumpkins on June 02, 2008, 04:04:35 PM
How soon?
Hopefully very soon...  ;)

It will be done when it is done. Any further asking will result in the same answer.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on June 02, 2008, 06:06:46 PM
Wow, can't believe my question was so close, yet never seen before.  That's kinda exciting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 02, 2008, 06:27:49 PM
Quote from: Swamper77 on June 02, 2008, 05:40:21 PM
It will be done when it is done. Any further asking will result in the same answer.

-Swamper

I figured. I can wait. I got plenty else to play with.  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 02, 2008, 11:49:27 PM
hehe.. i just wished that i have enough time to play and bat\mod my self too  :-[ :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 03, 2008, 05:52:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FNAM%2520Stuff%2Frhw_2_intersections_extended.jpg&hash=cb53ff428465c54a70f39b7aa3c3cfee83e5077f)

More stuff added to RHW-2.


...and of course, I got my grubby little mitts on the new RHW bridge. :P I think Alex has shown some teasers of it a while ago... but here it is, fixed, AND with Euro textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi237.photobucket.com%2Falbums%2Fff288%2Ffoxteltv%2FBridging-The-Gap.jpg&hash=679dbbbd84fafcae5881ec6d0a0cc748ad7f6547)
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on June 03, 2008, 06:46:49 AM
O M G!  ???

YAY!

I <3 SA :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on June 03, 2008, 09:59:30 AM
you NAMmer's do know you sit next to god, dont you?

(dont take it offensive, its meant as a compliment!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 03, 2008, 11:05:12 AM
That is highly -STIMULATING-!!!!!!!!! mmmmmmmmmmmmmmmmmmm

*passes out

Joe

Reworded to be more PG-8 LOL - JP
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2008, 11:51:59 AM
As far as that bridge goes, I have to give my most sincere thanks to smoncrie, who figured out how to fix the start/end piece mirroring problem I was facing, and to boot, made the bridge interface far simpler than what I had (1 bridge dependent on drag direction, as opposed to 2 separate bridges).

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on June 03, 2008, 11:56:52 AM
^^^ You know something is amazing when the response is censored to show the word "stimulating"  Haha!  Good to see the bridge building is simple, it adds a lot less confusion into the production, I can imagine. 

SA, lovely euro textures as usual
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 03, 2008, 12:04:25 PM
SA:  That is WICKED, can't wait for it in-game, Euro or american textures i really don't care right now XD this is AWESOME!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rusummer1 on June 03, 2008, 12:29:05 PM
Thx everyone who responded to me. I figured it out. Sorry for the late replie though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on June 03, 2008, 12:29:15 PM
Stunning work, SA! Just stunning, my friend!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 03, 2008, 12:33:47 PM
I'm glad the RHW bridges are working now!
I'm excited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 03, 2008, 12:37:34 PM
That looks great, awesome work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 03, 2008, 12:40:07 PM
LOL thanks for censoring my post... tho all it really is is more suggestive lol

its damn brilliant in here... every time you update i nearly fall of my chair backwards...

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on June 03, 2008, 01:45:11 PM
If wider bridges are possible i will definitely pass out again like i did now. Great job Smoncrie/Shadow Assassin and keep up the good work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on June 03, 2008, 02:00:33 PM
Yes, bridge for RHW-6, RHW-8 and RHW-10 could be interesting
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 03, 2008, 02:56:18 PM
I was curious if there was a technical limitation preventing RHW-6 from having curves?  I was experimenting with creating a mega roundabout around a lake with 4 Freeways connecting to it, and I wanted to use the two lane exits, but couldn't because there was not enough room to convert ther RHW-6 to RHW-4 before the turns.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2008, 03:08:04 PM
Well, I'm not quite sure how the wider RHW bridges will work out--I have some ideas, particularly now after seeing how the RHW-4 bridge is working.  ::)

By the way, I should re-iterate that all credit for the bridge goes to smoncrie. :thumbsup:  Neither SA or I can really take credit for it. 

In case you were wondering, here's what the new US textures look like on it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F7051%2Frhw060320081ea3.jpg&hash=d0a520799e6b842007fc5400ee461ded7039f50a)

There will be a matching RHW-2 bridge as well.

TEG, fortunately, there's no technical limitations involved there.  The reason why the RHW-6 doesn't have curves is merely because they're not done . . . yet ;)

-Alex (Tarkus)
hehe (http://img84.imageshack.us/img84/5223/rhw052220081nz8.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 03, 2008, 04:02:41 PM
(hint, hint...) I'll be definately looking forward to those RHW6 curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on June 03, 2008, 04:09:22 PM
will RHW 6+ have puzzle pieces to make it diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2008, 04:27:11 PM
Quote from: toxicpiano on June 03, 2008, 04:09:22 PM
will RHW 6+ have puzzle pieces to make it diagonal?

Actually, it'll be a draggable system, which is kind of the tricky part.  Once I get that figured out, the rest of the project will be relatively simple. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: etherian on June 03, 2008, 04:58:03 PM
The bridges look great! You guys just keep on ticking those boxes, well done :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on June 03, 2008, 08:05:06 PM
Tarkus, That RHW-2 Bridge is look Awesome!!, Keep Up the great work with all your projects!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 04, 2008, 07:36:52 AM
Nice pictures, SA and Tarkus. I can hardly wait for v21. Those RHW-bridges look good.

::) Speaking of highways, look at this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg113.imageshack.us%2Fimg113%2F4173%2Fhighwaytest1mo6.jpg&hash=dc7f426ec4814cab9ee9e2615a6e247d17b88222)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F4715%2Fhighwaytest2fa8.jpg&hash=dfdc563c4cbce971fe47312f7ea4cfd5a04b4d40)

Inspirered by the RHW, I started three days ago with restyling the Maxis Highway. These images are not photoshopped. The project is in it's early stages, so it doesn't look very good now, but you get the idea.

Best
MRTNRLN
Title: Re: RHW (RealHighway) - Development and Support
Post by: The REAL Tolsome on June 04, 2008, 07:54:35 AM
WOW!  :)
After all the time, now do someone something for the Maxis Highway! *My new God^^*

So, here is a little preview for the HERHW exit:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg106.imageshack.us%2Fimg106%2F7501%2Felrhwjd3.png&hash=cc3e6f1acbb0e26dde7b06b38c3e4627db7d7634)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on June 04, 2008, 07:56:54 AM
Very nice pic!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 04, 2008, 08:47:34 AM
Yes Mrtnrln, thats exactly what I hoped someone could do with the Maxis highway! The shoulder makes a real big difference, because the wall made them unreal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on June 04, 2008, 11:27:48 AM
I need to change my underwear after seeing the last 3 pages !  :-[ Great work Smoncrie, Tarkus , SA and everyone else that is involved! Hats off to you all!!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: krbe on June 04, 2008, 11:37:54 AM
Indeed. It looks like fun  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on June 04, 2008, 01:10:12 PM
Quote from: Rechi on June 04, 2008, 07:54:35 AM
WOW!  :)
After all the time, now do someone something for the Maxis Highway! *My new God^^*

So, here is a little preview for the HERHW exit:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg106.imageshack.us%2Fimg106%2F7501%2Felrhwjd3.png&hash=cc3e6f1acbb0e26dde7b06b38c3e4627db7d7634)

the exit interface with the carriageway is ridiculous, a micu smoother and less angular merging lane should be made, cars would have to slow to a virtual stop to navigate that offramp.... it should also be much longer to allow cars to slow down for the traffic lights...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on June 04, 2008, 01:27:30 PM
Rechi, while that is far far far better than anything I could do, wouldn't it be best if the elevated MIS interfaced with the Elevated RHW-4? Like the ground versions do? This would allow the same customization as we have at the moment with the ground versions.

Still the models apart from the technical things are great :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 05, 2008, 12:59:49 AM
I started a new topic about the re-styling of the Maxis highways, the HRS Project (http://sc4devotion.com/forums/index.php?topic=4887), because this thread is reserved for the RHW Project.

@Rechi: The model looks good, but I agree with the technical issues mentioned in the posts above.

EDIT: I attached the first version of the RHWAM. It combines the exit signs, lights and guard rails together. Please install one Type21 dat-file and one exitsign dat-file
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 06, 2008, 03:35:30 PM
Yeah! My RHW now has green American exit signs!  :thumbsup: Thanks Mrtnrln. I don't know what more could be added to that, so I think the RWHAM is complete then?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 06, 2008, 04:05:59 PM
Complete? Never. Surely there's always something new to add.

If you take suggestions, mrtrln, how about some road signs Type-21'd in on some of the other puzzle pieces? (i.e. median keep right (http://www.trafficsign.us/650/reg/r4-7.gif) on RHW2-4 transition, curve ahead (http://www.trafficsign.us/650/warn/w1-2.gif) signs on the curve pieces, or even merge signs (http://www.trafficsign.us/650/warn/w4-1.gif) on MIS onramps--you get the idea) That is, if it's possible. I know virtually nothing about type 21 exemplars.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 06, 2008, 05:50:12 PM
Those signs would be good on every network if they could be exemplared. I actually already made a median keep right sign, exactly like that, but never incorporated it into t21 usage. So if you want to use mine, you can PM me, because its already made. It can fit in avenue, in between ghw, and rhw. Then again, replicating these signs should be simple.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 09, 2008, 06:44:59 AM
I was also thinking about those signs. That will be done in the next version. The models were done very quickly (about 20 minutes for 4 signs).
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 09, 2008, 08:39:29 AM
Looking good, signs are just as important when it comes to traffic flow. I still say both American and European keep right signs would be a good idea for avenue medians as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 09, 2008, 09:50:33 AM
 :thumbsup:
Just make the post narrower and it would be perfect!

I can help make the signs and send them to you to t21. I'm pretty good with them, I've made a couple of freeway signs (some of which were that size). Just PM me if you need some help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on June 09, 2008, 03:29:03 PM
I think it could be fun to see the RWH on the simcity map and regional view
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on June 09, 2008, 04:50:10 PM
and that will never happen ma360, sadly... some of the game's hardcoded properties prevent us from doing that.

This had been discussed before; read previous posts please before asking questions... as they may have already been answered.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on June 09, 2008, 06:44:46 PM
I have to give you applause mrtnrln &apls this is a wonderful addition! I have a question/problem though: when dragging a curve , the outside guard rail is not showing up...yes I have the RHW texture and the rails are showing up before and after the curve. Is anyone else having this issue? Other than that , I love having the T-21 props!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 09, 2008, 07:26:03 PM
I'd like to make a request, if that's possible.
(I don't think this has been addressed yet, but definately not in the last 50 pages)
Is there going to be a style b on/offramp for RHW6?
I recently wanted to upgrade a cloverleaf to have deceleration lanes, but having to run the MIS straight next to the RHW4 then connect them with a C style onramp was annoying.
If it's not already included, this is something I'd really like to see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on June 09, 2008, 07:39:04 PM
Here is my second RHW-4 bridge. (Tarkus and Shadow Assassin showed pictures of my first one)  This bridge depends on an idea by Tarkus (The correct IID of the dirt road bridge spec RUL's).


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-4Bridge2.jpg&hash=4233fa476ef9c9ba8a16ce2a863be23700fc2819)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 09, 2008, 07:44:56 PM
deathtopumpkins:  Actually, it has been addressed :P
-From what I recall, this should be included in the next version, however I am sure Tarkus will confirm this for ya!

smoncrie: Wow, amazing work as always!  It looks perfect!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on June 09, 2008, 08:02:29 PM
Quote from: smoncrie on June 09, 2008, 07:39:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-4Bridge2.jpg&hash=4233fa476ef9c9ba8a16ce2a863be23700fc2819)

Sweeeeet!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 09, 2008, 08:27:09 PM
Yes! Thanks haljackey.
Awesome bridge BTW smoncrie. Anxiously keeping my eyes peeled for v21.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on June 09, 2008, 09:33:42 PM
OMG OMG OMG OMG OMG!!!! WOW i dont stop in here for at least 3 pages and I miss alot of great stuff holly cow man bridges and endings and simply mind blowing stuff!!!! Alex you rock and so do you smoncrie and SA and to the whole NAM team at large!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 10, 2008, 12:45:41 AM
Quote from: deathtopumpkins on June 09, 2008, 09:50:33 AM
:thumbsup:
Just make the post narrower and it would be perfect!

I can help make the signs and send them to you to t21. I'm pretty good with them, I've made a couple of freeway signs (some of which were that size). Just PM me if you need some help.

Allright. Thank you that you want to help me!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 10, 2008, 01:21:30 AM
i can't wait for this ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Adept2Rock on June 11, 2008, 07:36:55 AM
Quote from: mrtnrln on May 18, 2008, 06:07:24 AM
I don't know how these look like. It's hard to find a picture of it (and it's the same case with Brittish exit sings). If you have a picture, please post it.

@Tarkus: Wow! MIS for RHW-2! This is great!

Hello, so sorry i forgot to answer you! :thumbsdown:So no problem:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F1880%2Fdscn32532bw.jpg&hash=b164fefe321032ab8c5c23d6bd757c53562b2dfd)

There is a ground light when the exit road is separated of RHW or motorway:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.sti-fr.com%2Fimages%2Fpages%2Fproduits%2F3_4%2F1000min.jpg&hash=43daef762499beb7612a4016379edb1f35e00f08)
;) Thanks by advance!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 11, 2008, 09:03:39 AM
Funny, that looks like the Maxis hwy in that real picture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 11, 2008, 09:59:10 AM
LOL! RL highway that looks like Maxis'.
@Adept2Rock: In the RHWAM v1 there is already a french exit sign. There is one picure of the sign presented before, but thanks anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 11, 2008, 09:59:56 AM
Quote from: mrtnrln on June 10, 2008, 12:45:41 AM
Allright. Thank you that you want to help me!  :)

So do you need me to do any?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 11, 2008, 10:05:45 AM
Quote from: deathtopumpkins on June 11, 2008, 09:59:56 AM
So do you need me to do any?
Of course! I really apreciate that. If you have any ideas you're welcome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 11, 2008, 02:10:55 PM
Quote from: j-dub on June 11, 2008, 09:03:39 AM
Funny, that looks like the Maxis hwy in that real picture.

Reason #3 why I use the Maxis Highways in Urban environments (quite realistic).

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on June 12, 2008, 11:09:45 AM
I made this small file for people (mainly HalJackey ;) ) with the RHW and Shinkansen's monorail mod (Bullet skin)
Here are the corrected pieces (there are no puzzle pieces at all in this pic) ignore the monorail pylons that is just bug with HSRP.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRHWAPTXfixnopaths.jpg&hash=94960325ac2af0410accc5946bb26827f398f9c9)
And again with the paths showing
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2FRHWAPTXfix.jpg&hash=2c6f64756afd899cf2348516e3b855e87e1621d1)

To install just put it in the RHW folder, making sure it loads after the RHW and Euro textures(if you have them) so don't remove the "zzz_".
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 12, 2008, 12:29:08 PM
Wow!  That didn't take you long at all Warrior!  :D Thanks so much!

Yes it looks like you combined your HSR and bullet train together to create some crazy transit line. 

Oh, and does this apply to the MIS as well?  (monorail over MIS.)

Best,
-Haljackey



Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on June 12, 2008, 12:57:32 PM
Quote
Oh, and does this apply to the MIS as well?  (monorail over MIS.)

No it doesn't, I just double checked and I couldn't get any monorail over MIS ?
There's a fix for the hybrid pylon things attached to the first post of the HSRP thread btw
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 12, 2008, 01:29:23 PM
Quote from: Warrior on June 12, 2008, 12:57:32 PM
No it doesn't, I just double checked and I couldn't get any monorail over MIS ?
There's a fix for the hybrid pylon things attached to the first post of the HSRP thread btw

Yes you can get monorail (or bullet train or HSR) over RHW.

Here are some examples, some also showing your new fix!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg389.imageshack.us%2Fimg389%2F7672%2Fclipboard01ts7.jpg&hash=8bf06e6e221dfdf7e1dc5ad6c4c8ba2aaccabf6b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F8500%2Fclipboard01sdvzb9.jpg&hash=65e498175d90315ecc5931808710f42407973dfe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F2048%2Fclipboard01ddvvdvdni4.jpg&hash=cc0bc3f7a4ed8774585efb64d19c74cf849face5)

Diagonal MIS/monorail is easy to make, but orthogonal MIS over monorail is difficult, but possible.  If a fix could be made that would be wonderful!

Oh and thanks for letting me know about the HSR fix!   :thumbsup:

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 16, 2008, 01:10:57 AM
My first post at SC4D Nam section. I want to get involved with this project! :'( But I don't know how  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on June 16, 2008, 09:38:42 AM
psst, deion30296: prove how you can help with this organization first.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on June 16, 2008, 12:25:08 PM
to deion
If you want to join them contact one of them. But if you wanna join you better know how to work with the game like they do like messing with T21's and pathing and textures etc. You gotta have more than ideas you gotta be make them reality.
There are tuturials about these NAM things but you gotta have experience. So if you can do this stuff ask about it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 19, 2008, 03:04:52 AM
The Rural Highway Mod really changed the way how I played SimCity 4. Thank you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 19, 2008, 12:03:49 PM
HEY! Has anyone looked at the STEX lately? LINK (http://www.simtropolis.com/stex/index.cfm?id=19957) Those don't seem very bad, but I haven't tested them in-game yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 19, 2008, 06:08:04 PM
Oh man, someone a while back requested that here. I cannot believe this was just released yesterday. I remember Shadow Assassin showing an in game picture with the yellow line on the black, but I thought that that was just a modified image, and maybe thats why said it wasn't going to be released, because its DTP's texture work and is actually not the same. However, it looks alot Like the texture from version 21 to me, &sly very interesting, but it doesn't have the new RHW2 texture. I only have the straight RHW2 tile from V21 in here, thats it. Of course, the new RHW is in the works, so I bet that new texture set is too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 19, 2008, 07:48:25 PM
j-dub, that picture of Shadow Assassin's was modified, I believe, as he told me he wasn't making them, so videosean and me made one of our own, with a few modifications in addition to the yellow line, but based it off of Shadow Assassin's, which is why it doesn't have RHW2 textures yet.

Trust me, it's not the v21 textures. I like these better! ;D

BTW, that was me that requested it a while back!   ;)

I'm glad to see it talked about here. That shows me I did a good job, even though there are a few problems in the texture awaiting a fix.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on June 19, 2008, 11:47:24 PM
you know... i actually like videosean's texture more than Tarkus' new V21 texture. Just my opinion though. (No offence.)

You mind maintaining the new set for future developments? I'd love to make textures, but Vista likes playing against my wishes by not allowing FSH files to be read properly in SC4Tool and in FiSHMan. >.<

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 20, 2008, 06:33:48 AM
I also made a request for that when I was confused about the point of the elevated-RHW.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 20, 2008, 08:31:57 AM
@deathtopumpkins and videosean, thank you for making it. Sure, some curves, the old texture may be on a piece here an there, but its a texture with more realism to it. I think the line markings are better. Despite the black, it reminds me of the old RHW 13 texture some how. It especially looks awesome with Mrtnrln's props on top of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 20, 2008, 09:10:08 AM
Thanks guys. Of course I'll maintain it for future developments.

Oh, I hadn't noticed you requested it too, TEG24601. Well, request granted!

j-dub: You're welcome. Eventually (hopefully soon) we won't have to worry about the patch of old texture. I can't comment on the similarity to the v13 textures though, as I never used the RHW until after version 20.

Tarkus and the rest of the team: Sorry if we're hijacking the thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 20, 2008, 11:31:32 AM
Ya know I could probably make a RHW texture set and base it off the original ones in v.20, considering that I can make textures for automata... It would take a  while, but I could do it... Here's my early thoughts: Shorter, narrower dashed lines, same gray pavement, no reflectors, more subtle rumble strip, and the same length dashed lines on RHW2 as RHW4 and 6. (I'm also thinking about making a few other texture mods for Maxis networks)

Of course, RHW v.21 will be released before I get a chance to release a new gray texture mod, so I may have to do some copy/pasting and more work to do overall than just the RHW v.20 textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 20, 2008, 12:21:25 PM
Nerdly_dood, be prepared for a LOT of tedious clicking. It takes a bit of patience to put it all together.
I'll look forward to the retextured maxis networks though. Some of them really need some work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 20, 2008, 12:26:21 PM
I have made all the textures for a new SAM texture set, but I still need to re-do the alpha maps and run then through FiSHMan and the Reader... I should do that before I do anything else.  Also, i have made some police car mods that require that I rearrange the flashing light effect model, and some of them have 30+ cars to choose from, so I think I can handle tedious clicking... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 20, 2008, 01:38:06 PM
Quote from: deathtopumpkins on June 20, 2008, 09:10:08 AM
Tarkus and the rest of the team: Sorry if we're hijacking the thread.

No worries, DTP. :)  It's quite on-topic. 

It's been awhile since I've had anything to show here, and probably will be for a little while.  However, I would like to report that I am going to be "re-configuring" things a little with how the Wider RHWs work.  Beware, there's definitely going to be some technical talk here, but hopefully it will make sense--I think you'll like the end result of it.

You may remember awhile ago, for the RHW-6 and RHW-8, I had proposed both "S" (separable) and "C" (compact) versions.  (For reference, the RHW-6 in RHW Version 20 is an "S" network--the two sides of the network can be separated from one another).

As I had mentioned awhile ago, the RHW-6, due to how it was configured, would technically have the same capacity as an RHW-4, since the extra tiles did not contain paths.  This covered both the RHW-6S you currently have as well as the prototype 3-tile RHW-6C, which had the inner shoulders rather than the outer on a separate tile, and as a result, I had more or less described both networks as being "functional eyecandy", since SC4's Traffic Simulation counts traffic on a "per-tile" basis rather than a "per-lane" or "per-path" basis.  (I'm sure EA/Maxis never envisioned that we'd come along and create all these "new" override networks.)

However, I had a bright idea a couple of weeks ago after having a conversation with jplumbley--since the network configuration over 3 tiles for the RHW-6C had the necessary space, I could simply shift over the extra lane, which would put the leftmost (or for you LHD folk, rightmost) lane on the center tile, as shown in the prototype texture below (well, I guess I did actually have something to show then . . . ):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F6963%2Frhw062020081ac4.jpg&hash=eba2a071012b2ce654c9c6149ca330998b0e37fc)

What does this mean?  In effect, because this center tile is now pathed, traffic can utilize all three tiles of roadway, meaning that the RHW-6C will have a capacity increase over the RHW-4.  An increase of 1.5 times, to be precise.  Which, under the new "A" and "B" NAM Traffic Plugins, (which, by the way, are heavily recommended for the RHW and required for the NWM upon its release--the "C" and "D" Plugins weren't designed for this sort of thing) would mean that the RHW-6C would also have more capacity than a Maxis Highway.  So a user of the A or B "Hard" Plugin would find that the RHW-4 has a full-width capacity of 9600, the RHW-6C would have a capacity of 14400. 

Due to how things have to be configured, the reverse will be true of the RHW-8 "C" and "S" versions--the RHW-8C version, also taking up 3 tiles, will have the same capacity of the RHW-6C, whereas the RHW-8S will be a "true" 4-tile network, with a 2x increase over the RHW-4 and RHW-6S, and a 1.33x increase over the RHW-6C--assuming "A/B Hard" again, the capacity will be 19200.  The RHW-10 will effectively function for the RHW-8S much as the RHW-6S functions for the RHW-4--it will not add any capacity--the extra lane just serves "auxiliary" purposes.  (Though it will also not take up any extra space, both being 4-tile networks).

So, in effect, the RHW-6 is actually a "useful" network with a capacity increase directly proportional to the increase in the number of travel lanes, in its "C" form.  Therefore, my earlier statement that the RHW-6 in either form was merely a "transition" network is no longer applicable.  From this, it is possible to define "full" and "auxiliary" RHW networks. 

These are the "full" networks, which contain a functional capacity increase coordinated with an increase in the number of travel lanes.  (I've also listed capacities for all these networks, based on the A/B Hard values)

RHW-2 (1-tile): 4800
RHW-4 (2-tile): 9600
RHW-6C (3-tile): 14400
RHW-8S (4-tile): 19200

These are the "auxiliary" networks, on which the extra lanes, while pathed to allow automata travel along them, technically do not increase the functional capacity.  (The automata, however, from my observations, does "spread out", making the network at least visually appear less congested.)  Really, they're mainly designed to create an "auxiliary lane" effect, like in RL.

RHW-3 (2-tile): 4800, auxiliary of RHW-2
RHW-6S (4-tile): 9600, auxiliary of RHW-4
RHW-8C (3-tile): 14400, auxiliary of RHW-6C
RHW-10 (4-tile): 19200, auxiliary of RHW-8S

Hope that made sense.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 20, 2008, 01:55:35 PM
It does to me, and it also seems that you just re-thought what exactly the various capacities were based on what the RHW-2 capacity already was, which means, you don't have to re-configure any part of the mod, which would cause its release date to be pushed back, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 20, 2008, 02:10:04 PM
OK, REALLY confused now.  ()what()Most of that made sense, until the bottom where you listed the networks. Are they only included in v21, or am I missing some stuff in v20?
1. Is there an RHW8 with 4 lanes each direction with no median? Same with RHW10?
2. Can you explain how one would transition between RHW4 and 6C? I just can't picture it in my head. Same with 8C?
3. What is the RHW3?
4. Can you explain how the traffic plugins work? I had no idea when I installed NAM, so I chose none.
If you want you can PM me the last one, or refer me to some pre-existing thread that explains them.

The top part makes sense though.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 20, 2008, 02:30:04 PM
Sorry for the confusion--those new networks are slated for future versions of the RHW.  (Version 21 . . . we'll see . . . ;))

1) There will be eventually.  Here's some old prototype pics I had laying around from a month ago:

RHW-8S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F1919%2Frhw062020082iq8.jpg&hash=8d14eed5395933f92abfd396044b6e14b159b562)

Multi RHW-10 (a 20-lane segment of RHW . . . )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg157.imageshack.us%2Fimg157%2F5930%2Frhw062020083lj9.jpg&hash=87d9734f5810710d70a42ba58cfa27e90192a9ba)

2) Basically, it'll widen out from 2 to 3 tiles.  The original design (before I moved the left lanes inward) more or less had the left lane ending and two RHW-4s separated by one tile, but it'll need to be redesigned now, and I don't have a prototype yet.  The RHW-6C-to-8C transition will basically just have the new lane for the 8C going on the right.

3) The RHW-3 is basically an RHW-2 with an additional lane on one side--kind of the RHW equivalent of the ARD-3 network from the NWM project, and it's mainly designed for climbing/passing lanes in hilly/mountainous areas.  Here is a prototype orthogonal texture (which I showed here awhile ago):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F9756%2Frhw3orthogonalid7.jpg&hash=29e3c8ce607463b32746628716b87d47ced1706a)

4) There is a thread explaining the details of the Traffic Simulator, and the development of the "A" and "B" NAM Traffic Plugins in the NAM How-To And Tutorials board.  Here (http://sc4devotion.com/forums/index.php?topic=3907.0) is a direct link to that specific thread.

Hope that answers your questions!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on June 20, 2008, 02:36:19 PM
oh dear... US mass suburbia coming into town... =P

That is a very VERY wide freeway. I know Highway 401 in Toronto can be this wide... but the magnitude and the width still astonishes me.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on June 20, 2008, 02:48:31 PM
Quote from: deathtopumpkins on June 20, 2008, 02:10:04 PM
OK, REALLY confused now.  ()what()Most of that made sense, until the bottom where you listed the networks. Are they only included in v21, or am I missing some stuff in v20?
1. Is there an RHW8 with 4 lanes each direction with no median? Same with RHW10?
2. Can you explain how one would transition between RHW4 and 6C? I just can't picture it in my head. Same with 8C?
3. What is the RHW3?
4. Can you explain how the traffic plugins work? I had no idea when I installed NAM, so I chose none.
If you want you can PM me the last one, or refer me to some pre-existing thread that explains them.

The top part makes sense though.  :D

@Deathtopumpkins  Please read the following thread aswell Traffic Simulator (http://sc4devotion.com/forums/index.php?topic=3693.0)

Quote from: allan_kuan1992 on June 20, 2008, 02:36:19 PM
That is a very VERY wide freeway. I know Highway 401 in Toronto can be this wide... but the magnitude and the width still astonishes me.

It may seem wide, but it is to scale.  Highway 401 in Toronto with in some places upto 18 lanes of traffic is very wide.  Each lane is roughly 4m wide (off hand not referenced for those who wish to correct me) trasnlated to the average 16 lane width of the 401 = 4 tiles in width plus the separatations between the left and right sides of highway, emergency lanes and separation between express and collectors.  This would probably put the scale of a realistic 16 lane highway in the range of 7 or 8 tiles in width, which is what Alex has shown.  So, in reality you are getting a sense of the scale of reality.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on June 20, 2008, 05:22:38 PM
Quote from: jplumbley on June 20, 2008, 02:48:31 PM
It may seem wide, but it is to scale.  Highway 401 in Toronto with in some places upto 18 lanes of traffic is very wide.  Each lane is roughly 4m wide (off hand not referenced for those who wish to correct me) trasnlated to the average 16 lane width of the 401 = 4 tiles in width plus the separatations between the left and right sides of highway, emergency lanes and separation between express and collectors.  This would probably put the scale of a realistic 16 lane highway in the range of 7 or 8 tiles in width, which is what Alex has shown.  So, in reality you are getting a sense of the scale of reality.

Well... I don't live in Toronto, but in Vancouver, and here 6-laned and 4-laned freeways (three on each side) are more commonplace. =P

Anyway... nice work so far, and videosean, your textures look great! =)

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 20, 2008, 07:09:27 PM
Thanks for the explanation and links guys.

I had typed out a longer and more detailed reply, but IE7 decided to give me the "Unable to load page. Operation Aborted." message when I hit reply and so I lost it, and I don't feel like typing it again, much less remember it all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on June 20, 2008, 07:52:05 PM
Quote from: allan_kuan1992 on June 20, 2008, 05:22:38 PM
Well... I don't live in Toronto, but in Vancouver, and here 6-laned and 4-laned freeways (three on each side) are more commonplace. =P

Anyway... nice work so far, and videosean, your textures look great! =)

- Allan Kuan

Heh... teh thought of the parking lot known as the #1 being called a 'freeway' gave me a bit of a chuckle. I go out of my way to not drive on that thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 20, 2008, 08:22:27 PM
Oh, so you guys have parking lots known as 'freeways' in Canada too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 20, 2008, 09:58:27 PM
Wow, Tarkus!  I see how both the RHW-6C and RHW-8S work to increase overall highway capacity.  That's great news! 
-But still, the more lanes, the more realistic it looks.  I honestly don't care what the highway's actual capacity is in-game is as long as it "looks" like it can handle a lot of traffic.

Oh, and that 20 lane superhighway looks fantastic!  :D  I can't wait to make that myself!  That + MIS = a huge, amazing highway!

One request.  I know this may not directly apply to you right now (functionality first, looks second), but most highways over 3 lanes per direction have some sort of median to separate traffic.  Any chance of including a concrete wall or something similar in the unused space beside the yellow line?  This would make it much more realistic!

P.S:  Congrats on becoming a SC4D administrator!   &apls




Quote from: deathtopumpkins on June 20, 2008, 08:22:27 PM
Oh, so you guys have parking lots known as 'freeways' in Canada too!

Yes we do.  In fact, Canada is home to the world's busiest highway (what allan_kuan1992 and jplumbley were talking about.)

I've always wanted to replicate this in SC4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg103.imageshack.us%2Fimg103%2F733%2F2413259996d230b2255o102hb3.jpg&hash=ba7e28dfbf8db389a73f1728f1e504b4ce8e5b94)

The closest I have gotten so far is a Multi RHW-10 (RHW-4 as express lanes, RHW-6S as collectors), but I haven't been able to swell it into a 20+ lane monster.  This is something I've always wanted to do in Sim City, ever since the first game.
(Click me for full resolution, 1920x1200.) (http://img292.imageshack.us/img292/4641/downtownoct312301212160gg3.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F4641%2Fdowntownoct312301212160gg3.jpg&hash=646fd8a31e8e818398d86bbc64241bdf833c795e) (http://img292.imageshack.us/img292/4641/downtownoct312301212160gg3.jpg)

-Its getting close now.  The RHW has changed the way SC4 works for me ever since the first release.

Best,
-Haljackey

Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on June 20, 2008, 10:38:58 PM
That is an intense highway!!

I really like the new textures as well Tarkus :thumbsup:

Cannot wait till release :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 21, 2008, 06:18:56 AM
*We really need a wistling smiley*

And I thought the turnpike was big. That thing's humongous! That would be cool in SC4, my biggest so far is the same as yours, a multi RHW10.

Alex, texture-related PM coming your way.

Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on June 21, 2008, 06:45:45 AM
I would probably have a heart attack if I ever had to drive on that.  :'( I can barely handle I-90 in Albany, and that has at most 4 per side. Of course, a big part of the problem is that the exits are way too close. And westbound lacks a C/D lane between exits 3+4. [linky] (http://maps.google.com/maps/mm?ie=UTF8&hl=en&ll=42.686915,-73.803685&spn=0.004811,0.011115&t=h&z=17) You basically have about 300 yards to merge into traffic, which if you're lucky is only going 60. Traffic there always gets backed up. And then the whole think leads into the Thruway tolls and the Northway, which are both complete messes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on June 21, 2008, 08:47:28 AM
* Jaw Drops *

I've never seen a highway like that in RL or on the internet, and it's congested?!?!?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on June 21, 2008, 10:50:15 AM
Nice work on these textures there, Tarkus!
Wonderful work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on June 21, 2008, 01:35:46 PM
Wow Tarkus!  If those pics are from a month ago then I'm wondering what progress you've been evil enough to keep away from us since then. :D  Great progress shots, and an excellent job on becoming a SC4D admin! :thumbsup: &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 21, 2008, 07:27:05 PM
Quote from: Warrior on June 21, 2008, 08:47:28 AM
* Jaw Drops *

I've never seen a highway like that in RL or on the internet, and it's congested?!?!?

In a area with a Metro pop. of around 4.5m, theres only two and a half east - west highways, and one of them is heavily tolled, and considering the GTA is more aligned to a east-west axis, thats why a) the highway is so gosh damn wide and b) why its so congested. You dont even want to be on it when theres accident, as there has been cases for people getting stranded for hours because they get stuck between exits with no way out except to walk or wait for the highway to reopen.

Slight language edit . . . -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 22, 2008, 05:38:43 AM
WOW! Nice wide RHW there Tarkus.

I made concrete median walls (Haljackey, you are gonna like this!  ;)) and some signage (American version will also be available). See attachements for some pics. The walls are just test versions, but all construcive critic is welcome.

And because this is my 250th post, I'll reveal my real name (because MRTNRLN seems hard to remember).

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: ehbk2006 on June 22, 2008, 06:24:07 AM
Cool, 10/10  :thumbsup:

Maybee you can use these signs as well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wegcode.be%2Fimages%2Fritsen%2FF97b.jpg&hash=c0851387c8484036000e7e20b967beee5998283f)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fproto.thinkquest.nl%2F%7Eklb019%2Fimages%2FBord-L05.gif&hash=ed437658d8a92179a21986fdd15071ed0746b229)



Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on June 22, 2008, 07:38:59 AM
Quote from: mrtnrln on June 22, 2008, 05:38:43 AM
And because this is my 250th post, I'll reveal my real name (because MRTNRLN seems hard to remember).

Best,
Maarten

Hehe, this is really funny - with your real name revealed, your nickname is a lot easier to remember:

Maarten's real name ;)


I don't have anything particular to say about the latest development, since I don't have that much time to follow everything at the moment, but let me tell you that it's much appreciated. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 22, 2008, 09:12:28 AM
Cool! Signs look great, I'll be anxiously waiting for the american version.
I do have one criticism about the walls though. On the curves, they're too pointy and stick through the lane, but other than that they're great.
Two questions though:
1. Do the walls and signs come together?
2. Are the walls going to be on the whole thing if you get them?
[I guess they would have to be, since they're t21'd]
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on June 22, 2008, 10:59:39 AM
Nice walls and signs there, mrtnrln! Nice work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on June 22, 2008, 12:03:42 PM
mrtnrln: Looking nice!  If you'd like, I can provide you with links to some fonts used on American highway signs, British motorway signs and other highway signs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 22, 2008, 03:11:14 PM
@Mrtnrln nice use of signage. For the walls, I would suggest using a more real detailed cement texture, maybe from the RHW Toll Gantry (http://www.simtropolis.com/stex/details.cfm?id=18015&download=http://www.stex-server.com/lots/houston_fan/houston_fan_rhw%20electronic%20toll%20gantry/gantry%5F183a%2Ezip) bat from Simtrop. Theres 3 to choose from in there, but their all Photoshop files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 25, 2008, 11:44:39 PM
Still going . . . slowly but surely . . .

The RHW-6C prototype in-game.  And before anyone asks, it will be getting barriers before the final release, so don't worry.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F9525%2Frhw062520081gk7.jpg&hash=b4d5b74444410f06d07a018a233ce88af97eea9e)

And a couple of more "month-old" screenies.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F4071%2Frhw062520082pe3.jpg&hash=7cc5d28ad3e358f5146c0999320a149f7dc58552)

Yes, this here is fully draggable (including the overpasses):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F8152%2Frhw051120082vf2.jpg&hash=ef24e766a6aab002fd1e2d6f8e837c5442cbbbaa)

Some of this stuff may end up in Version 21, and some of it may appear in Version 22--it's hard to tell at this point. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on June 26, 2008, 12:08:21 AM
AWESOME job Tarkus!!!!    :thumbsup:
You and the NAM team really change sc4 lifes!   &idea

- Capeside44
Title: Re: RHW (RealHighway) - Development and Support
Post by: zotus on June 26, 2008, 12:29:46 AM
this looks awsome, can't wait for it to be released!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: rusummer1 on June 26, 2008, 04:33:07 AM
Quote from: deathtopumpkins on June 21, 2008, 06:18:56 AM
*We really need a wistling smiley*

And I thought the turnpike was big. That thing's humongous! That would be cool in SC4, my biggest so far is the same as yours, a multi RHW10.

Alex, texture-related PM coming your way.


Jersey Pike? haha

Great Work on the RHW cannont wait for it to be released!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 26, 2008, 04:33:56 AM
Alex, that is looking INSANEly awesome there... OMG!

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on June 26, 2008, 05:56:51 AM
WOAH!!!!!!

That is AWESOME!!!

/me wants!! $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 26, 2008, 06:30:41 AM
Looks nice, will there also be a normal puzzle-piece version of those elevated RHWs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 26, 2008, 09:31:58 AM
once again, we need a whistling smiley.

rusummer: Yep, that'd be the NJTP.

Ooh, draggable ERHW. Nice progress. The RHW6C especially looks good (with a barrier of course!).
And a nice sneak peak at the new texture on RHW2 in the corner of the last pic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on June 26, 2008, 10:57:38 AM
@Tarkus: A month ago? We can barely guess what progress you've made since then. It's fun to speculate  :D

I think the textures are a little off, but SA is going to release a new version of his textures concurrently with v21, so I don't think that'll be a problem  ;)

In short, FANTASTIC work you're doing  &apls &apls &apls. I'll be preparing for a new generation of monster highways  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 26, 2008, 11:18:45 AM
Those aren't bad! The RHW-6C looks pretty realistic, particularly that weird shoulder thing in between the lanes.

I-81 near Christiansburg, VA has some collector/express lanes, and they left lots of room for future lane expansion when they built it - it's basically four single-sided RHW-4s, with the express lanes having plenty of room on the pavement to be 3 or 4 lanes per side, but the collector lanes are pretty much stuck at 2 lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 26, 2008, 07:48:12 PM
RHW-8, oh I cant wait for that. I'm building my sunken highways with a few extra tiles in preparation for that release :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on June 27, 2008, 09:22:24 AM
*goes kaboom*
;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 27, 2008, 04:54:15 PM
I have an idea for Dual 8 lane RHW (RHW 4 side by side). What about a puzzle piece that allows the transferring traffic from one set to the set next to it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 27, 2008, 05:27:29 PM
A fast transfer? I think that may have been shown and requested already.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 27, 2008, 06:35:55 PM
That's already been confirmed for one of the future versions. It is a much needed piece though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 27, 2008, 09:55:11 PM
you mean like a left sided exit?...

if you are in a fontage road or local lanes for a RHW... have an exit on the left side so you can actually get into the main lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 28, 2008, 06:33:11 AM
awesome  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 28, 2008, 07:30:10 AM
Yes. Exactly what I mean, here in Atlanta we have left side exits for the right side of the road. The road splits up and the ramp goes over the Southbound side and ends on an embankment and then goes to the MARTA station. That MARTA station was built for the highway and the highway only.

Also, The fast transfers would be needed for highways like the 8 lane highway in Borealine County that's coming to the SC Community soon.

CLICK FOR FULL QUALITY!


Sample Photos:

1024 x 768(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi211.photobucket.com%2Falbums%2Fbb57%2Fmoneymak3rboi%2FSan%2520Landrei%2FJune%252028th%252008%2FJPG_BorealineCounty-Mar200612146118.jpg&hash=59453cada8ef531a6a8c500d5fa8266108948eca) (http://i211.photobucket.com/albums/bb57/moneymak3rboi/San%20Landrei/June%2028th%2008/JPG_BorealineCounty-Mar200612146-1.jpg)

1024 x 768(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi211.photobucket.com%2Falbums%2Fbb57%2Fmoneymak3rboi%2FSan%2520Landrei%2FJune%252028th%252008%2FJPG_BorealineCounty-Mar190612146118.jpg&hash=f06441ea289e314b68d08d83d8a0cc1bd2278366) (http://i211.photobucket.com/albums/bb57/moneymak3rboi/San%20Landrei/June%2028th%2008/JPG_BorealineCounty-Mar190612146-1.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on June 28, 2008, 03:12:00 PM
Hey Tarkus and NAM Team... Jack wilds here

Its all good  :thumbsup: waiting in anticipation the next releases  :satisfied:

see ya -Jack
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 29, 2008, 01:32:13 AM
Wow, a pic of the El-RHW  &apls

Can you do something about this transition (you see the HRS mod on the right with SA textures, thats just maxit highway)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F4238%2Fnieuwestad2jan001214727ut4.png&hash=09b5abeb36fd12f267e1babad4a4b2a33a8b3999)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on June 29, 2008, 08:29:24 AM
Three nice pictures of the RHW and elevated RHW there, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on June 29, 2008, 01:43:43 PM
The RHW6 is two tiles wide, though. It'd need a special puzzle piece and not just texture overrides, if it could be done at all. (At least, that's how I understand it).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 29, 2008, 03:10:33 PM
Quote from: Toichus Maximus on June 29, 2008, 01:43:43 PM
The RHW6 is two tiles wide, though. It'd need a special puzzle piece and not just texture overrides, if it could be done at all. (At least, that's how I understand it).

Yes, that's exactly the issue.  Unfortunately, there's not really any convenient way to do it draggable and still have it be stable. 

While I'm at it . . . how about another month-old pic?

This shows that the El-RHW is separable, just like the ground one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F4340%2Frhw051220082kc3.jpg&hash=cb31ca81acfe2f48946da219869ac44421e88a04)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 29, 2008, 03:42:35 PM
Beautiful. Will it  be compatible with other textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 29, 2008, 03:44:39 PM
Quote from: deion30296 on June 29, 2008, 03:42:35 PM
Beautiful. Will it  be compatible with other textures?

Indeed it will.  You'll be able to use Shadow Assassin's or any others out there.  It's also possible to change the texture on the supports as well.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 29, 2008, 06:45:27 PM
Now that's cool. :thumbsup: $%Grinno$% You guys have really brought up the bar!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on June 29, 2008, 09:11:39 PM
nice job Tarkus. can't wait for the new RHW. will their be wider EL-RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 29, 2008, 10:36:05 PM
It should be. The NAM Team always thinks of things ahead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 30, 2008, 12:24:10 AM
Are the Elevated RHW dragable pieces also available as normal puzzlepieces?  ::)
They look great, by the way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 30, 2008, 01:14:14 AM
Quote from: caspervg on June 30, 2008, 12:24:10 AM
Are the Elevated RHW dragable pieces also available as normal puzzlepieces?  ::)
They look great, by the way.

Thanks, Casper. :)  To answer your question, the El-RHW is strictly draggable--it's more or less set up just like the Ground RHW.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 30, 2008, 01:16:39 AM
Thanks for the fast response, can the ERHW thus also be used as an overpass for the GRHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 30, 2008, 01:33:22 AM
Quote from: caspervg on June 30, 2008, 01:16:39 AM
Thanks for the fast response, can the ERHW thus also be used as an overpass for the GRHW?

That it can. ;)  There will also be a High Elevated RHW as well, which will also be draggable and be able to overpass a normal ERHW as well as a GRHW.  In the last pic I showed, everything is draggable--there's not a single puzzle piece.

Quote from: godjcjk12 on June 29, 2008, 09:11:39 PM
nice job Tarkus. can't wait for the new RHW. will their be wider EL-RHW?

There will indeed be.  The overrides copy over between the Ground and Elevated versions quite nicely.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 30, 2008, 03:34:02 AM
Tarkus... OMG!!!!!!!!!!!!

the people on this site are just getting more and more clinicaly insane....

*phones the men in white coats*

btw, does a network "know" when it is approaching a puzzle piece?  as around here, a lot of the over bridges cause the loss of the hard shoulder  (like here (http://maps.google.co.uk/maps?hl=en&safe=off&client=firefox-a&ll=54.123929,-2.755256&spn=0.001707,0.005558&t=h&z=18)) I was just wondering if that was possible?

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 30, 2008, 06:19:14 AM
Quote from: Toichus Maximus on June 29, 2008, 01:43:43 PM
The RHW6 is two tiles wide, though. It'd need a special puzzle piece and not just texture overrides, if it could be done at all. (At least, that's how I understand it).
Quote from: Tarkus on June 29, 2008, 03:10:33 PM
Yes, that's exactly the issue.  Unfortunately, there's not really any convenient way to do it draggable and still have it be stable. 

I was also thinking of a puzzle piece, because the Maxis Highway is a full 3D object. I understand that it can't be done by a simple texture overide. Still, I hope this issue will be solved.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deion30296 on June 30, 2008, 07:28:54 AM
You could maybe make the shoulder smaller. Like on narrow bridges. I've seen shoulders on flyovers but they are a bit smaller. Maybe there could be deflectors on the side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on June 30, 2008, 08:11:47 AM
Thanks again Tarkus, and yet again I have another question; will an OnSlope piece for the (G)RHW be made, so that at one side it connects to regular (G)RHW, and on the side after the slope to ERHW, like GLR has for ElRail<->GLR?

Oh, by the way, if you plan on having a separate file for the RHW v21's LTEXTs, could you send that file over to me, so I can translate it to Dutch?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 05, 2008, 01:34:12 PM
can't wait for the El-RHW  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on July 05, 2008, 06:01:42 PM
Caspervg, it is possible to make an OnSlope puzzle piece that allows you to drag RHW on one end and ERHW on the other.  Unfortunately, such a piece would block one tile at the bottom of the slope so that a perpendicular network running right next to the bottom of the slope could not pass through.  This is because ERHW is not a standard Maxis network.   In contrast there is no blockage with the GLR "T" OnSlope because Elevated rail is a Maxis network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 06, 2008, 03:28:17 AM
I've read the FAQ's, but still I want to know what things will be certainly released in v21. I'm just curious.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 06, 2008, 10:32:49 AM
QuoteThat it can.   There will also be a High Elevated RHW as well, which will also be draggable and be able to overpass a normal ERHW as well as a GRHW.  In the last pic I showed, everything is draggable--there's not a single puzzle piece.

That's simply great, especially since it's draggable. Just three questions:

1. Will there be on-slope pieces from GRHW to ERHW.
2. Will there be on-slope pieces from ERHW to Double-Height ERHW

I wanted to know. If both are in development, then I can make this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg125.imageshack.us%2Fimg125%2F2204%2F312144vk0.jpg&hash=eeef8062b2f2a0622666de1a05a211321f46be26) (http://img125.imageshack.us/img125/2204/312144vk0.jpg)

As you can see, both pieces will prove crucial in making this in SC4.

Also, if both are made than many new interchanges will be possible. So far, all of it looks great.

Keep on going!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 06, 2008, 10:02:15 PM
Three questions? :P Where's the third?

The answer is 'yes' to both of them, they are being developed. It might be a while before we see any shots, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 07, 2008, 11:19:59 AM
There is no third question  :D

It's great that they are in development. It's nice that we'll be able to build interchange with 4 levels (including tunnels  ;)) with both bridges and embankments.

I'll be keeping up with the developments of the RHW as usual.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 08, 2008, 01:39:43 AM
I got last evening a weird idea: Maxis Highway and MIS ramps. I was thinking of a off/onramp style-A for the Maxis Highway. That would give the standard Highway a huge boost of posbillities!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 08, 2008, 05:47:09 AM
Making MIS type A and B ramps for Maxis highway would be a nice idea.

It could start out as an ordinary onramp and then transition to an MIS texture. If it were enabled with a starter piece for MIS, it would boost possibilities significantly, especially for suburban areas and my RHW-FHW collector systems.

It's strange, since I had a wierd idea on the NWM thread with a reversible lane textures and props being a "masked" ARD-3.

Personally, mrtnrln, I think it's a brilliant idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 12, 2008, 08:53:44 AM
First of all:
You're doing an awesome job on the RHW and MIS.

Now to my question:
Is this (or something similar) possible to do with the MIS? If so, will it be present in the next release?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Froxazer.homelinux.com%2F%7Eriiga%2Fpics%2Fvaegpaa2.png&hash=9fc66cc40ee35bcbc70c13267a2ac548730c3e46)
(Photoshopped image)

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 12, 2008, 09:09:55 AM
Hmmm... That's usefull for a stack interchange, but there ends the functionallity of the piece. If the bottom lane is straight, it's more usefull, I think.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 12, 2008, 09:15:45 AM
I based it off this interchange in my home town: http://maps.google.se/maps?f=q&hl=sv&geocode=&q=&ie=UTF8&ll=58.437471,15.585356&spn=0.001536,0.006094&t=k&z=18
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 12, 2008, 09:22:00 AM
Well, the first thing you must think of when you request for a puzzle piece is: "Is it commonly used, or can it be used in many ways?" This is the point where most ideas fail, because they have about one or two uses. Looking at the map, this interchange isn't that common or can be used in many ways, so I think it wouldn't make it to v21.

And by the way, welcome on SC4Devotion!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2008, 10:03:44 AM
I would love to have that piece if one lane continued straight instead of curving. I think it would prove quite useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 01:48:02 PM
Well, there is a "Y-branch" piece in the works for the MIS that will sort of accomplish something similar . . . it's going to be a draggable setup, too.  That piece existed in the original "puzzle piece-based" prototype of the MIS from last year.  It'll be able to go diagonal as well as orthogonal that way. 

The piece almost ended up in Version 20, but never got finished (the textures for it, in fact, are in the Version 20 .dat file).  Version 21 should have it, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on July 12, 2008, 02:02:44 PM
will there an elevated version of this y branch
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 02:05:36 PM
Quote from: godjcjk12 on July 12, 2008, 02:02:44 PM
will there an elevated version of this y branch

Most definitely.  Such a thing existed with the old prototype, in fact.  (Old picture from Page 2 of this thread.  :))

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5569%2Fcuprumaverhwmisjv9.jpg&hash=053ad45a260e7df68400d4702b4ac845755c55c2)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2008, 03:08:36 PM
That is exactly what I need. So I retextured it and didn't even realize it??? weird.  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 03:25:38 PM
Quote from: deathtopumpkins on July 12, 2008, 03:08:36 PM
So I retextured it and didn't even realize it??? weird.  :o

You might have.  :D  That is, if you re-did with textures 0x5de63100, 0x5de64100, 0x5de66100 and 0x5de67100.  Those are the MIS Y-Branches, one in each direction.

Heck, once I get a bit of RL stuff taken care of and finish those FARR pieces, I'll be able to go full speed ahead on RHW and get the draggable MIS Y-branches in.  And other stuff . . . watch this thread. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2008, 03:33:36 PM
Oh, no, nevermind. I just looked through the folder alphabetically, and no 0x5DE... between 0x5DE59100 (MIS/OWR T) and 0x5DE95100 (MIS/Roundabout) hmm...
Ooh... I don't know which I want more: FARR or RHW? Tough choice.  :-\ :'(

Eyes peeled.  :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 03:39:37 PM
Quote from: deathtopumpkins on July 12, 2008, 03:33:36 PM
Ooh... I don't know which I want more: FARR or RHW? Tough choice.  :-\ :'(

Well, fortunately you won't have to choose.  :)  Though FARR will probably be earlier (or at the same time), depending on how we end up working out the release logistics. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2008, 03:46:25 PM
Cool. I know, I was just saying which did I want first. It's starting to seem like this isn't even SC anymore in some aspects. I think we should consider NAM and the optional plugins an expansion pack.  ;D

Oh, btw, I just looked through the RHW dat with SC4Tool, and sure enough, they were there. Also, is texture 0x5DE4D100 part of a MIS smooth curve? It looks way to gradual to be part of the standard curve.  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 03:51:14 PM
Quote from: deathtopumpkins on July 12, 2008, 03:46:25 PM
Also, is texture 0x5DE4D100 part of a MIS smooth curve? It looks way to gradual to be part of the standard curve.  ()what()

Actually, that's one of the standard MIS Orth-Diag Transition piece.  All the "0x5nn4Dn00" pieces are parts of Orth-Diag transitions for the RHW (0x5eb4d100 is the RHW-4 one).  There will be a series of smooth MIS curves in RHW Version 21, though.  ardecila and I have been working on them. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on July 12, 2008, 04:40:12 PM
I remember when there was a period of over a year when it seemed like NAM would never see another release. You have all worked wonders however  :)

What do you do with all your old prototypes? Are they archived away for a rainy day?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2008, 05:13:04 PM
I guess it must be...

Ahh... now we will be able to make perfect cloverleaves at last.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2008, 10:40:19 PM
Quote from: toxicpiano on July 12, 2008, 04:40:12 PM
What do you do with all your old prototypes? Are they archived away for a rainy day?

They're all still floating around the old Hard Drive somewhere--I've got a bunch of poorly labeled ZZZ files with NAM/RHW/NWM prototypes from almost two years ago all over my SC4 folders. 

Found those particular pieces the other day, though.  Need to fix up the models on them, though, since many of them were just floating in mid-air. :D  And make many of them draggable (which shouldn't be too difficult). ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 13, 2008, 05:37:37 AM
Great! We are all waiting patiently for version 21, as you know. When it comes out, I've some T21 work to do (you know, guard rails and that sort of stuff).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 13, 2008, 09:09:52 AM
I can think of many uses for MIS and RHW splitters. I'll use some RL examples, and the corresponding RHW width.

RHW-8 splitting into 2 x RHW-4 (Directional T):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F1294%2F30624141sq0.jpg&hash=5a6a322249bc883c9baf2270e2490502da41a076) (http://img176.imageshack.us/img176/1294/30624141sq0.jpg)

MIS-1 splitting into 2 x MIS-1 (loop ramp):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F7024%2F68770757ht3.jpg&hash=d17106b35c7931f351fd3077c169dbf8c1ca3a3d) (http://img293.imageshack.us/img293/7024/68770757ht3.jpg)

Another MIS-1 splitter. This one is part of a parclo with one loop ramp replaced with a semi-directional one:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F5846%2F22070670my8.jpg&hash=af9b13c44eaf5af4133fe227d9fd25dcd7717a2f) (http://img176.imageshack.us/img176/5846/22070670my8.jpg)

Yet another one. This one is a dedicated right-turn ramp for a diamond:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F2579%2F71662506xj5.jpg&hash=45c57c6c58d2c855b7aee0e17bf6830bc53d4add) (http://img176.imageshack.us/img176/2579/71662506xj5.jpg)

So, there are many uses for a MIS splitter or a RHW-4 to MIS splitter.

I've made the third one with Avenues and OWRs, and it'll be featured in the Patrician Showcase later  ;)

Keep on working. It seems that v21 is closer to release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 13, 2008, 10:05:33 AM
Indeed, Practicus. You've shown some RL examples. It looks like there is a future for MIS splitters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on July 14, 2008, 12:37:55 PM
I attempt to make quite a few splitters that come off exits in my cities (with OWR which looks really ugly)

This MIS splitter will definately have a future in my cities.
Coupled with avanue/ RHW exits this will make so many more interchanges possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 15, 2008, 01:12:50 PM
I have an idea, for the new RHW pack, it should include the flyover on/offramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 16, 2008, 04:06:06 AM
I do believe that flyover ramps will be included in the RHW in the future. I think they're slated for v21 or 22. However, I believe that regular RHW will have an elevated option in v21, which will be draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on July 16, 2008, 04:16:28 AM
Quote from: Monorail Master on July 15, 2008, 01:12:50 PM
I have an idea, for the new RHW pack, it should include the flyover on/offramps.

Way ahead of you there bud!

These pieces have not been even started yet for Fly-over Ramps.  They are intended to be made eventually, but how soon?  Not a clue as they havent even hit the drawing board.  There are too many other things such as:


Each one of these things takes time to do.  Unfortunately, we are not full-time and paid for our efforts.  I would love to be a consultant for CitiesXL, or SimCity5, but thats not likely to ever happen.  So, we are stuck here doing things in our free time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 16, 2008, 07:45:35 AM
Then our questions are answered. Not in v21  $%Grinno$%

However, I think it's for the best since 2-lane ramps have higher capacity anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 16, 2008, 08:46:12 AM
Quote from: jplumbleyEach one of these things takes time to do.  Unfortunately, we are not full-time and paid for our efforts.  I would love to be a consultant for CitiesXL, or SimCity5, but thats not likely to ever happen.  So, we are stuck here doing things in our free time.

Wow, Jason you would actually work for EA? Thats suprising, but would be better for this franchise. If EA was smart, and wanted to keep its fans from switching to Monte Cristo, hiring you, maybe more SC4 loyalists, and planning out better transportation networks that can go absolutely any direction, just like CitiesXL would be a strategic, competitve advantage. I can imagine the RHW in a future SimCity game getting built by hand drawn, instead of dragged. But I don't have high hopes after Societies. Who knows, the SimCity made after Societies looked like the roads went anywhere, maybe they will get better. Although, I can't imagine how long it would take to do the NWM/RHW for a free hand direction road system like CitiesXL. You guys have modded so much, that its too bad we won't get to see this NWM stuff in a future city sim game. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2008, 11:18:00 AM
Well, as far as the flyovers go, well, all you'd really need is an El-MIS with a ground-to-elevated transition of some sort, and MIS-over-RHW pieces.  That would effectively do it.

Quote from: Patricius Maximus on July 16, 2008, 07:45:35 AM
However, I think it's for the best since 2-lane ramps have higher capacity anyway.

Well, technically speaking, as far as the game is concerned, they have the same capacity. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 16, 2008, 12:29:56 PM
Here's my take on network capacities.  Game mechanics is definitely a necessary factor in planning transit networks, but might I point out that some interchanges could use extra lanes, not because the game has to give each tile a set capacity, but because it would just look better to give some directions more capacity than others.

Take this interchange for example.  If I had left it as just a Y-stack, then the RHW-4 would only have one lane for each direction. When I added the bypass lanes, it has 6 lanes - four total for the express lanes, and 2 total for the ones that go straight through the interchange - a sort of abbreviated collector/distributor system.  Of course, the Y-stack does have functionality for the RHW-4 because buses going one way cannot use the road/subway transition (by Buddybud i think?) - or, should I call it the fake road tunnel? Okay, enough rambling... here's the interchange, looking west.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FHelsvarna-Jan15061152546752.jpg&hash=6cf44a964877dc45cf89747190fcc59fd1d0cf54)
Here's a close-up of the northern end where the lanes merge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FHelsvarna-Jan15061152546776.jpg&hash=e24c822bed32a4c0c3b141c3565d10017dcc0b9e)

This doesn't mean at all that I don't care about network capacities, but that's my two cents.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2008, 03:45:04 PM
Quote from: nerdly_dood on July 16, 2008, 12:29:56 PM
Here's my take on network capacities.  Game mechanics is definitely a necessary factor in planning transit networks, but might I point out that some interchanges could use extra lanes, not because the game has to give each tile a set capacity, but because it would just look better to give some directions more capacity than others.

Indeed.  That's why a lot of these options exist with the RHW and some of the future NWM networks (TLA-3, AVE-2, etc.). :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 16, 2008, 05:03:50 PM
Well, I do know technically they have the same capacity. I'm more concerned with the visual traffic. More cars can fit on 2 lanes than 1.

However, I'm glad that the elevated networks are coming right along. We need them for some interchanges on the drawing board  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: halalpork on July 24, 2008, 04:55:06 AM
hi i have a slight problem in connecting the RHW to an avenue, one side of the connection works fine but the other seems misaligned?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg78.imageshack.us%2Fimg78%2F5354%2Fproblemta8.jpg&hash=f3b0541bf179201ddf0d2b4a1934d7cc9004cb51)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on July 24, 2008, 04:58:37 AM
Quote from: halalpork on July 24, 2008, 04:55:06 AM
hi i have a slight problem in connecting the RHW to an avenue, one side of the connection works fine but the other seems misaligned?
Try RHW->1wayRd->Ave  See Warrior's reply below... my mistake!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on July 24, 2008, 05:10:54 AM
You are getting that because the RHW is going the wrong direction.
The cars would have a head on collison.

The wide shoulder needs to be on the outside.

Videosean: I was about to go back to the homepage, clueless and just happened to see the highway the wrong way round:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: halalpork on July 24, 2008, 05:30:44 AM
Quote from: Warrior on July 24, 2008, 05:10:54 AM
You are getting that because the RHW is going the wrong direction.
The cars would have a head on collison.

The wide shoulder needs to be on the outside.


Thanks for all the help.  :thumbsup: I've rotated the starter piece and it works! Still new to all these NAM pieces...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 27, 2008, 11:31:46 PM
Hi everyone-

RHW development is back in business. :)

Here's a prototype texture of the new RHW-4-to-6C transition.  Or, technically, I should say one of the new RHW-4-to-6C transitions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F6193%2Frhw6c4trans1cs6.jpg&hash=6ef1352d1f34dec284c2c0e7d52d43b7f3e7566a)

More to come shortly . . .


-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on July 27, 2008, 11:35:51 PM
Awesome Tarkus! Can't wait to see more!
- cape44
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 27, 2008, 11:58:03 PM
that is undoubtedly getting more and more amazing every time you update

what about having a version with oneside diagonal? (just an idea, not a request ;) )

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on July 28, 2008, 01:14:40 AM
Quote from: Tarkus on July 27, 2008, 11:31:46 PMRHW development is back in business.

That's awesome news, Alex!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on July 28, 2008, 03:19:34 AM
That is looking really nice, Tarkus! And looking forward to more...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 28, 2008, 06:29:36 AM
I love it  &apls &apls &apls &apls

It looks almost like a RL widening. The RHW-6C may replace the Maxis highways, since it is similar (6 lanes, 2 tiles).

I also like the new textures. They're darker asphalt, which appears more realistic.

More's coming shortly? I'd like to see some more.. uh... samples of what's to come.

Simply put, great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 28, 2008, 09:24:30 AM
 :thumbsup:
I love the smoothness of it, but do the dashed lines not seem to line up to anybody else?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 28, 2008, 05:17:56 PM
Wow, nice work as always Alex!  I like that the transition is gradual but not too  long.

Quote from: deathtopumpkins on July 28, 2008, 09:24:30 AM
I love the smoothness of it, but do the dashed lines not seem to line up to anybody else?

Its not supposed to line up.  The entire network is shifting left, even though the highway is adding another lane.  Take a look at how the right shoulder curves as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 28, 2008, 05:27:41 PM
Quote from: Haljackey on July 28, 2008, 05:17:56 PM
Its not supposed to line up.  The entire network is shifting left, even though the highway is adding another lane.  Take a look at how the right shoulder curves as well.

I know, but what I meant is on the second dash down it seems to slant to the right, so it's not parallel with the shoulder, while the third one down is. It's just a minor thing though, nothing too important. They're still great textures!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 28, 2008, 05:37:37 PM
Thanks for the kind words, everyone!  I'm thrilled to be back getting the RHW going again.  :) 

To respond to a couple of comments/questions:

Quote from: Patricius Maximus on July 28, 2008, 06:29:36 AM
The RHW-6C may replace the Maxis highways, since it is similar (6 lanes, 2 tiles).

Actually, the RHW-6C is a 3-tile network, but it has 150% capacity compared to Maxis Highways, so that third tile doesn't go to waste.

Quote from: deathtopumpkins on July 28, 2008, 09:24:30 AM
do the dashed lines not seem to line up to anybody else?

I actually kind of noticed there was something a little eschew there myself . . . I haven't exported them into the 128x128 PNG squares yet, so I'll probably tweak the lines ever so slightly.  ;)

More RHW-6C-related stuff shortly . . . possibly some other stuff, too.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 29, 2008, 02:32:38 AM
QuoteI haven't exported them into the 128x128 PNG squares yet, so I'll probably tweak the lines ever so slightly.  Wink

If you've got the dashed line on a separate layer (which I presume you do), just Free Rotate the offending line so it's lined up with the shoulder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 29, 2008, 04:24:12 AM
Ah, a 3 tile network. Well, since it takes up 3 tiles it'll have even more capacity, which you just stated.

The RHW is bac in business. Very good. I know there are no timetables for this stuff, but I still hope that it will be released soon. I'm thinking sometime before the 2009 fiscal year?

Anyway, however long it takes I'm sure it'll be worth the wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2008, 12:39:43 PM
Quote from: Patricius Maximus on July 29, 2008, 04:24:12 AM
I know there are no timetables for this stuff, but I still hope that it will be released soon.

I hope so, too.  I can disclose that RHW Version 21 is in Alpha Build 1 right now . . . and has been for awhile.  I'm finally getting around to possibly having another, more substantial Build shortly.  The main thing we're trying to figure out is how much stuff we should try to squeeze in.

Speaking of development stuff, here's another prototype texture, for the RHW-6S-to-6C transition.  The redesign of the 6C to give it a capacity advantage also allowed for a fairly smooth transition between the two.  I tried to actually curve the dashed lines on here, but I'm not entirely pleased with the result.  It still needs a little work before its ready for primetime (especially at the bottom).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg356.imageshack.us%2Fimg356%2F9683%2Frhw6c6stransition1im1.jpg&hash=d4886d268b2d650e03502c39dbb05019acd6dd68)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 30, 2008, 02:24:15 PM
It's really coming along.
I hope you guys can squeeze as much in as possible.
I think that texture definately needs some touching up, but I like the gradual curviness, and overall it looks good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 02, 2008, 02:05:52 PM
hi there.. today I got some sight of a new idea for a piece.. there is already  a RHW-2 to MIS spliter.. it would be a good idea to have also a RHW-4 to MIS slipter ;)

this way we could do something like this:

<<<<<<<<<<<<<<<<<<<<<<<<<<<
<<<<<<<<<<<<<<<<<<<<<<<<<<<
-----------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>                  >>>>>>>>>
...............>             >..................
..................>        >.....................
.....................>  >........................
......................V|^.......................
......................V|^.......................

bad scheme,  :-\ hope you get the idea, the arrows are the lanes  /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 02, 2008, 02:11:06 PM
gn_leuginm:

do you mean something like the "euro" exit for the maxis highway?

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 02, 2008, 06:36:41 PM
I really like the RHW4 to RHW6C transition.

True, the RHW6S to RHW6C transition does look funky, I would just straighten the liines out between their endpoints and that should be decent. (The lines may need to be shifted a little to one side to account for the straightenment)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 02, 2008, 10:23:54 PM
Back with more RHW-6C stuff . . . and some in-game pics.

Pathing is in place, with the crossover paths to allow traffic to move between the inner and outer tiles.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F4451%2Frhw080220081yp5.jpg&hash=2b72087d85f9a3c3ab66456ddba2bce3452530f0)

Traffic is able to use it, too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F9319%2Frhw080220082hs5.jpg&hash=f3839fb310e6eae3be77e5d255c15a500f0a9426)

And the new RHW-4-to-6C transition is RULed.  Just needs pathing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F8935%2Frhw080220083rs5.jpg&hash=b98e67bd7fb8839465cf3ad11dfbcf82c46c6db1)

More in a little bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 02, 2008, 10:35:04 PM
 :thumbsup:
Looking great!
Looks like you touched up the dashed line too, but that might just be because the ground's not flat.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 03, 2008, 12:36:53 AM
Quote from: JoeST on August 02, 2008, 02:11:06 PM
gn_leuginm:

do you mean something like the "euro" exit for the maxis highway?

Joe

well, the scheme I made is like that, but the piece I was suggesting is only the part that splits  from the RHW-4.. the piece it self woulb be like this:

>>>>>>>
>>>
......>
........>

also the opposite position too, and those "free" lines are MIS (in red)
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on August 03, 2008, 12:48:10 AM
That looks great, Alex! Well done.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 03, 2008, 01:28:20 AM
Yes, great work there, Alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2008, 01:50:51 AM
I have a question: is that transition a puzzle piece or a RUL override? Just asking, you know. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 03, 2008, 03:24:03 AM
Overall it looks good. I like the RHW-6c and the transitions.

One question that is not answered in the FAQ but may have been answered before is will the RHW-6S have diagonal capability?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 03, 2008, 10:53:00 AM
gn_leugim, I have good news for you.  That piece is in the works--ardecila has done the textures and I just need to get it in game. :)

SA, the transition there is a puzzle piece. :)

Patricius Maximus, does this answer your question? ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F5223%2Frhw052220081nz8.jpg&hash=f391ff6a92ac4c65688149de5a2470e2c3092127)

That pic of the 6S is from awhile ago . . . I actually had a hidden link to it (with 1pt font) in one of my posts back in May. :D  I need to get going on that project again--the RULs are about 80% done (the transition from Diag-to-Orth was the main issue). 

Thanks for all the kind words, everyone.  I'll be back with more very soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on August 03, 2008, 11:26:09 AM
Very nice, very good developments here  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 03, 2008, 11:35:35 AM
LOL

/me searches for link :D

looking AWESOME as always :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 03, 2008, 12:45:35 PM
It sure does...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 03, 2008, 07:38:58 PM
Quote from: TarkusI actually had a hidden link to it (with 1pt font) in one of my posts back in May.
Keyword: Had. Well... Anymore tricks up your sleeve?
And we know those of you who saw this as a link earlier already had a sneek preview of

ABV21 (http://sc4devotion.com/forums/index.php?topic=990.msg148902#msg148902), if you get my drift, on your systems from months ago from finding irrelevant hidden text hiding easter eggs like this. . .

PS, beige is a better hider, and by the way whoever yous are, reading a small font like this, especially right into a bright screen, is bad for your eyes, or did you use the magnifying glass that came with Microsoft's
Internet Explorer, which comes in handy, especially when you want to get a closer, clearer look at some one in a pixelated image, that you can then press the prnt scrn rq button, and save to your hd so you
know its there, again another set of features Mac doesn't have. Speaking of which, congragulations for finding the hidden feature. No one will see, don't worry, C'mon, don't you think this was funny?

Oh yeah, I want to grab those sharp curves!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on August 04, 2008, 03:56:04 AM
Quote from: Tarkus on August 02, 2008, 10:23:54 PM
And the new RHW-4-to-6C transition is RULed.  Just needs pathing.

Everything looks fantastic so far! However, has anyone given any thought as to which lanes should really be ending in the transitions? If it's an exit lane, that's one thing... but when lanes merge (in the right-hand driving world) it's the right lane 99% of the time. It would seem counter-productive to have the passing lane end when it means that people may have to slow down to change lanes--the left lane should always be moving at the fastest speed on the highway. I gave your preview image a little tweak to illustrate.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.photobucket.com%2Falbums%2Fe400%2FSamJam_photos%2Frightends.jpg&hash=93ddd4b3579339fb2b4e7a9c30c9a3b8349f4293)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 04, 2008, 06:28:30 AM
Since the left lane is a "passing lane" in the right-hand drive world there should be less traffic in the left lane therefor ending the left lane would have an impact on fewer drivers than ending the right lane would.  My 2 cents :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 04, 2008, 08:21:52 AM
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F5223%2Frhw052220081nz8.jpg&hash=f391ff6a92ac4c65688149de5a2470e2c3092127)

Alex, a suggestion: On the right-hand curve piece, move the dashed lines where it begins to curve slightly back and add an extra dash in between that and the first diagonal dashed line so that there isn't such a gaping wide space.

Also, believe it or not, but you can actually make that curve gentler, too, without changing any of the RULs, but a few tweaks to the path files may be needed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 04, 2008, 10:26:27 AM
Quote from: Shadow Assassin on August 04, 2008, 08:21:52 AM
Also, believe it or not, but you can actually make that curve gentler, too, without changing any of the RULs, but a few tweaks to the path files may be needed.

Well, fortunately, it's still in the RULing phases and I haven't (yet) attempted to path it, so this comes at a perfect time.

Thanks for the suggestions everyone!  They are certainly welcome.

And regarding the right lane vs. left lane ending deal on the RHW-6C-to-4 transition, I've seen it both ways, and there's a certain logic to each one.  From a functional standpoint, I don't really see any point in making two separate pieces, but I have an idea for allowing one to choose one option or the other . . . ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 04, 2008, 10:30:27 AM
Alex... your crazy  &Thk/(

heheh

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 04, 2008, 11:31:50 AM
I know different texture variations like SAM may be out of the question, but I was playing around today, and figured out how it could be possible. I was able to get more than one  RHW texture going the same direction right next to another RHW, by using the cntrl button and making it highwealth, where as the textures that didn't have wealth remained the same. So different textures for the RHW seem to be possible without using the starter overide.
Here goes.
Unzoned texture could be cement
I-Ag texture could be the cement texture with reflectors
Low Wealth C$could be Euro
Medium Wealth C$$ could be the default RHW texture
High Wealth C$$$ could be black with yellow line
It also leaves openings for more variations, but what more textures could be done?
So something like this, since buildings shouldn't be able to grow on the RHW, this could do the trick. (naturally certain RCI growable buildings do work off the RHW-4 for me) However, the only difference is the cement one would need duplicate puzzle pieces, because the other textures are all asphalt based.



Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 04, 2008, 11:48:02 AM
So j-dub, you mean you would zone a certain zone type next to a stretch of RHW and it would change the RHW texture to match?
A couple of questions:
1. Would it function like avenues where the texture for the entire stretch is chosen by what is zoned along it the most, or like a road where the zoning only affects the RHW immediately touching it?
2. What if you wanted a texture, say black with a yellow line, but all that would develop in the adjacent zone is C$?
3. What about residential?
4. What if you didn't want concrete pavement in an unzoned area, or one surrounded by something with no wealth, like sound walls?
5. I've found that concrete, around here anyway, is primarily used in urban areas only (especially elevated/sunken highways), and rural highways are almost always asphalt.

I think if some of these issues are addressed this would be a great idea and I would be willing to contribute texures, if you need some of those done.

Alex: Ooh... diagonal RHW6S! Are there going to be puzzle pieces for over RHW6S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 04, 2008, 12:22:31 PM
2 options? Tarkus, that's great  &apls.

j-dub: It would be a nice idea for some, but most (like me and DTP) wouldn't like it. Perhaps as an optional add-on? It's worth some thought.

As stated before, I'm looking forward to v21 of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 04, 2008, 12:53:29 PM
Quote from: j-dub on August 04, 2008, 11:31:50 AM
Unzoned texture could be cement
I-Ag texture could be the cement texture with reflectors
Low Wealth C$could be Euro
Medium Wealth C$$ could be the default RHW texture
High Wealth C$$$ could be black with yellow line
It also leaves openings for more variations, but what more textures could be done?
So something like this, since buildings shouldn't be able to grow on the RHW, this could do the trick. (naturally certain RCI growable buildings do work off the RHW-4 for me) However, the only difference is the cement one would need duplicate puzzle pieces, because the other textures are all asphalt based.
There's a part of me that really likes this idea... for instance poorly maintained roads (or roads with dark colored asphalt patches to fill in cracks and potholes - would have to be used sparingly to not look bad) in undeveloped or low wealth areas?  Darker dark patches in medium wealth zones than others?  I'd love it if you could make the dark patches darker in high traffic areas but as far as I know that wouldn't be possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on August 04, 2008, 01:13:47 PM
Quote from: Tarkus on August 04, 2008, 10:26:27 AM
And regarding the right lane vs. left lane ending deal on the RHW-6C-to-4 transition, I've seen it both ways, and there's a certain logic to each one.  From a functional standpoint, I don't really see any point in making two separate pieces, but I have an idea for allowing one to choose one option or the other . . . ;)

Thanks for the response Tarkus. You're right, there are some logical instances where a left lane would end (such as an entrance/acceleration ramp from a bypassed roadway merging from the left, off the top of my head) so I was never completely opposed to it... but an option for having one or the other would be phenomenal!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on August 04, 2008, 01:42:24 PM
Quote from: deathtopumpkins on August 04, 2008, 11:48:02 AM
I've found that concrete, around here anyway, is primarily used in urban areas only (especially elevated/sunken highways), and rural highways are almost always asphalt.

Concrete is stronger than asphalt so a lot of heavily used roads will be concrete. A couple of times that I drove in the States I noticed that pretty much every freeway was made of concrete, presumably because it would require less maintenance for a lot of usage. I think that's where Maxis based the idea of grey highways and black roads.

I live in southern Ontario and the frost heave in spring obliterates a concrete road over time, so our roads (incl. freeways) are almost exclusively asphalt because it expands and contracts more easily. It's more expensive these days, but it lasts through more seasons so repair costs are still kept down. The only concrete freeways that come to mind are the 407 and 115, but the 407 is tolled (therefore no repair expense to the government) and the 115 is slowly being replaced with sections of asphalt with each major repair. Frankly I prefer driving on asphalt anyway because it absorbs sound better so you have a quieter drive. Windsor, ON uses a lot of concrete but it's also a more southerly city and so temperatures could be as much as 2 or 3 degrees warmer in winter/spring. Maybe every degree helps.

videosean brought up a good point about having varying colours depending on traffic but as he said that may not be possible. Then again it wouldn't make much sense for a roadway to be completely replaced with a different type of pavement when its usage shrinks.

I think it's a great debate. LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 04, 2008, 01:56:42 PM
Quote from: SamJamConcrete is stronger than asphalt so a lot of heavily used roads will be concrete. A couple of times that I drove in the States I noticed that pretty much every freeway was made of concrete, presumably because it would require less maintenance for a lot of usage. I think that's where Maxis based the idea of grey highways and black roads.

Well I live in Hampton, Virginia, and most of the highways around here have been replaced with asphalt over the past decade, and the ones that haven't have been replaced with this newer white grooved asphalt.
I agree that asphalt gives a quieter drive. There's one bridge here that I have to cross 4 times a week that was built around 1960 and still has the original concrete, and you just have to give up even listening to the radio on it, while the newer bridge-tunnels built in the 90s have smooth asphalt paving that doesn't make a sound.
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 04, 2008, 04:00:10 PM
Quote from: Shadow Assassin on August 04, 2008, 08:21:52 AM
Also, believe it or not, but you can actually make that curve gentler, too, without changing any of the RULs, but a few tweaks to the path files may be needed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F3354%2F20080804191242ws2.th.jpg&hash=4ff6bb1cb97fa4dffccb0ba6d4b41ae6bd3e9d31) (http://img98.imageshack.us/img98/3354/20080804191242ws2.jpg)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F6038%2F20080804192149qg1.th.jpg&hash=f9b05f791f273ed87a957dda28ce205d684dcd7d) (http://img357.imageshack.us/img357/6038/20080804192149qg1.jpg)
I played around a little with the curve theory(??) on this... if you allow for 4x4 tile set (maybe 3 high and 4 wide) on the curve definitely smoother but then it would have to be a puzzle piece, right?  I did kind of choose a 1024 diameter circle at random (no math involved at least) the grid is 128x128... just thinking out loud... the second image shows attempt at a 2x2 tileset curve with the grey shape :/
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 04, 2008, 04:31:29 PM
Back with more progress . . . the transition is pathed and functional.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg359.imageshack.us%2Fimg359%2F4650%2Frhw080420081gp3.jpg&hash=5f4e2f2c8875c3a1d27d40eb5ddfa0deb4674d7d)

Traffic is using all three lanes, as shown here.  The traffic simulator, by and large, seems to recognize that it has extra width on the RHW it can take advantage of . . . it's even more pronounced on the RHW-8 (which I'll show sometime soon).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg385.imageshack.us%2Fimg385%2F3775%2Frhw080420082uw9.jpg&hash=7642bdb834f952262c2d04a3720ff4182e6d7965)

Regarding j-dub's concept with using wealth-levels to change textures, it's an interesting idea, and one that had crossed my mind awhile ago, too.  However, I think it would ultimately end up being too difficult to control, and it would be especially limited when it comes to the Wider RHWs, and particularly on the various puzzle pieces.  I do, however, think that it might have a use in a situation where the texture changes were less drastic . . . instead of different surface types, I could see that perhaps it would have value on the RHW-2, for switching between dashed lines and solid lines, for instance.

I'll be back with more stuff here soon.  Thanks for all the continued feedback!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 04, 2008, 07:05:04 PM
Well if the RHW 2 has a switch between lines, roads then roads should also have the switch between dashed and double yellow lines, personally.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 04, 2008, 07:30:09 PM
J-dub: there is a mod somewhere that does just what you're asking... I don't know where it is personally, but maybe look around on ST?

I'm not sure what it's called off the top of my head, but it's something along the lines of 'Yellow Dashed Lines' or somesuch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 04, 2008, 07:34:14 PM
Shadow Assassin: If you're talking about what I think you are, it's no longer available on any exchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 04, 2008, 08:00:25 PM
Quote from: Shadow Assassin on August 04, 2008, 07:30:09 PM
J-dub: there is a mod somewhere that does just what you're asking... I don't know where it is personally, but maybe look around on ST?

I'm not sure what it's called off the top of my head, but it's something along the lines of 'Yellow Dashed Lines' or somesuch.

The mod you're referring to was made by Teirusu (the pioneer of Network Override technology).  It was formerly attached to the old NAM Cosmetic thread over at ST, but due to the forum upgrades there, it was lost.  I do have the file myself, and it does exactly that . . . in fact, that's where I got the idea for the RHW-2 modification.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 04, 2008, 10:06:30 PM
Stop torturing us! its looks really good!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 05, 2008, 05:41:54 AM
QuoteI do have the file myself, and it does exactly that . . . in fact, that's where I got the idea for the RHW-2 modification.

Actually, come to think of it: I was considering tinkering with the RULs to allow the addition of a single-sided passing line [double line: one is dashed, the other is solid]... the experiments I did with that actually were quite successful. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on August 05, 2008, 06:13:20 AM
I hate to be a pain... but SA can you perhaps give me a status report on the Euro textures for RHW-2? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 05, 2008, 06:42:19 AM
Well, I've just been busy with RL lately, and there's the fact I'm redoing all the line markings in Fireworks for higher clarity.

I just hate adding them into the DAT... *shudders*
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on August 05, 2008, 06:52:39 AM
No pressure... :P Good luck!  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 05, 2008, 06:55:33 AM
QuoteStop torturing us! its looks really good!

I don't agree  $%Grinno$%. Tarkus: More torture, please  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on August 05, 2008, 08:13:47 AM
hay guys i have some of my best and most realistic ideas for u
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi21.photobucket.com%2Falbums%2Fb294%2Ftoxicpiano%2Fcrazytransport.jpg&hash=b42b6afa24338d8271b335c40e1079ca495c36b7)
im super serios right now u shuld totally make these
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 05, 2008, 09:18:14 AM
Quote from: j-dub on August 04, 2008, 07:05:04 PM
Well if the RHW 2 has a switch between lines, roads then roads should also have the switch between dashed and double yellow lines, personally.
Quote from: Tarkus on May 16, 2008, 01:18:58 PM
Teirusu made that mod originally.  See here (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=92159&highlight_key=y&keyword1=Dashed%20Line) for more info.

-Alex (Tarkus)
Cosmetic_Dashed_Roads, Glenni posted a link to it there :)
I wish I knew how it decides to do dashed or double yellow lines.  It's definitely not by wealth.  It has textures for both dashed and double yellow in the dat file.  All FSH files and a DIR file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 05, 2008, 11:08:19 AM
Great progress there on the RHW! Looks really nice, Alex (Tarkus). ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 05, 2008, 11:13:31 AM
In my opinion, the dashed line road mod has the lines too close together. The RHW 2's line spacing was more realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 05, 2008, 11:16:41 AM
Quote from: toxicpiano on August 05, 2008, 08:13:47 AM
hay guys i have some of my best and most realistic ideas for u
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi21.photobucket.com%2Falbums%2Fb294%2Ftoxicpiano%2Fcrazytransport.jpg&hash=b42b6afa24338d8271b335c40e1079ca495c36b7)
im super serios right now u shuld totally make these

I don't mean to be rude (apologies in advance); however, it's my opinion that items #1 & 2 are not only unrealistic, but downright dangerous. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 05, 2008, 11:24:42 AM
burgsabre, i would say number one was ooutrageous too
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 05, 2008, 12:47:23 PM
Quote from: j-dub on August 05, 2008, 11:13:31 AM
In my opinion, the dashed line road mod has the lines too close together. The RHW 2's line spacing was more realistic.
I could remake  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 05, 2008, 08:20:30 PM
Quote from: burgsabre87 on August 05, 2008, 11:16:41 AM
I don't mean to be rude (apologies in advance); however, it's my opinion that items #1 & 2 are not only unrealistic, but downright dangerous. 

And what about #3?   :P

Anyways, I've been lurking in this thread for too long.  Amazing work on the new RHW components Alex!   :thumbsup:  The new RHW-6C looks great! 
-One question.  Any chance of including a concrete median in the middle of the new RHW-6/8C network? I know the drill (functionality first, looks second), but it would give the highway a more realistic feel.  Even including the median found in the ground/elevated highways would be great!

Best,
-Haljackey

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 05, 2008, 08:24:10 PM
Quote from: Haljackey on August 05, 2008, 08:20:30 PM
And what about #3?   :P

#3 actually exists here in Western New York - the exit from Interstate 290 westbound to Route 5 eastbound features a ramp with those mechanics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on August 05, 2008, 08:56:09 PM
Quote from: burgsabre87 on August 05, 2008, 11:16:41 AM
I don't mean to be rude (apologies in advance); however, it's my opinion that items #1 & 2 are not only unrealistic, but downright dangerous. 

I have a strange feeling that he was being sarcastic... 20 lanes to 2?  Speed ramp and spikes?  I think he's just goofing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 05, 2008, 09:59:01 PM
Quote from: burgsabre87 on August 05, 2008, 08:24:10 PM
#3 actually exists here in Western New York - the exit from Interstate 290 westbound to Route 5 eastbound features a ramp with those mechanics.

...And the mechanics involve flying through the air and landing on the road?  You gotta be kidding me!   $%Grinno$% 
-(Look closely at the image.  The ramp just ends.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on August 05, 2008, 10:10:56 PM
Quote from: Haljackey on August 05, 2008, 09:59:01 PM
...And the mechanics involve flying through the air and landing on the road?  You gotta be kidding me!   $%Grinno$% 
-(Look closely at the image.  The ramp just ends.)

oh ya, that's perfectly normal! ::) I guess the citizens in Western New York have to replace their entire under-carriage every 6 weeks....if your lucky and don't smash into the concrete wall first. $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 05, 2008, 10:15:40 PM
Hey, if a bus can handle it, a car should be able to too!  :D (anybody remember the movie Speed?)

Haljackey: Alex said a few pages back that there's eventually going to be a median for at least the RHW6C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on August 05, 2008, 10:29:11 PM
Quote from: deathtopumpkins on August 05, 2008, 10:15:40 PM
Hey, if a bus can handle it, a car should be able to too!  :D (anybody remember the movie Speed?)

Haljackey: Alex said a few pages back that there's eventually going to be a median for at least the RHW6C.

Not sure if I've ever seen Speed but I've seen at least one movie with a (terriost-related) bomb bus jumping over a demolished bridge, massive trafic jams, and then proceed to blow a plane at an airport(how on Earth did they get in? ???)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on August 05, 2008, 10:30:51 PM
I've been playing too much Burnout.  2 and 3 seem perfectly normal to me.   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 05, 2008, 10:33:29 PM
sim-Al2: Because it's a movie.  ;)

bwatterud: Drive over one of them and see if you're still saying that!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bwatterud on August 05, 2008, 10:50:28 PM
Thats why I say I've been playing too much Burnout. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 06, 2008, 08:18:36 AM
Yeah, in the Simpson's hit and run, there's this highway part that has those unfinished jump ramps. Paradise City has those two. However both of these literal dead ends were closed, and had plenty of warnings about it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 06, 2008, 10:44:00 PM
ROFL to toxicpiano's requests . . . (though the are technically possible from a modding standpoint. :D)

Anyways, back on topic . . .  ::) 

"Ramping" things up with the RHW-6C . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F8092%2Frhw080620081vq7.jpg&hash=d85adb48a288deb074b332201773b809b1bf01a0)

This is how the piece looks by itself . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F7624%2Frhw080620082kz7.jpg&hash=65a1e3c3fc67a35fee1d78e937160ccf792b214c)

Bizarre-looking, isn't it?  You'd think there was something wrong with it, but there isn't.  In order to keep things as modular as possible, the actual ramp is built only on the outer tiles of the RHW-6C.  This is a strategy I plan to implement further with the 4-tile RHWs (RHW-8 and 10).  Of course, you're probably most perplexed by the RHW-4 stubs coming out of it?  Well, the way the RHW-6C (and 6S) are implemented, they involve overriding an RHW-4 with another puzzle drag, so when you drag the inner tile through, it will convert into a 6C and everything works out.  Clever, eh?

Back with more soon . . .

-Alex (Tarkus)

Edit:  Bonus pic . . . initial messing around with T21-ed barriers.  Using Frankie_Grove's models at the moment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg359.imageshack.us%2Fimg359%2F7269%2Frhw080720081uw7.jpg&hash=f7828f5f8f498e6505a8d462a79e2b0584ee6e28)
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 07, 2008, 12:53:53 AM
It looks like the texture is not quite working there... the dark patch on the ramp doesn't quite meet the dark patch on the lanes.  That will get worked out I'm sure... and the piece of pavement between the RHW and MIS ramp on that piece ;)  Those barriers look sweet!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on August 07, 2008, 12:58:56 AM
Looks very nice, I'm glad to see that much development is being made  :)
Will a version without the T21'ed barriers be available? I like clean and sleekness  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 07, 2008, 01:02:10 AM
Quote from: caspervg on August 07, 2008, 12:58:56 AM
Will a version without the T21'ed barriers be available? I like clean and sleekness  ::)

Yes, the T21 barriers can be made an optional feature.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on August 07, 2008, 06:36:55 AM
This is incredibly real, and even with the oddity in the RHW 6, i think we can all understand how to get it to work, as long as you guys make another idiot-proof readme (which I understand!)  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 07, 2008, 08:43:33 AM
Wow, fantastic work Alex!

After looking at the setup for the RHW-6C (being a 3 tile network), I understand why the ramp looks a little out of place by itself.  That is one tile, if it was 2 tiles you couldn't put a ramp on the other side because they overlap in the middle tile.  I get it.

About the median, It looks great!  One suggestion:  is it possible to connect them together so they don't look like segments? (Similar to the median for ground/elevated highways). 

As always, the progress here has been outstanding!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 07, 2008, 10:54:41 AM
I like the barrier, but I would probably make it a little thinner, and make the joints in it a little smaller, so it looks like the K-rail most US highways use in the median. Or you could just do away with the joints altogether.

Anyway, it's looking good!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 07, 2008, 12:01:37 PM
I'd like it either with the kind of barriers separating the Maxis highways, either that or Maarten's guardrails.  Good job so far, and also, it does seem much easier to have RHW6 as a parallel-drag thing like RHW v.13b was.
Title: Re: RHW (RealHighway) - Development and Support
Post by: freedo50 on August 07, 2008, 01:46:47 PM
Any chance of getting some euro-style barriers T21'd? [linkie] (http://upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Motorway_Median_Barrier.jpg/800px-Motorway_Median_Barrier.jpg)

Fred
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 07, 2008, 01:49:02 PM
With what I recently learned about 4,5 and 6 for wealth & density in the IIDs... 5 and 6 have barriers?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 07, 2008, 02:27:04 PM
someone talking about this? (http://http://maps.google.ca/maps?f=q&hl=en&geocode=&q=Interstate+290&sll=49.891235,-97.15369&sspn=30.012899,87.451172&ie=UTF8&ll=42.957219,-78.765798&spn=0.002073,0.005338&t=h&z=18)?  :D $%Grinno$%

That's a very sharp turn though.

Anyway, keep it going Tarkus! Everything looks good so far. =)

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 07, 2008, 03:49:53 PM
Quote from: nerdly_dood on August 07, 2008, 12:01:37 PM
I'd like it either with the kind of barriers separating the Maxis highways, either that or Maarten's guardrails.  Good job so far, and also, it does seem much easier to have RHW6 as a parallel-drag thing like RHW v.13b was.

Well, technically speaking, it's actually both a parallel of two different puzzle drags, so it's kind of a "hybrid" override.  Actually, the RHW-6S from Version 20 is produced in the same way.

Back with more in a bit . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 08, 2008, 10:21:38 AM
It doesn't seem much like that to me.  First, the RHW-6 exit ramp type A that you posted has RHW-4 stubs sticking out of it, which as you say, when you parallel drag them they will turn into a RHW-6.  Second, the RHW-6S that we currently have available does require that you parallel-drag them, but that's just because it's a 2-tile-wide puzzle-drag piece, whereas the one you posted above is a 1-tile-wide piece made to be placed on a 3-tile-wide network.

Thats what things seem like to me, if I'm confused then perhaps you could ... smack me or something ... cause it seems like you already tried to clarify something that I mistook for something else ... and I'm confusing myself even more. :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on August 08, 2008, 11:28:03 AM
How 'bout the ability to make a interchange like this (a rural "T" intersection)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2F5cb7a4b6.jpg&hash=ea6777d15848f578fbb9012d959ccbd58b4f4501)
or this  below (not complex just want to be able 2 make one)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2F984bd340.jpg&hash=639940c9144e0cecaeb23a6e24ebcec957b92101)
(And yes I know function over form...  ::))
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 08, 2008, 11:58:45 AM
packerfan386: You already can make the T-junction, it just won't be as smoothly curved, and that second one looks like a regular old parclo to me, which you can also already make.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 08, 2008, 12:03:17 PM
It would be nice though if we could get one puzzle drag piece that has both a on and off ramp that merge into a RHW-2 or a road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 08, 2008, 12:07:56 PM
We already have that too. There's a RHW-to-MIS transition that looks like this:

|     /
|   /
| /
||
||

It's the fourth thing in the puzzle piece tab ring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on August 08, 2008, 12:15:10 PM
Quote from: deathtopumpkins on August 08, 2008, 11:58:45 AM
You already can make the T-junction, it just won't be as smoothly curved
That was the point , but with that particular interchange just south of Tohma, WI (I-94 and I-90)most of the curves are actually on a above ground grade and the just the overpasses are supported structures (Concrete)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 08, 2008, 12:20:36 PM
Quote from: deathtopumpkins on August 08, 2008, 12:07:56 PM
We already have that too. There's a RHW-to-MIS transition that looks like this:

|     /
|   /
| /
||
||

It's the fourth thing in the puzzle piece tab ring.

Thats not quite what I ment, I ment a exit and onramp coming from a RHW4,6, etc, instead of having of having to place two seperate ramps. It would really help making tight parclos.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 08, 2008, 12:53:32 PM
just realized something: how are we going to have RHW10 bridges? And how will we do tunnels?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 08, 2008, 01:02:14 PM
packersfan, those interchanges you've posted should theoretically be doable once the Elevated RHW is added in.  I am planning on having at least an Orthogonal-only Elevated RHW included as part of Version 21.  It's relatively easy to port any ground level pieces over to Elevated from a modding standpoint (RULs are exactly the same, paths just need have the height changed, which is very easy to do), but models need to be made.  

If people are willing to put up with my models for at least awhile, things could be expedited, though. ;)

dragonshardz, to answer your questions, I do have a basic concept of how RHW-10 bridges will work.  Tunnels, however, are hardcoded, and a workaround will have to be found--what exactly I'm not sure.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 08, 2008, 01:11:04 PM
maybe some sort of RHW10 to MHW adapter??
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 08, 2008, 02:20:27 PM
Quote from: Tarkus on August 08, 2008, 01:02:14 PM
*snip*
If people are willing to put up with my models for at least awhile, things could be expedited, though. ;)
*snip*
Absa-friggin-lutely! I care more about getting the function than the appearance. As long as the models aren't covered in pink polka-dots or something.

Anyway, great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on August 08, 2008, 10:41:30 PM
I would love it when your models would be used, they look pretty good as well  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 09, 2008, 03:44:06 AM
Quote from: Tarkus on August 08, 2008, 01:02:14 PM
packersfan, those interchanges you've posted should theoretically be doable once the Elevated RHW is added in.  I am planning on having at least an Orthogonal-only Elevated RHW included as part of Version 21.  It's relatively easy to port any ground level pieces over to Elevated from a modding standpoint (RULs are exactly the same, paths just need have the height changed, which is very easy to do), but models need to be made.  

<snip>

-Alex (Tarkus)
i am willing to try and model a piece. i have no experience at all, so this could be a nice start for me. ill be modeling in sketchup Pro, as this is (for now) the easiest way for me.

ill show something later today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 09, 2008, 06:45:36 AM
that's good news tarkus   :thumbsup: (about my ideia and all that came up after)  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 09, 2008, 10:48:53 AM
Well then:

Out of scale, no textures at all, nowhere near finished, but here is my first try in modeling:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi121.photobucket.com%2Falbums%2Fo208%2FMeastro444%2FProjects%2FSC4%2FNAM%2F2x1straight1.jpg&hash=c64df43468d4d578971e8e3cc8c7cb95918292d1)
What do you think of it?

Its a 2-tile piece, if the NAM-team agrees. For the one tile piece i plan to decrease the arch length to make it 16m meters.

I have also i a question: the Road puzzle pieces have textures depending on the roadtexture mod you have installed; I have absolutely no idea how i can accomplish that.
Exporting to *.3ds will not be a problem.

regards

Meastro444

Edit: Additional info, and improved the readability.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 09, 2008, 04:19:03 PM
well... models are supposed to fit on only one tile. We are using draggable override technology btw, not puzzle pieces, so I don't see how this might work out.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 09, 2008, 08:02:07 PM
just divide the model in 1/2 and use it in each 16x16m tile so that it looks like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2008, 11:25:58 PM
Meastro, that's a great first try at modeling!   :thumbsup:

As far as the format goes, allan_kuan is right--the models need to fit within a 16m by 16m square--I wrote up a little bit about the specifications for modeling for transit networks here (http://sc4devotion.com/forums/index.php?topic=3917.0).  I would also recommend that the models are symmetrical and more or less conform to the same format as the ground-based network.  Otherwise, it could potentially complicate the modding process a great deal.  Even something like the reflectors on the texture set in Version 20 caused a lot of difficulties from that standpoint.

I've messed around a little in SketchUp myself (only the free version, though), and I've found it seems to work fairly well with the Reader's built-in S3D/3DS Mesh conversion, which doesn't really work with Gmax or Blender, or even 3ds Max from what I've seen.

Anyways, more development screenies . . . I managed to get a basic Orthogonal prototype of the RHW-3 working, more or less.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F1629%2Frhw080920082si2.jpg&hash=6cbfe90b9abe16c10c144133b95537898716cc3c)

With the paths . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F9821%2Frhw080920081bx3.jpg&hash=4cefd54db322bcce82ec7c11a117c1714be1b42c)

Back with more in a little bit. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on August 09, 2008, 11:34:52 PM
Nice work there Tarkus  :thumbsup:

I wonder, is it possible to do a "2+1" thingy? We have them here in Sweden

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F9%2F94%2FE20_2plus1_west_of_Skara.jpg%2F800px-E20_2plus1_west_of_Skara.jpg&hash=c542e68141928f01d23a5c18490b46fccc7b4d86)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F6%2F6b%2F2%252B1-vaeg.svg%2F619px-2%252B1-vaeg.svg.png&hash=eb45b4df3e4ad873f3d2f7fd8ebb6bf825e796ce)

Originally, these roads were 13 meters wide main roads, but with some paint and railing they were converted in to 2+1 roads. It's quite cheap and increases security.

Thus, railing and one lane going back and forth would be cool
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 09, 2008, 11:43:44 PM
Nice! That is looking really good! I do have one suggestion, though: Make the double yellow lines a few pixels closer.
Is that a 2-tile network? Hmm... I thought we could fit three lanes in one tile...

Speaking of pathing, I have another pathing-related problem, this time with MIS.
I had a simple RHW diamond interchange (a block south of the last problem one coincidently), where I recently added frontage roads along the avenue going through the diamond, and when I drew the MIS ramps on each side through the OWR, people stopped using the interchange, so I turned the Draw Paths cheat on again, and I noticed the paths are incorrect for OWR/MIS.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FSimCity%25204%2FMIS-OWRpathingproblem.jpg&hash=4ba80eee9fe901a30db506ed62ab87463b58511c)
They should be mirrored right there, as it looks currently like you can turn right onto the MIS, while it should be left turn only.

Any ideas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 10, 2008, 12:11:00 AM
metasmurf:
I'm confused about what you're asking. However, Tarkus will surely provide transitions from two lanes to one and vice versa.

deathtopumpkins:
it's a two-tile network, due to the width of the lanes (this is to make it realistic). As well, this will be functional eyecandy with a game capacity of a 4-lane network.

tarkus:
Looking good there. I wonder if making the RHWMIS into a RHW1 would actually create a second solution to three-laned highways.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on August 10, 2008, 01:21:18 AM
Quote from: allan_kuan1992 on August 10, 2008, 12:11:00 AM
metasmurf:
I'm confused about what you're asking. However, Tarkus will surely provide transitions from two lanes to one and vice versa.
- Allan Kuan

What I asked is whether rails could be added as well as transitions from two to one.  ;) I don't know if you have rails on 2+1 in the U.S so perhaps there could be an U.S and a Euro version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 10, 2008, 01:40:40 AM
metasmurf, to answer your question, it could be done.  It's just a matter of adding T21s for the guardrails.  :)

DTP:  I'll have to take a look at those paths.  I believe I may have a fixed path sitting on my HD, but I'll have to check.

Quote from: allan_kuan1992 on August 10, 2008, 12:11:00 AM
it's a two-tile network, due to the width of the lanes (this is to make it realistic). As well, this will be functional eyecandy with a game capacity of a 4-lane network.

Well, actually, while it is a 2-tile network, it's set up just like the RHW-6S, so the second tile adds no extra capacity.  It's really got the same theoretical capacity of an RHW-2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 10, 2008, 02:26:20 AM
Quote from: Kitsune on August 08, 2008, 12:20:36 PM
Thats not quite what I ment, I ment a exit and onramp coming from a RHW4,6, etc, instead of having of having to place two seperate ramps. It would really help making tight parclos.

So what you want is an equivalent to the European Offramps for the Maxis Highway network but for the RHW?  It would be nice, and save a lot of work trying to get the grading right.  In fact, a few simple prefab interchanges would be nice on the whole.  Like one half of a diamond, or a nice 6 ramp parclo.  The current ramps make it a mind numbing process to build some of interfaces we see everyday, and some simple templates (either functional ramps, or devices to set the proper slopes) would be greatly appreciated.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 10, 2008, 02:26:32 AM
Tarkus, that is looking damn brilliant :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 10, 2008, 05:55:37 AM
Yes, that's looking really nice, Tarkus! :thumbsup: ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 11, 2008, 12:19:14 AM
Finally getting around to these . . . I know some have been waiting for them for awhile.

Still need to get the Rotation/Flipping stuff right on them, but it's a start.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F7026%2Frhw081120081gm0.jpg&hash=0b8433b55061540394ebfcc8a91a97afa57ee9f2)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 11, 2008, 09:30:37 AM
Oh yay. Diagonal overpasses for the RHW. Glad you're doing those.  &apls

Have you checked about those paths yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 11, 2008, 11:12:54 AM
Cool - RHW-3 and diagonal things that I don't want to think hard enough to come up with the proper name for!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on August 11, 2008, 11:13:43 AM
That's a nice addition to the overpasses, Tarkus! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 11, 2008, 11:14:00 AM
You guys are insane! (in the good way)  &apls &apls

But i have a couple questions. Are diagonal smooth ground to El highway transitions in the works?
Are curved road OWR and avenue puzzle pieces (like the rail curve puzzle pieces) in the works?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 11, 2008, 11:18:11 AM
Not sure about one-way road, but road and avenue long-curve pieces are already available in the latest NAM. (The road pieces were already available, but recently the textures have been improved)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 11, 2008, 11:30:05 AM
NICE work on the  RHW-3  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on August 12, 2008, 12:33:13 AM
Quote from: TEG24601 on August 10, 2008, 02:26:20 AM
In fact, a few simple prefab interchanges would be nice on the whole.  Like one half of a diamond, or a nice 6 ramp parclo.  The current ramps make it a mind numbing process to build some of interfaces we see everyday, and some simple templates (either functional ramps, or devices to set the proper slopes) would be greatly appreciated.
I agree. Not only would it be easier, but it would look better too; trying to build a looping ramp using straight and diagonal pieces is great for flexibility but rough on appearance, making the loops look choppy. I posted about this a while back at Simtrop, suggesting that in addition to the MIS's ramp pieces we could also have choices for ploppable loops--perhaps 4x4, 6x6 and 8x8 tile sizes for example. I have no idea how it would affect the interchange visually, since they obviously would require height transitions between the grades of the overpass to the underpass... maybe the hole diggers could be a guide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 12, 2008, 02:09:40 AM
DTP, you were indeed correct on that path on the OWR/MIS +-Intersection.  I have gotten around to fixing the paths on it, and I've attached a Path Fix file here.  For convenience sake, I've also included the Rail-over-RHW-4 path fix from earlier in the same file, along with added Pedestrian paths for the Road/MIS + and OWR/MIS +.  The file is still less than 1KB.  :D  I'll also attach it to the main sticky post.

Regarding the "Pre-Fab" idea (as suggested by TEG and SamJam)

Please be prepared . . . this is going to be a lengthy one . . . :D

Back when I initially got involved with the RHW (back in September 2006), I had originally planned on going the "conventional"/"Pre-Fab" route.  However, I eventually decided against it for a number of reasons.  For those of you who have followed the transit modding developments for some time, undoubtedly, you've seen plenty of these Prefab interchanges being made for Maxis Highways over the years.  (If you haven't, see Haljackey's SC4 Archives (http://sc4devotion.com/forums/index.php?topic=4575.0) thread, where Hal's reposted some pics of many of these, and other old transit modding developments).

By and large, these Prefab interchange projects have failed--I'd estimate that 90% of all attempts ended up in the "Interchange Graveyard".  Why?  They're just so much work to make, mainly.  And to boot, it's just a single interchange, fulfilling only a single transportation need in game. 

The MIS came about as a way around the rigid nature of Prefab interchanges, while also cutting the amount of modding/modeling/texturing work needed to provide the community with custom interchanges.  It is, however, in Version 20, still in its infancy.  There is undoubtedly lots of room for improvement--lots of things that could be added, lots of kinks that can be worked out.  I know there are probably quite a few out there frustrated with the slope tolerance on some of the MIS Ramp interfaces.  I'll admit I've even had difficulties myself on that front at times.  I have, however, been playing around with the RULs for those pieces, and I have made progress on making them a bit easier to work with.  It's somewhat Slope Mod related as well.

SamJam, I'm sure you're not alone on the curve appearances.  Fortunately for you, there are new MIS Smooth Curve Pieces in the works--including at least a couple 90-degree turns, which can later be ported over for usage as parts of loop ramps.  I'd rather break the loop ramp into smaller pieces than have it as a single larger piece--the smaller pieces can have additional uses.  As far as the "height transition" issue you mentioned, there are plans for a series of "filler" pieces, covering heights between ground level and 15m (eventually 30m) which will resolve that issue.

I hope that answers some questions, and my apologies for the long post. ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on August 12, 2008, 03:32:00 AM
thanks for the Fix Tarkus :)

anyway, i hope you are happy with my update:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi121.photobucket.com%2Falbums%2Fo208%2FMeastro444%2FProjects%2FSC4%2FNAM%2FRHW%2F2x1straight3.jpg&hash=e3c7deeccfab68d64a6abbf51f9b4ef3b7ef42a6)
Barriers added
dimensions corrected: it is 16 meters high, 16 meteres wide and 16 meters long. i just read that it should be 15, so thatll be in the next update.

to do: -apply the RHW texture on top of this model and see what it looks like and adjust the model accordingly.
         -Correct Height to 15 meters.

regards

Meastro444
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 12, 2008, 04:01:18 AM
Tarkus: I think the same. I HATE pre-fab interchanges. I like versatility and customizability, which you appear to be trying to provide, which is great. The new features for v21 appear to be overwhelming, at least on this thread. Just provide another good readme and tab interface and I'll be OK.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 12, 2008, 08:45:05 AM
Thanks a lot for the fix Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 12, 2008, 03:49:09 PM
Looking good, Meastro444!

For my ten cents, I think the idea of having a few parts of the more complex interchanges pre-built would be nice, but certainly low-priority. I would love to have some nice smooth flyovers (like for semi-directional T, or like this one (http://maps.google.com/maps?f=q&hl=en&geocode=&q=crossgates+mall,+albany,+ny&sll=37.0625,-95.677068&sspn=42.987658,93.164063&ie=UTF8&ll=42.686418,-73.843156&spn=0.00489,0.011373&t=h&z=17), but without the second highway), rather than having to go way out to the side (6-7 tiles because of the length of orthogonal ramps). But again, since it's low priority, it's no problem if it takes a while, or even doesn't get done. Something I think is a little more important (but I understand that NAM slogan applies ["it'll be ready when it's ready]) is RHW4->MIS, sort of like this (http://maps.google.com/maps?f=q&hl=en&geocode=&q=crossgates+mall,+albany,+ny&sll=37.0625,-95.677068&sspn=42.987658,93.164063&ie=UTF8&t=h&ll=42.691424,-73.822718&spn=0.001222,0.002843&z=19), where it drops a lane. Or would that one be OWR->MIS? Either way, it'd be nice.

One that I definitely don't want or expect you to make is this one-of-a-kind interchange in Albany:
The infamous "Albany Circle Stack" (http://maps.google.com/maps?f=q&hl=en&geocode=&q=crossgates+mall,+albany,+ny&sll=37.0625,-95.677068&sspn=42.987658,93.164063&ie=UTF8&t=h&ll=42.643888,-73.75062&spn=0.009786,0.022745&z=16)
I believe it would be termed somewhat of an ultra-compact turbine. Or, in the military, a "charlie foxtrot." Note how one of the right turns (787NB->9&20EB) actually passes under the left turn. My guess is this was done to avoid having to build over the river. Incedently, that left turn (787NB->9&20WB) is the one that nearly collapsed a few years ago. Unfortunately, it didn't fall entirely (it was clinging by a tiny bit of steel), so the sudden rush to bridge inspection was only state wide, and not national. Maybe if it had, 35W could have been spotted. Maybe not. Who knows.

EDIT: map link FAIL
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 12, 2008, 07:36:02 PM
Quote from: Patricius Maximus on August 12, 2008, 04:01:18 AM
Tarkus: I think the same. I HATE pre-fab interchanges. I like versatility and customizability, which you appear to be trying to provide, which is great. The new features for v21 appear to be overwhelming, at least on this thread. Just provide another good readme and tab interface and I'll be OK.

I like the customizability, but sometimes, I'd like to just plop a simple interchange and move forward.  Even if it was just the starter ramps spaced the proper distance from an overpass to make a decent Diamond, that would help immensely.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 12, 2008, 07:40:04 PM
Quote
One that I definitely don't want or expect you to make is this one-of-a-kind interchange in Albany:
The infamous "Albany Circle Stack"
I believe it would be termed somewhat of an ultra-compact turbine. Or, in the military, a "charlie foxtrot." Note how one of the right turns (787NB->9&20EB) actually passes under the left turn. My guess is this was done to avoid having to build over the river. Incedently, that left turn (787NB->9&20WB) is the one that nearly collapsed a few years ago. Unfortunately, it didn't fall entirely (it was clinging by a tiny bit of steel), so the sudden rush to bridge inspection was only state wide, and not national. Maybe if it had, 35W could have been spotted. Maybe not. Who knows.

I noticed that there's a road "stub" just past the right-most exits... a freeway project that never happened?

Puzzle pieces that allow compact setups would be excellent, particularly in an urban area... but they don't have to be a priority... it's better to get the existing stuff out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 13, 2008, 01:05:15 AM
it probably is a failed highway project that died because residents or city planners didn't want it due to the infamous freeway -> suburban sprawl cycle.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 13, 2008, 10:02:38 AM
Interesting New York's highways are not finished either. Who knows, maybe its for 15 years later it may be completed, or 50 years, or never if they finally allow flying cars. For a real long while, well over 2 decades, there were highways a drive a way from me that had dead end ramps, and pillars with nothing on them, made me wonder what happened, but  then finally it was for a highway they just finished late last year. I think that was sitting unfinished for 34 years before they finally built it. However there is other interstates they never finished, due to areas getting too built up, or residents fighting. Some highways really kill the area, look how the American interstate killed route 66, now thats a real RHW. Its too bad stuff never is finished though, theres a literal dead end highway in Wisconsin missing an overpass just barely, and a highway that doesn't go to the Wisconsin border from Illinois by a bunch of communities. They also had this highway planned across people's farms that by the time its done, I will be in my mid 40's. Thats just two discontinued midwest routes, I could go on and on, but it just goes to show you how the American highway system. That type of circle stack to me seems more like a Maxis highway kind of thing, due to how tight it is, I don't see how doing could work for the RHW, it looks like a piece junction. What was great about the RHW is you could shape a junction, rather than plop one with a piece.
And after 35 happened, lots of bridges were inspected in my area, and the conditions are actually really scary, but theres nothing you can do if you don't have Bill Gates money to repair a state wide problem. In fact before 35 happened, this one skyscraper city which for some reason they built on an island in my state had a bunch of bridges, but only one was still drivable, some how all the other ones were broke from some sort of boat accident. What a mess that was trying to drive through that city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 13, 2008, 10:44:08 AM
QuoteSometimes I'd like to just plop a simple interchange and move forward.

I don't do that in my regions, but I suppose that's because I'm more of a roadgeek. In fact, freeways and interchanges are integral part of my regions. Just look at my Patrician Showcase at ST to know what I'm talking about  ;).

Lastly, come to think of it, very few of my interchanges are even simple. No wonder I like customization  ::).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on August 13, 2008, 03:10:55 PM
Route 66 was discontinued.  That's not really 'killing' a route.  Some businesses were retained, some were not.  Such is life - even businesses on the interstates are not immune to creep from competing businesses.

Another comparison is 99 vs the interstates.  It still exists, as a built up freeway in some areas and a downtown strip in others.  I-5 didn't kill it at all.

-Crissa
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 13, 2008, 06:00:23 PM
Quote from: allan_kuan1992 on August 13, 2008, 01:05:15 AM
it probably is a failed highway project that died because residents or city planners didn't want it due to the infamous freeway -> suburban sprawl cycle.

- Allan Kuan
Exactly. In fact, that's one of three I can think of within city limits, just off the top of my head. That one was supposed to be the "South Mall Arterial" extend on the Rensselaer side (to the east pronounced REN-slur) all the way to "freebie" 90 (I-90, where it takes an obnoxious northbound diversion without toll. The rest of I-90 in the region is tolled as parts of the New York State Thruway. I could do a whole separate rant about that road) However, since 90 comes into Albany about a mile or two north of there anyway, it was basically worthless. On the other side, it goes under the Empire State Plaza (or South Mall), where it abruptly ends in a tight hairpin turn. It was intended to extend through that neighborhood right behind the plaza up to another highway that would have been built. And thank God it wasn't. That area is like our own little Greenwich Village, and the template for what the city should be like (but isn't). It ends abruptly, too. About a block past Washington is the DMZ, then a very bad neighborhood, then a neighborhood you don't enter without a death wish, then I90, then one of the richest towns in the region. This site (http://capitalhighways.8m.com/) has a lot of cool information about our highways and bridges, existing and unbuilt.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 13, 2008, 06:42:03 PM
well in vancouver, they built the dunsmuir and georgia viaducts as part of a highway through chinatown, and that project got "killed" after opposition from city officials and community residents. and this is why vancouver doesn't have any freeway other than highway 1 which cuts through a small part of the northeastern corner.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 14, 2008, 09:50:08 AM
Just got back from vacation, and what do I see? RHW-6 Curves, Functional RHW-6, RHW-3 and diagonal bridges. WOW! All of this happened behind my back? I'm so excited! Excellent &apls &apls

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 14, 2008, 06:03:34 PM
Maybe instead of full-blown interchange puzzle pieces, perhaps simple overhanging "guide" props on 1x1 lots?

As in, you plop a "6x6 loop guide" lot and make the MIS ramp following the curve of the overhanging prop.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on August 15, 2008, 12:22:49 AM
Quote from: j-dub on August 13, 2008, 10:02:38 AM
1) Some highways really kill the area, look how the American interstate killed route 66, now thats a real RHW. Its too bad stuff never is finished though, theres a literal dead end highway in Wisconsin missing an overpass just barely, and a highway that doesn't go to the Wisconsin border from Illinois by a bunch of communities. They also had this highway planned across people's farms that by the time its done, I will be in my mid 40's. Thats just two discontinued midwest routes, I could go on and on, but it just goes to show you how the American highway system.
///
2) And after 35 happened, lots of bridges were inspected in my area, and the conditions are actually really scary, but theres nothing you can do if you don't have Bill Gates money to repair a state wide problem.

1) That's where there needs to be a distinction between commuter and tourist bypassing. I find the real problem with virtually every major city in the U.S. is that there are continuous freeways cutting right through the downtown areas, or circling around downtowns so tightly that it cuts them off from the rest of the city. Detroit has a wonderful freeway "loop" downtown where, for a few blocks, the freeway becomes an at-grade city street. Torontonians are in the process of debating the same idea for the Gardiner Expressway which cuts through downtown--about half the city agrees that a portion of it should be grounded (it's currently elevated) and turned into a boulevarded street. You're bang-on when you say freeways 'kill' areas, because businesses often rely on casual passing. Whether it's small shops in a downtown neighbourhood or country stores on the main street of little towns, freeways are the enemy. Do some places need business access to freeways? Many times yes, but people are capable of driving into/out of town for a few minutes to reach a freeway that's farther away. Downtown Vancouver, representing a city of 2.5 mil, is flourishing beautifully and there's not a freeway to be seen for many kilometres (lining the edge of the city limits).

2) This is what I don't get about U.S. freeways. Yes, they're necessary, but there doesn't need to be a maze of them in every single one-horse town. When I travel down there I see a LOT of empty freeways, even in the middle of very dense areas. It's like someone got the idea of how a freeway system can work in one place and then the blueprint was stamped everywhere else regardless of how many people would ever use them. There's too many. A town of 10 000 people does not require a four-lane divided grade-seperated bypass. Freeways grow in the U.S. like weeds but nobody stops to think of how much it's going to cost or even if they're necessary. I've noticed Quebec has fallen into the same trap, where almost every Autoroute is either in horrible condition or is currently being repaired and snarling traffic... or going somewhere that doesn't need it at all.

I don't hate freeways, in fact I love them, but it's hard to find good strategy with them these days. Very little real planning overall, and polititians are sometimes too quick to pull the trigger to build them just so they can spend money (as an excuse to raise taxes of course). If they were built properly and efficiently there would be far less complaining about them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 15, 2008, 02:06:39 AM
Quote from: dragonshardz on August 14, 2008, 06:03:34 PM
Maybe instead of full-blown interchange puzzle pieces, perhaps simple overhanging "guide" props on 1x1 lots?

As in, you plop a "6x6 loop guide" lot and make the MIS ramp following the curve of the overhanging prop.

~~Dragonshardz~~

Good idea! That would be a wonderfull helping tool. Beside that, I think that's easier to make than a full-blown ploppable interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 15, 2008, 10:58:12 PM
Although that's an excellent idea, the NAM team doesn't use any lots, so that would need to be by a separate creator, who might be on the NAM team, but probably will not release it as a NAM release - just a personal creation of their own.  Of course someone could release it who's not on the NAM team but who does have the necessary measurements and such.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 16, 2008, 01:04:07 AM
Quote
Although that's an excellent idea, the NAM team doesn't use any lots, so that would need to be by a separate creator, who might be on the NAM team, but probably will not release it as a NAM release - just a personal creation of their own.  Of course someone could release it who's not on the NAM team but who does have the necessary measurements and such.

*coughpuzzlepiecescough*

Of course, in a similar way to diagonal streets are constructed using the helper pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 16, 2008, 09:12:14 AM
Doing some sort of guide line lots seem complicated. Well, I have an other idea its not the same, but similar. You could use something like Chris Adams draggable paths for planning, before you lay out MIS pieces down, Those paths can drag any direction. I don't know if that will be able to drag under the upcoming elevated RHW, but it can certainly show up after dragging under elevated Maxis highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 16, 2008, 10:10:35 AM
How about this interchange?RHW 3 lane and a RHW 2 lane.Go to http://www.focal-plane.com/imagefolder/images_art_stock/Framed_large_photos/Highway_Interchange_04042001_74_large_text.gif
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 16, 2008, 10:31:04 AM
That looks very very similiar to a stack we have just North of Toronto.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Crissa on August 16, 2008, 06:10:49 PM
Freeways are built to peak capacity, and generally, tourists aren't there during peak.

You should see what the twelve lane freeways coming into LA look like after a long holiday; or trucks trying to cross a grade.  I've been caught in bumper to bumper traffic not only for hours, but for hundreds of miles across California.  Traffic jams hundreds of miles across happen out here.

Of course, freeways in the west are completely different animals than those in the east: The majority of them were built before the communities around them (instead of plowing through built up areas) so the freeway killing neighborhoods is more rare out here.  Also, only a tiny fraction are toll roads.  Which changes use behavior... Tourists wander freely without tolls, which is good for far flung community economies (though does encourage sprawl, to a certain point).

Anyhow, there's many examples out here now of towns and plazas growing and dying just because another plaza was built further down the line.  Which is no different than the little gas stops on route 66.  They come and go.

What I want to do with Real Highway is to attempt the truck-only lanes they've put in (and are proposing) on our shipping corridors.  One of the suggestions is to embed induction coils in the lane so the farm trucks can run via the grid instead of each needing its own generator to run.  I know we can't simulate that, but it's still a neat idea.

-Crissa

Removed unnecessary political reference. -Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 16, 2008, 06:51:52 PM
n_d: I know the NAM team doesn't do lots, however, as SA said, it wouldn't be that hard for someone with a little bit of GMAX/3DSMAX ability (ie NOT me) and some other skills to make unpathed puzzlepieces. If that's possible.

SA: Puzzle pieces would probably work better than lots, thank you for pointing that out.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2008, 07:24:39 PM
Quote from: TEG24601 on August 12, 2008, 07:36:02 PM
Even if it was just the starter ramps spaced the proper distance from an overpass to make a decent Diamond, that would help immensely.

That's a good idea, TEG. :)  I've been considering doing something that looks like Ramp Style A, but has a one-tile offset between the RHW and the ramp.  Also, once the Elevated MIS appears, it will be possible to simply build a Ground-to-Elevated MIS transition between the existing Ramp Style A, leading up to a standard NAM Elevated Piece (or vice-versa, using Elevated RHW).  That would require minimal slope alteration as well.  We'd probably be looking at 4 tiles for a Ground-to-Elevated transition.  So, for the most compact Diamond setup, you'd have only a 4-tile wide footprint then.  The total lengthwise footprint, including the RHW/MIS Interface pieces, would be 15 tiles for an RHW/Road diamond, and 16 for an RHW/Avenue diamond (or a SPUI, once those are completed).

As far as placing some sort of guide in game, nerdly_dood is correct that Guide Lots could not be included in the RHW Mod itself, since the RHW, as a NAM Component, cannot/will not contain lots.  As far as going for a puzzle-piece based approach, I'm not sure what exactly is intended by that suggestion, but from the sounds of it, it won't work.  Unless you're talking about some sort of "terrain altering" puzzle piece, like Jonathan (warrior) had been experimenting with awhile back.  I think ultimately, paying attention to the preview models and experimenting/becoming familiar with the options in the mod is the best approach.  Perhaps to aid this, I could use the LTEXT files to mark the dimensions of each puzzle piece.  So, for RHW-4/MIS Ramp Style A, you'd see "RHW-4/MIS Ramp Style A (3x2)".

How does that sound?

I'll be back with more (hopefully) later.  I've been in the process of moving everything on to my new laptop (yay!) so I haven't had much time to develop anything new.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 16, 2008, 08:40:57 PM
Tarkus, lets here the specs of that new laptop!
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 17, 2008, 06:46:39 AM
Quote from: Streetlight 725 on August 16, 2008, 10:10:35 AM
How about this interchange?RHW 3 lane and a RHW 2 lane.Go to http://www.focal-plane.com/imagefolder/images_art_stock/Framed_large_photos/Highway_Interchange_04042001_74_large_text.gif
That's a pretty normal four-level stack interchange. My guess is that they put two of the ramps below ground level in order to decrease the height. They can be pretty tall, especially when overbuilt (as many highways around here were). My favorite of that type is this one (http://local.google.com/maps?f=q&hl=en&geocode=&q=Albany,+NY&ie=UTF8&ll=42.66942,-73.748667&spn=0.004891,0.011373&t=k&z=17) in Albany. It's built into a large valley (which Google Maps doesn't show very well), so US9 stays nearly level over the top. It was intended for the highway (http://www.capitalhighways.8m.com/highways/m-ca/) to continue all the way across the middle of Albany, but thankfully the project got cut.
Also, the signs on I-90 mark the exit as "Loudonville/Arbor Hill," which are the best and worst neighborhoods, respectively, in the region.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 17, 2008, 07:15:34 AM
Alex, use of dimensions is a great idea. I never came across an issue, because I have always had a huge amount of open space, but the tile size information would be of help to alot of people.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 17, 2008, 12:44:56 PM
Quick question: can someone direct me to the location of the current asphalt mod for the RHW? I can't seem to find it myself.

Thanks.

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on August 17, 2008, 01:19:03 PM
Yea, back on that page 134 when the topic about the boat making the bridge collaspse. I remember reading about in the 1980's when a cargo ship couldn't see in the fog in Florida, and hit and collaspsed several sections of the Sunshine Freeway Bridge and it was a upper-cantivlered truss bridge. Now it's a banana yellow and white cable-stayed bridge(like in Boston) with those dolphins (bridge's defense aginst big ships moving blind in the fog or rain) and the bridge is doing fine since it was finished in 2000 replaceing the old one. And also many of you might have didn't know this, but the bridge made its appearence in the game Burnout Revenge. Also for the RHW crew, can you make an option in the RHW v21 installation setup that places the HOV-2 markings in the left lane on the RHW-6? Since adding that would make it look even more realistic mainly in the large cities. Also for the RHW-6 tunnels, copy and past the ground highway tunnel enterence/exit, for RHW-4, use the OWR tunnel enterance/exit, and for the RHW-2, use the road tunnel enterance/exit. what about using those tunnels and modding them to fit on the RHW network. Because I'm saving for a computer since my computer right now can't handle Gmax. So I just wanted to share you some history and some ideas for the RHW v21 release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 17, 2008, 01:39:30 PM
Quote from: dragonshardz on August 17, 2008, 12:44:56 PM
Quick question: can someone direct me to the location of the current asphalt mod for the RHW? I can't seem to find it myself.

There's a euro mod here on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1589).
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 17, 2008, 03:06:53 PM
thanks dtp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 18, 2008, 05:18:22 AM
QuoteAlso for the RHW crew, can you make an option in the RHW v21 installation setup that places the HOV-2 markings in the left lane on the RHW-6? Since adding that would make it look even more realistic mainly in the large cities. Also for the RHW-6 tunnels, copy and past the ground highway tunnel enterence/exit, for RHW-4, use the OWR tunnel enterance/exit, and for the RHW-2, use the road tunnel enterance/exit. what about using those tunnels and modding them to fit on the RHW network. Because I'm saving for a computer since my computer right now can't handle Gmax. So I just wanted to share you some history and some ideas for the RHW v21 release.
   

Whoa, whoa. You're not making sense there, slow down and make it clearer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 18, 2008, 05:22:36 AM
Err... Monorail Master, haven't you read the top post?

Quote from: Tarkus on April 13, 2007, 09:10:49 PM
7.  Can the RHW make bridges and tunnels?

...

Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time.  You'll also need to use another network as a workaround, or use one of blahdy's Boston Big Dig (BBD) lots or buddybud's underpass lots, which utilize the Subway network.  Lollo has also been working on his own tunnel portal using these same methods, specifically designed for the RHW, which is featured around page 93 of this thread.

It sais that tunnels like on normal Maxis networks can't be made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 18, 2008, 05:28:14 AM
Yup. I've proved that, initial results appeared promising, but I discarded it since it wasn't possible to have a custom model on the tunnel portal, and it didn't work either. So...

PP or lot-based tunnel portals will be necessary.... I suppose.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 18, 2008, 06:28:35 AM
Quote from: Shadow Assassin on August 18, 2008, 05:28:14 AM
PP or lot-based tunnel portals will be necessary.... I suppose.
Well, that's one way to have a tunnel... The way I'm doing things now, I just use avenues for RHW-4 bridges and tunnels (one way road for separated RHW-4) and roads for RHW-2 bridges and tunnels.  RHW-6 is rarely seen except as accel/decel lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 18, 2008, 12:29:18 PM
Yep! I'll use that as a workaround too!
EDIT: When a RHW-6 crosses the city border, I use a direct transition to the Maxis Ground Highway. It looks a bit ugly but I hope Tarkus will fix that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 18, 2008, 02:05:11 PM
How about these interchanges? :)
Links
http://maps.yahoo.com/#mvt=s&lat=42.202232&lon=-72.63949&zoom=18

http://maps.yahoo.com/#mvt=s&lat=42.218484&lon=-72.634962&zoom=18

http://maps.yahoo.com/#mvt=s&lat=42.145079&lon=-72.734559&zoom=18

http://maps.yahoo.com/#mvt=s&lat=41.990303&lon=-72.586125&zoom=17

http://maps.yahoo.com/#mvt=s&lat=41.920618&lon=-72.610244&zoom=16

http://maps.yahoo.com/#mvt=s&lat=41.624386&lon=-72.691675&zoom=16
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 18, 2008, 02:40:17 PM
Quote from: Streetlight 725 on August 18, 2008, 02:05:11 PM
How about these interchanges? :)

Those are some nice ones . . . just need a few more MIS pieces.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 18, 2008, 03:02:33 PM
All of them,I travel on.I decide to add these interchanges because they are on I-91 and one of them Are on I-90.Also one of them are on CT Route 9.
All the maps are in connecticut and massachusetts.
Are they going to be added? :)

Well how about this interchange.Its a complacated one.It connect I-84 to I-384 to I-291 and some exits.
Links
http://maps.yahoo.com/#mvt=m&lat=41.784833&lon=-72.558713&zoom=14
http://maps.yahoo.com/#mvt=h&lat=41.773199&lon=-72.579505&zoom=17
http://maps.yahoo.com/#mvt=m&lat=41.779312&lon=-72.568797&zoom=15
http://maps.yahoo.com/#mvt=h&lat=41.780784&lon=-72.570643&zoom=17
http://maps.yahoo.com/#mvt=h&lat=41.784608&lon=-72.56751&zoom=17
http://maps.yahoo.com/#mvt=h&lat=41.790432&lon=-72.565815&zoom=17
http://maps.yahoo.com/#mvt=h&lat=41.794591&lon=-72.558669&zoom=17
http://maps.yahoo.com/#mvt=m&lat=41.785696&lon=-72.565278&zoom=16
http://maps.yahoo.com/#mvt=m&lat=41.782656&lon=-72.566738&zoom=15
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 18, 2008, 03:23:35 PM
Streetlight, I'm a little confused by your request.  The full interchange itself will not be added.  If you're not familiar with how the RHW's interchange capability and how it works, the interchanges are built by using a series of small puzzle pieces and draggable sections which comprise a "Modular Interchange System" (MIS), allowing the user to assemble the pieces as they choose to create truly custom interchanges.

So, in essence, once the necessary smaller pieces are made, you'll be able to build those interchanges.

Hope that answers your question.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 18, 2008, 03:24:29 PM
Yes,It does.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 18, 2008, 08:08:52 PM
I didn't seem to find this in the thread, but is the next version going to include the ability of taking monorail across at an angle?  I can do it at 90° but not 45°, so in the interim, I've had to resort to Maxis Highway pieces.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 19, 2008, 08:39:22 AM
How about this interchange?They say its called the mix master.It conly connects I-84 and CTroute8.How about this exit too?
Links
Mixmaster links
http://maps.yahoo.com/#mvt=m&lat=41.553562&lon=-73.049331&zoom=16
http://maps.yahoo.com/#mvt=h&lat=41.552743&lon=-73.052722&zoom=17
http://maps.yahoo.com/#mvt=s&lat=41.552743&lon=-73.052722&zoom=17
http://maps.yahoo.com/#mvt=s&lat=41.551474&lon=-73.055147&zoom=18
http://maps.yahoo.com/#mvt=s&lat=41.551474&lon=-73.055147&zoom=18
http://maps.yahoo.com/#mvt=s&lat=41.551763&lon=-73.051467&zoom=18
http://www.kurumi.com/roads/ct/8-84.html
http://www.i84wins.com/

Exit link
http://maps.yahoo.com/#mvt=h&lat=41.550346&lon=-73.060495&zoom=18
http://maps.yahoo.com/#mvt=h&lat=41.550395&lon=-73.059776&zoom=17
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 19, 2008, 09:19:06 AM
The exit will probably be possible when there is a RHW-4 -> dual MIS split piece, which will likely be included in RHW v.21.  The mixmaster is so confusing I doubt anyone would want it in their city...
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 19, 2008, 03:58:41 PM
streetlight725:

This is a thread concerning RHW development only. Interchange helper pieces should be in another thread.

As well, keep in mind that UNUSUAL layouts will NOT be built as there will be too many interchanges then to build helper pieces for. Remember, this is a simulator. Make the best of what you have, rather than asking already busy people to create things that will only work in special situations.


- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 20, 2008, 04:14:52 AM
Wow, that was a long scrolling text.

Anyway, I wouldn't like helper pieces, as everyone, for instance, builds their parclos a bit differently. Look in some CJ's and MD's to see what I'm talking about. Comparing my parclos to Haljackey's for instance, a Franklin County parclo is somewhat diferent than a GTR parclo. Even diamonds are different. Think - length of orthogonal ramp, MIS A or B ramp, number of lanes on freeway, et cetera.

I'd word that last part of your post differently, however. With the RHW, there is almost always a way to do it, you just have to think outside the box to accomplish it.

Showing unusual interchanges is good, since that interchange could find many uses.

But, I have a word of advice to anyone who wants to request a new piece for the RHW.

When you think of one, go around Google Maps, Google Earth, or Yahoo Maps, and find multiple uses for the particular piece. Then it will have more support.

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 20, 2008, 05:28:32 PM
Quote from: Patricius Maximus on August 20, 2008, 04:14:52 AM
Wow, that was a long scrolling text.

Anyway, I wouldn't like helper pieces, as everyone, for instance, builds their parclos a bit differently. Look in some CJ's and MD's to see what I'm talking about. Comparing my parclos to Haljackey's for instance, a Franklin County parclo is somewhat diferent than a GTR parclo. Even diamonds are different. Think - length of orthogonal ramp, MIS A or B ramp, number of lanes on freeway, et cetera.

When you think of one, go around Google Maps, Google Earth, or Yahoo Maps, and find multiple uses for the particular piece. Then it will have more support.

- Patricius Maximus

I was getting confused and frustrated at streetlight725's posts so excuse the scrolling text.

And I agree... you find more uses of a particular piece, and you show it to us, then Tarkus may create it. But only if it's used a lot.

streetlight725, please stop asking for whole custom interchanges... those are ridiculous to build and only serve one purpose. I may be sounding frustrated, but this has been discussed before. Read all previous posts please before you try to reinvent the wheel here.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 20, 2008, 06:21:30 PM
Images of interchanges that are somewhat simple and I'm sure are at least common enough that they should be included in some version of the RHW.  Ignore the pair of lanes down the middle of the right/left highway in the first two images - they are HOV lanes that switch directions at different times of day, which is (probably) not possible for SC4. Also ignore the white and green dots - I don't know why they are in Google Earth.

One of those roundabout stack thingamajigs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fthingamahooey.jpg&hash=043d55daabd4eed5042146f6df080ee11f9e3d8b)

A diagonal/orthagonal cloverstack thing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fstranj.jpg&hash=e12110f1662ee28a461cba7f337a39a50f5e9071)

A cloverleaf (already possible I know) with a partial SPUI on the right and on the far left you can see another:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fcloverspui.jpg&hash=8735cdd0b66911635f60946c1328aee9cec7d6ff)

All these are along interstate 395 in the DC metro area. (I think...)  I got the screenshots with Google Earth.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 21, 2008, 01:40:33 AM
Quote from: allan_kuan1992 on August 20, 2008, 05:28:32 PM
Quote from: Patricius Maximus on August 20, 2008, 04:14:52 AM
Wow, that was a long scrolling text.

Anyway, I wouldn't like helper pieces, as everyone, for instance, builds their parclos a bit differently. Look in some CJ's and MD's to see what I'm talking about. Comparing my parclos to Haljackey's for instance, a Franklin County parclo is somewhat diferent than a GTR parclo. Even diamonds are different. Think - length of orthogonal ramp, MIS A or B ramp, number of lanes on freeway, et cetera.

I'd word that last part of your post differently, however. With the RHW, there is almost always a way to do it, you just have to think outside the box to accomplish it.

Showing unusual interchanges is good, since that interchange could find many uses.

But, I have a word of advice to anyone who wants to request a new piece for the RHW.

When you think of one, go around Google Maps, Google Earth, or Yahoo Maps, and find multiple uses for the particular piece. Then it will have more support.

- Patricius Maximus
I was getting confused and frustrated at streetlight725's posts so excuse the scrolling text.

And I agree... you find more uses of a particular piece, and you show it to us, then Tarkus may create it. But only if it's used a lot.

streetlight725, please stop asking for whole custom interchanges... those are ridiculous to build and only serve one purpose. I may be sounding frustrated, but this has been discussed before. Read all previous posts please before you try to reinvent the wheel here.

- Allan Kuan

Well, it hasn't to be a piece that's used a lot in RL. You can request for a piece that would be very usefull as an extenstion to the original Maxis networks. For instance, there's a MIS->OWR piece requested many times and I requested many pages ago for a RHW-6->Ground Highway Transition piece. It can be done now but it looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F4238%2Fnieuwestad2jan001214727ut4.png&hash=09b5abeb36fd12f267e1babad4a4b2a33a8b3999)
Pretty ugly, eh? (Image posted before on p.125) That's why I'm waiting for a better one.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on August 21, 2008, 02:20:23 AM
That would be very useful mrtnrln, mind you, I only tend to use the maxis highways for compact interchanges, then convert back to RHW, as the lanes are narrow and unrealistic - there is only enough room for 4 really. I'm sure I saw a mod in the works to convert the maxis highways to 2 lanes in each direction, but I haven't been able to find it again, and guessed that the author has some RLS at the moment.

Anyway, the RHW is looking great  :thumbsup:, but one question, will there be an elevated MIS ramp to connect the type A MIS exit to an elevated road, as all the interchanges at the moment take up quite a lot of room, which is not very good in an urban area  :) .
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 21, 2008, 06:05:35 AM
A real-life Maxis Highway (http://maps.google.com.au/?ie=UTF8&ll=-33.817244,151.201449&spn=0.00111,0.003433&t=h&z=19&layer=c&cbll=-33.817802,151.202038&panoid=H3DOfLnaNdK5RMHSv6mjUA&cbp=1,171.64099351341883,,0,11.454140889531178)

:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 21, 2008, 07:08:21 AM
:o They do exist! Actually there's one in downtown Roanoke VA going by the title "interstate 581/US 220" but it's just "US 220" after the Elm Avenue interchange (just a standard diamond).  I think that Maarten's HRS project would make the Maxis highways more like 581 than they already are, though. This highway is also very fond of cloverleafs, with one at Orange Avenue (one "leaf" is rather squashed though) and there's one at Peter's Creek Road and at Hershberger Road. I-581 is more of a Maxis highway closer to downtown but more of a RHW-6 as you get out towards Valley View Mall and I-81.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on August 21, 2008, 07:55:58 AM
As i recall the gore hill freeway Shadows Assasin was refering to was originally 4 lanes but was expanded to 6 lanes by removing the emergency stopping lane and narrowing the lanes. The same approach was recently done to the M79 calder freeway just outside the M80 ring road to increase capacity, dispite there being ample room for the construction of a third (and possably fourth) lane on each carrageway. Its amazing what a bit of paint can do. I believe there are other examples in Sydney as engineers there are great at putting roads in the smallest amount of space :D

Also well done Tarkus and SA on the project. &apls Can't wait to be surprised!!!

Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 21, 2008, 08:52:22 AM
QuoteA real-life Maxis Highway

:shocked2:

Quote from: nerdly_dood on August 20, 2008, 06:21:30 PM
Images of interchanges that are somewhat simple and I'm sure are at least common enough that they should be included in some version of the RHW.  Ignore the pair of lanes down the middle of the right/left highway in the first two images - they are HOV lanes that switch directions at different times of day, which is (probably) not possible for SC4. Also ignore the white and green dots - I don't know why they are in Google Earth.

One of those roundabout stack thingamajigs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fthingamahooey.jpg&hash=043d55daabd4eed5042146f6df080ee11f9e3d8b)

A diagonal/orthagonal cloverstack thing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Fstranj.jpg&hash=e12110f1662ee28a461cba7f337a39a50f5e9071)

All these are along interstate 395 in the DC metro area. (I think...)  I got the screenshots with Google Earth.

I've seen them as well.

The first one is a volleyball interchange with right turn ramps in the interior. Here's a real three-level stacked roundabout:

http://maps.google.com/?ie=UTF8&ll=51.572315,0.285548&spn=0.003254,0.009356&t=h&z=17 (http://maps.google.com/?ie=UTF8&ll=51.572315,0.285548&spn=0.003254,0.009356&t=h&z=17)

According to CBRD, it's where the interchange works best at -- when a motorway crosses an arterial. For a more horrifying experience, I suggest you look at the section aptly called "bad junctions".

The second one is a clover-turbine hybrid. I believe it was the first of it's kind. There are a few more in the Washington suburbs, and a couple in California.

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 21, 2008, 12:37:47 PM
I have seen real rural highway's lanes reduced from 4 lanes to 2 just redoing the paint. Bad.

@Mrtnrln, I have made different attempts to connect the two highways, but personally I felt they were two competing networks, just like elevated-rail, vs raised rail. I know there is 3 things I tried here, but its either unfitting Maxis transition on the right, or connecting the two together on the left without a transition, this is done by demolishing the highway on slope puzzle piece off the higway, and then dragging the RHW into the Maxis highway. In your case, it may look better since you added a shoulder to the Maxis highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F4238%2Fnieuwestad2jan001214727ut4.png&hash=09b5abeb36fd12f267e1babad4a4b2a33a8b3999)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1288%2F2021762563.JPG&hash=8588b2d676d8f70ed6842183f69f5f8e97f60e0c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 22, 2008, 12:57:21 AM
Quote from: eggman121 on August 21, 2008, 07:55:58 AM
As i recall the gore hill freeway Shadows Assasin was refering to was originally 4 lanes but was expanded to 6 lanes by removing the emergency stopping lane and narrowing the lanes.

Close, but no cigar. That's what they did on the M2, however... but on the Gore Hill Fwy, they actually removed the centre reservation and widened the cutting (there never was an emergency lane anyway in the first place). The M2, on the other hand, removed the emergency stopping lane, and narrowed the lanes because quite simply, there was no room in the central reservation (it was a concrete jersey barrier :P). But that'll all change when they do the proper widening... in a year.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 22, 2008, 10:01:24 PM
They did a similar thing in Portland on I-5 near the Interstate Bridge(s).  They had two travel lanes in each direction.  They needed to quickly expand capacity, so they broke interstate standards and stuffed 3 lanes into the space for only 2 for a short distance.  They are currently in the process of expanding bridges, but the ground-level sections are not likely to be fixed for many years.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on August 23, 2008, 02:30:21 PM
This has probably been requested quite a few times, but I could really use a MIS -> OWR transition :D A RHW-6 -> Maxis HW would be helpful too. Anyways, nice job, this makes the game a lot more fum for me  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on August 23, 2008, 04:03:53 PM
Tgis probably been requested to but maybe you could make a RHW-4 to MIS connection and MIS curves.

Just ideas...  ;)

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 23, 2008, 09:03:08 PM
Well, to respond to a few suggestions, and their current status:

MIS/OWR transition: Already done, SA posted a pic of it a couple of months ago.  It will be in Version 21.
MIS/RHW-4 transition: I had done up a prototype awhile ago, but it was a bit finicky.  I had tried to make it fully draggable, and that idea didn't work so well, so I'm going to re-try with a puzzle-piece based version.  Likely, it will be 3 tiles including the puzzle drag stubs.  It will be in Version 21.
RHW-6S/Maxis Highway transition: alidonkey (who did the RHW Curve Pieces) approached me about making that one awhile ago.  Unknown status. 
MIS Curves:  A fair amount of work has already been done on these.  Both ardecila and I have made some textures for them--I just need to get the textures in, RULed and pathed.  They will be in Version 21.  There should be at least an S-Curve, a 45-degree Curve, and possibly a couple different 90-degree Curves.
RHW-4/Dual MIS Splitter:  I can confirm what nerdly_dood said: there will be RHW-4/Dual MIS Splitters in Version 21.  ardecila has done the textures, and I should have something on that front shortly.

I'll be back with a little more later . . .

-Alex (Tarkus)

PS: To answer Kitsune's question on the specs of my new laptop: AMD Turion X2 TL-60, 3GB RAM, 200GB HD, 256MB Graphics.  It's an amazing improvement over my 4-year-old COMPAQ.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 23, 2008, 11:16:40 PM
I bet, thats a very nice laptop. Eagerly awaiting v21 too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 25, 2008, 05:43:15 AM
Quote from: Tarkus on August 23, 2008, 09:03:08 PM
RHW-6S/Maxis Highway transition: alidonkey (who did the RHW Curve Pieces) approached me about making that one awhile ago.  Unknown status. 

Well, here you have one (My first gMax transit model! It took me only 20 minutes to make it.):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F3107%2Fhighwaytorhw6piecehy8.jpg&hash=c2ad09ecdbf78c5b0cfd1cad7f001994e852e6dd)

I've attached the model itself at the bottom of the post. And it does have all the requirements of a transit model (less than 500 polygons, divided in 16x16m pieces), except I don't know how to render a True3D in gMax. Maybe this can be usefull for the RHW.

I hope you'll like it!
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 25, 2008, 08:39:51 AM
Ohh awesome I love progress updates for most any transit project! Thanks alex :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on August 25, 2008, 10:06:15 AM
sounds good :)
I didn't know ardecila was still around.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2008, 03:52:19 PM
Maarten, fine job on the transition there!  I've downloaded the file and will see what I can do with it. :)

Well, I do have something new to show.  I've been working on adding diagonal capacity to the MIS.  Texture is still a bit rough, but you should get the idea.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F1429%2Frhw082520081js2.jpg&hash=9c9a3dbd71d37fad3e26a129fa4b273eadf64285)

I have prelim stuff worked up for the Orth/Diag, Diag/Orth and Diag/Diag Road/MIS intersections. 

Back with more in a little bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 25, 2008, 04:33:49 PM
:o AWESOME diagonals are something v.20 really needed! Great work, keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 25, 2008, 04:42:46 PM
Wow! That's looking nice...

I see a little square corner though...  ;)

Getting even more excited for v.21
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 25, 2008, 05:24:03 PM
Can't wait to download it.looks good. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on August 25, 2008, 05:32:30 PM
Alex,

The diagonals for the mis were a great idea  &apls..

Because a lot of the mis ramp segments branch off at diagonals , this will make things much easier to hook up
a mis section into a road section, and should shorten the process, in area where space is a priority..
Outstanding work on everything headed into version 21, and its much appreciated   :D

Thanks for all your efforts as always, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on August 25, 2008, 06:22:50 PM
That diagonal intersection is looking great, Alex!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 25, 2008, 06:46:21 PM
Awesome! I was supposed to do those intersections... oh well. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on August 25, 2008, 07:49:50 PM
Nice!

BTW- When did they add gaurd rails to the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 25, 2008, 07:53:13 PM
Really, I am sure I speak for at least someone besides myself when I say that diagonals, particularly the NAM diagonal streets, brought me to the SC4 community in the first place, even if they didn't inspire me to post for the first time.  Of course, the then-latest version of the NAM was my first download.  However, when a mod is released that effectively adds a new orthogonal-only network to the game, I always think, "Why can't this be drawn diagonally?" or "Why can't this network intersect diagonally with that network?" instead of simply being grateful for the mod, as I should be.  However, it is apparent from this picture...

Quote from: Tarkus on August 25, 2008, 03:52:19 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F1429%2Frhw082520081js2.jpg&hash=9c9a3dbd71d37fad3e26a129fa4b273eadf64285)

-Alex (Tarkus)

...that some closure will be given to these questions, at least for the time being.  You truly rule the road, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2008, 08:14:00 PM
Thanks for all the kind words, everyone! :thumbsup:  I'm just as excited to have these diagonals in as well. 

And there's more where those came from.

Diagonal Road/Orthogonal MIS +

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F8241%2Frhw082520083pl8.jpg&hash=b23fc70a97b6cf19228aa92fa954214c79de5f39)

Diagonal Road/Diagonal MIS +

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F7117%2Frhw082520082md0.jpg&hash=0b8a67b46d414e0395caf12704660abf7b0cd0e1)

The RULs are mostly working, with just a couple little stability things I have to work out.  And obviously, the textures aren't perfect.

More to come very soon. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on August 25, 2008, 09:06:40 PM
 ;D Me likes!  Show me moar!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 26, 2008, 12:14:17 AM
ohhhhhhheeeeemmmmmmmmmgeeeeeeee


you do like your teasing dont you :p

fantastic as always :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2008, 12:36:03 AM
FYI, I've just posted up a new poll.  Just trying to gauge just what everyone wants with Version 21. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 26, 2008, 12:38:49 AM
I cant vote... hmmm

Heh . . . I forgot to unlock it. :-P  Thanks for catching me. -Alex

Thanks for fixing it :) /me voted
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simpson on August 26, 2008, 01:27:35 AM
Very good job there Tarkus can't wait to see the next  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on August 26, 2008, 01:59:39 AM
Excelleny job Tarkus  :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 26, 2008, 02:01:52 AM
Wohoo! Diagonal intersections! I'm so excited!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on August 26, 2008, 02:22:16 AM
Excellent information, work over v.21 goes to front. One more question has to You, essential for building interchanges:
do you foresee the possibility of building of estacades (from alley, road or OWR) over diagonal RHW or MIS? it was one should also very do under executioner 90 this the lack, flyover and it causes then the necessity of realization of long invasions

I greet, Mariusz (Danthe)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2008, 02:29:29 AM
Thanks, guys!

Mariusz, do you mean building overpasses over diagonal RHW and MIS?  If so, then yes. :)  Once the elevated MIS gets added in, flyovers will be possible, too.

And now, even more stuff in the works--some preliminary textures for some new MIS Ramp Interfaces.

Here's a "left exit" ("right exit" for you LHD folks) in Ramp Style A.  I know some people have been waiting for this one for awhile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg242.imageshack.us%2Fimg242%2F7973%2Frhw082620081re4.jpg&hash=043fa5b1b04b4f2134fa26888e30ce957fe5852e)

And back on the diagonal topic, here's a diagonal Ramp Style B for the RHW-4: Diagonal RHW-4, Orthogonal MIS shooting off at 45 degrees.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F9867%2Frhw082620082su1.jpg&hash=00e29e17d4eda3548313b7eac419be5d314b38b9)

Even more shortly . . .

-Alex (Tarkus)

Edit: the diagonal ramp pic seems to be shorting out . . . will get fixed tomorrow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on August 26, 2008, 02:36:36 AM
Oh, that sounds (I can't see the second picture) so amazing. Finally exit ramps for diagonal RHW-4's  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 26, 2008, 05:10:32 AM
Looks great. Can't wait for v21 to come out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 26, 2008, 06:09:47 AM
Can't see the 2nd Pic too... Nice left-hand ramp, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 26, 2008, 09:05:34 AM
Ooh... A poll.

Nice exit. I think those left exits will be really helpful.  :thumbsup:

And I can't see the second picture either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 26, 2008, 09:32:20 AM
DROOLING.  Haven't seen this many updates so quick in quite a while! :thumbsup: I wonder if there is any hidden meaning to it all...?

I happen to fall in the "fewer features, sooner release" category - you already have done A LOT of work on it, so I'm sure that if you release RHW v.21 sooner rather than later, it'll still be a major improvement over v.20 ;)

And yeah there is a problem with that second image.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 26, 2008, 11:12:33 AM
OOh a poll, does that mean it may come out soon? :D

But seriously I will take it anytime it comes; I appreiciate the awesome work, and I dont wanna rush it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 26, 2008, 12:16:55 PM
don't mind to wait.. if comes with new good stuff  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 26, 2008, 12:53:55 PM
My exit is a left too.It is a the USA. :)
Links.
http://maps.yahoo.com/#mvt=m&lat=41.747862&lon=-72.706341&zoom=16
http://maps.yahoo.com/#mvt=h&lat=41.750255&lon=-72.704367&zoom=18
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 26, 2008, 12:56:00 PM
Quote from: pagenotfound on August 26, 2008, 11:12:33 AM
OOh a poll, does that mean it may come out soon? :D

But seriously I will take it anytime it comes; I appreiciate the awesome work, and I dont wanna rush it. :thumbsup:
Quote from: gn_leugim on August 26, 2008, 12:16:55 PM
don't mind to wait.. if comes with new good stuff  :thumbsup:

Same here.  I'm willing to wait if more content will be included.  We would have to wait for the additional content anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2008, 01:09:12 PM
Here's the diagonal ramp prototype pic reposted . . . ImageShack was giving me fits last night for some reason. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F1457%2Frhw082620082eq6.jpg&hash=2252e6873eabf5f5e9d61645f6d0f7c2ae7d7202)

Thanks for all the feedback on the whole Version 21 matter--and thanks to all who have voted in the poll, too.  Out of 46 votes thus far, the "I'd be happy either way" option is leading by a large margin.

Quote from: nerdly_dood on August 26, 2008, 09:32:20 AM
I wonder if there is any hidden meaning to it all...?

Quote from: pagenotfound on August 26, 2008, 11:12:33 AM
OOh a poll, does that mean it may come out soon? :D

Potentially.  There's still a fair amount we have to do still, but these diagonal developments you've been seeing will transfer over nicely to . . . um . . . other features. ;D  (maybe even some features in another mod . . .)

More coming shortly . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 26, 2008, 01:11:53 PM
ARGH!!!!!!!!!!!!!!!!!!!!!!!!!!!1 that is liek *die and go to heaven* x 200

OMG
/me dies and goes to heaven agian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 26, 2008, 01:15:52 PM
diagonal ramps.Thats good.I need that for one of my city. :) ;) :D ;D :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 26, 2008, 01:19:36 PM
Wow, fantastic work with the diagonal ramps and interchanges!  I never thought they were possible!

About the poll: release it when you think its done.  I can wait.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 26, 2008, 01:21:46 PM
yeah release whenever, I would rather see the updates  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 26, 2008, 02:01:54 PM
Wow, Alex - this is some impressive development!

EDITIsn't it somewhat fitting that my 300THpost here at SC4D comes in this forum?   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 26, 2008, 03:03:42 PM
I LOVE IT, even if the textures aren't quite perfect yet ;) :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 26, 2008, 03:18:55 PM
Alex strikes again!  Diagonal RHW is becoming a viable option. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 26, 2008, 05:47:43 PM
Are there any diagonal mis spliters in the works?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2008, 06:10:06 PM
Quote from: pagenotfound on August 26, 2008, 05:47:43 PM
Are there any diagonal mis spliters in the works?

At the moment, no.  But that can change. ;)

Another ramp interface I think everyone should like . . . it's been requested a few times by various people.  I guess you could call this Ramp Style E? 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F6330%2Frhw082620083wg7.jpg&hash=281291e25cf4a987259809f758bf73d6cdf32d9b)

It'll make it easier to build diamond interchanges with inclines.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 26, 2008, 07:21:54 PM
AWESOME! I would really like that. Most of my diamond interchanges are flat and as narrow as I can make them - like the picture below - using Buddybud's overpasses - but I really like the flexibility that piece could allow for, such as in rural areas...this one below is more of a tight urban one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FWestBrisbane-Sep3001153840887.png&hash=48bc6c58c5ff7b919f5ff28dcf8f04bc9235a6b5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 26, 2008, 09:44:10 PM
Hmm, that expanse of concrete on Type E is well... too wide. :P

You should at least chop it back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 12:14:47 AM
Quote from: Shadow Assassin on August 26, 2008, 09:44:10 PM
Hmm, that expanse of concrete on Type E is well... too wide. :P

Well, technically, it's asphalt. :D  I think you're right, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on August 27, 2008, 12:47:21 AM
very nice Tarkus excellent work !!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 27, 2008, 12:54:45 AM
Great! A diagonal ramp!!

Ramp style-E can be usefull.But what's ramp style-D, by the way? Is that the inner-ramp or the B-style ramp with an accel/decell-lane.

Anyways, great work, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 12:58:57 AM
Maarten, to answer your question, Ramp Style D is indeed Ramp Style B with the accel/decel lane--you'll see some of those in Version 21.  I'm not sure what I'll call the inside exit ones . . . right now I have them labeled as "A-Left" and "B-Left" (yes, there is a version that goes off at the diagonal).  Perhaps Ramp Style F and G?

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 27, 2008, 01:02:34 AM
or ramp style Z and Y as they are the opposite, or numbered instead of lettered... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 27, 2008, 06:59:27 AM
I think it would be easier to call them "A-Left" and "B-Left" and "A-standard" and "B-standard" while allowing LHD users to call them "A-right" and "B-right" (so if the offramp name has a direction in the name, then it turns off toward oncoming traffic; if it's standard then it turns off away from the highway)

Hey, ya know, with these "A-left" and "B-left" ramps I could make a LHD highway on a RHD game with very few problems, except for the confusion which would of course come with a reversed-direction highway ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on August 27, 2008, 07:30:16 AM
Quote from: nerdly_dood on August 27, 2008, 06:59:27 AM
I think it would be easier to call them "A-Left" and "B-Left" and "A-standard" and "B-standard" while allowing LHD users to call them "A-right" and "B-right" (so if the offramp name has a direction in the name, then it turns off toward oncoming traffic; if it's standard then it turns off away from the highway)

Hey, ya know, with these "A-left" and "B-left" ramps I could make a LHD highway on a RHD game with very few problems, except for the confusion which would of course come with a reversed-direction highway ;D
Remind me never to drive in your cities. :o :'(


Anyway, I would say either nerdly_dood's suggestion or A left/right, B left/right, etc. I think calling left and right by different letters would get too confusing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on August 27, 2008, 08:09:57 AM
Great work on the textures Alex! :thumbsup: Finally an inside exit.

You could call the inside exits/onramps, A-Inner and B-Inner and then the ramps with Accell/Decel lanes could be A-Extended B-Extended, and then the last one you shown could be A-wide (or B-wide I forgot which one it is)

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 27, 2008, 09:14:48 AM
I'm liking all of it. Great, great, amazing work Tarkus. The new ramp styles are great. I've been waiting for left ramps, and B-ramps with acceleration lanes for a long time. Could you tell us the status of the ramps you mentioned? You know, textured, finished, in progress?

I voted to have it either way. I'm happy to wait until January if necessary, but it'd get kind of boring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 12:40:20 PM
nerdly, I think you're right that having different letters denoting those ramp styles would be a bit overkill.  The nomenclature Jonathan suggested would effectively make the puzzle pieces "neutral" in terms of RHD/LHD, too, so I think I will go with that.  Ramp Style C will become "Ramp Style A-Auxiliary", as I think that is the best description possible--it has an auxiliary lane.

Patricius, to answer your question, most of those ramps I've mentioned are just coming out of the texturing stage.  The RULing on them shouldn't be terribly difficult (many of them have the same basic design as the existing RHW-4 interfaces), so most of the work will be pathing.  I've actually been going crazy with textures the past day or so (mostly ramp interfaces), and it's looking like the number of new ramp puzzle pieces in Version 21 will be staggering, provided they all make it in.

And the poll results thus far, with 88 votes . . . the overwhelming number of you seem to just want a new RHW without preference for the form it takes--more than the other two options combined.  The "more features, later release" option has a slight lead over "less features, sooner release", so it's looking like a larger Version 21 will probably be in order. 

Quote from: Patricius Maximus on August 27, 2008, 09:14:48 AM
I'm happy to wait until January if necessary, but it'd get kind of boring.

It would. ;)  I can't specify any release dates, of course, but I'd like to get it wrapped up sooner rather than later.  A year seems a bit long.  ;)  Of course, that's still shorter than the time between Version 12 and Version 13 (1 1/2 years).

While I'm at it, a ramp interface or two is in order:

RHW-4/MIS Ramp Style A-Diagonal

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F8566%2Frhw082720081mq7.jpg&hash=654351863683b6981e334971464520a3aaff3ad9)

And this appears like it may be something for the RHW-6 . . . but note the fact that it seems a bit cut off on the left side there. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1559%2Frhw082720082tc1.jpg&hash=b0b630dccca3a0552cc323d3bddcc56ca001edeb)

Actually, what you're looking at is RHW-10/MIS Ramp Style A.  It only covers the outer tiles of the RHW-10, so that one can do other stuff with the inner/median tiles--like building independent inside exits, or other possible stuff.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 27, 2008, 12:49:08 PM
Quote from: Tarkus on August 27, 2008, 12:40:20 PM

It would. ;)  I can't specify any release dates, of course, but I'd like to get it wrapped up sooner rather than later.  A year seems a bit long.  ;)  Of course, that's still shorter than the time between Version 12 and Version 13 (1 1/2 years).

-Alex (Tarkus)


Of course, I am familiar with what I consider to be the "mission statement" of SC4D.  It will be done when it is done.  So, I have conditioned myself to not expect any release dates on projects anyway.  In any case, RHW V21 will be well worth the wait for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 27, 2008, 01:32:22 PM
 :o A RHW-8 ramp?! Excellent!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on August 27, 2008, 01:40:29 PM
What my biggest thing that I don't like is the Lines, I think there way too short. But thats my opinion.

Here's is what I did in Paint (Then i copy and Pasted into GIMP so i didn't lose quality) (and yes i finished the lane, it bugged the crap out of me  :P)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi37.tinypic.com%2F16krolu.jpg&hash=7a647723a970233ce4f2f9c27e7c8c9158f79514)
Also I fixed up the Transition (Upper Left) To The highway and MIS to make it more curvy




Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 27, 2008, 02:53:42 PM
Well, a 10 lane road with no ramps wouldn't be much good, will it  $%Grinno$%.

Tarkus: Good news. It's always nice to see a status report. The new ramps are great. More options! That is what I want, and I think you will deliver that.

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 27, 2008, 03:06:55 PM
Wow. It seems pretty close to release.

Those diagonal ramps are awesome! These new additions should make the MIS relativly fully-functional, especially with smooth curves, elevated, and more ramps.

There is another ramp that I thought would be helpful though: One where the MIS continues straight but the RHW4 curves. Don't believe that one's been mentioned any time recently.

And as for the last one you showed, I don't get how it would work. Could you possibly show a version with the edge of the tile parallel to the highway marked?
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 27, 2008, 03:15:54 PM
Quote from: Tarkus on August 26, 2008, 02:29:29 AM
Here's a "left exit" ("right exit" for you LHD folks) in Ramp Style A.  I know some people have been waiting for this one for awhile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg242.imageshack.us%2Fimg242%2F7973%2Frhw082620081re4.jpg&hash=043fa5b1b04b4f2134fa26888e30ce957fe5852e)


it's upside down :D

should be a left entrance $%Grinno$%

however if you flip it vertically then you will get a left exit. ::)

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 27, 2008, 03:51:13 PM
It's not upside down, traffic is coming from the bottom up towards the top, merging from the left towards the right.  Yellow lines are always on your left in the US, which usually means towards oncoming traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 04:45:56 PM
Quote from: nerdly_dood on August 27, 2008, 03:51:13 PM
It's not upside down, traffic is coming from the bottom up towards the top, merging from the left towards the right.  Yellow lines are always on your left in the US, which usually means towards oncoming traffic.

Actually, Allan's right.  It really is an entrance ramp there.  But really, it won't matter what it looks like now.  All I need to do is just flip the textures around in the Reader, and it'll be both.   ::)

Quote from: deathtopumpkins on August 27, 2008, 03:06:55 PM
Wow. It seems pretty close to release.

Those diagonal ramps are awesome! These new additions should make the MIS relativly fully-functional, especially with smooth curves, elevated, and more ramps.

There is another ramp that I thought would be helpful though: One where the MIS continues straight but the RHW4 curves. Don't believe that one's been mentioned any time recently.

And as for the last one you showed, I don't get how it would work. Could you possibly show a version with the edge of the tile parallel to the highway marked?

Define "close". I don't think I can.  :D   

That's a good suggestion for a ramp interface, too.  I had that thought in the back of my mind, and I too, think it could be useful.  Certainly something you see a lot in RL.

As far as the RHW-10 interface I showed there, the inner tile of the highway is just to the right of the ramp piece.  So you'd have the part with the yellow line and the other two lanes over there.  Basically, setting it up that way increases the modularity of it.  It works just like that RHW-6C interface I showed a few pages ago:

By itself
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F7624%2Frhw080620082kz7.jpg&hash=65a1e3c3fc67a35fee1d78e937160ccf792b214c)

In context, as part of an RHW-6C

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F8092%2Frhw080620081vq7.jpg&hash=d85adb48a288deb074b332201773b809b1bf01a0)


Back with more in a bit . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 27, 2008, 05:31:33 PM
I'm busy photoshopping creating from scratch an image of something I'd like so see as a ramp in some version or another of the RHW project that I think would be useful for a collector/distrubutor setup in an urban environment...


Here it is - ignore the "traffic goes this way", it could be either RHW-6S + MIS > RHW 4 x2 or RHW-4 x2 > RHW-6S + MIS.
And yes I am taking into account the fact that with RHW-6S, one tile is barely used, only occupied by the shoulder and no pathing for traffic. I'm not sure how this would work for RHW-6C.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2FRHWsplit.jpg&hash=8567d060419a677f056280f5ba9f68ac56ad8131)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 27, 2008, 05:45:50 PM
RHW 3.Looks good! :)
I want that into my citys a lot to.Exit ramp with the RHW 6.Thats great.
I really can't wait for it. :) :D &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 27, 2008, 08:36:18 PM
Got it now Alex. Thanks. That is very clever.

Not sure how I'd define close either. Probably as "many of the features are done and they are asking us poll questions coupled with showing us numerous teasers."  :D

nerdly: That would be a nice setup, but I'm not sure how possible the MIS sharing a tile with RHW6-S would be. It'd be cool if we could though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 09:50:51 PM
Quote from: deathtopumpkins on August 27, 2008, 08:36:18 PM
Not sure how I'd define close either. Probably as "many of the features are done and they are asking us poll questions coupled with showing us numerous teasers."  :D

Well, if we were to limit it to the 4 RHW-2 Ramp Interfaces, RHW Bridges and a couple other little things (MIS-OWR transition, etc.), it would be very close. :D

nerdly, what you're thinking of would be possible, more or less, if you have the RHW-4s separated by one tile at the split.  Doing a RHW-6S/MIS Ramp "Tile Share" wouldn't quite be practical, unfortunately, from a modding standpoint.  However, you could have the RHW-4s adjacent most of the time, actually, and just use the S-Curve pieces right at the split, without taking up too much room.  At 1-tile separation, you'd basically use some sort of RHW-4-to-Dual Orthogonal MIS splitter (not yet made), with an MIS S-Curve (coming in Version 21) connecting into RHW-4 Ramp Style A-Auxiliary (currently Ramp Style C in Version 20). 

Oh, and just out of curiosity, I did some calculations on the number of MIS Ramp Interfaces needed to, in my mind, effectively make the RHW "complete" in that regard.  Assuming seven width variations--RHW-2, RHW-3, RHW-4, RHW-6C, RHW-6S, RHW-8, RHW-10--and three heights--Ground, Elevated, High Elevated--there would be roughly 50 basic ramp designs (combining both orthogonal and diagonal), so total, there'd be about 300 MIS Ramp Interface puzzle pieces when it's all said and done.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on August 27, 2008, 10:07:40 PM
OMG... that many? $%Grinno$%

Maybe we can remove some duplicates to reduce the amount of work needed to complete all that? ;)

for example, current RHW 4 ramp style A isn't helpful in building diamond interchanges due to the lack of 1-tile separation, and ramps leading to side roads could be built with style B. so I think that might be a candidate for removal.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2008, 10:18:29 PM
Quote from: allan_kuan1992 on August 27, 2008, 10:07:40 PM
OMG... that many? $%Grinno$%

Yes, really. :D  From what I've counted on my hard drive, though, textures for about 30 of those are already done (that's counting orth and diag separately).  And fortunately, there is still a lot of crossover.  The RULs will more or less be copy-paste.  Aside from the texturing/modeling end (for the elevated stuff), most of the work will be in the pathing area.

I did, however, end up eliminating the RHW-8C, as with the "widening" of the lanes on the RHW-6 and wider that I did with the new texture set (on the old set, the lanes actually narrowed slightly from the RHW-4 widths), it didn't really fit anymore.  And it was just kind of awkward to begin with.  So that saves some.

Quote from: allan_kuan1992 on August 27, 2008, 10:07:40 PM
so I think that might be a candidate for removal.

Well, considering that piece is already done, I figure it makes just as much sense to leave it in--think of it as an added bonus.  :D The RUL does have a finite number of pieces it can accept, but even with those pieces, we should still be safe.

I don't think, however, that many people will be building High Elevated RHW-2 or 3 ramps. ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 28, 2008, 12:14:56 AM
Quote from: Tarkus on August 27, 2008, 09:50:51 PM
Well, if we were to limit it to the 4 RHW-2 Ramp Interfaces, RHW Bridges and a couple other little things (MIS-OWR transition, etc.), it would be very close. :D

Oh but there's way more to do... Although I would think that would be enough to do a small release, and you've said that in the future there will most likely be small releases periodically instead of big releases spread apart.
Anyway, by all means keep working, we can wait a little longer.
QuoteOh, and just out of curiosity, I did some calculations on the number of MIS Ramp Interfaces needed to, in my mind, effectively make the RHW "complete" in that regard.  Assuming seven width variations--RHW-2, RHW-3, RHW-4, RHW-6C, RHW-6S, RHW-8, RHW-10--and three heights--Ground, Elevated, High Elevated--there would be roughly 50 basic ramp designs (combining both orthogonal and diagonal), so total, there'd be about 300 MIS Ramp Interface puzzle pieces when it's all said and done.  ;)

Wow... I never thought there were that many. Good luck!
And what ever happened to half-height elevated RHW? Has it been replaced by High Elevated RHW?

And the A style ramp, I use it a lot. It's really good for building tight urban diamonds, where the RHW goes elevated over the intersecting surface street using avenue puzzle pieces (to be replaced by ERHW in the future).

Speaking of elevated RHW, are the ramps up to it going to be 3 tiles long like regular ones? I'm wondering because I think it would be neat to have a longer one for a smoother transition, about the length of the GLR-ELR transition. Is anything like this planned?
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on August 28, 2008, 12:27:47 AM
i like nerdly's suggestion for the RHW4->dual MIS transition. there is already a piece for the RHW2 i believe so hopefully it wouldn't be too hard...it would be great for use as an HOV lane like dallas and houston tend to use them. where one lane goes straight under the bridge, and the other connects with the bridge, or one lane goes straight and one exits to a feeder road or park and ride area. (of course it would only go one way, but that could be dealt with.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2008, 03:29:03 AM
Quote from: deathtopumpkins on August 28, 2008, 12:14:56 AM
And what ever happened to half-height elevated RHW? Has it been replaced by High Elevated RHW?

The 8m/half-height was never officially a part of the project.  The High Elevated is what I've had in the plans the entire time.  I know there are some who aren't keen on the heights, but I'd like to keep the RHW stuff at the same height as the other NAM stuff, to make it simple to interface between the two.  Likely, though, there will be some "in between" pieces (which can't pass over/under anything) for use as fillers (which will come into play with the modular loop ramp pieces, when those get made).

Quote
Speaking of elevated RHW, are the ramps up to it going to be 3 tiles long like regular ones? I'm wondering because I think it would be neat to have a longer one for a smoother transition, about the length of the GLR-ELR transition. Is anything like this planned?

The ramps for transitioning between Ground and Elevated RHW (and MIS) will be 4 tiles in length. 

Hope that answers your question. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 28, 2008, 04:15:40 AM
Great!, More diagonal transistions ;D! And I can't wait for the El-RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 28, 2008, 06:23:24 AM
no, no no, I didn't mean that the MIS would share a tile with the RHW-6, I meant that it would be something like this, with the pink lines indicating vertical tile borders that are supposed to be parallel in-game (I guess you might be able to say this image is not to scale :D ) This is what I meant:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2Ftilewidths.jpg&hash=17c3754668361c394cda369a270572fbbb0d8a1c)

Wow that is some horrible JPEG compression...
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 28, 2008, 11:37:51 AM
Yes it does. Thanks, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2008, 01:11:32 PM
Quote from: nerdly_dood on August 28, 2008, 06:23:24 AM
no, no no, I didn't mean that the MIS would share a tile with the RHW-6, I meant that it would be something like this, with the pink lines indicating vertical tile borders that are supposed to be parallel in-game (I guess you might be able to say this image is not to scale :D ) This is what I meant:

Well then, that will be completely doable then, without the 1-tile separation between the RHW-4s at the crossover point, with some of the pieces that will be added in soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on August 29, 2008, 06:41:02 AM
hey tarkus, earlier this week when I went to open a window from the new release of some files here. I got multible windows, What could be causing that to happen? I recieved like 15 windows and I opened 1 of the files that said new.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 29, 2008, 02:36:33 PM
@Starm402007, if your talking about IE, I use to have that happen to me, but not on this site, when it first loads, sometimes. I don't know whats wrong with it, instead it will crash instead occasionally, but maybe its the computer, if SC4 isn't the only one known for that.
@Tarkus, I don't know if you have been folowing the show us your intersections, but (see pic)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F656%2F483566198.JPG&hash=50441df9d46ec00ebd7fa38ee61332b8403b7dd1)
if I can find a way for this to be possible, is there any New networks that could achieve this as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2008, 03:02:01 PM
j-dub, that's an interesting find there.  My guess as to why you're able to do that is due to how some of the Road and OWR intersections with the RHW were configured--a lot of them simply had the same texture (and same Instance ID) assigned to them in RUL 0x10000001 regardless of how the RHWs and Roads/OWRs were configured coming into the intersection.  That doesn't fully explain the street on the side, though.  It looks to me like it is a clever workaround, but I'd guess it would probably become unstable if I were to override it.

On the development front, I have a few things to announce and propose--no pics right now, though, unfortunately.

I now have the various diagonal Road-over-RHW-4 overpass pieces correctly pathed, with working preview models.  Not really much to see there--they still look the same as they did when I showed the initial work on them, but they're more or less ready now.  I've got the RULs copied over and it's looking like, when it's all said and done, probably 100 or so new Network-over-RHW-x puzzle pieces to account for all the possible combinations. 

My RHW TAB Loop in my build of the RUL right now has about 80 pieces in it, so I'm going to begin the process of creating new TAB Loops--it's going to be harder in the long run if I don't do it now. :D  For feasibility purposes, it looks like the best method will be to go on a per-type basis, rather than a per-number of lanes basis. 

I'm also considering placing the new Network-over-RHW piece TAB Loop under the Roads menu, rather than the Highways menu, as it could make it easier to switch between the Road/Avenue/etc. Elevated puzzle pieces and the Network-over-RHW puzzle pieces.  The other new loops, the Starter Pieces loop, the Ramp/Splitter Interface loop, and the Transitions loop, will still be under the Highways menu. 

Also, it appears that due to how the RHW-6S has to be configured on the diagonal, it will not be possible to have diagonal starters for that network--it's physically impossible in-game, so the diagonal RHW-6S Ramp Interfaces will be without them, and will work much like the current RHW-4 Curves in that regard.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 29, 2008, 03:06:35 PM
I would REALLY like to see the [___]-over-RHW tab loop in the Road menu, that would make things much easier. I also agree that it would be easiest to arrange the tab loops organized by type.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 29, 2008, 03:56:47 PM
though adding the rail-over-RHW to the rail puzzlepiece loop might be a good idea...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2008, 05:13:17 PM
Quote from: dragonshardz on August 29, 2008, 03:56:47 PM
though adding the rail-over-RHW to the rail puzzlepiece loop might be a good idea...

That's how it was set up in Version 13.  But in actuality, it doesn't work well, which is why it was changed in Version 20.

All the RHW RULs are, by necessity, integrated into the NAM as part of the Controller file, including the puzzle piece RUL, 0x10000000, because there can only be one copy of each RUL file.

So, in actuality, you're getting the RHW RULs as part of the NAM whether or not you have the RHW installed.  If the RHW pieces are placed under a TAB Loop that is exclusive to the RHW mod (like the existing RHW Puzzle Pieces button), it will only enable the content if the RHW mod is installed. 

However, if you put RHW stuff under another puzzle piece button in the NAM, the spot for such a piece is still there in the TAB Loop, regardless of whether or not you have the RHW installed, meaning that non-RHW users would be getting a bunch of "missing" pieces in their Rail Puzzle Pieces TAB Loops.  It wasn't that big of a deal in Version 13, as there was just the one Rail-over-RHW-4 puzzle piece. 

But, given that now there's going to be several different puzzle pieces for each RHW network you're crossing (probably 20 or so Rotation Rings in the TAB when it boils down to it), the non-RHW user is going to be getting a lot of #IntersectionPlacementInfoMissing# errors going through their Rail TAB.

That does, however, give me an idea.  There will be a substantial number of Rail-over-RHW pieces added, so perhaps a separate "Rail-over-RHW" button may be necessary.  Given that a similar number of pieces will be necessary for the other networks, it will probably mean that having a "Road-over-RHW" button, "OWR-over-RHW" button, etc., will be necessary. 

Either that, or the existing puzzle pieces need to be converted over to entirely draggable means, but that would mean delaying RHW Version 21 until that project is completed.  That would, in theory, eliminate the necessity for about 80 puzzle pieces.

Oh, and on another note, I have successfully RULed a GLR crossing for the RHW, so the old RHW-4/GLR at-grade crossing piece (a holdover from Version 12) will be relegated to the Legacy Support file.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 29, 2008, 05:47:11 PM
I'm all for draggable overpasses, but I definately would be happy with waiting until an even later version for them though, as they're not an essential feature.

And I'd also still keep all the tab rings in the highway menu, as it's the least cluttered, and to me that seems to be where they belong, but I guess it would be helpful to have them in the road menu in some situations.

Lastly, there should definately be seperate tab rings if there are 80 pieces! I'm happy with having them split up by type.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 29, 2008, 06:27:44 PM
Hey Alex for what its worth I'd say go for the roads menu to put the new tab in... Also I'd be happy either way far as a release...

115558
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 30, 2008, 04:02:11 PM
Well, I've more or less designed the new puzzle piece rings for the overpass pieces.  It looks like I overestimated the total a little initially--there's 64 pieces right now, split between Road, OWR, Avenue and Rail.  Though I may still end up adding some pieces to interface with the Elevated MIS, too. ;)

Right now, the Road, OWR and Avenue buttons are under the Roads menu, and the Rail one is under the Rail menu.  I also managed to set up the other buttons for RHW puzzle pieces on the Highways menu: Starter Pieces, Ramp Interfaces, Curves and Transitions.  There will also potentially be a fifth button there for other Misc pieces, and with as many Ramp Interface Pieces as there will soon be, they may broken down by height.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on August 30, 2008, 04:04:13 PM
This is getting Better and Better!!! :) :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 30, 2008, 08:53:00 PM
Wow. That's really organized. Should be rather helpful in finding things.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on August 30, 2008, 09:59:35 PM
Organization shall set your free...

Great work here, as always, Alex!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on August 30, 2008, 10:07:12 PM
Good job on it RHW team. And you know what, this page is my lucky one. Because my lucky number is 141.  :D :D :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 31, 2008, 12:25:38 AM
 :o This next version is gonna be huge  ;D

This is freaking awesome! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 31, 2008, 02:12:00 AM
Well, ideally, I'd prefer it if it was draggable (of course, there still will need to be puzzle pieces that would need to be added, particularly for dual networks)... but that seems to be a good idea, however, it is quite annoying when you have to switch between two different menus just to get a single puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 31, 2008, 04:53:45 AM
Sounds great, Tarkus. Something tells me that v21 doesn't need much moe before release...

About the tab cycles, since you have the stuff, I think you would know best how to arrange it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 31, 2008, 10:04:50 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg520.imageshack.us%2Fimg520%2F2111%2Frhwpreviewdifferenttexttc5.jpg&hash=9020225b7f8e42f18ad775098ccf0884e40648d9)

As part of the v21 release (whenever that may be), the Euro RHW is getting a mid-life face-lift. Now it's complete with gravel shoulders. :P

(Oh, and by the way, the two RHW in that shot are going in the same direction. :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 31, 2008, 10:13:53 AM
Ohh, this looks wonderful, SA! :) But there shouldn't be any at-grade railway crossings on a highway - if Nardo69 sees this, you'll risk quite some scolding. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 31, 2008, 10:42:23 AM
Excellent work on the Euro highway, SA! Now if I could just figure out my temporary texture replacement (http://sc4devotion.com/forums/index.php?topic=5572.0) before you release your completed mod...
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on August 31, 2008, 11:26:22 AM
Quote from: Andreas on August 31, 2008, 10:13:53 AM
Ohh, this looks wonderful, SA! :) But there shouldn't be any at-grade railway crossings on a highway - if Nardo69 sees this, you'll risk quite some scolding. ;)

That depends.. I know of more than a couple at-grade railway crossings on highways in rural Saskatchewan, Canada
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 31, 2008, 11:37:17 AM
Those are nice textures, Shadow Assassin.  However, it is meant more for Euro highways.  American ones tend to have yellow lines on the left side (with right-hand driving).  Wes.janson, I do agree with you about the at-grade rail crossings.  I have seen them myself, although it is quite common in my area for a railroad to ramp up to an overpass above the highway rather than crossing it at-grade.  Once, I read that I-10, a major freeway in west Texas, actually has at least two at-grade road intersections, coupled with a whopping 80 mph (129 km/h) speed limit on some streches.  Anyway, I do like the textures, Shadow Assassin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 31, 2008, 12:01:45 PM
Quote from: wes.janson on August 31, 2008, 11:26:22 AM
That depends.. I know of more than a couple at-grade railway crossings on highways in rural Saskatchewan, Canada

Yes, I know. ;) I guess this is true for rural Australia as well, but at least in Germany, you won't see any at-grade railway crossings on highways of the RHW-4 type (at-grade road intersections might be there, though, this is the main difference between RHW and autobahn). For RHW-2, things are different, but at least busier roads (or railway lines) will always have overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on August 31, 2008, 12:18:14 PM
Saskatchewan isn't known for its population or traffic. While there are at-grade rail crossings.. I have had to stop for deer/moose/loose cows on the highway more than I have had to stop for a train to pass.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on August 31, 2008, 02:21:41 PM
There is an "at-grade" crossing on U.S. Hwy 151 in Beaver Dam, WI.  Outside of that oddity, the road is a limited access freeway bypass.  They even add a third lane so that trucks can pull off to the side.  It is not an "Interstate" so I guess it is OK.  Otherwise, "at-grade" crossings are very rare in Wisconsin.  I'm happy they are in the RHW.   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 31, 2008, 03:22:37 PM
Having to deal with a rural highway and having to wait at a grade railway crossing in reality, I think it is the stupidest thing ever, it causes long traffic backups. When you have too many signals changing red, it is bad for the enviornment, in addition to people trying to get to places on the time. Why is it bad for the enviornment? Because not being able to keep at a consistent speed, and long engine ideling, really wastes gas. Personally I am not a fan of the idea of having a railroad crossing on a highway, however I thik the RHW would be better with that SMP signal, or something. The Maxis crossing gates don't seem sufficient to me, if you got cars on the RHW going past 50 mph or so. More than we realize it, the reality is there are plenty of rural highways in the world that have it, even though its probably not the best idea. However, I really try not to use railroad crossings much as possible, thanks to NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 31, 2008, 03:29:25 PM
Well, as far as the Rail thing, it's ultimately all just about options.  Some places have the at-grade crossings, some don't--some people are fine with them, others aren't.  But the RHW gives you the choice. ;)  Though there will be no at-grades at all on the wider RHWs (6+). 

I will, however, be fixing up the overrides for the GLR at-grades with RHW-4, and adding diagonal intersections in (since I have the RULs in place now, as seen by the Diagonal MIS stuff). 

Back with more developmental stuff shortly.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on August 31, 2008, 05:40:21 PM
SA that is looking sweet there!!!! 

116364
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 31, 2008, 09:29:46 PM
QuoteOhh, this looks wonderful, SA! Smiley But there shouldn't be any at-grade railway crossings on a highway - if Nardo69 sees this, you'll risk quite some scolding.  ;)

I only did the rail texture because there's one in the default mod. My personal preference is well, no RR crossings on highways... but others may think otherwise. If I didn't do the crossing, it'd look odd when it switches suddenly back to Alex's rail texture.

QuoteYes, I know.  ;) I guess this is true for rural Australia as well, but at least in Germany, you won't see any at-grade railway crossings on highways of the RHW-4 type (at-grade road intersections might be there, though, this is the main difference between RHW and autobahn). For RHW-2, things are different, but at least busier roads (or railway lines) will always have overpasses.

Rural highways in Australia do not have level rail crossings... (maybe the RHW-2 equivalents, but that's because they don't get enough traffic to justify an overpass)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jerommeke1701 on August 31, 2008, 11:23:35 PM
The at-grade railway crossing would indeed be a matter of options, and in my view the period in which you situate your city.

To give an example:
The A2 Motorway/highway between Amsterdam and Utrecht - one of the busiest in the Netherlands - had an at grade crossing until in the late 1970s (A situation that existed until 1976 or 1978)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 01, 2008, 08:36:27 AM
Actually, I would prefer that the RHW does have at-grades.  I can use them where I want them, and not use them where I don't.  That's how I feel.  It wouldn't be that hard to simply not build them.  So, I feel that SA has made a good choice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 01, 2008, 01:45:31 PM
Just my two cents, heh.. I'm one of the apparently few people who uses the RHW more without interchanges than with, since here in the Midwest, there are often rural double-divideds that have no separations and often indeed simply cross straight over railroads without any over and underpass. Of course, these are all RHW-4s. I think that including that and an RHW-2 level crossing are definitely enough.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 02, 2008, 05:37:32 AM
Some new stuff:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F6562%2Frhwavetranszb2.jpg&hash=321e5ee9de6b16990e65d361e74123f1dcbb4a16)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F4954%2Frhwpreviewintersectionsvm4.jpg&hash=133de74a922f94d5cd4cdd5b93442f57d8ffbd42)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg240.imageshack.us%2Fimg240%2F4069%2Frhwpreviewrhw6kx1.jpg&hash=be2b36a6fcc44642940353f279a75d9e69b89212)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F5200%2Frhwpreviewarrowsqu7.jpg&hash=fecb9a47ec0342f940ee69b23b0b99ccbb85a454)

Note that arrows have been added to the preview models so that you can see which direction the pieces are facing when you plop them. This was a problem in the previous version - you often couldn't see which direction they were facing.


Anyway, the RHW-4 and RHW-6 are completed. I just have the MIS, puzzle pieces and RHW-2 left.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 02, 2008, 05:51:27 AM
oh that is just magical...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 02, 2008, 07:09:30 AM
The new transitions look smoother than the old ones. Nicely done, SA! By the way, adding arrows on the starter piece is a good idea, although some textures must be flipped for the people with LHD.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on September 02, 2008, 07:24:22 AM
Hey tarkus, when I tried opening of these windows. I got multiable windowns. when it was finished opening windows after windows, I had 15 at the time; And had to shutdown pc and reboot. Forgot which file I opened that made multi windows on my pc though.

Hi Steven, I'm sorry to hear you're having computer issues.  That can happen when you're opening up a bunch of .zip files from downloads--they accumulate if you don't close them down after finishing them.  In the future, though, if you're having general computer-related issues, please ask in the PC/Computer Hardware and Operating System Issues and Questions board (http://sc4devotion.com/forums/index.php?board=170.0), rather than using the RHW thread.  That board is designed specifically for these sorts of issues.  :-)  Hope that helps! -Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 02, 2008, 07:32:13 AM
wonderful work here =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 02, 2008, 08:25:06 AM
Amazing Shadow Assassin!  I didn't think your textures could get any better, and then you post those pics... I am looking forward to it!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 02, 2008, 01:26:20 PM
Great update on your Euro RHW textures SA! I only wish at-grade intersections were possible with RHW-6...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on September 02, 2008, 01:45:03 PM
I will ask, do you working with RHW-2 textures too, SA.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 02, 2008, 02:01:18 PM
Quote from: Shadow Assassin on September 02, 2008, 05:37:32 AM
Anyway, the RHW-4 and RHW-6 are completed. I just have the MIS, puzzle pieces and RHW-2 left.

Yes, he is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 02, 2008, 08:13:33 PM
Reassembling some old stuff . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F3338%2Frhw090220081ms1.jpg&hash=52685caf952d1f1d6c41ad028fb9eaf522c41f6d)

Weird looking, isn't it?  Well, that's what an OnSlope piece looks like in the Reader.

More of that (and some other stuff) to come.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 03, 2008, 01:42:07 AM
On-slope piece means that we can create overpasses - yay! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 03, 2008, 03:38:30 AM
Awesome! Real RHW overpasses!  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 03, 2008, 04:34:53 AM
I'm already wondering what an RHW-10 onSlope piece would look like...  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 03, 2008, 04:36:50 AM
casper: LOL , wide...

and that puzzle piece is looking good, are they going to be starter pieces for draggy-draggy el-rhw?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 03, 2008, 05:59:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F6082%2Fw214ogx5.jpg&hash=69289134a6fdd647cbc66a3809652c59a154f51c)

Here it is.  Alex is at it again.  No more switching to AVE or OWR to build overpasses.  Great!
:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 03, 2008, 12:49:16 PM
Quote from: JoeST on September 03, 2008, 04:36:50 AM
and that puzzle piece is looking good, are they going to be starter pieces for draggy-draggy el-rhw?

Indeed, there will.  It'll be fully-draggable.  :)  I'll have more details and development screenies shortly.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 03, 2008, 12:52:22 PM
Yes,It is good that there going to be draggable overamps for the RHW. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 03, 2008, 01:10:50 PM
I might just have to stay up late then, to catch these here development screenies :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 03, 2008, 01:17:25 PM
Nice on-slope piece Tarkus! I'm kinda tired of using elevated avenue puzzle pieces or tunnels or bridges or what-have-you wherever I'm using a RHW...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 03, 2008, 01:40:42 PM
I also Can't wait for NWM mod too! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 03, 2008, 02:24:05 PM
Quote from: JoeST on September 03, 2008, 01:10:50 PM
I might just have to stay up late then, to catch these here development screenies :D

Well, it'll probably be mid-morning in the UK when I've got them up.  (Late night Oregon time.)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 03, 2008, 02:28:26 PM
oh, thanks for letting me know ;D
/me goes to sleep :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 03, 2008, 07:00:53 PM
Well, now for some development stuff.

Here's what's been going on with the Elevated RHW.  I re-integrated the Ground-to-Elevated transition (extremely basic models at this point).  And you'll also note that overpass there--it's fully draggable. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg131.imageshack.us%2Fimg131%2F5066%2Frhw090320084my6.jpg&hash=0da259b4b59ad06cd1632fb9c891eaa3c73f8828)

And I'd also thought I'd show you that using the "A" and "B" traffic simulators, the game is smart enough to figure out it has room to "spread out" on the RHW-8.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F4530%2Frhw090320085up6.jpg&hash=fbe46bc0fea8a3b2f58f35e6e97439c169a7eff5)

Here's the capacity on the RHW-6S right before it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F4442%2Frhw090320081xu1.jpg&hash=f09898abf7bfa346fb06d5d9534f69de131e4292)

And here's the two sides.  Notice how it's effectively split the traffic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F2663%2Frhw090320082ib3.jpg&hash=e97b7e1ffe056bf96137bc537b6e0b15c49356f1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg389.imageshack.us%2Fimg389%2F6338%2Frhw090320083mg8.jpg&hash=2f83a05f35a2315c5b9f8f110371ff49e0d8898f)

More in a little while . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 03, 2008, 07:25:38 PM
Tarkus,How did you got that RHW 4 Lane connected?I never got it to connect.A good update Tarkus!I like the Elevated RHW.Now instead using 1 way elvated one ways.Now i could use the RHW.Thats Great! :) &apls :thumbsup: ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on September 03, 2008, 07:31:29 PM
Two words: Hubba Hubba!

I can't wait to destroy countless sims homes when that RHW-8 becomes available
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 03, 2008, 08:18:16 PM
Alex is still very much alive! :D  The RHW-8 is another worthwhile addition to this program that we call a game.  I still have memories of using the old RHW, with its barbaric side-by-side dragging method.  Now, I could never go back.  Never.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 03, 2008, 08:44:49 PM
What the!? :o A new RHW8?!  &apls Glad to see the concept back in action.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on September 03, 2008, 11:34:12 PM
That is truely magical, to all who worked on the NAM!

Take as long as you need guys, we will all be 100000% happy when it comes out!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 04, 2008, 01:08:58 AM
Wow! A real functional RHW-8!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 04, 2008, 02:26:58 AM
The El-RHW4 is looking great. I wouldn't bother putting much more work into the model, aside from the transition needing barriers (which I'm 110% sure you're aware of) ramp, that's fairly realistic. About the only tweak needed IMHO is either side rails or higher barriers. I suspect you're also aware of that and are currently just focusing on functionality (ie getting things to where they're stable enough to use - as 98% of us agree on is top priority).

Great work, and keep it coming!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Godzillaman on September 04, 2008, 03:37:28 AM
Damn I love you all...:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 04, 2008, 04:20:18 AM
I guess now the time has come to trash the Maxis highways finally. Draggable elevated (rural) highway was the missing link so far. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 04, 2008, 05:24:54 AM
Quote from: Andreas on September 04, 2008, 04:20:18 AM
I guess now the time has come to trash the Maxis highways finally. Draggable elevated (rural) highway was the missing link so far. :)
Well, not really, In some cases it can be usefull, but mostly, the Maxis highway is outdated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 04, 2008, 05:41:16 AM
I will probably continue to use the Maxis Highway when building crowded urban freeways, but I'm sure I will also use the draggable elevated RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jerommeke1701 on September 04, 2008, 08:21:07 AM
Draggable Elevated... (whipes saliva from his chin)  Wow.......

1 query:
I guess that if a RHW 8 will be in version 2.1, then a split like below from that into 2 RHW4s is foreseen?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi338.photobucket.com%2Falbums%2Fn433%2Fjerommeke1701%2Flangenselbold.jpg&hash=eb716cba71d8d266869a24ca8c8228bd9f5d001f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 04, 2008, 08:53:42 AM
Quote
I guess that if a RHW 8 will be in version 2.1, then a split from that into 2 RHW4s is foreseen?

Of course! To my knowledge, Alex told me there'd be a very large number of interfaces (we may see the majority of them by v30 or so) for all the different levels of RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 04, 2008, 08:53:55 AM
Looks great there! Nice progress! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 04, 2008, 11:10:31 AM
YES!

It all looks great. I can't wait to get it when it is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 04, 2008, 01:35:09 PM
I think that RHW-6S/RHW-8 transition definitely qualifies as "beautiful." &apls I'm looking forward for more updates!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on September 04, 2008, 01:56:11 PM
Great work, Alex!  I'm sure whatever you have to show us next will be just as exciting.   ;)  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2008, 01:58:51 PM
Well, guys, it's that time again . . .

The OnSlopes in game.  (There's not really much I can do about the shadow discoloration issue on them, though)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F6329%2Frhw090420081bt6.jpg&hash=0ae2b1bddbe54a265cd92bc2102d514cf82c4c71)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F9707%2Frhw090420082hj7.jpg&hash=b94375552dad37a7dda26a8f8265d686d88cdfc1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg397.imageshack.us%2Fimg397%2F5197%2Frhw090420083ni7.jpg&hash=4e524d7ddef0730ac37882425f9ef191bffc5ff4)

Cammo, I like your suggestion on the models.  That's the approach I think I will ultimately take with it.

Even more in a little while.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 04, 2008, 02:08:47 PM
Great Update!!
I want to have overpasses too.Looks good.
I can't wait to download it!! :) :D &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on September 04, 2008, 02:11:27 PM
What causes the shadow discoloration?  Looking good :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 04, 2008, 02:13:32 PM
oh that is COOOOOOOOOOOL... thats just like awesome.... wow, I may just reinstall the game to have the experience of dragging el-rhw :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 04, 2008, 02:15:51 PM
Ooooh on-slope pieces at work! Awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2008, 02:18:57 PM
Quote from: videosean on September 04, 2008, 02:11:27 PM
What causes the shadow discoloration?  Looking good :)

Well, it has to do with how the model for OnSlopes is put together.  Essentially, the actual "OnSlope" part is a steep incline, going from ground level to 15m height over 16m--which creates a shadow.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F3338%2Frhw090220081ms1.jpg&hash=52685caf952d1f1d6c41ad028fb9eaf522c41f6d)

It gets leveled out when you place it on a steep enough slope, but the game's shadow engine knows no different than to treat it as if it is still at that steep incline.

Quote from: JoeST on September 04, 2008, 02:13:32 PM
I may just reinstall the game to have the experience of dragging el-rhw :D

That would be awesome.  ;D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 04, 2008, 02:21:19 PM
ooohhh... nice!  :thumbsup: Looking great, and I still think it's getting close to a release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 04, 2008, 02:23:16 PM
I wonder if it will be relesed next week? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 04, 2008, 02:25:09 PM
is it not possible to turn shadows "off" ?

and yeah i guess it would be AWESOME, all thanks to you and the NAM/members (:D)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 04, 2008, 02:30:00 PM
I'll have to add my praise into the discussion too.  Well done, Alex!  Well done!   :)

To be honest, I don't really care about the shadows caused by the on-slope pieces.  I am used to it by now.

Oh, and many of the recent screenies show the el-RHW side by side, without a gap.  I was wondering if the el-RHW was two tiles wide, or just one tile dragged side by side.  

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 04, 2008, 02:33:57 PM
Hal: I think he has mentioned that it is separate before
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2008, 02:40:49 PM
It is indeed separable--it works just like the Ground RHW-4.  Here's another screenie from awhile ago (which I don't think I've shown) that shows the separable capabilities.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F4340%2Frhw051220082kc3.jpg&hash=cb31ca81acfe2f48946da219869ac44421e88a04)

Quote from: Streetlight 725 on September 04, 2008, 02:23:16 PM
I wonder if it will be relesed next week? :)

Barring an unforeseen miracle, that's not likely to happen.  There's still quite a ways to go with stuff, but it is progressing nicely.

Of course, if it were actually to be released next week, well . . . I'd hedge around it.  We NAMites like to surprise people. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 04, 2008, 02:44:04 PM
I need The El RHW in my citys insted using EL One ways.Looks Great. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 04, 2008, 02:51:41 PM
Ooooo... Ahhhh.... Thats a nice Screenie!

I take back what I said before.  Those new textures are shaping up to be something great!  I never liked them before, but they look awesome in that pic!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 04, 2008, 02:57:09 PM
I'm absolutely certain I've seen that picture before.  I'm not sure what page it was on but it's been a month or so since you posted it.

It also occurs to me that the current RHW v.20 can enable the user to have some two-lane divided avenues, one lane each direction, using the RHW puzzle pieces, mainly RHW-4 exit/entrance ramp Type A. Currently they can have overpasses with no intersection, or an at-grade intersection with roads, one-way roads or avenues, but we can't have at-grade intersections with rail and we can't have offramps from a road like this. I'll show pictures soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2008, 02:59:31 PM
Quote from: nerdly_dood on September 04, 2008, 02:57:09 PM
I'm absolutely certain I've seen that picture before.  I'm not sure what page it was on but it's been a month or so since you posted it.

Maybe I did.  Forgetful Adminadillo ::)

Well, I'll make it up in a little while with some completely new ones.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 04, 2008, 03:00:47 PM
Quote from: Tarkus on September 04, 2008, 02:59:31 PM
Maybe I did.  Forgetful Adminadillo ::)

Well, I'll make it up in a little while with some completely new ones.

-Alex (Tarkus)

I can't wait to see a new picture soon. :D &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on September 04, 2008, 03:12:06 PM
 &apls &apls &apls :o :o :o

Elevated RHW!!!!!!

Now it can't be called RHW. :P

Nice work and I simply can't wait for its realese.

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 04, 2008, 03:17:38 PM
Aaaand here is my little bit of MIS manipulation.

2-lane avenue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F1-1.jpg&hash=8c3038992f0f54a7df6f9616b612a8bd25b2893d)

It's functional:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F4.jpg&hash=a64c3def445121e119a072a737965bf52d3aa37e)

One lane, one way road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F3.jpg&hash=01f162bfc5915142f4cc0af288e84219ef6bc46a)

It works:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F2-1.jpg&hash=0adb4aef72eb5a20eb6749c351c6eaf6ac0342df)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on September 04, 2008, 03:43:11 PM
Quote from: nerdly_dood on September 04, 2008, 03:17:38 PM
Aaaand here is my little bit of MIS manipulation.

I do that too. It really gives the look of small residential one way street.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 04, 2008, 04:06:36 PM
Hey, Alex: I have a question. How are we going to go about making RHW bridges that are bigger than RHW2/4?

~~Dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 04, 2008, 05:21:46 PM
Wow, I love all these previews. I does look close to release (although I guess some work needs to be done still  ;))

Perhaps not next week, but within 30 days?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 04, 2008, 05:31:23 PM
I'd just give it till RHW v.20 has been out a year, that should give Tarkus enough time to do the necessary work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 04, 2008, 07:01:26 PM
Very funny Nerdly_dood, it just so happens today, I was also making a single lane avenue. However, I put traffic lights on it. I notice nobody stops at the MIS ramp/road intersection, so I had to put a signal on it so this wasn't the issue. Using MIS as a single lane thru way is very impressive. You need alot of room to start these single laners. Doing it as an avenue isn't as hard since you have room each direction, but I'm assuming your single lane connects to a major thru way?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F966%2F491241212.JPG&hash=adf8bb0d3d882efd9be7d095a285e0818a60a490)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1006%2F1083717499.JPG&hash=01b5b57ea4fd5c439824a9844e5bb5452b432ad2)
Even though this picture shows the MIS ramps going through the avenue, its not like you can drag it through all the way.
Maybe a simple 1x1 MIS ramp starter piece would be nice for many others who want to use single lanes as a main passage way?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 04, 2008, 07:31:47 PM
Quote from: nerdly_dood on September 04, 2008, 03:17:38 PM
Aaaand here is my little bit of MIS manipulation.

Here's something I did a while back.  I have used the MIS as a commercial loading alley.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F3059%2Fmiscomalyzj5.jpg&hash=3ad68bd3db6fc3d92038213c7f707467c6871398)

Quote from: j-dub on September 04, 2008, 07:01:26 PM
Very funny Nerdly_dood, it just so happens today, I was also making MIS ramps into a single lane avenue. However, I put traffic lights on it.

So, the AVE-2 is already out now, is it? :thumbsup:  Good job, nerdly_dood and j-dub.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on September 04, 2008, 07:37:10 PM
Quote from: metarvo on September 04, 2008, 07:31:47 PM
Here's something I did a while back.  I have used the MIS as a commercial loading alley.

I never would have thought of that. Very smart usage!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 04, 2008, 08:03:29 PM
Quote from: metarvoSo, the AVE-2 is already out now, is it?
(To clear up confusion for NWM fans) Yes, and no. The AVE-2 network from the NWM has 2 way traffic on a single tile system. That one is Not out. I know it really looks like I'm using the NWM version of the AVE-2 in my picture, but thats using DTP/VideoSean's texture, and I had to make sure I had strater pieces between intersections, but it requires some room to build. As long as you have the RHW 20, then a AVE-2 is already out by the own work of the user. The best part is how it accepts resident traffic. If not, we couldn't use this. Thank goodness we already have some sort of direct MIS to RHW 2 connection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2008, 12:58:48 PM
The Elevated MIS stuff is coming along quite nicely now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F3463%2Frhw090520081xx7.jpg&hash=22f104363a4d6bc1061e213c09048469fdd127ca)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F4333%2Frhw090520083xn7.jpg&hash=1867a410201e58445f4f4fd3a4f93b4a9f585758)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F2424%2Frhw090520082uq6.jpg&hash=1c3a806ee4d7e04ccb2a50bbb5506662d4d9f7b6)

Quote from: Patricius Maximus on September 04, 2008, 05:21:46 PM
Perhaps not next week, but within 30 days?

Quote from: nerdly_dood on September 04, 2008, 05:31:23 PM
I'd just give it till RHW v.20 has been out a year, that should give Tarkus enough time to do the necessary work.

Good guesses. ::)  But of course, I can't give you an actual release date.  ;)  We shall see . . .

There will, of course, be plenty more preview pics in a little bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on September 05, 2008, 01:03:21 PM
Wow, Alex!  That's a jaw-dropper if I've ever seen one.  Nice work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 05, 2008, 01:11:26 PM
Looks Great. &apls &apls  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on September 05, 2008, 01:11:47 PM
wow this stuff looks great!   &apls

im not sure if its needed, but i can make some bridge modelsfor RHW2/4.  i was planning on making a OWR and road bridge with the RHW textures, but may not need to with this new release.  i can always wait till the release.

regarding RHW6/8/10, i dont think there's been much success with bridges over 2 tiles wide.  i could give it a try, but i doubt i would find anything those before me didn't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on September 05, 2008, 01:35:11 PM
oh wow, now with the Elevated RHW/MIS now making interchanges is going to be easier then ever. Thanks Tarkus for making one of the Greatest Mods ever.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 05, 2008, 01:49:19 PM
@ Tarkus - Awesome! Keep it up!

@ J-Dub - Actually those images are from a sandbox city I've been using lately for some highway experiments, and it's the one that the pictures in my collector/distributor highway tutorial come from.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 05, 2008, 01:58:14 PM
Definently a jaw-dropper. I can imagine what I can do with that stuff....

Please keep showing teasers! I can't get enough of them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 05, 2008, 02:26:24 PM
Alex, is that a MIS on-slope?  Mmm...Delicious! &apls

Quote from: j-dub on September 04, 2008, 08:03:29 PM
(To clear up confusion for NWM fans) Yes, and no. The AVE-2 network from the NWM has 2 way traffic on a single tile system. That one is Not out. I know it really looks like I'm using the NWM version of the AVE-2 in my picture, but thats using DTP/VideoSean's texture, and I had to make sure I had strater pieces between intersections, but it requires some room to build. As long as you have the RHW 20, then a AVE-2 is already out by the own work of the user. The best part is how it accepts resident traffic. If not, we couldn't use this. Thank goodness we already have some sort of direct MIS to RHW 2 connection.

I know that the NWM is not out.  I apologize for any confusion that I caused with my statement.  However, I realize that you have created an AVE-2 of your own using the MIS, j-dub.  I really like it. :thumbsup:  I will need to try that out for myself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 05, 2008, 04:31:47 PM
Don't worry, its not a problem. :) However, there are alot of people who drive over here, or to another spot, and stop to ask, "is this out yet" if they aren't familiar with this area. I am considering doing a video to show how MIS is used to make a AVE-2. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2008, 04:40:20 PM
Thanks for all the kind words, everyone!  And now, a couple more pics . . .

It works in reverse, too . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F8030%2Frhw090520084ck2.jpg&hash=19ec18657367eeffeda675b752f9a1d055284649)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F6118%2Frhw090520085bu1.jpg&hash=ac2864812f6debe23c87306489cea07b3a4b6ce0)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on September 05, 2008, 05:13:36 PM
 :o  :o

That's incredible! I see some color shift, but that would be a really effective intersection in downtown areas! I can't wait for the new V21!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 05, 2008, 05:49:20 PM
The RHW is getting Better and Better!! &apls
Keep up the good work! :) :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on September 05, 2008, 05:56:04 PM
Absolutely brilliant, Alex!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 05, 2008, 05:56:44 PM
Alex that is just so very insane and remember folks that the old saying goes that good things come to those who wait patiently or the NAM saying it will be done when its done  ;D  the first one is my personal favorite one  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 05, 2008, 06:12:21 PM
Tarkus, you still boggle my mind.  All this stuff you (and all the other NAM folks do, of course) continue to breathe new life into a five-year-old game.  Awesome work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 05, 2008, 06:26:27 PM
Awesome - the MIS can intersect the other elevated networks now!

BTW, I have heard from an unreliable source that the RHW v.21 will be released on September 24, and the NWM on October 1. Since I have had the NAM team's policy on no release dates hammered into my head for the past year or so, I don't believe that as far as I can throw it. (And considering that it's an intangible idea as opposed to a THING i can hold and throw, that speaks volumes)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2008, 08:12:04 PM
Quote from: nerdly_dood on September 05, 2008, 06:26:27 PM
BTW, I have heard from an unreliable source that the RHW v.21 will be released on September 24, and the NWM on October 1. Since I have had the NAM team's policy on no release dates hammered into my head for the past year or so, I don't believe that as far as I can throw it. (And considering that it's an intangible idea as opposed to a THING i can hold and throw, that speaks volumes)

There is indeed no release date . . . I haven't even unofficially-halfway-tentatively mentioned a possibility to any fellow NAMites.  And the NWM hasn't even been worked on for over a month.  Besides, I also need appropriate advance time to tease people.  :D

However, if people want to guess, they can--I'd be curious to see what people think.  Maybe folks could start a pool  &idea . . . but I will say that it won't be September 24, 2008,  nor October 1, 2008, nor January 1, 2009.  Nor February 30th, 2029.  Maybe that'll narrow it down.  :D 

Oh, and on a more serious note, thanks for the continued support.  :thumbsup: It means a lot.  And I will be back with more screenies in a bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 05, 2008, 08:18:16 PM
Why would Tarkus release it anytime soon? Spore comes out this weekend, and I',m sure thats gonna be more important then release v21  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rodney99 on September 05, 2008, 09:05:47 PM
Its been a while since i been here... This is unbelivable! I am drooling at the thought of using the elevated RHW. I really like your textures too!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 05, 2008, 11:13:09 PM
QuoteWhy would Tarkus release it anytime soon? Spore comes out this weekend, and I',m sure thats gonna be more important then release v21

... and Spore came out here in Australia earlier this week. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2008, 11:26:30 PM
Quote from: Kitsune on September 05, 2008, 08:18:16 PM
Why would Tarkus release it anytime soon? Spore comes out this weekend, and I',m sure thats gonna be more important then release v21  :P

Well, I'm not planning on getting Spore, so I'll be modding some more. ;D   But I guess it'll keep everyone occupied while I finish up v21.

A couple new little development screenies.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F8068%2Frhw090520086yc8.jpg&hash=43bdbe4bc7e76ae9a9639e3116d6abb1414aa78e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F9133%2Frhw090520087hq6.jpg&hash=e57b0eb9d79b015851c74bb1636117ed8d91e3cb)

Notice the tile of MIS on either side of those intersections there.  That's not a straight orthogonal piece--it's the bottom part of an Orthogonal-Diagonal transition.  So you will no longer need to have a perfectly orthogonal tile before intersections on the MIS.

And yes, that is a traffic signal there in the second pic.  Got bored and decided to T21 it on one day. ::)  It's all green since I haven't put StopPaths in yet, and even if I do, I'm not sure it will work due to the way the RHW network handles StopPaths.  So it may just be eyecandy.

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 05, 2008, 11:51:44 PM
Quote from: Tarkus on September 05, 2008, 11:26:30 PM
And yes, that is a traffic signal there in the second pic.  Got bored and decided to T21 it on one day. ::)  It's all green since I haven't put StopPaths in yet, and even if I do, I'm not sure it will work due to the way the RHW network handles StopPaths.  So it may just be eyecandy.

Sweet! One minor thing, though, you used the traffic signal for an avenue, but I don't see any dual lanes here. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 06, 2008, 12:48:02 AM
dang....

*cough*25th December*cough*

and yea, wowowowowowow, thats just amazing, those overpasses *drooooool* and that curve, nomnomnomnom

Joe


Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 06, 2008, 01:54:14 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg157.imageshack.us%2Fimg157%2F224%2Frhwpreviewlaneshiftpiecjg9.jpg&hash=20403240cd32a4a47be047a460bc2daf6af62277)

Gentle curve pieces: revised.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 06, 2008, 02:16:43 AM
Quote from: Andreas on September 05, 2008, 11:51:44 PM
One minor thing, though, you used the traffic signal for an avenue, but I don't see any dual lanes here. ;)

It's a Western US thing.  We tend to have at least two signals at almost every intersection no matter what.  It can be changed, though.

And Joe, we'll see. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 06, 2008, 02:40:28 AM
Great things have happened yesterday: El-MIS (Some pieces still need supports), tight MIS intersections, T21's and some texture re-vising! Good job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 06, 2008, 05:33:10 AM
Good thing you aren't getting Spore, we want more teasing! The Euro-Gentle Curves look awesome as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 06, 2008, 05:41:50 AM
Alex: LOL that would be a very nice Christmas day :)

and yeah, WE WANT TEASERS, WE WANT TEASERS!!!

...*chants*
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 06, 2008, 05:47:53 AM
Quote from: caspervg on September 06, 2008, 05:33:10 AM
Good thing you aren't getting Spore, we want more teasing! The Euro-Gentle Curves look awesome as well.

I can't run Spore on my computer yet (videocard is not compatible) so I have to stick on SC4  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 06, 2008, 06:08:39 AM
Quote from: Tarkus on September 05, 2008, 11:26:30 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F9133%2Frhw090520087hq6.jpg&hash=e57b0eb9d79b015851c74bb1636117ed8d91e3cb)

And yes, that is a traffic signal there in the second pic.  Got bored and decided to T21 it on one day. ::)  It's all green since I haven't put StopPaths in yet, and even if I do, I'm not sure it will work due to the way the RHW network handles StopPaths.  So it may just be eyecandy.

-Alex (Tarkus)


Even if it is only eyecandy, it still looks great to have a signalized Road x MIS intersection, Alex.  In fact, its (current) non-functionality is somewhat realistic.  Since when do all RL drivers obey the traffic lights?
As for the light being green on all three sides... I have seen traffic lights malfunction before.  Even if the cars don't respond to the lights, it would be nice if they at least change colors, but I don't know if that
is possible.  Either way, you are doing a good job as always, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on September 06, 2008, 06:55:21 AM
i really like what you're doing with the RHW, and nice update with the MIS intersection.  :thumbsup: and the textures now that i look at them aren't that bad, there actually pretty realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 06, 2008, 07:09:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F1714%2Frhwpreviewrhw6cro1.jpg&hash=1b24cb0f1eeba374a3bb93266ea5be4be6262271)

Got mah dirty mitts on the RHW-6C... however it seems the paths that Alex have done have a rather amusing side effect... drivers drive as if they're drunk. :P

(Oh, and I may have to readjust all the paths so it fits with the narrower lane widths of the Euro RHW - I'm keeping the old dimensions, makes it easier to do the textures, y'see)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 06, 2008, 07:58:54 AM
I have to say that having a signal on MIS intersections could be cool, but it looking like that should definately be an option!

First of all, I can't, off the top of my head, think of a single intersection with a one-lane highway offramp around here that has a signal. Much less one with two lights. That just doesn't make sense to me, because since the ramp is a lower priority road, usually it just has a stop sign, and always if it has a light there are at least two lanes, one for left turns and one for right. I think it would make a whole lot more sense to t21 a stop sign there and a stoplight at RHW4/Road intersections, instead of the other way around!

Just my 2 cents.

It will, however, be nice not to have to have a fully orthagonal tile on each side though.

SA's last pic's got me wondering... Will cars really drive like that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 06, 2008, 08:13:57 AM
Quote from: deathtopumpkins on September 06, 2008, 07:58:54 AM
I have to say that having a signal on MIS intersections could be cool, but it looking like that should definately be an option!

First of all, I can't, off the top of my head, think of a single intersection with a one-lane highway offramp around here that has a signal.

I agree.  If I want a traffic light, I simply convert the MIS ramp to a one-way road a few tiles before the intersection.  It looks fine because its two lanes opposed to one. 
-Right now there is no MIS-OWR transition, so it looks a little tacky, but once a transition is made, it will look flawless! 




Nice work on the lane shifts SA!  Looking better than ever!

It looks like the RHW-6C has some pathing issues?  Or are all the drivers there drunk?   %%Order?/

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on September 06, 2008, 08:24:26 AM
Quote from: Shadow Assassin on September 06, 2008, 07:09:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F1714%2Frhwpreviewrhw6cro1.jpg&hash=1b24cb0f1eeba374a3bb93266ea5be4be6262271)


And I thought the drivers around here were bad. I agree with Haljackey and DTP about the MIS ramps. A stop sign would probably be best.

You know what's really funny? I used the spell checker and it wanted to change Haljacky to hijacker.  $%#Ninj2  :P

So about those paths, are they to allow proper lane switching? (unlike a certain default highway) I really hope they don't go through the median too.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 06, 2008, 08:35:28 AM
QuoteSo about those paths, are they to allow proper lane switching? (unlike a certain default highway) I really hope they don't go through the median too.

Apparently they are, but it's just strange seeing all those cars weaving like crazy. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 06, 2008, 08:51:13 AM
LOL! You should post that pic in "show us your game oddities!"

Idea: laneshifts only a transitions and ramps. Thats a way to prevent this while keeping the capacity higher than the RHW-4

Anyways, nice textures!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BourneID on September 06, 2008, 08:56:18 AM
Whats wrong with how their driving.... looks safe to me...    ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 06, 2008, 09:12:46 AM
I really like the median SA. Good thing you added it, otherwise they prolly would go all over the place  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 06, 2008, 09:16:35 AM
Is that normal traffic, or from traffic generators? Doesn't really matter, as I'm more fond of the RHW-6S, as I can put a large median in that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 06, 2008, 09:41:57 AM
@ SA: Nood work on the Euro RHW! You might want to post that picture in the Show Us Your Traffic/Accidents thread here (http://sc4devotion.com/forums/index.php?topic=2764.0).
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 06, 2008, 09:59:53 AM
Quote from: nerdly_dood on September 04, 2008, 03:17:38 PM

2-lane avenue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi220.photobucket.com%2Falbums%2Fdd138%2Fnerdly_dood%2F1-1.jpg&hash=8c3038992f0f54a7df6f9616b612a8bd25b2893d)


Nerdly_dood, where did you get that wealth-dependent texture under the MIS?  The MIS in my cities always displays a medium-density concrete texture to the sides.  I must also ask what MIS texture you are using.  Is it Shadow Assassin's?
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on September 06, 2008, 10:32:28 AM
I thought that is standered for the MIS, Low wealth, Medium, and High. Oh, must be wrong. But a great idea for the 2 lane avenue  :thumbsup:

I also tried to do this in my cj a few months ago. But i used it as a highway to a diffrent town.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi34.tinypic.com%2Fe8085u.png&hash=bfd673b905dac168395154e2f3768a04925589a9)

but i also get a problem when trying a MIS connection, it alwasy points out (arrow) not in for the incoming traffic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi35.tinypic.com%2F1o0ufm.png&hash=a0208902c8d9ba8c95a237b5c429c0d119f2c26f)

And My Fake ARD - 3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi33.tinypic.com%2F27xe06w.png&hash=2f7f5f8e2c56bd032a657c6356717dcaae1b0cce)

Sorry For the .PNG
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 06, 2008, 11:31:02 AM
SimsReporter: MIS/RHW can't make neighbor connections. That would probably explain your arrow problem.

From stickied post:
Quote8.  Why are only freight trucks able to use my RHW-4 or RHW-6 neighbor connection?

There are some issues with the neighbor connection functionality on all the overriden forms of the RHW (RHW-4, RHW-6S, MIS), due to the fact that normal car traffic requires both an exit point and and entry point for all neighbor connections.  While technically, there is an entry point and and exit point on the RHW, the game is not able to recognize that the entry point is on another tile, due to the RHW being a single-tile network by default (thus, the RHW-2 neighbor connection works fine). 

There are, however, a couple of workarounds for the RHW-4, one which involves converting to another network (Avenue or Maxis Highway) and another, which will work on RHW-4s with any width median, explained here.  Future versions will improve neighbor connection functionality.

Haljackey: Yeah, converting it to OWR for the intersection. That should work excellently with a proper transition, and look good too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 06, 2008, 01:05:55 PM
Quote from: deathtopumpkins on September 06, 2008, 11:31:02 AM
Haljackey: Yeah, converting it to OWR for the intersection. That should work excellently with a proper transition, and look good too!

Well, eventually, I'm planning on adding optional turn lanes for the MIS, too (probably in Version 22, but we'll see), and those would make sense to signalize.  I agree, though, that having a stop sign would make more sense.  I'll go ahead and continue with getting more T21s added in though. 

And apparently, I need to check over the 6C paths :D . . . in my testing I did, the crossover paths worked fine, but the traffic volumes I was having were only around 500 or so.  I'd be curious to know what the actual traffic volume was in that pic.  :P

I'll be back in a little bit with more RHWiness--I've been splicing up my new ramp interface textures into 128x128 squares, to get them ready to import.  May be a couple other surprises, too. ;)  Let the teasing commence!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 06, 2008, 02:17:49 PM
Quote from: Tarkus on September 06, 2008, 01:05:55 PM
Well, eventually, I'm planning on adding optional turn lanes for the MIS, too (probably in Version 22, but we'll see), and those would make sense to signalize.  I agree, though, that having a stop sign would make more sense.  I'll go ahead and continue with getting more T21s added in though.

Wow, that sounds great! I'd check the option. ;D
You could still leave the signals as an option though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 06, 2008, 02:56:53 PM
Yes, leave the signals as an option please. I'm not sure I'd like that.

Please keep teasing us (soon, I hope).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 06, 2008, 03:01:20 PM
Quote from: Patricius Maximus on September 06, 2008, 02:56:53 PM
Yes, leave the signals as an option please. I'm not sure I'd like that.

Please keep teasing us (soon, I hope).

Well, I can indeed leave two different T21s in there--one for stop signs, one for signals, so you can have the option that way.

And yes, the teasing will recommence shortly. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 06, 2008, 03:06:07 PM
Metarvo: Yes, the texture I am using is ShadowAssassin's. That may explain the various-wealth textures.

Tarkus: I'd much prefer that option; around here most highway ramp intersections have a stop sign, only larger ramp interfaces have a traffic light, and I can use RHW-4 for that (and a quick transition to one-way road where needed)

And in Virginia, usually one traffic light per lane is used, but sometimes for intersections where one side has only one lane and no turning lanes, there is a 5-light light with a single red light at the top, then a pair of yellow lights under that with the left one being a left arrow and the right one plain round light, and below that is a pair of green lights with the same arrow/solid round combination, like this:

  O 
<- O
<- O

...except the round lights are a solid circle, not a ring.


Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 06, 2008, 03:22:45 PM
At least it will be tested.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 06, 2008, 05:42:37 PM
Quote from: Tarkus on September 06, 2008, 02:16:43 AM
It's a Western US thing.  We tend to have at least two signals at almost every intersection no matter what.  It can be changed, though.

Well, using two signals is common in Germany as well, but in another configuration, as shown in the pic below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.waldbronn.de%2Fupload%2FAmpel_Bahnhof.jpg&hash=a5572d63f9d730c2ff75224f2a88218b6b59f0a2)

It is done that way because traffic lights are always placed in front of the intersection or pedestrian crossing, and the overhead signal would be hard to see for the first car in the line, or it might be blocked by a large truck in front of you. The signal on the vertical part of the mast is easier to see for those drivers, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2008, 12:54:33 AM
Go wide . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F3854%2Frhw090720082yn2.jpg&hash=c15f5c0ce5417cfb5b36e12f1ce78cb9c2afb435)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F5817%2Frhw090720081ld4.jpg&hash=f6ca404645f680211686847137b8e7eb421ad708)

(yes, I know they've got a little puzzle discoloration . . . just getting the pieces in place. ;))

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on September 07, 2008, 01:42:05 AM
Horray! RHW-10. It is not that I would use it everywhere, but it is another move (with the MIS) towards being able to use a highway construction kit to make the roads we want where we want them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 07, 2008, 02:55:08 AM
now that is just nuts, WOW

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Earth quake on September 07, 2008, 03:20:23 AM
Wow, really impressive.  :o
I hope that one will be able to make in diagonal and I hope that it will exist a euro version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 07, 2008, 03:51:20 AM
I like it.

And, yes, it will come with euro textures. SA is working on a new edition of them concurrent with v21.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 07, 2008, 07:28:34 AM
 :thumbsup:
:thumbsup:
&apls

And that's all I've got to say.  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on September 07, 2008, 07:55:37 AM
 :o  &dance ()flower() ...thats all i have to say!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 07, 2008, 07:58:24 AM
:o Ooooh RHW-10! Something tells me that this will be even more modular than I thought, like there will be a starter piece for ... I can't explain what I'm trying to say... but it looks great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on September 07, 2008, 08:14:56 AM
Wow that's big I never realised it was that big! :o


QuoteSomething tells me that this will be even more modular than I thought, like there will be a starter piece for ...
...Adding lanes in the middle so we can make as big a highways as possible?? I wish there was, imagine RHW-20 and 30, ouch. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on September 07, 2008, 08:53:03 AM
I think that with it modular you can have left-hand exits.


Great Job as usual!!!!!!!!   You have been quite busy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 07, 2008, 08:55:48 AM
@ Warrior: That's what I was trying to say - with separate starter pieces for the outer shoulders and the inner lanes and the ramp interfaces and all that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on September 07, 2008, 08:59:29 AM
@nerdly-dood: I only thought of how to say that after you posted, I guess great minds think alike ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 07, 2008, 09:15:30 AM
RHW-10! Yay!  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 07, 2008, 09:16:15 AM
RHW 10!!  :o :o
If you have a big city,It would be great!I think NYC have a 10 lane highway.5 on each side.I-95
Heres a map.
http://maps.yahoo.com/#mvt=s&lat=40.837312&lon=-73.825379&zoom=18
It looks like a RHW 10 Lane too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 07, 2008, 09:48:01 AM
OMG WOW just simply to put it here thats just nut's Alex!!!! RHW 10 who would of dunk it??
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on September 07, 2008, 03:47:28 PM
Streetlight725, I counted the lanes and I get 4 on each direction. 8 total. I bet you were counting the excel/ decel lanes for exits. I counted an area away from those exit lanes. Alex, RHW 10, you are really insane, but a genius. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 07, 2008, 04:21:46 PM
Umm, nope, that's 5 in each direction, 10 total, there are no accel/decel lanes...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 07, 2008, 04:23:21 PM
Is there 4 lanes or 5 lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on September 07, 2008, 04:33:55 PM
I believe Bakerton was referring to the link Streetlight 725 posted

I counted and on the link there is indeed only four lanes in either direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 07, 2008, 04:37:44 PM
OH okay now i know what we're all talking about (at least until someone who hasn't seen it yet finds Tarkus' post on page 148)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 07, 2008, 04:41:07 PM
Ah, so the RHW-10 is only 2 tiles wide?  That will easily replace the multi RHW-8s in my cities, being 2 tiles wide themselves.  An instant boost!

Great work (as always)!  Is the RHW-10 planned for the next release?

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 07, 2008, 04:44:24 PM
I'd consider it 4 tiles wide, without a separating tile for a median, so that's 2 tiles per direction, I'd say. RHW-4 is my idea of 2 tiles wide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 07, 2008, 04:56:37 PM
nerdly: LOL, are you reading "how to be pedantic?" hehehe :D

your logic does make sense, but it sounds like argument for argument sake, as most people could interpret it either way

but w/e, ontopic: the rhw10 looks awesome, thanks Alex

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2008, 05:13:18 PM
Quote from: Haljackey on September 07, 2008, 04:41:07 PM
Great work (as always)!  Is the RHW-10 planned for the next release?

Maybe. ::) ()stsfd()

Glad to hear you guys like it.  More coming shortly . . . ;)

Quote from: Warrior on September 07, 2008, 08:14:56 AM
...Adding lanes in the middle so we can make as big a highways as possible?? I wish there was, imagine RHW-20 and 30, ouch. ;D

That reminds me of a prototype texture I did a way long time ago, when I first got involved with the project, which I believe only two people have seen.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F1319%2Frhw26prototyperl6.jpg&hash=d227e6fd6aaadb1b184f4618c233528ab3997f34)

That's an RHW-26, in case you were wondering.  And no, it will not be in RHW Version 21.  :D  (Or 22 or 23, or probably any other after that.)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 07, 2008, 05:16:41 PM
QuoteMore coming shortly . . .

Good, good....
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 07, 2008, 05:30:11 PM
Would it not be possible to have a "middle" starter for the epic huge networks,

ie:
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F5817%2Frhw090720081ld4.jpg&hash=f6ca404645f680211686847137b8e7eb421ad708)

thats 2 tiles per direction, one for the inner (faster), one for the outer (slower) what about a 3or4 lane (dont know which, maths is hard at 1:30am) middle piece that can be placed between?

tho ofcourse, i have no use for these networks, just suggesting....

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 07, 2008, 05:53:52 PM
RHW 26.That will be the largest highway in the game.How about RHW 36? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on September 07, 2008, 06:14:59 PM
If you have cities that need RHW-26, you might need to consider your life priorities. :P The weaving on such a thing would be utterly devastating to most people.  ()what() Even on that RHW-10, it could be real challenging. (they should put the RHW-26 in a video game, with lots of traffic. That would be a real challenge ???)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 07, 2008, 07:13:46 PM
26? That's crazy! Though there probably is one, somewhere in RL.

And I second this:
Quote from: Patricius Maximus on September 07, 2008, 05:16:41 PM
Good, good....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on September 07, 2008, 08:34:46 PM
I suppos you could make an argument for a 26 lane highway where two 11 lane highways meet and join for a while...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2008, 09:51:20 PM
Well, the 26-laner won't be seeing the light of day.  No matter how much anyone begs me for it. :D  But it was in fact actually something I had considered a long time ago.

If you really want highways that wide, well, there's the option of doing Multi-RHW-10s.  Stack a few of those side-by-side and it adds up pretty quick.  You may remember the 20-laner I posted a couple months ago. 

RHW-10 will, upon build-out of the system, be the max, more than likely.  If there were to be anything wider, it'd probably be limited to orthogonal-only.

(FYI, as far as I know, the widest stretch of freeway in the US is I-5 at I-405 in Irvine, California)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 08, 2008, 12:34:30 AM
You could use that RHW-26 for a tollbooth maybe....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2008, 12:54:59 AM
Working on draggable Y-Splitters for the MIS.  Yes, I need to fix that little-to-moderate-sized misalignment there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F4897%2Frhw090820081qo6.jpg&hash=6a546855ba145c89cc03036436381f3236e3d544)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2008, 03:08:45 AM
RHW-26: it is possible, but not quite usefull.

Nice MIS-splitter!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 08, 2008, 03:53:34 AM
I agree with the RHW-10 being the max -- if you need anything more than that, C/D roads are best.

The Y-splitter looks great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 08, 2008, 04:50:56 AM
Great y split. &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 08, 2008, 05:10:33 AM
Ooh nice, I could definitely use that one!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 08, 2008, 05:22:32 AM
Hey, its looking ace, I guess your going to do diagonal and
\/    \|  |   |    |
|      |  |\  /\  /|

etc flavours, for merging and joining in any way?

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 08, 2008, 05:34:18 AM
Incredible Y-split, Alex.   ;D

Could this possibly be the gateway to MIS T or + intersections, like we have for roads, avenues, etc.?  I'm sure you've seen some of the alternate uses of the MIS on this thread (e.g. small one-way residential streets, pseudo AVE-2s, etc.), and I think that intersections like those would support those uses.

Quote from: Tarkus on September 07, 2008, 05:13:18 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F1319%2Frhw26prototyperl6.jpg&hash=d227e6fd6aaadb1b184f4618c233528ab3997f34)

That's an RHW-26, in case you were wondering.  And no, it will not be in RHW Version 21.  :D  (Or 22 or 23, or probably any other after that.)

-Alex (Tarkus)

I know I'm never driving on this thing, that's for sure. ::)  It's a good concept, Alex, but it's not practical.

I shall continue to like what I see on this thread.  Great work, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2008, 11:37:08 AM
Quote from: JoeST on September 08, 2008, 05:22:32 AM
Hey, its looking ace, I guess your going to do diagonal and
\/    \|  |   |    |
|      |  |\  /\  /|

etc flavours, for merging and joining in any way?

Just about.  Here's a texture for another Y-Splitter design you'll be seeing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F2108%2Frhw090820082tw3.jpg&hash=2ea29350d9ab3c2220d81784e1cbe1a10a92aadf)

Quote from: metarvo on September 08, 2008, 05:34:18 AM
Could this possibly be the gateway to MIS T or + intersections, like we have for roads, avenues, etc.?  I'm sure you've seen some of the alternate uses of the MIS on this thread (e.g. small one-way residential streets, pseudo AVE-2s, etc.), and I think that intersections like those would support those uses.

Well, I'm not certain on that front yet.  I had been planning on having an "OWR-1" as part of the NWM, which I think would be a bit more suited for those purposes. 

The MIS ramps actually have about twice the capacity of 2-lane OWRs and carry traffic at highway speeds, so I'm not sure how realistic it would really be to expand their functionality in that manner.  They could serve a use as part of Volleyball Interchanges, though, so I'm a little torn.  I do intend to create more of these "channelized" splitter setups for expanding its use as a sort of "RHW-2S", though--that is definite.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 08, 2008, 01:08:48 PM
Ooooh nice - doagonal functionality is always just as important as orthagonal IMO. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 08, 2008, 01:51:17 PM
The Y-splitters look great, but if I were you I'd make the yellow lines pointed where they meet, not rounded like you have them, as that implies that you can make a turn.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 08, 2008, 02:11:38 PM
Like this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 08, 2008, 02:12:53 PM
Nerdly: That looks good, and is exactly what I was talking about, but the chevrons are backwards. They should point with the traffic flow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 08, 2008, 02:19:49 PM
Yeah, the traffic is going bottom to top, yellow line on the left, and the wide lines are pointed so that if they were solid barriers, any errant traffic would be pushed back the right way. They're yellow because that's on the left of one of the MIS ramps, but it's on the right of the other and if that counts then it should be white, like the one attached. For exit ramps and onramps they always point that way too - towards the proper direction for traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 08, 2008, 05:22:12 PM
Holy crap this is sweet ;D
*faints and gets back up*

I do have a question about elevated MIS. Are curved elevated pieces in the works? By curved I mean like the Rail puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2008, 07:33:04 PM
Quote from: pagenotfound on September 08, 2008, 05:22:12 PM
I do have a question about elevated MIS. Are curved elevated pieces in the works? By curved I mean like the Rail puzzle pieces.

They are definitely planned.  I'd probably guess they won't be included until Version 22, though.

Speaking of Elevated MIS . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F6185%2Frhw090820083bu6.jpg&hash=477f119a4ed3fb0564f72037fcc7f18bb2dde16f)

Just need to stick some supports/barriers on the Orth-Diag transition there (and the Ground-to-El), and the models for it will be ready.

And, with this post, the RHW thread here has reached a milestone--3000 posts.  I have a hard time believing it myself.  And we couldn't have gone this far without all your support, so to everyone who has followed this project from the beginning, and to those who are just discovering it now: thank you. :thumbsup:

More development shortly . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 08, 2008, 07:57:26 PM
Another great update. &apls &apls :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 08, 2008, 07:58:23 PM
Wow! Alex and Daniel and everyone, you all have doing great work, I can't wait to play with these new features!

Cheers,
Kevin as he goes back to lurking...
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 08, 2008, 08:33:02 PM
Elevated MIS?  I might refrain from using it as a pseudo elevated OWR-1, but I can't make any promises 8).  Impressive as always, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 08, 2008, 10:00:41 PM
Sorry if I was a bit quiet over the past days, but I just stood in awe looking at all the new developments. 3000 posts is certainly deserved for this great project. Although I am personally (still) more a fan of puzzlepieces for elevated networks, probably because that's what I'm used to, but nevertheless I think that many people will like the draggable approach more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 09, 2008, 12:25:10 AM
Thanks for the feedback, guys!

Well, I do have an interesting update here to show you . . .

If you've been following this project awhile, you may remember this interchange, which our friend Ryan (burgsabre87) had nicknamed the "BYSOI" (Blow Your Socks Off Interchange). 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5569%2Fcuprumaverhwmisjv9.jpg&hash=053ad45a260e7df68400d4702b4ac845755c55c2)

I had built this nearly 18 months ago with the old puzzle-piece-based MIS prototype, which had to be put aside for awhile when I ended up (unexpectedly) having to take over the entire project shortly thereafter.

Well, I have built up the new draggable system up to the point at which I was more or less able to re-create this interchange.  Complete with the flyover ramp. 

A few pics . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg391.imageshack.us%2Fimg391%2F8746%2Frhw090920081je8.jpg&hash=3add67661613ecb3c6136a6bb39977a59e5cd981)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F7963%2Frhw090920086mj9.jpg&hash=51d5c5ce00339054723570af5b6f2ad5f7fbd34b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F3548%2Frhw090920085oh5.jpg&hash=c771acd38e592f6d81c88c6fcbcf133a2ab071e3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F337%2Frhw090920084je8.jpg&hash=47ca30c1646ecd0b93806ae0fc81e50c97cab8e2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F7927%2Frhw090920083if2.jpg&hash=72bd17ac5a804971ff48864e61e7f01042da720e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F6826%2Frhw090920082hm9.jpg&hash=7850ff50a4cb92e5081ae7d8b278127306aeaeab)

Back with more in a little bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on September 09, 2008, 12:32:41 AM
You are just cranking out miracles, Alex.  The ability to elevate MIS lanes, along with the ability to split and combine them, is probably the biggest remaining key to making reasonably realistic RHW interchanges.

Great work, my friend!


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 09, 2008, 01:59:30 AM
It's really a BYSOI! You just keep on suprising us with your stuff  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 09, 2008, 03:29:15 AM
Well after seeing that, I was like

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fzlit.net%2Fup%2Fowls%2Fzomg.jpg&hash=8299380264edead4fbe7c2963357508d701b49ea)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fzlit.net%2Fup%2Fowls%2Fomfg.jpg&hash=ce2c5fde1d7350eeb0477ed4dcec1352be756f30)
and my cat was like

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.sneeko.net%2Fimages%2Fmacros2%2Fcats%2Fcat-omfg.jpg&hash=6c66d2baa8b0f002f54752a6087c10ec70a4d326)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.omfg.info%2Fwp-content%2Fuploads%2Fnotsocute.jpg&hash=7f46ebdccf324a12aa2e563c3d7e2887bd32d0cb)

(of course, I don't actually have a cat.... but I don't look like an owl either :P)

Yeah, I went over the top XD but thats like the equivalent of seeing the FAR/FARR by David... you guys like to make us go wow :D and your thanking us? ??? were just sitting here saying WOW a lot :P We should be thanking you for keeping this project alive

also is it going to be possible to drag MIS over/under MIS, and that elevated y is MEAN!!!!!! is it draggable? XD

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 09, 2008, 04:06:19 AM
You just blew my socks off (not that I have socks on to blow...)

*faints*

*revives*

Great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 09, 2008, 04:11:44 AM
very great work Alex  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 09, 2008, 04:12:31 AM
Oh, wow! That is NICE!

The new one looks much better...  :D I love it! This is getting me really excited!

btw, Alex, looks like you've got a bit of a garbage disposal problem in that city there...  ;)

Lastly, those new textures are looking great still!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 09, 2008, 04:48:57 AM
The fly over ramps looks great!! &apls &apls :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 09, 2008, 04:50:26 AM
gosh!!! amazing work there!!! &apls &apls &apls &apls :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 09, 2008, 05:47:39 AM
Great progress here, Tarkus! Looks wonderful!!!!!!!! :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 09, 2008, 01:14:32 PM
Excuse me while I pick my jaw up off the floor....  :shocked2:

not bad!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 09, 2008, 01:17:10 PM
Unbelievable, Alex. Just absolutely unbelievable!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 09, 2008, 01:26:13 PM
That interchange is something else!  I know this may be a dumb question, but I will ask it anyway.  Will this version come with wealth-dependent textures for the MIS, Alex?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 09, 2008, 01:57:00 PM
Thanks for the kind words--I'm glad you guys all enjoyed the "revisited" BYSOI.  And there will be plenty more where that came from in a little bit.  To answer a few questions:

Quote from: JoeST on September 09, 2008, 03:29:15 AM
also is it going to be possible to drag MIS over/under MIS, and that elevated y is MEAN!!!!!! is it draggable? XD

Indeed it will, and yes, that Elevated Y is draggable.  The Elevated system works just like the ground system.  I do still need to stabilize some things with the RULs, though on the flyover, since in its current state, the only way to draw it without some sort of deconversion is to draw the MIS flyover first, and the RHW underneath it second. 

Quote from: metarvo on September 09, 2008, 01:26:13 PM
Will this version come with wealth-dependent textures for the MIS, Alex?

Yes, most definitely.  :) I can't stand the sidewalk textures that appear without them either. 

Quote from: deathtopumpkins on September 09, 2008, 04:12:31 AM
btw, Alex, looks like you've got a bit of a garbage disposal problem in that city there...  ;)

Hehe . . . it appears so. :D  It was mostly just intended as a test city just to build that interchange, so I hadn't put any garbage facilities in.

Back with more in a little while . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 09, 2008, 02:40:31 PM
BYSOI indeed. Excellent work!  Its so much better than the one you posted 18 months ago. 

I am anticipating v.21 even more with each scrennie I see.  I can't wait to see what you and others can do with the new version!   ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 09, 2008, 03:14:32 PM
I just can't believe it's already been a year and a half since he first showed off that BYSOI.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 09, 2008, 03:20:46 PM
I know you definitely owe me a new pair or two, Alex.   ;D  I've always wondered why my socks disappear.  Then, I think back to the time I spent viewing these interchanges.  Simply stunning.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 09, 2008, 04:06:55 PM
Can't wait for more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on September 09, 2008, 05:00:43 PM
I think I just wet my pants from excitement... :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on September 09, 2008, 05:03:22 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F3548%2Frhw090920085oh5.jpg&hash=c771acd38e592f6d81c88c6fcbcf133a2ab071e3)

that is a very very tight curve there... =O
unless it's a controlled access expressway (which is somewhat contrary to what i usually see in Tarkusian Cities) that should be upgraded.

i attached a picture below outlining a possible alternative.

otherwise, the RHW looks great =)

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 09, 2008, 05:08:23 PM
Quote from: allan_kuan1992 on September 09, 2008, 05:03:22 PM
that is a very very tight curve there... =O

I was wondering when someone was going to notice--I was going for the "historic" look.  :D  Maybe I'll see if I can build your suggestion there, too.  It'll be a good test of new features. ;D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on September 09, 2008, 07:43:09 PM
I am amazed at this project and the other transit projects that are going on!  &apls  Bravo to you Alex and the rest of you transit modders , and thank you for your hard work!

Oh , and Joe,love the pics...they made my day!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on September 09, 2008, 11:29:16 PM
Quote from: Tarkus on September 09, 2008, 01:57:00 PM
Hehe . . . it appears so. :D  It was mostly just intended as a test city just to build that interchange, so I hadn't put any garbage facilities in.

Test city? $%Grinno$%

maybe you should incorporate it as one of your newest suburbs for Los Ednos or Argentum or Wakeman. :D

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: andreharv on September 10, 2008, 10:37:12 AM
That mis merge to street piece is simply delicious.
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 11, 2008, 04:04:17 AM
I see the picture of allan_kuan1992 and I think with pillars under the ramps I think it will be more realistic  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 11, 2008, 04:58:18 AM
Quote from: art128 on September 11, 2008, 04:04:17 AM
I see the picture of allan_kuan1992 and I think with pillars under the ramps I think it will be more realistic  ;)

I think Tarkus already knows that. It's just a test, to see if everything works. I've noticed it before with other elevated RHW stuff. The pillars will come later, I guess...
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 11, 2008, 08:21:48 AM
oh, ok , sorry  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 12, 2008, 04:57:12 PM
this is lookuing really amazing! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 12, 2008, 05:08:10 PM
Hey, um, something else that's really amazing:

The RHW Article on the SimCity 4 Encylcopædia! [LINK (http://www.wiki.sc4devotion.com/index.php/RHW)]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 13, 2008, 09:10:58 AM
Quote from: nerdly_dood on September 12, 2008, 05:08:10 PM
Hey, um, something else that's really amazing:

The RHW Article on the SimCity 4 Encylcopædia! [LINK (http://www.wiki.sc4devotion.com/index.php/RHW)]

Speaking about which... The RHW is today's featured article on the new SC4 Wiki!  Check it out here:

Rural Highway Mod (RHW) SC4 Wiki Article (http://www.wiki.sc4devotion.com/index.php/RHW)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 13, 2008, 10:51:20 AM
Hmm... Three days without an update. Makes me curious. Tarkus, what are you up to out there? If it's secret, that's alright with me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Cosmic on September 13, 2008, 11:01:55 AM
He's definitely up to something, that's for sure. ;D

We just have to wait and see. Unless he's waiting behind that corner right now, waiting to pounce on us when we least expect it and reveal more progress...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 13, 2008, 12:30:00 PM
Only time will tell what Tarkus is doing now... and it will probably tell us with a post from Tarkus, unless it's some of ShadowAssassin's work on his ERTM for RHW v.21. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 13, 2008, 12:38:11 PM
nice article of the RHW on SC4 wiki  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 15, 2008, 07:52:27 AM
The article about the RHW on sc4wiki is looking great! &apls :thumbsup:
Wonderful work on it!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 15, 2008, 10:42:35 AM
Hmm... Now five days.

The RHW on the wiki looks good, and Tarkus's page looks good there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 15, 2008, 12:23:12 PM
Quote from: Patricius Maximus on September 15, 2008, 10:42:35 AM
Hmm... Now five days.

Well, just so ya know many of us are working on the SC4 Wiki, and its taking a big chunk of our free time, myself included.

Tarkus is a classed as an editor there, and he has been making a lot of contributions on the wiki.  This might explain why the RHW thread hasn't been updated since the wiki went public.
So, while you are waiting for an update, why not head over to the SC4 wiki?  Theres a lot of content already, and you can always lend a hand to help add more.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2008, 12:52:02 PM
Quote from: Haljackey on September 15, 2008, 12:23:12 PM
Tarkus is a classed as an editor there, and he has been making a lot of contributions on the wiki.  This might explain why the RHW thread hasn't been updated since the wiki went public.

That and some various administrative things I've had to take care of recently, which have kind of knocked the wind out of my sails, so to speak.  I do hope to have something new to show you all very soon, though. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 16, 2008, 04:38:29 AM
Thanks for the explanation, Tarkus. I thought it was the pre-release lull, if you know what I mean. It may still be.

But, as Haljackey suggested, I may go over to the wiki....
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 16, 2008, 07:50:52 AM
I just read the RHW Wiki article.  I'm giving a round of applause to all who are involved.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 17, 2008, 07:55:21 AM
Alex take your time there and dont worry if you cant post anything new here, we all know it will be good when you do post something.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 19, 2008, 10:23:36 AM
great work Alex !!  :thumbsup:

Oh ! my 600th post  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on September 19, 2008, 12:23:24 PM
Quote from: art128 on September 19, 2008, 10:23:36 AM
great work Alex !!  :thumbsup:

Oh ! my 700th post  &hlp

You mean you're 600th post  :P


You were 100 off....  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 21, 2008, 06:12:00 AM
Oops, corrected  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: blakesterville on September 21, 2008, 10:13:32 AM
 :angrymore:how do you affect the direction of traffic!!!I have read the rhw guide and am still confused on the whole thing!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 21, 2008, 10:41:18 AM
Quote from: blakesterville on September 21, 2008, 10:13:32 AM
:angrymore: how do you affect the direction of traffic!!!I have read the rhw guide and am still confused on the whole thing!!!

Just look where the shoulder is. It must be at the outside of the RHW.

I wonder what Alex has been doing now... It's so long that we've seen any developement.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 21, 2008, 01:51:57 PM
Who knows. He has been rather secretive lately -- perhaps the pre-release, hype-building lull.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 21, 2008, 02:11:42 PM
I've said it before about other SC4D community members, and I'm saying it again.  When things get quiet, it means that something big is about to happen.  Around here, this "something" is usually very good.  Since Alex is quiet, he is probably going to appear suddenly from around the (road) corner and surprise us all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 21, 2008, 02:28:08 PM
I hope you're right, metarvo!

This is exciting...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 21, 2008, 06:10:57 PM
You said it, metarvo. Something good is coming. As John McCain once said, a change is coming, and I think Tarkus has a good change up his sleeve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2008, 06:46:50 PM
Well, there hasn't really been much going on lately, other than RL, and the aforementioned "administrative" stuff.  The only real RULing I've been able to do over the past couple days is fixing a glitch with one of the new puzzle piece buttons.

Speaking of puzzle piece buttons, I never did show you guys the shiny new buttons.  These are only the ones on the Highway menu--there's a few more.  This should give you an idea of how things will be organized with Version 21.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F4716%2Frhw092120081hp0.jpg&hash=5b9ec32633654eef7df4e38d0b2ab3383664960d)

What all is left really?  Well, a few puzzle pieces need to be made and pathed, a few draggable items need to be RULed in (there's a lot that carries over, fortunately--only a couple big "hurdles"), and a few models need to be cleaned up a little.

I am planning on potentially taking an "interesting" route with the models (at least beginning with Version 22, though I'm leaning toward doing it now), which will open modifying them up to others who don't want to mess around with all the intricacies of transit modeling and lead to a wide variety of third-party modifications for the Elevated RHWs (yes, plural ;)) and MIS.  (Hint: It involves a certain type of file . . .)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 21, 2008, 07:41:49 PM
I was right, wasn't I?  I knew something was going on, Alex. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on September 21, 2008, 07:48:28 PM
There is new stuff in the highway menu.Nice! :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on September 21, 2008, 08:15:56 PM
Looking good, Alex. Should make finding everything much, much easier.  &apls

Cheers,
kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on September 21, 2008, 08:22:21 PM
Those are great looking menu icons, Alex.  This is when the RHW goes pro.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 21, 2008, 08:36:22 PM
Alex all I can do is echo what David just said about RHW going PRO!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 21, 2008, 08:40:11 PM
Shiny new buttons always make my day, Alex! You're doing a bang-up job here, as per usual, my friend!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 21, 2008, 08:45:50 PM
they iz lookin fantasmagorical :D

seriously, this is going to make me install windows again, just to play with RHW :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 22, 2008, 03:24:59 AM
I knew something was going on. I felt it as I checked the forum.

The new arrangement of RHW icons look great. It'll really aid in construction of my interchanges.

I think I know what RHW with a plural is. It's more than 4 lanes, isn't it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 22, 2008, 06:41:51 AM
Nice menubuttons. It's more orderned now!
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on September 22, 2008, 07:23:07 AM
alex- &apls nice work on the menu. (i can be patient.... taking deep breaths... trying to remain calm...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on September 22, 2008, 08:43:05 AM
It's not quite the RHW-26, but I do know of one case of a freeway wider than the Irvine I-5 / I-405 junction... at the south end of I-5 where it merges with I-805 and hits the Mexican border it widens out to accomodate the border guard booths and goes to I believe 22 or 24 lanes.

Also, a request - if this isn't covered by the MIS, though I doubt it is since it would involve putting ramps directly on a curve. I have seen a few RL locations where newer (often elevated) highways have been built as a "bypass" around a CBD (one example of what I'm mentioning is on I-8 at the western edge of El Cajon, CA)... where the "bypass" highway section diverges from the "old" surface highway section (usually the city's main street), the highway makes a 45 degree angle curve while a set of one-sided on/off ramps continue "straight", usually converting into/from what SC4 would treat as an avenue. (In the example I'm giving, I-8 replaced US-80.) Of course, the ramp which connects to the "inside" side of the 45 curve would have to cross the highway lanes; in most cases I have seen this as an underpass, but a flyover is (theoretically) possible. Would it be possible to replicate this sort of junction somehow?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 22, 2008, 09:02:18 AM
These new buttons are looking really good, Alex!
Wonderful work on them!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 22, 2008, 09:58:39 AM
Did the sticky post at the top always say "Rural Highway Mod Version 21 (Beta)--COMING SOON"?  I just noticed that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 22, 2008, 11:16:18 AM
Thanks for the feedback on the menu buttons--I'm glad you all like them, and you'll be seeing more of what will be placed under them soon . . .

Quote from: Patricius Maximus on September 22, 2008, 03:24:59 AM
I think I know what RHW with a plural is. It's more than 4 lanes, isn't it?

More than an Elevated RHW-4?  Possibly . . .
(the RULs can actually carry over directly from the ground versions, and the paths with only slight modification . . . )

Quote from: writingliberty on September 22, 2008, 08:43:05 AM
Would it be possible to replicate this sort of junction somehow?

Yes, actually, it would.  There are preliminary plans for some sort of MIS Ramp Interface piece that branches off of a 45-degree curve.

Quote from: jgehrts on September 22, 2008, 09:58:39 AM
Did the sticky post at the top always say "Rural Highway Mod Version 21 (Beta)--COMING SOON"?  I just noticed that.

It's actually said that for probably at least 4 or 5 months now. :D  I'd keep an eye on it, though.  It might start saying other stuff at some point. ;)

Back with more in a bit . . .

-Alex (Tarkus)

Edit:  Oh, and my nebulous comment last time:

Quote from: Tarkus on September 21, 2008, 06:46:50 PM
I am planning on potentially taking an "interesting" route with the models (at least beginning with Version 22, though I'm leaning toward doing it now), which will open modifying them up to others who don't want to mess around with all the intricacies of transit modeling and lead to a wide variety of third-party modifications for the Elevated RHWs (yes, plural ;)) and MIS.  (Hint: It involves a certain type of file . . .)

That "certain type of file" is a Type21 exemplar, if you hadn't guessed already. ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 22, 2008, 11:39:29 AM
Although the icons look pretty nice, I would actually advocate the usage of a more common terrain mod in those icons; since they more conform to the fact that most people use more ehm.. lush terrains. Interesting T21-idea tho.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 22, 2008, 12:41:41 PM
Quote from: Tarkus on September 22, 2008, 11:16:18 AM
It's actually said that for probably at least 4 or 5 months now. :D  I'd keep an eye on it, though.  It might start saying other stuff at some point. ;)

Oh, my.  Here we go again, Alex. ;D  I will keep a constant eye on that subject line now, that's for sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 22, 2008, 12:59:22 PM
Quote from: Tarkus on September 22, 2008, 11:16:18 AM
It's actually said that for probably at least 4 or 5 months now. :D  I'd keep an eye on it, though.  It might start saying other stuff at some point. ;)

Apparently I'm a little slow up the uptake.   ;D  I have a strange feeling that, when the new version is ready, you'll change the stickied post but not say anything right off the bat... just to see how long it takes for somebody to say something!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 22, 2008, 01:11:53 PM
Not bad - much better organization than in v.20  :thumbsup:

Also, I'm looking forward to interpreting another nebulous comment or three ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 22, 2008, 01:41:23 PM
Quote from: jgehrts on September 22, 2008, 12:59:22 PM
I have a strange feeling that, when the new version is ready, you'll change the stickied post but not say anything right off the bat... just to see how long it takes for somebody to say something!

You're giving me ideas now.  :D  I hadn't thought of that . . . I rather like it. &idea 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 22, 2008, 02:08:28 PM
Ha, Ha. This reminds me of the so-called "Veepstakes". Don't know much for sure, but it really is fun guessing.

Thanks for the info. The RUL's copy quite nicely? I gather the hardest part of making them is the modelling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 22, 2008, 06:21:05 PM
Quote from: jgehrts on September 22, 2008, 12:59:22 PM
Apparently I'm a little slow up the uptake.   ;D  I have a strange feeling that, when the new version is ready, you'll change the stickied post but not say anything right off the bat... just to see how long it takes for somebody to say something!

Hey... we've never been known to do anything like that have we?   Diagonal SAM was never included, what are you talking about.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 22, 2008, 08:07:38 PM
This menu organization is much better; more convenient. And elevated multi RHW? (that gives me an idea &Thk/()
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on September 23, 2008, 05:21:12 PM
QuoteRHW-2 and RHW-4 Bridges
any chance on how these are being constructed, or should i wait until release to start modeling additional bridges?

ie, there's nothing in the INI files for ANT bridges, so is it using OWR?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 23, 2008, 05:34:25 PM
choco, to answer your question, they are true RHW-based bridges.  The next update of the Bridge Controller will include INI entries for them.  (There's a "dummy" entry under "DirtRoad Bridges" in the current Bridge Controller file).  smoncrie also managed to get the RHW Bridge RUL file (0x0000100b) working, too, which one of the bridges uses. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 23, 2008, 05:39:58 PM
What I'd like to know is this: Will there be bridges for both ground and elevated RHW like there is for GLR and ELR? That would be best for greatest flexibiliity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on September 23, 2008, 05:51:27 PM
Quote from: Tarkus on September 23, 2008, 05:34:25 PM
(There's a "dummy" entry under "DirtRoad Bridges" in the current Bridge Controller file).
doh.....saw that and never put 2 & 2 together.....much appreciated :thumbsup:
Quote from: nerdly_dood on September 23, 2008, 05:39:58 PM
What I'd like to know is this: Will there be bridges for both ground and elevated RHW like there is for GLR and ELR? That would be best for greatest flexibiliity.
i hate to assume, but it could be similar to HSR.....same model adjusted for the Z difference.  im drawing a blank atm, but theres a property that'll shift the Z, i believe. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 23, 2008, 07:33:47 PM
Quote from: choco on September 23, 2008, 05:51:27 PM
same model adjusted for the Z difference.  im drawing a blank atm, but theres a property that'll shift the Z, i believe. 

Yes, that's correct--I learned that little trick from smoncrie awhile ago, so it should be possible for me to have them set up for El-RHW as well.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 23, 2008, 07:56:42 PM
 &prt  I've been lurking here for a bit...

..But I like what I see!  The new custom submenus should really help organize the RHW as more content is added.  Great job Alex!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on September 25, 2008, 07:35:09 AM
When will Version 21 be released???????  ;)  And yes I already know the NAMified answer and Tarkusian slogan.

For those who are new and never posted here's a hint. ;)

"It will be released when it will be released."

and

"We like to suprise people."  ::) -Alex

P.S. Great Progress Alex. This looks like this will be the biggest RHW release to date!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 25, 2008, 04:02:32 PM
I think it'll be released within 60 days, judging from Tarkus's development status.

However, no one really knows, as Tarkus cannot/will not provide a definitive answer.

It does look like the largest RHW release to date -- I can smell the hype in here -- any time there's a new post here I'm like, "Is it out now? I have to check." Of course, that's based on experience with v20 (remember, it was a New Year's present  ;))

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on September 25, 2008, 04:49:11 PM
Quote from: Patricius Maximus on September 25, 2008, 04:02:32 PM
I think it'll be released within 60 days, judging from Tarkus's development status.

Not to sure about that.  ;)

Looking great Tarkus, those menu buttons are way more organised than before.  ;D

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 26, 2008, 03:42:21 AM
QuoteNot to sure about that.

Of course, we can never be sure -- and I almost don't want to know so that the surprise effect is not eliminated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 26, 2008, 08:46:31 AM
I love being surprised as it is like christmas morning as wee child again waiting eagerly to open up all those new toys and play with them for the first time....  Eagerly awaiting Alex ~~ patrick
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 26, 2008, 01:21:42 PM
Yeah but we always know that Christmas is December 25 - we won't know when RHW v.21 is here until it's released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 26, 2008, 04:50:51 PM
I believe it was meant metaphorically -- i.e. an eagerly awaited surprise -- in this case a near-total surprise.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 26, 2008, 05:18:26 PM
yuppers that is correct Patricius I was taking it as a metaphor to my younger childhood years....
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 26, 2008, 07:28:23 PM
Even so, the RHW v21 would make a fine Christmas gift.  At least I can dream, right? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 26, 2008, 08:28:20 PM
Of course, it might end up coming before then.  It might make a good present for . . . um . . . oh, nevermind.  Or it might be on back order and not come in time, so I'll just have to give you all pics of it until it arrives.  We shall soon (or not so soon) see . . .  ::)

Not New Year's Day though--already been there, done it, bought the t-shirt. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on September 26, 2008, 08:48:24 PM
Im just gonna say Halloween..MY GUESS..no one takes it, no one agrees  "$Deal"$ you all signed a virtual contract by reading this..  :P

Halloween would make for some good eye candy   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 26, 2008, 11:22:52 PM
Quote from: xmike1991 on September 26, 2008, 08:48:24 PM
Halloween would make for some good eye candy   :thumbsup:

:oEYE CANDY?? Is that what you think the RHW is?? I beg to differ! RHW v.21 will be the best thing since   ...    uhmmm ... the original NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 27, 2008, 12:35:54 AM
I hope you bought the Official RHW T-Shirt, Tarkus...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs231.xs.to%2Fxs231%2F08396%2Frhwt-shirt740.png&hash=5bbe501ccd9a74865a7eb1a6e6f177ebeeea90a9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 27, 2008, 01:54:43 AM
^Lol! I bet that it's photoshopped  ;)

Well, the release will be certainly before 21 december 2012 (the end of the world? ;D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 27, 2008, 05:29:38 AM
Make that RHW-4 to an RHW-6S and it'll be perfect for me  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: beebs on September 27, 2008, 10:02:58 PM
Well, I was bored the other day and needed some Photoshop practice, so I decided to make a new RHW/MIS logo for you guys.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.exodusforums.com%2Fimages%2Frhwsml.jpg&hash=0833e4f6ac0778f572c7a2c7c5f251399a43bbf2) (http://www.exodusforums.com/images/rhw.jpg)

I still have the .psd, I could send it to someone if you want to use it and/or tweak it up a bit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 27, 2008, 10:27:11 PM
First a T-shirt for the RHW logo, and now beebs makes a new one? 

My head is splitting &dd...  Nice work Casper and beebs!   &apls

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2008, 12:45:18 AM
Wow . . . it looks like we've got a merchandising department now.   ;D 

Really like the T-shirt idea, Casper, and the same with the new logo, beebs.    &apls:  It's got a nice "retro" feel with the original Version 12 textures there.   :thumbsup: 

Which reminds me, it's almost been 3 years since the initial version of the RHW was released.  So here's to 3 more!  (at least)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F732%2Frhw092820081an5.jpg&hash=1c003d54d9f5053c5909af077ff87f4fb49bdb91)

(You thought I was going to announce that it had been released, didn't you?  ::)  Not just yet.  We like to surprise people.)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 28, 2008, 01:04:37 AM
Weird... I thought that was on an embankment. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 28, 2008, 02:48:36 AM
Did I spot some curved RHW bridges? Yay!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 28, 2008, 04:08:22 AM
Yes, you did.

And it looks close to release to me (excepting the lack of models on some of those pieces).

Please keep teasing us.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 28, 2008, 08:27:54 AM
Nice teaser! Glad we can do elevated curves, but are they draggable? They have that funny puzzle-piece look.

Oh and, I noticed you changed the stickied post to say "COMING IN THE NEAR FUTURE" instead of just "COMING SOON."  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2008, 10:50:34 AM
Quote from: deathtopumpkins on September 28, 2008, 08:27:54 AM
Nice teaser! Glad we can do elevated curves, but are they draggable? They have that funny puzzle-piece look.

Oh and, I noticed you changed the stickied post to say "COMING IN THE NEAR FUTURE" instead of just "COMING SOON."  ;D

They are indeed draggable.  They have the funny puzzle-piece look because being models, they have the same texture discoloration issue as puzzle pieces.  I've already fixed the orthogonal, though, which is why they don't quite match up there.

And I see someone's paying attention. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 28, 2008, 10:53:42 AM
This MUST be said- Daaaaaaaaaaaaaaayyyyyyyyyyum. That curved overpass has been something ive (and countless others) always wanted. All the way back to the SC3K days. Youve outdone yourself yet again.  &apls

Now im REALLY excited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 28, 2008, 11:49:14 AM
Ohh NOW i see that it really is a curved overpass! I thought i saw an on-slope piece... (I didn't notice that the elevated RHW curve was just a test model with no support pillar yet)
Not bad at all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on September 28, 2008, 12:55:17 PM
That looks great...draggable el-RHW.  :D Is it possible to have draggable on all the old and future networks.  i.e. OWR, Road, Avenue, MAVE, TLA you get the picture... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on September 28, 2008, 01:12:51 PM
Quote from: debutterfly on September 28, 2008, 12:55:17 PM
That looks great...draggable el-RHW.  :D Is it possible to have draggable on all the old and future networks.  i.e. OWR, Road, Avenue, MAVE, TLA you get the picture... ;)

Im guessing you are talking about "draggable" curves.  Well, it is possible to make all the NAM curves draggable, but there are 2 drawbacks of this:

1.  Draggable curves cannot be made slope conforming.

2.  Draggable curves would actually take more time to drag than plopping a puzzle piece dueto the way you would be required to draw them.

I would go into a bigger explaination, but I need to get ready to go out for the evening.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 28, 2008, 01:15:53 PM
looks great tarkus can't wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 28, 2008, 02:58:41 PM
Splendid as usual, Alex.  IMHO, a curved overpass is just one more great detail that makes SC4 continue to be the top city-building game.  I wouldn't expect anything less, though. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on September 28, 2008, 05:30:30 PM
Alex, I can feel and smell the excitement brewing. Also, nice teaser you have there my good man. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 29, 2008, 04:42:39 AM
I smell it, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on September 29, 2008, 04:46:31 AM
Is there going to be El-RHW curve pieces?

Looking great Tarkus and the other RHW developers.  &apls

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 29, 2008, 10:49:12 AM
Quote from: un1 on September 29, 2008, 04:46:31 AM
Is there going to be El-RHW curve pieces?

I'm not sure which version, but eventually, yes. 

I do have some help on the modeling end of things now, too, many thanks to Jan (Swamper77)!  :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on September 29, 2008, 10:55:56 AM
first off Casper love that T-shirt and what size does it go up to? also Beebs that logo is stunning work there and I would say your PS'ing skills are pretty good!!!

Of course now to Alex where do I send the bill to for the new keyboard lol  &apls  the RHW is looking real great there!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 29, 2008, 11:55:14 AM
Thank you, Swamper.

I see you've changed your user text to 'We like to surprise people'.

Very sneaky changes.... I like it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 29, 2008, 01:16:49 PM
Oh so Swamper's helping with this? I thought he had his hands full with that Chevy Astro van he's working on... (url=http://sc4devotion.com/forums/index.php?topic=171.280]LINK[/url]
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 30, 2008, 08:26:37 AM
That teaser is great there, Alex! ;)
And congrats on 3 (+) years of RHW!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on September 30, 2008, 11:51:57 AM
Is there a possibility of Making a Transport Map that shows the RHW's?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on September 30, 2008, 11:55:59 AM
Quote from: Nexis on September 30, 2008, 11:51:57 AM
Is there a possibility of Making a Transport Map that shows the RHW's?

See the FAQ in the stickied post at the top.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 30, 2008, 01:41:42 PM
QuoteWhy doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

This issue cannot be fixed.   

The RHW Network is based on a road network which Maxis left hidden and unfinished, but was revived by the NAM Team.  As such, it was not programmed to show up on the Region Transport Map, and it appears this functionality is locked into the .exe, and thus, there is nothing we can do.

There is, however, a workaround, using the "DrawPaths" cheat from Buggi's SC4ExtraCheats.dll file (found here).  Run the cheat in game, and then save the tile.  Upon exiting the city tile, all transit networks will be visible.  (RHWs and Maxis Highways will appear green, while surface streets will appear blue.)  The one (and only) drawback is that these new path lines are visible in both the Satellite and Transport views.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on September 30, 2008, 05:01:02 PM
No surprise here....
We all know you're releasing it on the 3rd anniversary.... $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 30, 2008, 05:35:31 PM
Not necessarily. ::)  There's plenty of noteworthy dates coming up in the next . . . oh . . . few months.  (That's all I'll give you. $%Grinno$%)  Of course, it might be too obvious if I release it on a noteworthy date. 

I could really be mean and post a poll, too . . .  &idea ()flamdev()

More teasers coming in a bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 01, 2008, 03:25:20 PM
cant wait ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 01, 2008, 03:32:37 PM
Teasing, yet pleasing.  I await the next teaser, that's for sure. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 01, 2008, 04:43:45 PM
"Teasing yet pleasing", eh? I MUST claim this as a new often-quoted phrase... it's ELOQUENT and ¡me gusta mucho!

Awaiting updates.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 02, 2008, 11:45:56 AM
Finally, the teaser arrives . . .

Reintegrated this . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F429%2Frhw100120081xa3.jpg&hash=28ceab84d3e1acb8e167cdffbedf97f09ae74de0)

(I have an MIS-RHW-4 transition textured, too, and just need to get it in-game--it'll be puzzle-piece based rather than draggable.)

And more elevated stuff . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F3251%2Frhw100220081xb8.jpg&hash=9b6c85fca5c67bf83742aa1d6fef8b34c71d3856)

I have a fairly good idea of what all is going in now, too . . .

Back with more in a little bit. ;)

-Alex (Tarkus)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 02, 2008, 11:51:40 AM
That's amazing, Alex!  Stuff like this definitely has a place in Orleans County.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on October 02, 2008, 12:08:51 PM
Great Update! :D &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 02, 2008, 12:19:25 PM
Yay! Proper OWW/MIS connections!!!  ;D

Amazing progress,
-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: papab2000 on October 02, 2008, 12:22:01 PM
Very nice!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sheep49 on October 02, 2008, 12:25:00 PM
I see some great updates here! Everything looks nice indeed :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 02, 2008, 03:02:31 PM
I will never get tired of this. ;D  I heard something, though:

Quote from: Tarkus on October 02, 2008, 11:45:56 AM
(I have an MIS-RHW-4 transition textured, too, and just need to get it in-game--it'll be puzzle-piece based rather than draggable.)

Does this mean that the MIS-OWR transition is draggable? :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 02, 2008, 03:46:08 PM
I can hardly take it anymore -- draggable EL-MIS, MIS-OWR transition that's draggable; what a tease you are. I trust it is closer to release... or is that wishful thinking?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 02, 2008, 04:37:00 PM
Quote from: metarvo on October 02, 2008, 03:02:31 PM
Does this mean that the MIS-OWR transition is draggable? :o
Yes, indeed, the OWR-MIS transition is indeed fully draggable.  As is that MIS overpass. :)

Quote from: Patricius Maximus on October 02, 2008, 03:46:08 PM
I trust it is closer to release... or is that wishful thinking?

It is indeed closer to release.  Can't say how close, but I do have a fairly clear idea as to what all is going to be included now. 

I would also advise that if you don't have the current RHW, but want to play with it before Version 21 comes out, download it now.  More than likely, just as I did last release, I'll lock the current files shortly before the release of the new version, to prevent potential conflicts.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 02, 2008, 04:44:25 PM
QuoteIt is indeed closer to release.  Can't say how close, but I do have a fairly clear idea as to what all is going to be included now.

I think I have a good idea as well. I'm glad it is closer to release.

QuoteI would also advise that if you don't have the current RHW, but want to play with it before Version 21 comes out, download it now.  More than likely, just as I did last release, I'll lock the current files shortly before the release of the new version, to prevent potential conflicts.

Hmm... Big hint there *reads recent history*

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 02, 2008, 05:02:59 PM
I made good on my threat and posted a "prediction" poll . . .  $%#Ninj2 ()flamdev()

It's the season for teasin' . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 02, 2008, 05:16:10 PM
Wow Tarkus.  :D

(I selected Early December because I wan't it to be realesed on my birthday.  ;D)

I think time is coming......

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 02, 2008, 05:18:41 PM
Alex I think maybe if we are luckie we'll get something in ohh about sometime in 2009  ;D  and that is my vote I am sticking to it lol....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 02, 2008, 05:31:17 PM
Sweet....  :D

Quote from: Tarkus on October 02, 2008, 11:45:56 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F429%2Frhw100120081xa3.jpg&hash=28ceab84d3e1acb8e167cdffbedf97f09ae74de0)

...And I rarely quote pictures.  Excellent work Taruks! 

As for the new poll, I am not going to vote in it, sorry!  ?=mad)=

RHW version 0.21 is looking amazing!  I am sure it will be released when the time is right.  As you always say: "We like to surprise people!".  If there was a "whenever" option in the poll that would be what I would vote for.  I've backed this project since day 1, and I will continue to do so.  Good luck finishing it, and release it whenever you want to.

Good things come to those who wait.  There is no exception here.

All the best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 02, 2008, 05:34:02 PM
It's coming.... I think for a Halloween trick or treat (in this case both ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 02, 2008, 05:38:31 PM
That summed all our feeling up perfectly, haljackey. Or at least I think so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 02, 2008, 05:41:35 PM
Quote from: Haljackey on October 02, 2008, 05:31:17 PM
RHW version 0.21 is looking amazing!  I am sure it will be released when the time is right.  As you always say: "We like to surprise people!".  If there was a "whenever" option in the poll that would be what I would vote for.  I've backed this project since day 1, and I will continue to do so.  Good luck finishing it, and release it whenever you want to.

That's the plan . . . the poll is just for fun, really--won't really have an impact on the release.   You'll all find out when it actually comes out. ;)

And thanks for the support, everyone!  It really means a lot to me, and I'll pay you all back with another teaser here in a bit . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Godzillaman on October 02, 2008, 06:25:01 PM
Gah...you're such a tease... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 02, 2008, 07:09:17 PM
I declare this poll cruel and unusual. $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 02, 2008, 07:47:52 PM
Poll?! Thats it, just for that this movie is coming out SO early!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F1655%2Fvideotapexi2.jpg&hash=046d8a85a5420ba10a28f5e097039b0a076881ea)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2008, 01:04:47 AM
As promised, here's another teaser . . . the aforementioned MIS-to-RHW-4 transition piece.  Works really well for making Multi-RHW setups.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F8568%2Frhw100320081cy5.jpg&hash=454f2224a32e166293272b1b7dd6a4c2cc2176db)

And we're already at 37 votes in the poll, too.  Interesting results, I must say.  Can't confirm anything, but we'll see. ::) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on October 03, 2008, 01:25:02 AM
The MIS to RHW-4 piece looks very useful for slip roads that start as single lane and then widen to two. That is quite common in Britain.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on October 03, 2008, 03:59:26 AM
Excellent messages Alex, I have hope, that v21 will be soon :) And You foresee it can with distant about one tile from main road departure puzzles? It was one should was now do additional curves, in order to place was on embankment or excavation ( he need one tile from every side one - it is knew ;)). Puzzles RHW unfortunately not  "they arrange" oneself on slope, by what every interchanges have to occupy large surface.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on October 03, 2008, 04:21:43 AM
Well done Tarkus. Keep teasing us  :D

Hopefully RHW V21 isn't released too soon because i have to study for university exams!  ()sad()

Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 03, 2008, 06:52:11 AM
That stuff is looking really nice there in these teasers! Looking forward to the RHW v21! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 03, 2008, 07:16:21 AM
There are many uses for that transition, especially with a heavy-duty RHW-4 to MIS splitter piece.

But I think I'll be sticking with the MIS Y-splits.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 03, 2008, 07:55:53 AM
Nice Pieces, Tarkus.

BTW, 53 votes on the poll
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 03, 2008, 07:58:31 AM
Again, I must say "teasing, yet pleasing."  Since I have a feeling that RHW v21 is just around the (RHW) corner, each pic must be bringing us closer to its release.  These transition pieces are fantastic, Alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simpson on October 03, 2008, 08:32:04 AM
Fantastic work Alex on the RHW. And also I vote  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on October 03, 2008, 09:09:03 AM
mine makes 57  ;D %BUd%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 03, 2008, 10:48:35 AM
I agree. Maybe this corner?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F7963%2Frhw090920086mj9.jpg&hash=51d5c5ce00339054723570af5b6f2ad5f7fbd34b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 03, 2008, 02:13:22 PM
Again I must agree - "teasing yet pleasing." The RHW-4/MIS transition used in that way looks A LOT like a multi-highway interchange in Christiansburg, VA except the RL one is more drawn-out. (But I prefer the shorter version - it's more versatile and easier to use in small areas - in C'burg there was a lot of room to build, apart from the HUGE car dealerships)

But naturally the Google Earth images are too low-res there to see anything... But I can at least tell that a cloverleaf included in the multi-highway takes up a chunk of land comparable (but not similar) to that of the developed areas of Christiansburg itself (as in, maaaybe about 10%, probably more like 5%) And note that the cloverleaf is on the very southern edge of town. (The interchange is composed of Interstate 81, US 460 bypass and US 460 business)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2008, 07:30:01 PM
Quote from: Danthe on October 03, 2008, 03:59:26 AM
And You foresee it can with distant about one tile from main road departure puzzles?

If you're meaning MIS Ramp Interfaces with a one-tile gap between the main RHW line and the MIS ramp, there will be some of those included in the next version--at least for the RHW-4, but probably for at least a couple other widths, too.  Still need to get them in-game, but they'll be there.

Speaking of things in-game . . . a small little feature some may like.  The MIS can now intersect RHW-2s.  (Yes, I know there's a little pixel offset issue there--looks very Maxis-y $%Grinno$%)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F2995%2Frhw100320082yi9.jpg&hash=50d36d04d2a2708dfb6f2cd7d6a550373bd846a7)

80 votes now . . . not confirming or denying anything . . .

I will say I would like to get back to smaller, more regular releases after this one.  Version 21's been a long road, and I want to make sure that if there are things that Version 21 is "missing" in a lot of people's minds (it'll be a substantial addition, but not the terminus), it'll be possible to add those things in quicker.

(Puns partially but not fully intended)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on October 03, 2008, 07:36:22 PM
Welcome to page 159!

Version 21 looks like it'll be just what I need in the rebirth of the Nyhaven highway system. Great work, Alex, on bringing the community a tremendous gift!

Zack/woodb3kmaster
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 03, 2008, 09:34:41 PM
Alex looking wonderful, simply wonderful!!!  As I mentioned before I love to be surprised like a kid on christmas morning and I know one day I will log on to Devo and find the new RHW v21 and it will be like christmas morning all over again for me and I might forget to do something that day  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 03, 2008, 11:14:03 PM
I have Really wanted to do that!  :o Nice!

And I think smaller more consistent releases would be better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on October 04, 2008, 03:24:34 AM
Quote from: pagenotfound on October 03, 2008, 11:14:03 PM
I have Really wanted to do that!  :o Nice!

And I think smaller more consistent releases would be better.

I think each way has its merits .. The big release of version 21 is like xmas.. And the smaller releases are
nice too because you dont have to wait as long.. But obviously its whatever pleases you Alex..
We just appreciate all that you have done and are still doing with this.. &apls

Thanks again, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 04, 2008, 03:32:22 AM
QuoteI will say I would like to get back to smaller, more regular releases after this one.  Version 21's been a long road, and I want to make sure that if there are things that Version 21 is "missing" in a lot of people's minds (it'll be a substantial addition, but not the terminus), it'll be possible to add those things in quicker

I like that. Smaller, more regular releases. Like adding a feature or two at a time? Great. Sometimes these big versions are overwhelming.

QuoteAs I mentioned before I love to be surprised like a kid on christmas morning and I know one day I will log on to Devo and find the new RHW v21 and it will be like christmas morning all over again for me and I might forget to do something that day

That day will come soon, if the poll comes true...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 04, 2008, 06:59:33 AM
One thing I've been really REALLY looking forward to is a MIS/RHW-2 at-grade intersection - it just didn't look right to have to use a short section of road for that.

It looks like the texture could be improved somewhat but it's better than nothing!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on October 04, 2008, 11:34:06 AM
Thanks Alex for answer :) RHW gives creation's possibility really looking communication infrastructure at last, but it was it is knowed, that it requires solid improvements. Therefore I think, that upgrades better is let go more often, but in smaller range. It will can was it check on up to date in game and suggest improvements.

Try in the closest week to show tutorials for two next RHW interchanges  ( I've already picture and I've yet to translate descriptions).

Mariusz
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 04, 2008, 08:53:12 PM
I present to you the first ever full-on functional RHW-10 interchange.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F7756%2Frhw100420081vd5.jpg&hash=195cb6ffd2166a52e48f4fd952a614e432932820)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F2568%2Frhw100420082ki4.jpg&hash=35ea532ef193ff548646e6a40a75209337d214b7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F9157%2Frhw100420083dp6.jpg&hash=2c1131141d5ea4bd59e1c77ecd1b0f31fb390e56)

Inching ever closer . . .

Most of the Network-over pieces that will be included are more or less done now . . . knocked those out this afternoon.  Now I need to add in a few more ramp interfaces, a few little draggable items (those draggable overpasses you saw were just the beginning) and we can call it good.

Whether or not it'll be out on Halloween, as the majority of our poll participants seem to be thinking, is still up in the air.  We shall see. ;) 

And of course, we like to surprise people . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on October 04, 2008, 09:06:51 PM
Intruiging, I quite love it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 04, 2008, 09:08:09 PM
Wow... 10 lanes... Something many have wanted since the release of Rush Hour (or earlier!). 

Because something of this size has never been made for SC4 yet, it looks somewhat out of place to me due to its sheer bulk.  But, there's a first for everything!

In fact, this may make the Multi-RHW obsolete (Which I just made a new guide for in the hows-tos section (http://sc4devotion.com/forums/index.php?topic=5860.new#new)).
-That is, unless you want a RHW-20 :P.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on October 04, 2008, 09:08:52 PM
 :o
Oh dear god...
Those are amazing Tarkus, you are brilliant
Can't wait til this is released  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 04, 2008, 09:51:38 PM
Oooooooh my Dear god Alex that is just PHAT man!!!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: penguin007 on October 05, 2008, 02:19:25 AM
I'm ussaully just a lurker here but the work your'e pounding out at the moment is amazing and I can't wait to start using it. I just hope ShadowAssasin is able keep up with making the euro textures for all these amazing new creations.

Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 05, 2008, 02:31:43 AM
that was a nice surprise for this morning, looking epic as usual Alex :)

one criticism: only 1 ramp on a ten lane highway?  $%Grinno$% :P

JOe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 05, 2008, 04:05:51 AM
Wow, I'm liking it. Draggable overpasses -- just the beginning, you said? Great  &apls.

I think a Halloween release would be nice, but use your own judgment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 05, 2008, 04:12:23 AM
Oh my, a working(!) RHW-10 overpass! Stunning! But actually, here in the Netherlands I've only seen a 10-lane highway at the A4 between the interchange with the A44 and the interchange with the A5. Still, it's good that we've got a option of a 10-lane RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 05, 2008, 04:48:05 AM
The RHW-10 is here!  Way to go, Alex! :thumbsup:  Maybe it will be released on Halloween, and maybe not.  The most important thing to me is that it will be good, but I don't think I have any worries there. :)

EDIT:  As of 9:16 a.m. CDT, I did see this interesting number appear in the poll:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F250%2Frhwpoll0bq0.jpg&hash=b7140d1b5f9abbc6a2d19a039a0e1c31d740b895)

Judging by its position, I wonder if it's some kind of sign. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on October 05, 2008, 04:55:57 AM
That's just plain cool! I can't imagine I could EVER use a RHW-10 though. Maybe an six or eight at most. I think that highway actually looks a bit repetitive...not that we want a nice pretty view of trees, grass, and fifty-foot flames in the middle of the highway!  $%Grinno$%

One must wonder what you could be doing with RHW-10 in the middle of nowhere...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sheep49 on October 05, 2008, 04:56:52 AM
Wow! 10 lane RHW! Looks very promising! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 05, 2008, 07:00:57 AM
The RHW-10 looks nice there! Looking forward to more teasers... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on October 05, 2008, 08:38:48 AM
I think my first post in this thread was looking forward to the possibility of RHW-10 - there is a real-world 10-lane stretch in central Glasgow, and I have come across others in Britain. Soon there will be nothing in the real world which we can't do here as a result of those who have worked hard on RHW and other NAM innovations!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 05, 2008, 11:41:35 AM
Excellent work with the RHW-10! I am curious, though, as to how they are made - is there a center starter piece and one for each edge (which would enable many more than 10 lanes) or is it just a single RHW-10 starter piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 05, 2008, 11:56:18 AM
  :o DUDE! :o This is awesome &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 05, 2008, 12:33:37 PM
Glad you all like the RHW-10!  nerdly, to answer your question, it's basically set up like the RHW-6S.

Another little new development, which I think some will enjoy.  I'm still tweaking it some more, to get the placement working a little better.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F8250%2Frhw100520081yf5.jpg&hash=3e470860eff633f1572d0bad74b235e7cb740da1)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 05, 2008, 12:41:38 PM
Ooh... diagonal...

That's not something you see every day.

And that RHW-10 shown earlier is insane too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 05, 2008, 12:44:07 PM
Judging by the other pics, this one seems to show a diagonal RHW-4 with a MIS ramp exit.  However, I had to look closely to see if it was diagonal or not.  That's good, right? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on October 05, 2008, 12:55:55 PM
Really nice Tarkus  &apls Question: will there be on/offramps for RHW-3 in the next version?

Cheers

Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 05, 2008, 01:39:18 PM
The RHW-10 scares me a little...  :D

Amazing Tarkus, I think that we will have tons of teasers then there will be a realese... I think that it might come in Mid-October now...

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 05, 2008, 02:51:51 PM
It is diagonal.

This is something I need... see the Patrician Showcase for more info...
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on October 05, 2008, 04:45:32 PM
I've been MIA  /wrrd%& for quite some time because of school but I've always managed to check and see the great progress that RHW is maintaining. Great work Tarkus. ;) Will RHW-10 have onramps that shoot of it as opposed to being one tile off the main RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 05, 2008, 06:27:51 PM
Whoa - type A diagonal! Type B diagonal would be useful... (and so would everything else that's available as orthagonal for that matter...)

@ Godjcjk12: I think it's pretty certain that RHW-10 will also have a type-B MIS offramp too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on October 05, 2008, 07:01:41 PM
Quote from: Haljackey on October 04, 2008, 09:08:09 PM
Wow... 10 lanes... Something many have wanted since the release of Rush Hour (or earlier!). 

Because something of this size has never been made for SC4 yet, it looks somewhat out of place to me due to its sheer bulk.  But, there's a first for everything!

In fact, this may make the Multi-RHW obsolete (Which I just made a new guide for in the hows-tos section (http://sc4devotion.com/forums/index.php?topic=5860.new#new)).
-That is, unless you want a RHW-20 :P.

Best,
-Haljackey


When i first saw it i was left spechless..!
it is out of place as you say because its just so amazing ..
Its like a dream come true this has come so far...
I guess the wider ones, the 8 and 10 laners.. was always something i wanted the most in this game..

Thanks a lot Alex for everything..

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 06, 2008, 06:14:50 AM
Cool! A diagonal ramp. That will give us a huge boost of possible interchanges (a ortho-diagonal cloverleaf for example?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 06, 2008, 08:31:38 AM
That diagonal ramp is looking nice and useful! Still looking forward to more teasers...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on October 06, 2008, 02:34:10 PM
I thought about something:
It could be interesting to have the possibility to make express lines and ramp line

See a exemple here
http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17 (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17)

Watch carefully the ramb between the express lines and the ramps lines

http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on October 06, 2008, 03:07:58 PM
 &hlp
WHOO!! I'm on fire baby! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on October 06, 2008, 03:23:24 PM
Quote from: ma360 on October 06, 2008, 02:34:10 PM
I thought about something:
It could be interesting to have the possibility to make express lines and ramp line

See a exemple here
http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17 (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17)

Watch carefully the ramb between the express lines and the ramps lines

http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed)

umm it already is possible...haljackey can tell you all about it...i can post a pic if you need...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 06, 2008, 03:36:42 PM
Quote from: ma360 on October 06, 2008, 02:34:10 PM
I thought about something:
It could be interesting to have the possibility to make express lines and ramp line

See a exemple here
http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17 (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.819658,-79.10948&spn=0.005241,0.01369&t=k&z=17)

Watch carefully the ramb between the express lines and the ramps lines

http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed (http://maps.google.ca/maps?ie=UTF8&hl=fr&ll=43.820122,-79.109285&spn=0.00131,0.003422&t=k&z=19&source=embed)

Quote from: redraider147 on October 06, 2008, 03:23:24 PM
haljackey can tell you all about it.

Actually I don't need to! :P

I just posted a revised guide on the "NAM How-Tos and Tutorials" about making a Multi-RHW with version 20. (http://sc4devotion.com/forums/index.php?topic=5860.0)

However, I know you are talking about the transitions between the two ma360.  Currently you need to use MIS/one way roads to connect them together, but version 21 should be different.  You may be able to split off a RHW-4 off a RHW-8 to connect with another RHW-4 to form another RHW-8, connecting the collector and express lanes together. 

However thats just an assumption for now.  You can bet that I will play around with the concept when version 0.21 becomes public and post my findings, forming a guide soon after.

Anyways I hope you find this info and the new guide useful!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on October 06, 2008, 05:59:43 PM
Quote from: metarvo on October 05, 2008, 04:48:05 AM
The RHW-10 is here!  Way to go, Alex! :thumbsup:  Maybe it will be released on Halloween, and maybe not.  The most important thing to me is that it will be good, but I don't think I have any worries there. :)

EDIT:  As of 9:16 a.m. CDT, I did see this interesting number appear in the poll:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F250%2Frhwpoll0bq0.jpg&hash=b7140d1b5f9abbc6a2d19a039a0e1c31d740b895)

Judging by its position, I wonder if it's some kind of sign. ::)
Oi Vey. heres the truth ok, I think tarkus will Not release this addon until next year. ??? why? because hes got a RL and he cant be doing this for his whole life. and sine he wont tell us the ETA, thats his descision. I decided to vote for 2009 and beyond or it may never be released at all  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 06, 2008, 06:01:50 PM
Quote from: Zack on October 06, 2008, 05:59:43 PM
I decided to vote for 2009 and beyond or it may never be released at all  &mmm

It will be released.  Version 0.21 is nearly finished!  The question is, when?   ()what()

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 06, 2008, 06:34:10 PM
It is because it is hard to let go, when you know you still are able to do so much more. That is why some games release dates get pushed further, because more stuff is felt necessary to be done before release. I had to wait years, and years until Driver3 came out, but by the time that came out, it was 5 years later at least.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 06, 2008, 06:38:17 PM
No worries, it will indeed get released.  :thumbsup: There had been a couple setbacks earlier, but things are full-speed ahead now.  "When" is indeed the question.  

I'll have a better idea once I get the next Alpha Build done for the testers . . .   ;)  And I really do hope the final product won't disappoint.  It won't be "complete" (there's always more that can be added ;)), but it should be a substantial improvement.  I do have the feature list more or less ironed out now, too.

metasmurf, to answer your question, I'm not certain yet--that's one thing I don't have ironed out yet.  The RHW-3 stuff may end up having to wait until Version 22, but I'll see what all I can get done with this version.  And if it does end up having to wait until Version 22, I'll make sure the time between releases is much, much shorter than between Versions 20 and 21.  I know the Swedish RHW users out there are probably heavily anticipating it. :)

(Of course, I've actually been tempted to change the version numbering, too, though that might cause more confusion than its worth.  ;))

And 118 votes in the poll now--interesting results, too--everyone either seems to think it's very soon, or farther off. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on October 06, 2008, 08:52:16 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo144%2FSwamper77%2FEmpireBuilderLogoSmall.jpg&hash=58946d3f62b85577a022b072cf766cacee8434a2)
Empire Builder, Inc. Helping you build your Empire.

As of today, Swamper Industries is now a subsidiary of Empire Builder, Inc. which is helping the TDOT build the RHW overpasses. As part of this joint venture, the style of the overpasses is getting an upgrade. Here is a wireframe model of how the overpasses will look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo144%2FSwamper77%2FSC4%2520Stuff%2FTransit%2FELRHWProto.jpg&hash=97d929cd807b70e9f8bb6f6b950023fd235e96e1)
The overpasses will have a 1 meter thick concrete substructure beneath the roadway surface and Jersey barriers are installed along the sides of the elevated roadway deck. The roadway deck is supported by a column of concrete designed to meet modern structural code for highway overpasses. The result will be a safe and modern style overpasses for the RHW.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on October 07, 2008, 03:11:15 AM
Quote from: Tarkus on October 06, 2008, 06:38:17 PM
I know the Swedish RHW users out there are probably heavily anticipating it. :)

Yupp, can't wait to build those budget "motorways"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 07, 2008, 05:56:53 AM
Tarkus, when you're seeking for testers, then you'll get many people who want to test it (inlcluding me!) ;) . And Swamper; nice bridge model. Glad you're working on it  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 07, 2008, 08:30:18 PM
Those new overpasses do look a lot safer BTW.  ;D  And Alex, if you need one more tester i am available ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on October 07, 2008, 10:32:21 PM
The first few models have been done and put into the game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo144%2FSwamper77%2FSC4%2520Stuff%2FTransit%2FELRHW015Ramp.jpg&hash=98e8d0c150e7b88eb0b39906bf8e19c0aa928d25)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo144%2FSwamper77%2FSC4%2520Stuff%2FTransit%2FELRHW015Ramp2.jpg&hash=fa931d58d7c8f461a57af18e3a421e8b970715d6)

New graphics have been made for these new models. The Jersey barriers are part of the models themselves. No T21's were used to put them there. Alex's ramps no longer look like "floating M.C. Escher ramps". There are two supports under the ramps; the second one is mostly hidden by the roadway deck of the ramp, but it is there. ;)

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 07, 2008, 11:00:00 PM
Those models are great Swamper :) cant wait to test it out ;)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on October 08, 2008, 03:06:42 AM
awesome work  :P :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 08, 2008, 03:16:52 AM
I really like it  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 08, 2008, 03:41:11 AM
 :) Me happy  :P

They look fantstic, Jan!
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on October 08, 2008, 03:45:05 AM
nice! It's a shame you can see the fanning out bit of the top half of the column that you posted. This would look great on the standard road and avenue pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flo8472 on October 08, 2008, 08:32:19 AM
Nice construction  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on October 08, 2008, 08:48:00 AM
that's look really great :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on October 08, 2008, 10:24:50 AM
Looks good. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: papab2000 on October 08, 2008, 10:44:00 AM
Very nice  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 08, 2008, 10:45:32 AM
Great work on these models!! :thumbsup: They are looking wonderful! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 08, 2008, 01:26:01 PM
Great models Swamper - and of course you're showing off your police vehicles too... ;D

I'd love to see your version of the elevated RHW curve, and also the ground/elevated RHW on-slope piece, whenever those are of sufficient finishedness to be shown here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on October 08, 2008, 03:52:53 PM
If only SC4D had a drooling emoticon!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fforum%2Fi%2Fexpressions%2F25.gif&hash=246d0945c79c80522e352ff630eb585cd60d3ac4)
That's better! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 09, 2008, 01:17:59 PM
AWESOME! AWESOME! AWESOME! I knew my time of being inactive would pay off!!!! Man! I can't wait to start building RHW fly-over ramps with v21!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 09, 2008, 03:38:16 PM
LOL pilotdaryl, I sense enough drool in here to run a hydroelectric power plant.  Especially when you add mine.  "Elevated" describes this, alright.  My happiness level has definitely been elevated, that's for sure! :D

Absolutely amazing, Alex and Swamper! :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on October 09, 2008, 07:58:03 PM
Swamper77,Nice elvated Rhw! &apls
Where you got the police car and van?
They look good.Any download link? ;D &apls :D :) &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 09, 2008, 08:06:24 PM
Quote from: Streetlight 725 on October 09, 2008, 07:58:03 PM
Any download link? ;D &apls :D :) &apls

No, there's not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 09, 2008, 08:18:38 PM
He's busy making more paint-job varieties for the police car, and I'm not sure if he'll release that before or after he's done with the Chevy Astro van he's working on... The Jeep is available as a fire support vehicle on the LEX - just go to "power search" and the "Creator" is swamper77. There is also a Crown Victoria fire chief car included.

Oh, and by the way, isn't this thread about the development of the RHW project? I didn't think SW77 police vehicles were all that relevant...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 10, 2008, 01:04:04 PM
Uhhhh. In case you haven't noticed, there is a really funny bug in the puzzle pieces that I dont want fixed. Appearently, you can place any type of puzzle pieces including the Elevated RHW Pieces for v21. You can place them on any type of terrain! Place them on a 90 degree slope or underwater as what I did in the picture below.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on October 10, 2008, 01:08:11 PM
You have obviously not read the recent development as the El-RHW will be draggable :)

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 10, 2008, 09:42:41 PM
Yes, but can you drag the EL-RHW underwater? :P  Not that I would. Monorail Master, I think I understand what your thinking about the other puzzle pieces, because of the RHW's elevated draggability. Fear not, this project does not affect those. So I wouldn't worry about Those puzzle pieces in a different menu getting turned into draggable networks for now. Sorry to tell you, that EL-RHW underwater, is Likely a no go.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 10, 2008, 09:48:22 PM
Quote from: j-dub on October 10, 2008, 09:42:41 PM
Yes, but can you drag the EL-RHW underwater? :P  Not that I would.

But shouldn't that make a bridge?  ;)

Nice new models, Jan! And I look forward to v.21's release even more now!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 10, 2008, 09:59:29 PM
Of course it should, but can it be done?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 11, 2008, 08:08:48 AM
I am almost positive that draggable networks are not possible underwater. Only puzzle pieces can be used this way, and they will only make a bridge if the water is shallow enough.

However, it is entirely possible to make a standard bridge like we're all used to making for elevated RHW as well as GRHW - the GLR and standard elevated rail bridges are evidence of this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 11, 2008, 08:12:15 AM
Quote from: j-dub on October 10, 2008, 09:59:29 PM
Of course it should, but can it be done?

Of course, if any of the various bridge pictures shown over the last 80 pages or so are correct...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 11, 2008, 10:12:12 AM
I was just wondering if the EL-RHW was going to have new bridge models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 11, 2008, 03:09:50 PM
Well, If it can be draggable underwater, we would have the first RHW bridge that actually uses RHW pieces. But hey, the RHW Bridge is still under R&D. :( But, another good thing about the idea "underwater RHW" is to be more realistic for the Sci-Fi or destruction scenes in the City Journals/Mayor Dieries. Also, It's still UDI/Commuter route enabled so like you can take vids or pics of you or your sims driving underwater!
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on October 13, 2008, 08:08:34 AM
Quote from: j-dub on October 11, 2008, 10:12:12 AM
I was just wondering if the EL-RHW was going to have new bridge models.
i may be working on some.....theres apparently been progress on RHW bridges.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 13, 2008, 11:23:34 AM
Quote from: j-dub on October 11, 2008, 10:12:12 AM
I was just wondering if the EL-RHW was going to have new bridge models.

Actually, the Ground RHW bridges will be ported over to the El-RHW.  It's just a matter of adding a property to the bridge exemplars.

Sorry things have been slow here . . . was out of town for a few days.  The RHW will be back in business shortly . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 13, 2008, 12:57:55 PM
Quote from: Tarkus on October 13, 2008, 11:23:34 AM
The RHW will be back in business shortly . . .

I look forward to this, Alex!  I'll be here. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on October 14, 2008, 04:57:53 AM
I can't wait for another update! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 14, 2008, 05:38:47 PM
Quote from: j-dub on October 10, 2008, 09:42:41 PM
Yes, but can you drag the EL-RHW underwater? :P  Not that I would. Monorail Master, I think I understand what your thinking about the other puzzle pieces, because of the RHW's elevated draggability. Fear not, this project does not affect those. So I wouldn't worry about Those puzzle pieces in a different menu getting turned into draggable networks for now. Sorry to tell you, that EL-RHW underwater, is Likely a no go.

Well, There goes Mine and probaly deathtopumpkin's idea of trying to make the HRBT (if any of you don't know what it is, It is the Hampton Roads Bridge-Tunnel on I-64. Half bridge, half underwater tunnel) in the Hampton Roads area of SE Virginia! :D ()testing() ()testing()
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on October 14, 2008, 05:43:37 PM
Quote from: Monorail Master on October 14, 2008, 05:38:47 PM
Well, There goes Mine and probaly deathtopumpkin's idea of trying to make the HRBT (if any of you don't know what it is, It is the Hampton Roads Bridge-Tunnel on I-64. Half bridge, half underwater tunnel) in the Hampton Roads area of SE Virginia! :D ()testing() ()testing()

Have you ever considered making a normal tunnel? ()testing()  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2008, 05:56:39 PM
Quote from: Monorail Master on October 14, 2008, 05:38:47 PM
Well, There goes Mine and probaly deathtopumpkin's idea of trying to make the HRBT

Not necessarily . . . I can't say anymore than that, though . . . ::)

Btw, if anyone wants to check out the HRBT, it's on Google StreetView (http://maps.google.com/maps?q=36.987197,-76.305542&ie=UTF8&ll=36.999537,-76.303482&spn=0.031463,0.077248&z=14&layer=c&cbll=36.983799,-76.301732&panoid=3lrV9-T4LD5TesYtB9NKqg&cbp=1,335.4284886850728,,0,7.422543369077291).  Pretty cool, I must say.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 14, 2008, 06:02:19 PM
Quote from: Tarkus on October 14, 2008, 05:56:39 PM
Not necessarily . . . I can't say anymore than that, though . . . ::)

Oh, no.  He's doing that thing again, that thing he just loves to do.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 14, 2008, 06:32:42 PM
I assume I've almost always heard of the HRBT as being the "Chesapeake Bay bridge-tunnel" because it crosses the mouth of the, um, chesapeake bay. But since it is a rare type of bay crossing, instead of the Virginia Bridge-tunnel Police (or National Bridge-tunnel Law Enforcement Bureau or what-have-you) we have simply the Chesapeake Bay Bridge Tunnel Police. (CBBT police cars look like this (http://transitport.50webs.com/ches.html) and their website somewhat resembles this (http://cbbt.com/))

Please, let's keep it on topic.  Talking about the tunnel is absolutely great, particularly in the context of the RHW project, but we don't need another police vehicle diversion. ;-) -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 14, 2008, 06:49:26 PM
Quote from: Tarkus on October 14, 2008, 05:56:39 PMPretty cool, I must say.
heh... you wouldn't be if you lived here!  :D Though I guess from an engineering perspective they are pretty cool...
And I usually use the Big Dig lots to make bridge-tunnels, as I've found them to be pretty similar to the HRBT entrances. But regular tunnels work too.

And nerdly_dood, there are 3 bridge tunnels here in Hampton Roads. The CBBT which crosses the mouth of the Chesapeake Bay; the HRBT which crosses Hampton Roads (the harbor), and the Monitor-Merrimac Memorial Bridge-Tunnel, which crosses the mouth of the James River.

Anyway, before Alex yells at me for being off-topic, I'm looking forward to another update, and am excited about the impending release.

No worries, DTP.  You're fully within on-topic bounds.  -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 14, 2008, 07:03:31 PM
Maybe this tunnel can be puzzle piece incorporated into this projcect, just like how the big dig tunnels once were going to be incorporated. The capability is there, and there is some stuff I can't share in words here that have been tried, but I can say maybe this tunnel project can  just go under the highway and land, like the underground heavy rail does.
Title: Re: RHW (RealHighway) - Development and Support
Post by: xmike1991 on October 14, 2008, 07:32:13 PM
You can actually successfully make a bridge tunnel with the Big Dig pieces, though I can't make a one way road bridge that long  &mmm
Perfectly functional.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2008, 08:13:16 PM
Quote from: j-dub on October 14, 2008, 07:03:31 PM
Maybe this tunnel can be puzzle piece incorporated into this projcect, just like how the big dig tunnels once were going to be incorporated. The capability is there, and there is some stuff I can't share in words here that have been tried, but I can say maybe this tunnel project can  just go under the highway and land, like the underground heavy rail does.

No TE Lots needed then, either . . . which means it'd be UDI-compatible, even, as there'd be no Subway conversion needed. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on October 14, 2008, 08:52:12 PM
Did I spy the release date as "Coming Soon" to Coming Very Soon, But Not To Soon". I am all hyped up about it Alex. I will be suprised when you do release RHW V.21. Keep it coming Alex. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2008, 11:40:53 PM
Quote from: bakerton on October 14, 2008, 08:52:12 PM
Did I spy the release date as "Coming Soon" to Coming Very Soon, But Not To Soon". I am all hyped up about it Alex. I will be suprised when you do release RHW V.21. Keep it coming Alex. JKB

Heh . . . someone caught my little edit there.  Good to know people are paying attention. :D 

Well, a little update here . . . the left-exit piece (right-exit for you LHD folks) is finally in place.  The Flyovers and Draggable RHW/MIS Overpasses are a bit more stable, too.  Those are my hideous El-MIS models in there--don't worry, though, Jan (Swamper) will be working his magic on them before long. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F1707%2Frhw101420081ph5.jpg&hash=49cd5271f240deab38b02fb57220b13d86785346)

Not that anyone really needs to build a left-exit flyover to a parallel Avenue, but it's nice to know the possibility exists, I guess.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on October 15, 2008, 01:37:45 AM
So are we going to be able to make turns with the RHW-8 and RHW-10 or will it only be able to go parallel and perpendicular??? I'm praying for the latter of the two :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on October 15, 2008, 05:08:09 AM
nice update! &apls :D :)
I see something in the picture.
I circled it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 15, 2008, 05:14:47 AM
I always wondered if we would be able to have left exits.  This is a great addition to the RHW, Alex.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 15, 2008, 06:09:45 AM
Nice work, Alex. An left hand exit and El-MIS Ramps! Good stuff for Collector-Distributor systems!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 15, 2008, 08:57:59 AM
O.M.G 

You are AWESOME &apls

You have broken a HUGE limit in this whole series! Left hand exits (particularly for C/D systems) have been a dream for all the games.
Now we can do it! &apls &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 15, 2008, 10:11:28 AM
wow just simply wow!!! Alex talk about giving us a present today, that is just so sweet there and also again Happy Birthday there!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2008, 11:04:48 AM
Quote from: kings_niners on October 15, 2008, 01:37:45 AM
So are we going to be able to make turns with the RHW-8 and RHW-10 or will it only be able to go parallel and perpendicular??? I'm praying for the latter of the two :)

Well, the RHW-8 and 10 will probably be Orthogonal-Only in Version 21.  That functionality is planned for another update in the near future, though.

I'll hopefully be back with more stuff here in a little while . . . getting some of the remaining features in place.

The poll results are really pretty amusing after 161 votes--everyone's either an optimist or a pessimist.  :D  Do keep in mind, though . . . we like to surprise people . . . ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 15, 2008, 11:31:19 AM
HOV-to-park & ride. 

That is all.

EDIT:  Happy Birthday, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 15, 2008, 12:08:25 PM
Quote from: Tarkus on October 15, 2008, 11:04:48 AM
Do keep in mind, though . . . we like to surprise people . . . ;)

-Alex

Stop saying that!  :P You are getting me impatient.  $%Grinno$%

Can't wait to see more... Or can't wait for the realese!

And.... Happy Birthday Tarkus!!!  ;D

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on October 15, 2008, 12:09:58 PM
Happy Birthday Alex!! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 15, 2008, 01:02:35 PM
 "$Deal"$ "$Deal"$ "$Deal"$Nice work. Well, Here is why there are so many bridge-tunnels in SE Virginia. The US Navy wanted them to be built. Since Norfolk, VA holds Naval Station Norfolk (East Coast's largest naval base. I know that since my dad worked on the USS Kearsarge there) and the city Virginia Beach, VA(my hometown and I think DTP moved there this year) holds 4 Naval Amphibious bases, they wanted them because of national security purposes. If the Monitor-Marrimac, The HRBT, and the CBBT was destroyed by enemies, the naval ships would still be able to move out of the Chesepeake Bay. Imagine if all of those bridge-tunnels were just regular bridges. If they got destroyed, all of the naval ships would not be able to leave the Chesepeake Bay. Now you understand why the Navy wanted VDOT to build the bridge-tunnels. ()stsfd()

Starting to verge a bit heavily on the off-topic side now . . .  -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 15, 2008, 01:21:37 PM
Oh. so there are that many bridge-tunnels around there? Maybe the Virginia State Police really should have its own bridge-tunnel division...  :D
But this is, again, getting off topic...

...so I must express my enthusiasm over the left-hand MIS exit. That is a rare occurrence around here, but it is occasionally used, such as the I-81/I-581 interchange north of Roanoke, VA - the I-581 southbound lanes begin there with a left-hand exit from I-81 southbound, and the I-581 northbound lanes end on I-81 with a left-hand entrance ramp. The northbound lanes on 81 have a right-hand exit and entrance for the northbound and southbound lanes of 581.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 15, 2008, 01:40:09 PM
The left-exit ramp looks fantastic! There aren't too many of those here in Central Texas... In fact, I can only think of one such ramp in the area, which is a ramp from Loop 1 (a state loop) onto the Capital of Texas Highway (also a state loop). Although what's interesting is that it goes under the other side of Loop 1 instead of over (probably has something to do with it being an environmentally sensitive area).

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on October 15, 2008, 01:43:45 PM
Looks nice there in that teaser! Nice work! Looking forward to more...

And HAPPY BIRTHDAY, Tarkus!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 15, 2008, 02:47:19 PM
Oh, and Happy Birthday! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MassHelper on October 15, 2008, 04:00:38 PM
Happy B-Day, Alex

:) Mass
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on October 15, 2008, 04:04:20 PM
Looking good... :thumbsup: &apls
And happy birthday Tarkus! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 15, 2008, 05:10:46 PM
Happy birthday, Alex!  I wonder what kind of "surprise" you might have planned...  :)  If you told us, it wouldn't be a surprise, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 15, 2008, 05:56:43 PM
QuoteI wonder what kind of "surprise" you might have planned...

I can only guess....

Late-October  48 (29.1%)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2008, 06:39:33 PM
Quote from: Patricius Maximus on October 15, 2008, 05:56:43 PM
I can only guess....
Late-October  48 (29.1%)

The things you can do by simply removing a [size] tag.  ::)

Technically, this is still mid-October . . . so if the surprise were that I was releasing RHW Version 21 right now, those 48 people would still be wrong. :D  And they still might be wrong, too . . . but we won't know until it actually arrives.

Fortunately for you (or would it be unfortunately?), it's not coming out now.  But more teasers are here.  ;D

You'll be able to build an RHW-4 over an MIS ramp . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F8288%2Frhw101520081ij6.jpg&hash=7bb512f6c00114d171ba1b4931823cf082c5a393)

And I managed to add some small but smooth 90-degree MIS Curves in, perfect for replicating Interstate 84 in Oregon's Columbia Gorge.  This is a draggable setup, actually--just draw a standard 90-degree sharp bend, and it converts over.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F2857%2Frhw101520082ji5.jpg&hash=ac062e88367becde7114771235b6e4eafb1ceb57)

And thanks to all who have wished me a happy birthday!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 15, 2008, 06:43:44 PM
I'm getting impatient alright.  :'(

Nice work on the RHW... Can't wait for more....... *feels something large coming up...*

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 15, 2008, 06:55:30 PM
The 90-degree MIS curve is somewhat unrealistic, but any added functionality is still appreciated. (Then again, some interchanges in Virginia seem to be from the very early days of expressways and their ramps have very sharp curves and often lack accel/decel lanes...)

And of course if you can have avenue and rail and road and elevated highway over MIS, it follows that RHW over MIS will be included. Not bad!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 15, 2008, 07:15:30 PM
90 degree MIS curve is one of the BEST things that will be in this version, to me anyway. That will help immensely, and it even looks good to! Nice and smooth...

Thanks for the teasers, and you're seriously starting to make me think it's coming out very soon...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 15, 2008, 07:27:17 PM
Happy B-Day Alex, you'll be suprised to hear from me later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2008, 07:33:33 PM
Wow, a lot of progress here!

I like what I see, and I'll applaud what others have said already! &apls  That MIS curve is sweet, and so is the rest of the additional functionality you've shown here!  Nice work!

The only thing I don't like is the left on/off ramps.  By today's modern standards, they are obselete since the inner lane is usually the passing lane and since travelling the fastest.  I am sure you already know about this.  Because space can be tight in SC4, I see its usefulness in-game, but from a RL perspective I just cringe.  I don't know if I will use it, but I might if its the only option.  Just my point of view  :). 

Oh, and BTW, happy BD Alex! 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on October 15, 2008, 08:17:17 PM
There's a few old left-hand ramps around though (I know of a couple along I-215 in San Bernardino, CA, and one in the CA-15/CA-94 interchange in San Diego), so it's nice to be able to represent something like that, even if they are obsolete.

My question is, with the elevated, will we be able to do flyovers and such like a modern California freeway interchange? (kind of like the NAM's "stack", or maybe just an elevated ramp cutting across a cloverleaf as a method of compressing the interchange?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 15, 2008, 08:19:18 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fscott.club365.net%2Fuploaded_images%2Fdrooling_homer-712749.gif&hash=75666e9eb3bb6205b9bb9b45f8305ade1e343d13)

now that is all I got to say lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on October 15, 2008, 10:01:00 PM
Almost forgot!
Happy birthday!  And awesome looking interchange!
Can't wait! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on October 15, 2008, 10:46:35 PM
Looking good.

I really like the 90° MIS curve, quite realistic from my experience across the US and Canada (especially in the Columbia Gorge, Rural Michigan, and Indiana), and I'm really excited for the left-hand exits, as they will make the RHW much more realistic, especially if one uses them to create express lanes (like I-5 in Seattle) or I-90 (not the Dan Ryan) in Chicago.  The one question is if there will be a left side RHW exit from RHW like there is on the right side, would make the creation of several realistic cities much easier.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on October 15, 2008, 11:00:10 PM
Just to prove that I am still working on making the new models for the Elevated RHW/MIS:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F8238%2Felrhw015od2oq3.th.jpg&hash=bccf66c9dd24f953714ff068413e4cfd583ca5eb) (http://img80.imageshack.us/my.php?image=elrhw015od2oq3.jpg) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F5594%2Felrhw015od1eq1.th.jpg&hash=296e00ae1c60b1875ff7115da3b2abfb37718c75) (http://img80.imageshack.us/my.php?image=elrhw015od1eq1.jpg)
These are the new models for the Orthogonal to Diagonal pieces, complete with curved Jersey barriers. Please ignore the "hole" on the start of the curve. Tarkus is working on the new graphics for the models, and that "hole" will be covered up with the new graphics.

Next, I'll start working on the diagonal models and then the overpasses for where the elevated RHW4 goes over other networks. Later on, I'll start working on the elevated MIS models.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 16, 2008, 01:46:55 AM
Ohh, 45 degree curves! :) Those are missing for some other elevated puzzle pieces as well (i. e. the avenues, which causes a somewhat silly overpass solution in my newest city).
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 16, 2008, 05:24:27 AM
Honestly, I'm starting to expect the release information to suddenly indicate that v21 is available for download. :)  Every picture brings us closer.

That 90-degree MIS curve is amazing!  ;D  Those 45-degree elevated RHW curves are starting to look really good, too.  As always, keep up the good work, Alex and Swamper.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 16, 2008, 06:37:10 AM
The RHW Project has now 165 pages!!! :party:
@Jan: Nice models!
@Tarkus: Was it your Birthday then? I hope I'm not to late to congratulate you  ;)

And nice work on the 90 degree curve  :thumbsup:! That can be usefull for tight parclo's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on October 16, 2008, 01:02:07 PM
Looking good, Jan! The curves on those barriers look simply incredible!

Keep up the great work!

Dustin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 16, 2008, 02:37:15 PM
Jan you are a true master road artist!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on October 17, 2008, 02:14:41 AM
Hi tarkus,
Happy Birthday!  :thumbsup:

Concerning the RHW project: Awesome Work here!  &idea !  It's just amazing all the things that we'll can build in the next future...
i'm keeping an eye on it  :D hehe...

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 17, 2008, 02:01:25 PM
Hi everyone-

Back with a new RHW-4/MIS ramp interface piece.  One a few of you have been requesting for some time now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F3627%2Frhw101720081xy6.jpg&hash=f5cd4bbdd020c6676b303e5b85b7d7ed1fbef296)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F407%2Frhw101720082ed0.jpg&hash=740207895a59cde3c9bbae68ad9b9f8dcf4daa74)

Inching ever closer . . .

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on October 17, 2008, 02:18:13 PM
Looking great!  Could you just take out the pavement textures for that ramp?  It looks too much like a blob.

BTW-Happy belated birthday, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 17, 2008, 02:39:45 PM
A quick question; is there still RHW-2 and at-grade RHW4 intersections support?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 17, 2008, 03:11:31 PM
Quote from: zakuten on October 17, 2008, 02:39:45 PM
A quick question; is there still RHW-2 and at-grade RHW4 intersections support?

Of course.  We're not taking it out. ;)  I've managed to work it out so that both the overpasses and the at-grades are possible through some rather clever RULing.  The at-grade functionality (and the RHW-2 functionality) will continue to be expanded in future versions as well.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 17, 2008, 03:27:24 PM
Ah, whew. As far as missing functionalities, the only ones I note is a RHW4-avenue, but I suppose that's just nitpicky as you can convert the RHW4 to an avenue for the intersection, but the other one is one-ways. They seem to not be able to even touch the RHW4. But, glad to hear it! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 17, 2008, 06:59:32 PM
The new ramps are awesome! That'll be great for sloped interchanges.

Just remove the excessive pavement, and it'll be perfect.

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 17, 2008, 07:21:23 PM
Hey Alex wow!!! what more can I say?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on October 18, 2008, 02:13:49 AM
Wow.

I haven't really been following this thread, but last night i went through the last 50 pages and I have to say that I Can't wait for v21 of the  RHW!

Great Great Work! &apls :thumbsup: $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 18, 2008, 03:38:19 AM
Impressive! Very impressive!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2008, 01:42:05 PM
Not bad - this new ramp style will be very useful, not only for sloped interchanges... My only problem with it is, like most people's, the extra pavement between the ramp and the highway.

Regarding at-grade intersections: My preference would be to allow for at-grade intersections on at least orthagonal RHW-6S and 6C in addition to RHW-2 and 4 - diagonal would probably be more tricky to work in, so it's not really necessary, but any additional at-grade functionality would be appreciated. (Interstate 395 ends in Washington, DC with an at-grade intersection - very unsual)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 18, 2008, 03:11:33 PM
Quote from: nerdly_dood on October 18, 2008, 01:42:05 PM
Regarding at-grade intersections: My preference would be to allow for at-grade intersections on at least orthagonal RHW-6S and 6C in addition to RHW-2 and 4 - diagonal would probably be more tricky to work in, so it's not really necessary, but any additional at-grade functionality would be appreciated. (Interstate 395 ends in Washington, DC with an at-grade intersection - very unsual)

Well, with the RHW-6s, the NWM will provide a solution, more than likely, with the AVE-6/TLA-7. 

And I'll be removing the extra pavement on the "Wide" Ramp Style A for the final version.  It'll probably be one of the last things fixed before release, though.

And a new teaser pic here . . . no new pieces, but this will give you an idea of what you'll be able to do when you finally get to play with it . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F9726%2Frhw101820081py9.jpg&hash=a1ed37d368b12fabfc47e5dd0f7f27c2bfd36ffa)

(And just for Haljackey and Patricius, I made sure there was no weaving. ;))

More in a little while.  We're getting closer still.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 18, 2008, 03:35:16 PM
You could sell that picture for a lot of money.  $%Grinno$%

Amazing Tarkus! I can't wait to see more . . .

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 18, 2008, 03:36:31 PM
Quote from: nerdly_dood on October 18, 2008, 01:42:05 PM
Regarding at-grade intersections: My preference would be to allow for at-grade intersections on at least orthagonal RHW-6S and 6C in addition to RHW-2 and 4 - diagonal would probably be more tricky to work in, so it's not really necessary, but any additional at-grade functionality would be appreciated. (Interstate 395 ends in Washington, DC with an at-grade intersection - very unsual)

Personally, I would prefer for the RHW-2 and RHW-4 to have diagonal at-grades, at latest by V22.  :)  Of course, I've found some workarounds of my own for that, but that's another story.

The RHW-6 overpasses do look good, Alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 18, 2008, 03:37:20 PM
OMG Alex simply stunning!!!!  :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2008, 03:38:43 PM
O_O Good lord, tarkus, you HAVE been working on this! Jeez... ???

Excellent update!

Quote from: Tarkus on October 18, 2008, 03:11:33 PM(And just for Haljackey and Patricius, I made sure there was no weaving. ;))
For some reason, traffic engineers around here have a strange affinity for adding as much weaving as they can... particularly where one must cross 4 lanes of traffic in a space of about 80 feet (lengthwise) after entering Orange Avenue from I-581 southbound in order to turn left at a nearby intersection.

Quote from: Tarkus on October 18, 2008, 03:11:33 PMWell, with the RHW-6s, the NWM will provide a solution, more than likely, with the AVE-6/TLA-7.
I haven't given much thought about the NWM, since there haven't been updates in quite a while. What you might want to do is to release the NWM one network at a time with full functionality with all networks available at the time of each release - for example, the TLA-5 could be released first with full compatibility with all other networks that we're all familiar with using, then finish the MAVE-4 and release it with compatibility for all networks plus TLA-5, then work on the OWR-3 and release it with compatibility for MAVE-4 and TLA-5, and so on, instead of releasing the NWM as a partially-compatible mix of everything with functionality updates released as they are finished.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 18, 2008, 03:53:48 PM
Whoa, that's quite a BYSO interchange!  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 18, 2008, 04:45:45 PM
Another bonus pic of the same highway in a different spot . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg112.imageshack.us%2Fimg112%2F6235%2Frhw101820082et2.jpg&hash=1f9b0037e00a2d8f98de262e6b9b34481489cf5d)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: ma360 on October 18, 2008, 04:53:20 PM
 :thumbsup: &aplsSOOOO AWESOME!!!!!!!!! &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 18, 2008, 04:53:36 PM
Another great update! I notice you've changed your custom text thingy from "NAM team teasing adminadillo" to "We like to surprise people..."

One other thing: I have, until last weekend, been rather skeptical of the darker area along your highway texture that goes along the dashed lines - around here, there is no such darker section there: it's mainly in the middle of the right-hand lane, between the dashed line and the solid edge line. But recently I took a bus trip to Washington, DC to see my uncle, and I noticed that the highway there [Interstate 95 south of the DC metro area] looked remarkably like a RHW-6S using your newer texture: It did have the shorter lines that your texture has, as well as a subtle darker area between the lane lines as well as along them, with lighter areas where cars' tires are primarily located. Now that I've seen it in RL I have no reason to believe your RHW textures to be unrealistic in any way. (Especially once you refine them to be release-quality)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Godzillaman on October 18, 2008, 04:54:11 PM
Beautiful! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 18, 2008, 05:18:31 PM
*looks at first update*

*faints*

*revives*

*looks at second update*

*faints*

*revives*

Now for the reply. I'm glad you took the time to avoid weaving -- and it's nice to hear you did something for me :).

Also, the text in the main post reads "Rural Highway Mod Version 21 (Beta)--We like to surprise people . . ."

Coming soon?

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 18, 2008, 06:24:07 PM
Alex that is simply wow!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 18, 2008, 06:56:38 PM
Now, this is the real deal, Alex!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 18, 2008, 07:59:02 PM
O
M
G
!

That stretch of highway is amazing!  :o One of the best highway shots ever... And isn't that an interchange from your MD? The area looks familiar from about 5-10 updates ago, I think...

Lastly, in that second update, is that a tighter MIS curve I see (as in no completely straight tile between curves)?

Once again, some of the best shots EVER of an SC4 highway!  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 18, 2008, 08:12:21 PM
Gah. You are killing me.  &apls  &apls

Nice work Tarkus! I can't wait for something . . .  :P

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on October 18, 2008, 09:35:56 PM
WOW. *jaw drops through floor*  :o
You just love to tease, don't you, Tarkus?
I noticed as well that you updated the text by the release date to "We like to surprise people . . ."  $%Grinno$%
Hmmm....
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on October 19, 2008, 01:45:27 AM
OMFG!!!!  &apls  i luv it Tarkus!!!  &hlp  &hlp

- cape44
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jerommeke1701 on October 19, 2008, 01:55:36 AM
I think my brain just melted.....

wow!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 19, 2008, 04:07:23 AM
*Maarten looks both pictures twice and makes sure he isn't dreaming...  ;D

A-MA-ZING!

And you said that there were no new puzzle pieces in the previous update. Well, I haven't seen the RHW-6C overpass before. Keep on teasing us!

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 19, 2008, 09:13:35 AM
 :o Thats all i have to say ;D &apls

PS are there overpasses for an RHW 8C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 19, 2008, 12:19:38 PM
I think I losht my jaw!

Ah! There it ish!

WOW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on October 19, 2008, 01:44:00 PM
let me just add my  :o to the crowd....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2008, 02:10:43 PM
Hi everyone-

Thanks for the kind words on the last go-around of teaser pics there--it's much appreciated. :)  Now to answer some questions and show another teaser . . .

Quote from: deathtopumpkins on October 18, 2008, 07:59:02 PM
And isn't that an interchange from your MD? The area looks familiar from about 5-10 updates ago, I think...

Lastly, in that second update, is that a tighter MIS curve I see (as in no completely straight tile between curves)?

Yes, that stretch of highway is indeed from a city featured a good deal in my MD.  It's in Argentum, and (shameless plug ::)) you'll be seeing more of it a future update of Tarkusian Cities. ;)

As far as that MIS curve goes, it is indeed tighter, though I kinda "cheated" with the starter pieces in making it.  It's relatively easy to RUL in, though, so I would say you'll more than likely be able to build it in Version 21 without any workaround.

Quote from: pagenotfound on October 19, 2008, 09:13:35 AM
PS are there overpasses for an RHW 8C?

The RHW-8C is canceled, as when I re-adjusted the texture widths when making my new set, it physically wasn't possible to fit 8 lanes comfortably on three tiles, and since I redesigned the RHW-6C such that it now has increased capacity, it gave me even less impetus to continue it.  So the "RHW-8S" will be the only RHW-8 network.  And it does have an overpass.  ;)

All the RHW networks that will be included in Version 21 (RHW-2, RHW-4, RHW-6S, RHW-6C, RHW-8 and RHW-10) have overpasses, in fact.  The RHW-4, RHW-2, and MIS will be getting Diagonal ones for Roads and One-Way Roads (and possibly Rail Viaducts) in Version 21.  Avenues are a bit of a different story.  Orthogonal overpasses will be included for Avenues over all networks.  The Diagonal ones will be included in a future release.  (Which should come much sooner than the 10 1/2 months and counting since Version 20.)

Speaking of the RHW-8, I just got this piece in last night, which many of you have requested . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F4819%2Frhw101920081jh9.jpg&hash=f9bd7756c5addb384fd31a00051090689b1f949d)

Proof it works . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7858%2Frhw101920082se6.jpg&hash=79c06e9943fc885b1a5834d16eb9b628f0d3e6bb)

I'm getting very close to wrapping up the final feature list.  There will probably be a few pieces/features that some may have been wanting for awhile that won't make it into this version, but rest assured, they'll make it into a future RHW release in fairly short order.  I've added enough into Version 21 that I'm having a hard time keeping track of it all, so that tells me it's time to stop adding stuff. :D

Back with more in a bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 19, 2008, 02:14:54 PM
 &apls  &apls Wow! The RHW-8 is perfect for me! Can't wait for more.....

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: papab2000 on October 19, 2008, 02:33:53 PM
This is going to be a very nice addition.  :thumbsup:  Great job  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2008, 03:16:40 PM
 :shocked2:

Holy...   :o  Um...  I love it, so keep up the great work Alex!  &scl()

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 19, 2008, 03:25:25 PM
Quote from: Haljackey on October 19, 2008, 03:16:40 PM
:shocked2:

Holy...   :o  Um...  I love it, so keep up the great work Alex!  &scl()

Best,
-Haljackey

Ditto!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 19, 2008, 04:51:54 PM
That piece should be wonderful as the start to C/D systems!
But is that the final texture for it? If it's going to be touched up at all, I would make it a little pointy-er, and maybe add some V-shaped chevrons.

And it's great to hear that all of the networks will have overpasses! That's great, and thanks for giving us the list of stuff!

I smell a release soon...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 19, 2008, 05:20:08 PM
Looks great, Alex!  Like DTP said, the splitter texture there could use a bit of improvement.

Let me flip through my copy of the MUTCD, and I'll get back to you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on October 19, 2008, 05:56:25 PM
Quote from: Tarkus on October 19, 2008, 02:10:43 PM
As far as that MIS curve goes, it is indeed tighter, though I kinda "cheated" with the starter pieces in making it.  It's relatively easy to RUL in, though, so I would say you'll more than likely be able to build it in Version 21 without any workaround.
I recall some discussion of "smooth curve" pieces being made for use with the MIS, I hope that's still in the works!  &mmm  The less "choppy" the interchanges can look, the better. But all in all everything looks magnificent so far guys--I agree with deathtopumpkins (among others) that the pic in reply #3295 has to be the most impressive highway screenshot in the game to date!! My computer chair looks more ragged every day from the regular deposits of drool!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGS on October 19, 2008, 05:59:35 PM
Hello,
I must be blind but I am not seeing the download link on this page (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)?

What am I missing? :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 19, 2008, 06:04:53 PM
Quote from: JGS on October 19, 2008, 05:59:35 PM
Hello,
I must be blind but I am not seeing the download link on this page (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)?

What am I missing? :(

First of all, welcome to SC4D!   :)

To answer your question, that link is to the most recent released version of the RHW.  From the looks of it, the next release is coming very soon.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2008, 06:06:35 PM
Quote from: SamJam on October 19, 2008, 05:56:25 PM
I recall some discussion of "smooth curve" pieces being made for use with the MIS, I hope that's still in the works!  

The MIS Smooth Curves are still in the works.  At the very least, there will be an S-Curve.

And DTP and Ryan (burgsabre), thanks for the feedback on the splitter.  I'll try to make it more . . . um . . . "to the point".  (Sorry, couldn't resist).

JGS, welcome to SC4D!  You'll need to register separately for the exchange.  Once you're logged in, the download link will show up. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 19, 2008, 06:10:01 PM
Typing done before I noticed Tarkus posted:

@ JGS: What you're missing is that we're talking about the newer version (v.21) that (i expect) will be compatible with the current version (v.20) that you linked to (check the date) as well as contain A LOT MORE than just in v.20.
@ DTP: I'm somewhat certain the textures will be improved before release. One of the MIS/road intersections is so bad I might have done it myself! :D It's just a preliminary "preview" texture that will be improved before release.

Title: Re: RHW (RealHighway) - Development and Support
Post by: JGS on October 19, 2008, 06:12:41 PM
Quote from: Tarkus on October 19, 2008, 06:06:35 PM

JGS, welcome to SC4D!  You'll need to register separately for the exchange.  Once you're logged in, the download link will show up. :)

-Alex

Thanks for the welcomes! I appreciate it.

And that answers my question, thank you.

JGS
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 19, 2008, 06:23:08 PM
These pictures look great! I was wondering, will an intersection between the MIS and frontage roads be included in version 21? If not, that's fine as my current region isn't using frontage roads but I am planning on another region that will use them extensively.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2008, 06:29:55 PM
Quote from: nerdly_dood on October 19, 2008, 06:10:01 PM
One of the MIS/road intersections is so bad I might have done it myself! :D It's just a preliminary "preview" texture that will be improved before release.

Which one, out of curiosity?  ::)  Once I get the Alpha Build off to the NAM Associates for the next go around, I'll give it a look.

I will also point out that most of the markings I've tried to emulate are Oregon ones.  Every place is going to have something a little different.  And also, if you find that "hey, this looks nothing like the markings here in [insert state]", you're free to modify the original ones I've done to your liking, and if you so choose, distribute your modifications as a texture mod.  I completely support that.  They're effectively "open-source" textures.  

You can add chevrons, add second yellow lines in (like Utah), change the dashed line lengths/widths, Eurofy them, etc.  The only limitations are technical ones imposed by the RULs, and to a lesser extent, paths (you can't lengthen/shorten puzzle pieces, or do "unmirrorable" stuff, etc.).  Otherwise, the sky's the limit.  :)

It opens up the RHW to more people, and in my view of things, that's a very good thing.

Quote from: DFire870 on October 19, 2008, 06:23:08 PM
These pictures look great! I was wondering, will an intersection between the MIS and frontage roads be included in version 21? If not, that's fine as my current region isn't using frontage roads but I am planning on another region that will use them extensively.

Intersection between the MIS and frontage roads?  Do you mean an MIS-OWR transition?  Or some sort of MIS/OWR intersection? 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on October 19, 2008, 06:32:59 PM
Quote from: Tarkus on October 19, 2008, 06:29:55 PM
Intersection between the MIS and frontage roads?  Do you mean an MIS-OWR transition?  Or some sort of MIS/OWR intersection? 

I think he means connection from RHW to a street with no gaps.

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 19, 2008, 06:48:47 PM
Quote from: Tarkus on October 19, 2008, 06:29:55 PM
Intersection between the MIS and frontage roads?  Do you mean an MIS-OWR transition?  Or some sort of MIS/OWR intersection? 

No, not a right-angle intersection, more like a ramp from the MIS onto a frontage road (both two-way and one-way). It's hard to explain in words, so here's an example of what I'm talking about: Linkie (http://maps.google.com/?ie=UTF8&ll=30.539204,-97.692044&spn=0.002172,0.004828&t=k&z=18)

It's a ramp in my area. The ramp goes off of the highway and merges into the frontag road, which is a one-way road. The ones for two-way are slightly different, but the one-way ones are more common.

- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2008, 06:53:50 PM
Thanks for the Google link, John.  That makes sense now. :thumbsup:  It looks like you'd need an RHW-4/Dual MIS Splitter (like the current RHW-2 one).  That is in fact planned for Version 21 (just spliced up the textures last night), so it looks like you're good to go.

-Alex (Tarkus)

Edit:  And I should also add, I've edited the poll to allow everyone to change votes, if they so choose, especially since Mid-October is pretty much done now. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 19, 2008, 07:35:10 PM
CHEVRONS! That's what they're called! I'll have to add those in when i get my new computer... Tweaking *just a few* RHW textures will be loads easier than tweaking *all of them*, which will give me more time to finish my police car modding that I've had to hold off till I can get a computer that will run FiSHMan... (Laptop comes first, then any RHW textures I work on if it comes out before or shortly after i get the laptop, then police cars)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on October 19, 2008, 09:10:56 PM
I just spied that Alex put "Not Yet Available" as a release date. Just yesterday, it read "Coming Very Soon, But Not To Soon". The release is just around the corner (not tomorrow for the not so patient people and no brain people). I am just gonna love v.21 BIG TIME. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on October 19, 2008, 09:47:09 PM
Quote from: bakerton on October 19, 2008, 09:10:56 PM
I just spied that Alex put "Not Yet Available" as a release date. Just yesterday, it read "Coming Very Soon, But Not To Soon".

That's not all, either.   ()stsfd()

Tarkus, I've said it several times before, but I'll say it again... you never cease to amaze.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metalheadfromny on October 19, 2008, 10:00:29 PM
Sweet! Cant wait for this to come out!

If you highlight next to where it says "Not Yet Available" there's a pretty interesting message.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 19, 2008, 11:26:15 PM
Alex I have no clue what to say anymore!!! all I can think of is Stunning and btw I love that little message under the dependencies  ;)

I do have one question for you though, has it been fixed where the RHW 2 will be able to go threw the ave no problem or is that still being worked on? Im sorry if you already answered this somewhere and I didn't notice...

Thanks Pat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 20, 2008, 03:16:28 AM
 ()testing()
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 20, 2008, 05:16:31 AM
I've noticed that Alex's text now says, "We like to surprise people... really."   ::)  It's getting to the point where I never know what I will see in here from one week to the next, and the RHW 21 may be one of the surprises that appears soon... I hope. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on October 20, 2008, 06:38:54 AM
Now the text by the release date says "not yet available." Tarkus.... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 20, 2008, 07:18:32 AM
Hey Tarkus, I see you have a new puzzle piece two pages ago (and a new avatar!) It looks awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on October 20, 2008, 09:12:16 AM
Hey, I'm just wondering what will be included in the new version.

Besides all of the extra lanes.

Like will it be just elevated rhw4, mis and what??

Will there be elevated rhw6s,6c, etc.???
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on October 20, 2008, 09:42:17 AM
Will the RHW overpasses (road over RHW) be in road puzzle piece menu, or will they still be in the RHW menu?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 20, 2008, 12:00:31 PM
Quote from: metalheadfromny on October 19, 2008, 10:00:29 PM
If you highlight next to where it says "Not Yet Available" there's a pretty interesting message.  ;D

You caught me there.  :D  I was doing a little test to see if that was a viable way to sneak hidden messages into various places.  I'm always seeking out innovation in teasing.  Obviously, though, full-size white-text doesn't work.  Back to the drawing board, I guess.

Quote from: Pat on October 19, 2008, 11:26:15 PM
Alex I have no clue what to say anymore!!! all I can think of is Stunning and btw I love that little message under the dependencies  ;)

I do have one question for you though, has it been fixed where the RHW 2 will be able to go threw the ave no problem or is that still being worked on? Im sorry if you already answered this somewhere and I didn't notice...

Thanks Pat

Heh . . . you caught my other message.  Dang, you guys are really perceptive. 

As far as the Avenue/RHW-2, that's always functioned to my knowledge.  Did you mean Avenue/RHW-4?  In that case, that is not planned for Version 21.  jplumbley's been bugging me about it for awhile, too. ::)  The main issue is implementation, with the separable median and what not, and in the meanwhile, you can just do the Avenue workaround and get turn lanes.  I think eventually, there will probably be some sort of actual RHW-4/Avenue at-grade intersection . . . I myself would like to do that, to really be able to replicate Oregon 99W in Sherwood.

Quote from: metarvo on October 20, 2008, 05:16:31 AM
I've noticed that Alex's text now says, "We like to surprise people... really."   ::)  It's getting to the point where I never know what I will see in here from one week to the next, and the RHW 21 may be one of the surprises that appears soon... I hope. :)

Quote from: kj3400 on October 20, 2008, 06:38:54 AM
Now the text by the release date says "not yet available." Tarkus.... ::)

Everyone is watching my every move here.  ::)  It will, eventually be one of the surprises here, though there will probably be a few more before that time. 

Quote from: mrtnrln on October 20, 2008, 07:18:32 AM
Hey Tarkus, I see you have a new puzzle piece two pages ago (and a new avatar!) It looks awesome!

Thanks!  And actually, that's an "old" avatar.  It was my original avatar when I first joined here and ST. 

Quote from: darraghf on October 20, 2008, 09:12:16 AM
Hey, I'm just wondering what will be included in the new version.

Besides all of the extra lanes.

Like will it be just elevated rhw4, mis and what??

Will there be elevated rhw6s,6c, etc.???

There will indeed be Elevated RHW-4 and MIS.  There's also going to be a bunch of new Network-over and MIS Ramp Interface Pieces, a few new transitions, a few new intersection configurations for the MIS, and that just about covers it.

As far as eventually having Elevated Wider RHWs, they won't be in Version 21, but they are definitely planned for a future release.

Quote from: remanh on October 20, 2008, 09:42:17 AM
Will the RHW overpasses (road over RHW) be in road puzzle piece menu, or will they still be in the RHW menu?

They'll be under their own Road/RHW Puzzle Pieces button under the Roads menu.

Back with more in a bit . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 20, 2008, 03:42:19 PM
Quote from: Patricius Maximus on October 20, 2008, 03:16:28 AM
()testing()
That speaks volumes :D I'll have to keep my eye out for one of these tiny hints you keep dropping...
Title: Re: RHW (RealHighway) - Development and Support
Post by: DFire870 on October 20, 2008, 04:26:09 PM
Quote from: Tarkus on October 19, 2008, 06:53:50 PM
Thanks for the Google link, John.  That makes sense now. :thumbsup:  It looks like you'd need an RHW-4/Dual MIS Splitter (like the current RHW-2 one).  That is in fact planned for Version 21 (just spliced up the textures last night), so it looks like you're good to go.

-Alex (Tarkus)

Edit:  And I should also add, I've edited the poll to allow everyone to change votes, if they so choose, especially since Mid-October is pretty much done now. ;)

Yay, that's great news. Although I'm probably the only one or one of a select few that uses frontage roads extensively. ::) That's what happens when you live in Texas for most of your life. :P I detest them, but they sure are handy.

-- John
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 20, 2008, 06:34:11 PM
Quote from: Tarkus on October 14, 2008, 11:40:53 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F1707%2Frhw101420081ph5.jpg&hash=49cd5271f240deab38b02fb57220b13d86785346)




Yes, Im back out of the woodworks! I just HAD to say how wonderfully this project is coming along!!! I just wanted to point out another advantage of this LH ramp, now when you build a local/express roadway setup, you can now have slip ramps connecting to either roadway!!! No more crossovers! At least, where I live we dont have crossovers...we just use left hand slip ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 20, 2008, 06:51:13 PM
Wow, the Lone Star State really has quite a showing here!  I'm a Houston native, and I try to emulate TxDOT's doings in SimCity.

So far, so good . . . . but this new RHW release is going to make it so much better!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 20, 2008, 08:31:44 PM
I recently ran into a problem while constructing a new RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Apr11761224530618.jpg&hash=91763b9e61b195491deb68be7b2f095d4d9e13e6)

Any chance for a fix of this type in V.21? 

Best,
-Haljacley
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2008, 09:21:58 AM
Quote from: Haljackey on October 20, 2008, 08:31:44 PM
I recently ran into a problem while constructing a new RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Apr11761224530618.jpg&hash=91763b9e61b195491deb68be7b2f095d4d9e13e6)

Any chance for a fix of this type in V.21? 

Speaking of which, is there going to be a fix for a diagonal rail crossing  ()what() ? I want to create a new commuter expressway in my city with a rail line running in the median (similar to I-66 in the DC suburbs), but I need to be able to have it cross the RHW on a diagonal in order to enter the median.

Please dont think Im being picky  ;D , I REALLY enjoy what you're doing! Thank you SOOO much for the RHW, I probaly would've given up on SC4 if it werent for the RHW. I cant wait for v21!!!!!

I love the RHW!!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on October 21, 2008, 09:31:39 AM
Quote from: JGCarter on October 21, 2008, 09:21:58 AM
Speaking of which, is there going to be a fix for a diagonal rail crossing  ()what() ? I want to create a new commuter expressway in my city with a rail line running in the median (similar to I-66 in the DC suburbs), but I need to be able to have it cross the RHW on a diagonal in order to enter the median.

Please dont think Im being picky  ;D , I REALLY enjoy what you're doing! Thank you SOOO much for the RHW, I probaly would've given up on SC4 if it werent for the RHW. I cant wait for v21!!!!!

I use diagonal rail crossing of RHW all the time.  If you wanted to use light rail, I would use the light-rail to subway lots to get under the RHW.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 21, 2008, 09:43:48 AM
Quote from: TEG24601 on October 21, 2008, 09:31:39 AM
I use diagonal rail crossing of RHW all the time.  If you wanted to use light rail, I would use the light-rail to subway lots to get under the RHW.

TEG

Hah! I never thought about that...thanks a bunch!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on October 21, 2008, 09:56:05 AM
QuoteEveryone is watching my every move here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg373.imageshack.us%2Fimg373%2F6673%2Feyeballs8004972we9.jpg&hash=dca6dee01cdf97c377b8774d7382189c297140bc)

You don't say, Alex.  RHW2.1 is probably at the feature-level of Rush Hour at this point.  I'm watching, too.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on October 21, 2008, 12:29:59 PM
Quote from: JGCarter on October 21, 2008, 09:21:58 AM
Speaking of which, is there going to be a fix for a diagonal rail crossing  ()what() ? I want to create a new commuter expressway in my city with a rail line running in the median (similar to I-66 in the DC suburbs), but I need to be able to have it cross the RHW on a diagonal in order to enter the median.

Please dont think Im being picky  ;D , I REALLY enjoy what you're doing! Thank you SOOO much for the RHW, I probaly would've given up on SC4 if it werent for the RHW. I cant wait for v21!!!!!

I love the RHW!!!!  &apls

well you could also use the elevated RHW that is going to be coming out in the next release to overpass it...(that said assuming there is RHW-4 over GLR/Rail)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 21, 2008, 03:35:35 PM
Quote from: JGCarter on October 20, 2008, 06:34:11 PM


Yes, Im back out of the woodworks! I just HAD to say how wonderfully this project is coming along!!! I just wanted to point out another advantage of this LH ramp, now when you build a local/express roadway setup, you can now have slip ramps connecting to either roadway!!! No more crossovers! At least, where I live we dont have crossovers...we just use left hand slip ramps.

Well, I cant wait! So, finally I can build the I-640/I-40/I-75 interchange in Knoxville, TN!

Quote from: JGCarter on October 21, 2008, 09:21:58 AM
Speaking of which, is there going to be a fix for a diagonal rail crossing  ()what() ? I want to create a new commuter expressway in my city with a rail line running in the median (similar to I-66 in the DC suburbs), but I need to be able to have it cross the RHW on a diagonal in order to enter the median.

Please dont think Im being picky  ;D , I REALLY enjoy what you're doing! Thank you SOOO much for the RHW, I probaly would've given up on SC4 if it werent for the RHW. I cant wait for v21!!!!!

I love the RHW!!!!  &apls


Also, will there be a same fix for:GLR, monorail, rail, and HSR?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2008, 04:26:02 PM
David, lol.  That pic is a classic.  I'm actually halfway tempted to take that dancing anthropomorphic eye with the mortarboard and make it my avatar for a bit . . . ::)

To those wondering about the El-Rail/GLR/Heavy Rail, etc. diagonally crossing the RHW--at this stage in development, there's no fix for those.  However, I would like to get that issue resolved . . . I'll take care of it once we're into the "bugfixing" stage of development (after the main features have been taken care of).  Thanks for pointing it out. ;)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 21, 2008, 05:47:22 PM
Quote from: JGcarterSpeaking of which, is there going to be a fix for a diagonal rail crossing ? I want to create a new commuter expressway in my city with a rail line running in the median (similar to I-66 in the DC suburbs), but I need to be able to have it cross the RHW on a diagonal in order to enter the median.
In case anyone forgot, we still have OWR for RHW work-arounds.
I just use OWR in between RHW in that situation, because I get a couple of fancy metal pylon overhanging rail road crossing lights, that ends up looking great in between RHW. Its no problem with the black RHW texture, or if I split an avenue, I get one regular ground crossing gate when the tracks cross. I also use OWR under diagonal elevated rail.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 21, 2008, 05:56:23 PM
Quote from: j-dub on October 21, 2008, 05:47:22 PM
In case anyone forgot, we still have OWR for RHW work-arounds.
I just use OWR in between RHW in that situation, because I get a couple of fancy metal pylon overhanging rail road crossing lights, that ends up looking great in between RHW. Its no problem with the black RHW texture, or if I split an avenue, I get one regular ground crossing gate when the tracks cross. I also use OWR under diagonal elevated rail.

//////////
(Warning: My post is slightly off-topic)
Where did you get those, j-dub?  I'm positive that the default Maxis ones are nothing like that.  Good point about the OWR, though.  I'm always having to convert my RHW's to Ave. or OWR for one reason or another.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on October 22, 2008, 02:22:25 AM
Quote from: metarvo on October 21, 2008, 05:56:23 PM
I'm always having to convert my RHW's to Ave. or OWR for one reason or another.

That reminds me... is there a transition for RHW<-->Maxis highway? As much as I love the look and functionality of the RHW, I still use the Maxis highways around the older sections of my city because it has that "gritty and compact" urban look to it and I tend to reserve the RHW for the 'burbs. Using an avenue to connect them is, well, ugly as sin. LOL
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 22, 2008, 03:47:29 AM
SamJam: There was one in this past version... though it looks about the same as an avenue connection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on October 22, 2008, 07:40:05 AM
Quote from: SamJam on October 22, 2008, 02:22:25 AM
That reminds me... is there a transition for RHW<-->Maxis highway? As much as I love the look and functionality of the RHW, I still use the Maxis highways around the older sections of my city because it has that "gritty and compact" urban look to it and I tend to reserve the RHW for the 'burbs. Using an avenue to connect them is, well, ugly as sin. LOL

I use the RHW<->Maxis Highway all the time, as I usually use Maxis Highways for the realism of urban centers (plus having compact interchanges) and use the RHW for more rural areas, as then it is more realistic, plus I like to use tunnels, and want to keep up the capacity and velocity of a highway in them, or for special overpasses.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 22, 2008, 08:45:28 AM
Yeah, usually my RHWs terminate in the industrial or commercial area as surface roads while I use Maxis highways to weave through the tight areas. Its easier to make smaller interchanges and take a smaller footprint. But outside of my packed areas, you'll only see RHWs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 22, 2008, 09:29:05 AM
I use sometimes RHW-6 to Maxis Highway, but that doesn't look good. I hope that this issue will be fixed in the next version. (I sent Tarkus the model)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 23, 2008, 05:37:59 AM
Quote from: mrtnrln on October 22, 2008, 09:29:05 AM
I use sometimes RHW-6 to Maxis Highway, but that doesn't look good.

I agree.  In addition, I tried that myself, and DrawPaths indicated that the transition was not functional.  As a result, I had to transition the RHW-6 to RHW-4 before transitioning to Maxis Highway.

EDIT: Right you are, Maarten.  Something about that transition doesn't seem right.  It's just the best option that I have right now.  At least it does function.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 23, 2008, 06:13:28 AM
Quote from: metarvo on October 23, 2008, 05:37:59 AM
I agree.  In addition, I tried that myself, and DrawPaths indicated that the transition was not functional.  As a result, I had to transition the RHW-6 to RHW-4 before transitioning to Maxis Highway.

Still, I want a better transition. It's unrealistic that a 6-lane highway has a transistion to a 4-lane highway to make a next transition with a 6-lane highway. Get the whole point?
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on October 23, 2008, 11:05:58 AM
I've had some fun while using the RHW v21 (alpha) for awhile today, and, with Alex' (Tarkus) permission, here's something I came up with...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08434%2Fhehe188.jpg&hash=92d55311f290cd35bcb2c18619c381950e01042c)

I agree that the whole thing is seriously unrealistic, but it shows the possibilities that the RHW v21 will include...

P.S.: Please bear in mind, the whole thing is still fairly rough, so the fact that I show this picture does not, in any way, mean that it will be released very soonly; but you never know...
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on October 23, 2008, 11:18:42 AM
Quote from: caspervg on October 23, 2008, 11:05:58 AM
I've had some fun while using the RHW v21 (alpha) for awhile today, and, with Alex' (Tarkus) permission, here's something I came up with...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08434%2Fhehe188.jpg&hash=92d55311f290cd35bcb2c18619c381950e01042c)

I agree that the whole thing is seriously unrealistic, but it shows the possibilities that the RHW v21 will include...

P.S.: Please bear in mind, the whole thing is still fairly rough, so the fact that I show this picture does not, in any way, mean that it will be released very soonly; but you never know...


Will I be able to build overpasses over the multiple lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2008, 11:26:23 AM
Quote from: XL2007 on October 23, 2008, 11:18:42 AM
Will I be able to build overpasses over the multiple lanes?

Short answer: yes. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 23, 2008, 11:27:56 AM
See here. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F594%2Frhw8overpassuj0.jpg&hash=e4c17362aa74b162d2b0fed4c19b76dbde934f83) (http://imageshack.us)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on October 23, 2008, 11:31:00 AM
this is just great !!!!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 23, 2008, 11:44:18 AM
Quote from: Andreas on October 23, 2008, 11:27:56 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F594%2Frhw8overpassuj0.jpg&hash=e4c17362aa74b162d2b0fed4c19b76dbde934f83) (http://imageshack.us)

Question, since this is a high speed freeway that is obviously meant to carry large volumes traffic, will there be a divider between the two roadways?

Other than that, this is hot!!! I really liked that local/express setup! I better start widening the medians in my city to accomodate the wider roadways! I'll probaly do a 3-2-2-3 setup and a 4-4-4-4 at the commuter crossing (this strip of land that crosses the river). Looking forward to it coming out, Tarkus...thanks for all your hard work!!!!

EDIT: Holy cow!!! Is that a RHW 10 I see?!?!?!?! My traffic woes are coming to an end!!! Just for kicks Im going to make a 5-5-5-5 local/express setup!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on October 23, 2008, 11:55:44 AM
While Andreas posted a response to that before I did, I thought this picture might still be relevant... As you can see, avenue's overpassing RHWs with every width are  possible and completely functional...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08434%2Fnaamloos-2667.jpg&hash=56da03556d967c1e5f268ee6a364cfc345b49cf3)

P.S.: Please bear in mind, the whole thing is still fairly rough, so the fact that I show this picture does not, in any way, mean that it will be released very soonly; but you never know...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on October 23, 2008, 12:02:36 PM
Quote from: JGCarter on October 23, 2008, 11:44:18 AM
Question, since this is a high speed freeway that is obviously meant to carry large volumes traffic, will there be a divider between the two roadways?

There are some median props (jersey barriers) available, but they need to be T21'd properly first. As caspervg said, it's still a bit rough, a few items are missing, and the textures need some refinement here and there. But generally speaking, a lot more will be doable than with RHW v20. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 23, 2008, 12:55:38 PM
I dont know what to say so I'll let my little smiley friends help.

:o :o ;D ;D &apls &apls :thumbsup:


Edit: I smell something coming up on the horizon  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Danthe on October 23, 2008, 02:01:42 PM
It looks fantastic!  &apls &apls &apls

And gentle curves and departure puzzles will be provided for to multi RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Houston_Fan on October 23, 2008, 03:01:44 PM
I seriously can't wait to get my hands on this, since I'm such a roadgeek.  I've made some very impressive interchanges with one-way roads before, and I am so pumped about RHW v21...  Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 23, 2008, 03:19:29 PM
All I can say is, that the RHW has too much planned. So much stuff, it still has yet to be taken care of. As you can see, its real easy to do 20 lanes, I know the pic below is 16 lanes, but again nothing stops you from changing where those 3 lanes are into 5, you just need the land, and maybe money to build.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 23, 2008, 03:52:32 PM
Looking awesome everyone!  I agree with JGCarter though, a median at the side would put icing on the cake!  Remember though, this is still in alpha, and you will see more added later.

This may be a bit off topic, but has anyone considered making a ploppable 1x1 median tile for the centre of a RHW?  I have yet to find a decent divider for my networks.

Cya around!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on October 23, 2008, 04:09:30 PM
Quote from: Danthe on October 23, 2008, 02:01:42 PM
It looks fantastic!  &apls &apls &apls

And gentle curves and departure puzzles will be provided for to multi RHW?

I hope so.

This all looks great  &apls  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 23, 2008, 04:24:22 PM
I'd like to make a multi-RHW using several (at least a dozen) layers of RHW-10 and then gradually merging them down to a single RHW-2 in as little space as possible just to experiment... (I wonder what would happen if all those RHW-10s were congested and went down to a single RHW-2... The term "parking lot" comes to mind...)

&idea

Hey! A short section of multi-RHW-10 could be used for a reaslitically wide toll booth! (The only problem is that around such RL toll booths the pavement only has edge lines... at least afaik)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 23, 2008, 05:18:55 PM
Yeah, that's what we need. A RHW 2-10 TOLL BOOTH! Anyway, I am haveing a hard time picking up my jaw from that RHW-4 to RHW-10 conversion!
:o :o :o :o :o :o :thumbsup: :thumbsup: :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on October 23, 2008, 05:30:20 PM
speechless..... &apls





will the RHWAM rermain compatible with v.21?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 23, 2008, 05:33:28 PM
Quote from: caspervg on October 23, 2008, 11:55:44 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08434%2Fnaamloos-2667.jpg&hash=56da03556d967c1e5f268ee6a364cfc345b49cf3)


This is the real deal, Alex!  I also see that some of you are getting the opportunity to play around with the new RHW.  Those are some nice pics, Casper and Andreas.
&apls

Quote from: Haljackey on October 23, 2008, 03:52:32 PM
I have yet to find a decent divider for my networks.

I agree that more choices would be an improvement.  Still, I've seen GTR, and I don't see anything wrong with your networks, Hal, or the dividers you currently use. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2008, 05:56:52 PM
Quote from: choco on October 23, 2008, 05:30:20 PM
will the RHWAM rermain compatible with v.21?

Yes, it will.  Nothing in Version 21 has changed that would prevent it from working properly.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on October 23, 2008, 06:54:39 PM
Amazing work Alex...who would have thought that this all came from a few individuals accidentally finding an unfinished network?   &apls The ANT has come a long way!
Great pics Casper and Andreas  :thumbsup:

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 23, 2008, 07:05:58 PM
Question: Since diagonal versions of higher-capacity RHW will be unavailable, will longer 90-degree turns be made available? That way we don't have to downgrade them to have a curve...
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on October 23, 2008, 07:08:55 PM
Quote from: sithlrd98 on October 23, 2008, 06:54:39 PM
Amazing work Alex...The ANT has come a long way!

that's certainly an understatement  ;D    me =  %BUd% &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on October 23, 2008, 07:14:17 PM
Quote from: choco on October 23, 2008, 05:30:20 PM
...will the RHWAM rermain compatible with v.21?

Forgive my ignorance, but what does RHWAM stand for?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 23, 2008, 07:32:42 PM
I was able to play around with "RHW Version 0.21 alpha build 2" today, and I have mixed reactions.  Of course, it is still a work-in-progress so this is understandable. 

I have 2 pics to show you from my initial resting.

I am very impressed with the elevated RHW.  Its a beauty!  :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F1126%2Fodinoct26021224808992yi6.jpg&hash=6b2dfd54f55932dd09c502fe3560dab29bd311e4)

And my first RHW-10  :):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg184.imageshack.us%2Fimg184%2F700%2Fclaymessajun15011224811av3.jpg&hash=bbbd4f7f0c46335e0bdff71a9d64b67cae1847c3)

Several tweaks still need to be done, but it's getting there!  I hope you enjoyed it!

Best,
-Hajackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 23, 2008, 07:34:34 PM
Quote from: JGcarterForgive my ignorance, but what does RHWAM stand for?
RHW Addon Mod. Of course it will need to have some reconstrunction for the next version, it won't have stuff for the wider networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2008, 07:43:10 PM
Quote from: nerdly_dood on October 23, 2008, 07:05:58 PM
Question: Since diagonal versions of higher-capacity RHW will be unavailable, will longer 90-degree turns be made available? That way we don't have to downgrade them to have a curve...

Unfortunately, no.  You'll have the option of splitting an RHW-8 into two RHW-4s in the interim, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on October 23, 2008, 10:31:32 PM
hate to jack the thread, but...

@haljackey: what are those dividers and lights on your RWH10 there?  looks really nice!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 24, 2008, 12:56:11 AM
@Choco: Those are the Highway light towers V2 (http://www.simtropolis.com/stex/index.cfm?id=10960)

Wow! Very nice stuff! Can't wait to get this  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on October 24, 2008, 05:07:13 AM
so am i to take it that neighbor connectivity has been fixed with the rhw-10??
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 24, 2008, 06:39:50 AM
Just a quick overview what has happened last year:

The draft of a RHW-4/MIS transition back when I was a newbie on SC4D:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F814%2Frhwrequest3gb4.jpg&hash=7293858ce45592e8a51b5e8d16c5c83c9c53ca0e)

And here, nine months later, the realisation, with many other pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08434%2Fhehe188.jpg&hash=92d55311f290cd35bcb2c18619c381950e01042c)

I've one thing to say about that:
Thank you!

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 24, 2008, 10:53:24 AM
Haljackey -- there are times when I'm envious of you -- this is one of them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2008, 02:38:45 PM
Quote from: kings_niners on October 24, 2008, 05:07:13 AM
so am i to take it that neighbor connectivity has been fixed with the rhw-10??

Technically, the neighbor connectivity does work on all of the RHWs, if you use a technique called a "loop connector".  Basically, with the wider RHWs, you'll just drag the RHW between the two sides to "break" the override. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F7500%2Frhw102420081rh6.jpg&hash=8fc654572a935a13d18d0b79d280b81fbad6c8d4)

The method on the RHW-4 is a little different--see here (http://sc4devotion.com/forums/index.php?topic=990.msg125712#msg125712)

It is possible to produce some sort of overhanging "camouflage" lot, too.  I've also considered making a puzzle piece of some sort that functions in this same way, but blends in with the RHW better.

Hope that answers your question!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on October 24, 2008, 05:26:27 PM
it does thank you
Title: Re: RHW (RealHighway) - Development and Support
Post by: txrailcat74 on October 24, 2008, 06:34:21 PM
Just want to say "awesome" Tarkus. I'm "salivating" at getting them into my game. I want them now, but, want it as great as possible. So, please take your time (would you hurry up) lol. If I knew how to "network", I'd crank out some awesome things of my own. I thank you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on October 25, 2008, 02:08:22 AM
Psst.. You can also do this with the RHW v21.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fxs232.xs.to%2Fxs232%2F08436%2Fclover0000604.jpg&hash=a3c31760e4eb74a8b3ab7bf045b989c9f5615c53)
More pictures: here (http://sc4devotion.com/forums/index.php?topic=252.msg192999#msg192999)

P.S.: Please bear in mind, the whole thing is still fairly rough, so the fact that I show this picture does not, in any way, mean that it will be released very soonly; but you never know... I do not claim to have membership within the NAM Team or having helped developing this great add-on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 25, 2008, 03:45:06 AM
Quote from: Tarkus on October 24, 2008, 02:38:45 PM
...

It is possible to produce some sort of overhanging "camouflage" lot, too.  I've also considered making a puzzle piece of some sort that functions in this same way, but blends in with the RHW better.

...

I hope you make that camouflage piece. I think that can be really usefull for a lot of people.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 25, 2008, 12:42:17 PM
holly freeaking crum bum looking real sexxie here wow!!!

psst I am still betting on sometime in 2009 lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on October 25, 2008, 12:45:25 PM
Amazing...I cant wait!!! Im getting more impatient every time a new pic comes out. :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 25, 2008, 01:31:47 PM
A few pics from me:

My first RHW-20!  (well, a multi-RHW-10 :P)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Jan21771224965945.jpg&hash=4258fea8e6a4fbd2c72fdff83587c971fceb2fe4)

Various transitions:

One-way
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Jan12771224965904.jpg&hash=cb6bc70bab781abf65e62cab6e2eed7c0ec65d7f)

Two-way
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Dec24761224965791.jpg&hash=87f3d9e422b4d0d4672eb39df8aefe80d95018f8)

Still needs some tweaking though:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Nov22761224965628.jpg&hash=5419349c8461694145fb89d00dd24dd7d981a52a)

And a comparison of the Multi-RHW-10 next to Lakeyboy's multi-highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FWitburg-Oct19761224965421.jpg&hash=f5fc33f97845e7ddbd978bcdb4b1b80772a877fd)

That should tease you enough for now.   ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on October 25, 2008, 01:36:26 PM
catenaries and new pillars for elr?


i gotta stay away from this thread.... &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on October 25, 2008, 01:40:55 PM
it's a monorail mod that changes the entire network into a high-speed rail system by APTX. NOT the HRSP; these mods are different. APTX's also contain a cool looking trainset.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 25, 2008, 01:58:25 PM
I'm reasonably sure that the biggest I'll ever need is RHW-6... I'd have to try REALLY HARD to get a city big enough to clog a RHW-8... I could accomplish that with a huge residential district leaving only the freeway to get the com/ind area... but it wouldn't look very realistic IMO because it would be roughly 110% hi-rise condos and (most likely) low-wealth tenements in the res zone and mostly dirty industry in the ind zone... No room for burbs... No room in my RAM for much else, either, considering that it's only 1GB on Vista Ultimate. :D

Still, even if I can't squeeze it for all it's really worth, any last bit of extra functionality is greatly appreciated. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 25, 2008, 02:59:26 PM
You are the multi-highway master, Haljackey! :thumbsup:  Of course, it is Alex that has gotten this project to where it is, so I need to reserve a :thumbsup: for him as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on October 25, 2008, 03:56:17 PM
Quote from: sim-al2 on October 25, 2008, 01:40:55 PM
it's a monorail mod that changes the entire network into a high-speed rail system by APTX. NOT the HRSP; these mods are different. APTX's also contain a cool looking trainset.
do you know if it's still available?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 25, 2008, 04:19:55 PM
Quote from: toxicpiano on October 25, 2008, 03:56:17 PM
do you know if it's still available?
APTX stated that he will be re-releasing his stuff during this month.  The train skins have been released thus far.  Check the Bullet Train SC4 Wiki article which I update when new content is re-released.
http://www.wiki.sc4devotion.com/index.php/Bullet_Train_Mod (http://www.wiki.sc4devotion.com/index.php/Bullet_Train_Mod)

Sorry for being off topic.  Now, back to the RHW!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on October 26, 2008, 12:27:39 AM
Quote from: nerdly_dood on October 25, 2008, 01:58:25 PM
...even if I can't squeeze it for all it's really worth, any last bit of extra functionality is greatly appreciated.

You took the words right out of my mouth dood... I try sooooo hard to include every single download and every single option into my region (if not individual cities!) to get the best possible variety and appearance, and also because the lots and networks look so SWEET! But the RHW-10+ seems like something that would never even be necessary in the game. Maybe you could create a connection beyond your region with the excuse that somewhere out there lies substantially larger masses of people that want to fly through your region. I know I'll have an excuse to use it in mine.  ;D

@ deathtopumpkins, TEG24601, and others within the scope of my last post (regarding RHW<-->Maxis hwy transition):
I knew about the avenue tweener, but it still looked very awkward. Hopefully some thought could be put into it for the next version (hey, I'm patient) at least for the RHW-4. Does the RHW-6 still require 4 tiles across?

While I'm on the subject of future versions, I thought of a couple of items... unless they're in this version, in which case I'll be needing a change of underwear.
1) A multiple lane approach for exits (for left/double left turns, straight-throughs or right turns, etc).
2) A one-way onramp leaving the road/avenue similar to the 45-degree offramp exit in the current RHW.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.photobucket.com%2Falbums%2Fe400%2FSamJam_photos%2Framps.jpg&hash=632c21a786b98e7a45af5a4f96601a3241e7dc19)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 26, 2008, 01:29:37 AM
I know this may sound a bit sarcastic, and I really don't mean it to be, but couldn't you simply use a half RHW-4 for the multi-lane offramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 26, 2008, 01:44:21 AM
Awesome pictures, Hal!

MY 800TH POST! YAHOO!!!  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: frdrcklim on October 26, 2008, 03:01:33 AM
Like I said in the 3RR, I thought I've seen everything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 26, 2008, 03:55:53 AM
RHW-8 will be perfect for me...
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on October 26, 2008, 04:43:39 AM
Quote from: Haljackey on October 25, 2008, 04:19:55 PM
APTX stated that he will be re-releasing his stuff during this month.  The train skins have been released thus far.  Check the Bullet Train SC4 Wiki article which I update when new content is re-released.
http://www.wiki.sc4devotion.com/index.php/Bullet_Train_Mod (http://www.wiki.sc4devotion.com/index.php/Bullet_Train_Mod)

Sorry for being off topic.  Now, back to the RHW!

Best,
-Haljackey

Thanks a lot Hal, for doing this for us.. Ive also been looking forward to trying out this mod..
and as usual I love all your multi lane highway ideas..there fantastic.. !!

Brian

Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 26, 2008, 09:26:18 AM
Quote from: zakutenI know this may sound a bit sarcastic, and I really don't mean it to be, but couldn't you simply use a half RHW-4 for the multi-lane offramp
That description sounds like express lanes in the middle, and outer lanes on the side with the current setup. Thats real, may be safer, but this future version, there are ramps that enter the wider networks right away, which also is real too. I have driven on it myself. There is some interesting stuff that now is possible. Just stay tuned.


Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 26, 2008, 11:56:52 AM
I was referring to the part he'd boxed out in his picture though, with the two-lane-wide offramp, not express lanes at all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on October 26, 2008, 08:39:54 PM
Quote from: zakuten on October 26, 2008, 11:56:52 AM
I was referring to the part he'd boxed out in his picture though, with the two-lane-wide offramp, not express lanes at all.
While it works for a road, the single sided RHW-4 doesn't terminate at an avenue (which seems illogical to me since more exit lanes would naturally be required for a busier/wider ave). I figured it would be nice to have a regular single lane exit from the freeway but have it widen to multiple lanes approaching the intersection... or at least have the RHW-4 terminate at an avenue. Overall I'm not as concerned with it as I am with the 45-degree onramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 26, 2008, 09:19:17 PM
Oh yeah, those can't connect hmm.. Well, why not turn it into a one way -just- before the avenue? It'll blend fairly seamlessly,with the shoulder ending next to the avenue and all. I dunno.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 29, 2008, 08:28:22 AM
I may have been wrong when I thought that it'd come in late October. I think now that it'll come either on Halloween or November 4th (they'll really be surprised after the holiday diversions are over  ;)).

Of course, you do like to surprise people, and you will probably surprise me, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 30, 2008, 04:05:11 AM
November 4th... that'd be great... I have no school that day.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on October 30, 2008, 08:48:31 AM
hay guys (edited out by BarbyW as the comment was in poor taste) and it's coming out on guy fawekes night, (edited out by BarbyW as the comment was in poor taste)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on October 30, 2008, 12:02:08 PM
Well I can't wait much longer for the new version!

It just looks great!

Well done Tarkus and everyone else on the RHW team
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on October 30, 2008, 03:33:23 PM
Maybe it will be released on Nov. 22. That would be a great birthday gift!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 30, 2008, 04:55:56 PM
EDIT: And now, for all those lurking on this page, a sneek peek...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1190%2F1846634425.JPG&hash=b39450714758922a6198004318e29f6bf6e1e7da)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 30, 2008, 05:32:53 PM
That's some horrible image quality... but that's where the bad quality ends. I can tell there's a few glitches (possibly related simply to how the starter pieces were located?) and you really must get rid of this weaving, that is so dangerous.... Everything else looks spectacular!

Looking forward to more updates or how about an actual release? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 31, 2008, 07:58:11 PM
J-dub that is a sick and wonderful tease!!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 31, 2008, 08:52:57 PM
Teaser pleasers.  My first highway reconstruction with RHW 21.  Look at all the connections used!  It's just a taste of what's to be included...  &scl()

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTerranSettlement-Sep106512254177-1.jpg&hash=2078ea9b3490e72993107c886417818092adef26)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTerranSettlement-Apr966122543166-1.jpg&hash=92ea9ef04ddc7ac3fdcf8bbf675cf1b96d08145f)

Other pics of interest:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTerranSettlement-Apr246612254320-1.jpg&hash=8d3354683541ea4d50a6905d009234a147854dab)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTerranSettlement-Apr276612254320-1.jpg&hash=67f98eeee3f2c11402f94e05c5a6df2a406979d3)

These pics, along with others, are available in full resolution over at the GTR (my CJ/MD).  Links are in my signature.

I hope you enjoyed em!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 31, 2008, 09:16:21 PM
man hal you know how to tease you are the mini alex lol  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 31, 2008, 09:43:59 PM
And as you can probably guess right now, Late-October/Halloween isn't happening. ;)  What is happening?  Ye shall find out soon.   ::)

And Hal--it looks like you're having a lot of fun with it there. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 31, 2008, 09:45:49 PM
Alex Hal is being mean to us  :'( :'( :'( :'(  :D lol naw but he has learned from you the master of tease lol... Speaking of tease any at all???


$%Grinno$% god that is sad I am thriving on teasers god I must be sad lol   $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 01, 2008, 04:45:46 AM
oh cmon im getting restless. Please just tell us when it's gona be released. I seems to be finished if Haljackey has already got it!

It just looks to darn good
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 01, 2008, 08:16:21 AM
Great teasers Haljackey!

Though I stilll think that RHW-8 to RHW-4 splitter needs a pointier texture... Other than that, I really like it all, and I hope that a release will come at some point in November.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 01, 2008, 10:32:30 AM
That RHW-8 looks sharp! :D  Of course, I'm sure that it serves a real purpose, since you have built it.  Great job, Haljackey. :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 01, 2008, 10:35:52 AM
Quote from: Tarkus on October 31, 2008, 09:43:59 PM
What is happening?  Ye shall find out soon.   ::)

Soon!  ()stsfd()

$%Grinno$%

Nice teasers Hal!  :thumbsup:

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 01, 2008, 10:39:24 AM
How are the diagonals for RHW6 coming along?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on November 01, 2008, 12:59:49 PM
just a question for haljackey or tarkus...or anybody who might know.  ive never used this mod before and i was wondering, should i install the current version now or should i just wait for the new version to be released? i know theres no set date for release. i noticed haljackey has mentioned that he has done a lot of highway reconstruction so i was trying to avoid having to do this twice
(ie. changing from sc4 highways to the current RHW version and then changing to the future RHW release).  are there enough changes between the 2 RHW versions to suggest that i wait or should i just get started now?
any recommendations would be great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 01, 2008, 01:34:33 PM
Quote from: Tarkus on October 20, 2008, 12:00:31 PM
As far as the Avenue/RHW-2, that's always functioned to my knowledge.  Did you mean Avenue/RHW-4?  In that case, that is not planned for Version 21.  jplumbley's been bugging me about it for awhile, too. ::)  The main issue is implementation, with the separable median and what not, and in the meanwhile, you can just do the Avenue workaround and get turn lanes.  I think eventually, there will probably be some sort of actual RHW-4/Avenue at-grade intersection . . . I myself would like to do that, to really be able to replicate Oregon 99W in Sherwood.

Everyone is watching my every move here.  ::)  It will, eventually be one of the surprises here, though there will probably be a few more before that time. 

-Alex (Tarkus)

Hey Alex I did some digging around I noticed you did get back to me when I was down and out lol... I did in fact mean the RHW 4 to AVE and thank you!!!! Yes welll come on its me Pat nothing well almost nothing gets pasted me lol....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 01, 2008, 04:45:45 PM
Quote from: jmdude1 on November 01, 2008, 12:59:49 PM
just a question for haljackey or tarkus...or anybody who might know.  ive never used this mod before and i was wondering, should i install the current version now or should i just wait for the new version to be released? i know theres no set date for release. i noticed haljackey has mentioned that he has done a lot of highway reconstruction so i was trying to avoid having to do this twice
(ie. changing from sc4 highways to the current RHW version and then changing to the future RHW release).  are there enough changes between the 2 RHW versions to suggest that i wait or should i just get started now?
any recommendations would be great!

I would suggest downloading version 20 to get the hang of how things work.  Version 21 is essentially an expansion pack for Version 20, as it adds many more network widths, ramps and transitions, creating more possibilities.

Unlike going from version 13B (the previous version) to version 20 which weren't compatible with each other, version 21 is compatible with version 20. 
-I'd also suggest that you download it soon, because Alex (Tarkus) may be locking the file soon to prep for a new release.  I am sure he can tell you more about his plans regarding this, but yes I recommend you play with version 20 so that version 21 doesn't overwhelm you.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 01, 2008, 04:55:02 PM
Ooooo version 20 is getting locked soon.... so we are getting close? A week away? A few days? A month? I am getting excited  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 01, 2008, 04:56:12 PM
That's great.  Now I know one of the "warning signs" to watch out for.  Thanks, Hal!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on November 01, 2008, 05:15:53 PM
thanks for the advice haljackey, looks like you may have opened a can of worms on a future release. heheh.  i will get it now and see what kind of networks i can create. thanks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 01, 2008, 07:28:46 PM
I can't say how long it will be, but it is close.  I need to do a bit of bugfixing before it's safe for public consumption, though, and I've needed a few days for a "breather" after working on it just about non-stop for awhile. 

And jmdude1, I'd concur with Hal here . . . in fact, if anyone has been interested in trying out the RHW, or is rebuilding their Plugins, I'd pick up Version 20 now.  ;)  It will be locked in relatively short order, and once the version is locked, support will no longer be provided for it. 

The only issue anyone may run into upgrading to Version 21 is that the Version 20 alternate texture sets (Shadow Assassin's and deathtopumpkins') will not be fully compatible with the new version--largely because there's been a lot of new stuff added.  And additionally, as a result of the bugfixes that I did to fix the "texture artifacting" issue that plagued the MIS Ramp Interfaces when placed next to zones/buildings (including Highway Walls). It required changing the IIDs on the textures used on the existing ramps, so the new Version 21 textures will appear on all existing MIS Ramps in your cities regardless of whatever set you have installed.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on November 01, 2008, 07:50:22 PM
Sounds good, Tarkus. That must mean something.... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 01, 2008, 07:57:14 PM
Speaking of alternate texture sets, I'm not planning on supporting mine with v.21, as I (not sure about videosean) don't plan on making new textures because I really like the v.21 ones, so I suggest that anyone using the DTP+VS textures, remove them when installing v.21 to avoid compatibility issues.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on November 01, 2008, 08:13:25 PM
thanks tarkus. ive downloaded the current version and am making a mess of a blank tile.  :) no better way to figure it all out i think. when v.21 comes out i will then implement it into my current cities and make a mess of them. hehe.  i can sense everyones anticipation increasing..... :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 01, 2008, 08:25:49 PM
Quote from: Tarkus on November 01, 2008, 07:28:46 PM
The only issue anyone may run into upgrading to Version 21 is that the Version 20 alternate texture sets (Shadow Assassin's and deathtopumpkins') will not be fully compatible with the new version--largely because there's been a lot of new stuff added.

Quote from: deathtopumpkins on November 01, 2008, 07:57:14 PM
Speaking of alternate texture sets, I'm not planning on supporting mine with v.21, as I (not sure about videosean) don't plan on making new textures because I really like the v.21 ones, so I suggest that anyone using the DTP+VS textures, remove them when installing v.21 to avoid compatibility issues.

Well I can say that having these textures installed will not cause any issues with RHW 21, so you don't have to have to be desperate, frantically rummaging though your plugins folder for them.  However, they are indeed incompatible with RHW 21 (I still have SA's textures in my plugins) and will not re-texture the network simply because the IIDs are not the same.




As for my "warning signs" and the opening of a "can of worms", I will just say this: get version 20 now before its too late.  The NAM Team and its associates are testing RHW 21 time and time again, pointing out various bugs that need to be fixed before a public release.  We want to ensure that this version, unlike the last, is bug-free, or as bug-free as possible. 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 01, 2008, 08:31:24 PM
Quote from: Haljackey on November 01, 2008, 08:25:49 PM
Well I can say that having these textures installed will not cause any issues with RHW 21, so you don't have to have to be desperate, frantically rummaging though your plugins folder for them.  However, they are indeed incompatible with RHW 21 (I still have SA's textures in my plugins) and will not re-texture the network simply because the IIDs are not the same.

Not exactly what I meant. I know the textures will not cause any problems, but there is still no sense leaving them in there if they don't work, is there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 01, 2008, 08:33:59 PM
deathtopumpkins:  What I meant was that users don't need to freak out about removing them from their plugins.  (I have done this in the past. :P)  Sure they won't work, but they won't have issues with this release. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 01, 2008, 08:35:02 PM
I imagine not removing them will just waste memory and increase loading time by a few seconds.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 01, 2008, 08:37:41 PM
Quote from: Haljackey on November 01, 2008, 08:33:59 PM
deathtopumpkins:  What I meant was that users don't need to freak out about removing them from their plugins.  (I have done this in the past. :P)  Sure they won't work, but they won't have issues with this release. 
True, I know what you mean. I should have rephrased my original post.

OK, it is not necessary to remove the dat from your Plugins folder, but the textures will not work with v.21 installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 01, 2008, 08:49:47 PM
I just want to clarify...

So V.21 will just overwrite the old V.20 ones or will the old ones just pollute your Plugin folder and highway menu?
(If they overite the old ones, then we don't have to delete them, if the don't then we can delete the RHW folder)

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 01, 2008, 09:22:47 PM
I'll try to answer this once and for all . . . :D

DTP's and SA's sets will not cause Version 21 to function improperly, but rather, Version 21 will cause them to function improperly.  It's nothing that will adversely affect the performance of the game. Texture modifications are purely aesthetic things and do not affect functionality.  They will not "pollute your Highways menu" or anything like that.  But if you want things to match up texturally, you'll need to remove the .dat file for the texture mod, wherever it is.  Installing Version 21 will automatically overwrite Version 20.  (The file names are the same.)

If you want Euro textures for Version 21, you'll have to wait for either Shadow Assassin to release a new version/update (not sure what his plans are), or for someone else to make a new set.  If anyone wants to "Eurofy" my default US Set and release it, they're perfectly free to and I'd encourage it.

Does that make a little bit more sense? ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 01, 2008, 09:43:51 PM
oooo oooo I am getting soo excited!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 01, 2008, 10:20:00 PM
woot something offical from Tarkus himself :D

I wonder how long 'a limited time' is?  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 02, 2008, 01:57:09 AM
Quote from: A200 on November 01, 2008, 10:20:00 PM
woot something offical from Tarkus himself :D

I wonder how long 'a limited time' is?  :P

Not terribly long at all. ;)  There's no real set period of time after I lock it that the next version will get released, though. ;)  I've only done this once, so there's no real routine.  And if there were, I'd try to break it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 02, 2008, 07:57:35 AM
I'm not entirely sure Shadow_Assassin is working on his Euro set now, and I'm somewhat sure little has been heard of him lately, so I'd be glad to first release some pointier US RHW merging textures, and later some Euro RHW textures that will likely be based on the lines on highways in Spain. (I might also add a different dashed line style for the US RHW textures in addition to pointier lines for merging traffic)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 02, 2008, 09:40:38 AM
Isn't SA working with that Freeway Experts group that was mentioned awhile back?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fatsuhono on November 02, 2008, 11:29:18 AM
Wow! Love the progress guys! However, IMO the white lines are a little too spaced out... I don't know though, I think American highways are that way, but you guys do it the way you want! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 02, 2008, 02:25:14 PM
In real life, they -are-, I guess it just doesn't look right in the mind's eye though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 02, 2008, 04:49:31 PM
You have been patiently sitting here in traffic, waiting for years of construction on this highway so it can be widened even more...
And now, for another teaser.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F660%2F298251057.JPG&hash=4f02c96cefad5bb6bf04a5890dc66e5d2db0b6b5)
Notice how the opposing side of traffic has a way around down the center to get to the airport.
Don't you just love left lane sided ramps, it give us so much more options.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 02, 2008, 05:06:52 PM
@ J-Dub: You might want to count those lanes again... Four on a side rarely equals ten... :D

Still, great use of the RHW there!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 02, 2008, 06:13:49 PM
That makes us all to want to be NAM Associates. Well done, j-dub.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 02, 2008, 06:39:04 PM
v20 only avail a little while longer - makes the mid-november prediction I made at the very beginning look better and better.......
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 02, 2008, 07:01:44 PM
Oh, my.  Alex is writing in red.  Watch out now! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 02, 2008, 07:47:03 PM
It aint bold yet soooo we are safe!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 02, 2008, 09:06:28 PM
Quote from: Patricius Maximus on November 02, 2008, 06:13:49 PM
That makes us all to want to be NAM Associates.

Actually, there's a lot more to the job that you don't see here.  It's not all fun and games... But I wish it was!  :P

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 03, 2008, 02:56:51 AM
QuoteActually, there's a lot more to the job that you don't see here.

I surmised that. With the NAM, there is always something going on "behind the scenes".

Apparently v20 will be locked soon... interesting....
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on November 03, 2008, 08:45:35 AM
Quote from: Patricius Maximus on November 03, 2008, 02:56:51 AM
I surmised that. With the NAM, there is always something going on "behind the scenes".

Apparently v20 will be locked soon... interesting....

And to quote Tarkus from Page 157..

Quote from: Tarkus on October 02, 2008, 04:37:00 PM
I would also advise that if you don't have the current RHW, but want to play with it before Version 21 comes out, download it now.  More than likely, just as I did last release, I'll lock the current files shortly before the release of the new version, to prevent potential conflicts.

-Alex (Tarkus)

Now it's just a matter of knowing how long 'shortly' is.

I spy v21 sometime soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 03, 2008, 10:40:35 AM
Well, it now says "Available only for a limited time longer" -- it didn't say that on October 2, so I 'assume' that it'll be locked soon.

Of course, assuming anything with Tarkus is the reverse of a self-fulfilling prophecy -- as soon as you assume he will do something, he does not do it because we assumed it (or something like that).

So, do not assume anything. It will almost certainly not come about if you do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 03, 2008, 11:19:36 AM
I just can't wait much longer!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MassHelper on November 03, 2008, 12:54:18 PM
Well, our friends Alex, Jonathan, and many other NAM people are making a nice progress in the RHW Project.... It would not be a surprise if Tarkus himself wrtes a post in a month or two later, saying "v21 RHW is now officially available".

:) Mass

Note: They are all good modders, lotters, and RULers..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on November 03, 2008, 01:01:27 PM
Woah I can't take any credit for the RHW, that's all Alex's Genius.

V21 is absolutely amazing, how much content is in it and how much work has been put into it by Alex :thumbsup:

Jonathan

Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 03, 2008, 01:08:49 PM
I guessed late November.  That still sounds pretty good to me.  I realize that a lot of us don't reside in the U.S.A., but this would make a good Thanksgiving surprise for those who do, and a good surprise period for those who don't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 04, 2008, 04:12:34 PM
Hmmm... red and BOLD now... hmmmm Nawww.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 04, 2008, 04:38:18 PM
The suspense is killing me!!! :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 04, 2008, 06:08:50 PM
Next, I predict that the warning will scroll.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 04, 2008, 06:35:49 PM
ohhh... like this?

RED AND BOLD!!! :P

P.S. I predict that Tarkus will change the V21 label to "Now Avaliable" and wait to see who notices first.  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 04, 2008, 07:14:10 PM
Predictions have a way of ... being totally wrong as far as the RHW goes. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 04, 2008, 07:39:07 PM
An underlined bold yellowish-orange script....

This is just being mean now  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 04, 2008, 07:45:11 PM
Yuppers I agree there Wes that now Alex is just being mean lol....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 04, 2008, 07:56:39 PM
oohh... Now underlined. Closer to being locked?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 04, 2008, 08:21:37 PM
Alex is teasing us, again.  And the sky on a clear day is blue. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 04, 2008, 09:06:11 PM
Maybe it's like the lights from a "Christmas Tree" from a drag strip. Where they go red then yellow then green. And you're off and running down the strip.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 04, 2008, 10:18:30 PM
hmmm... remember remember the fifth of november? Shall today be the day we meet the new RHW? So much teasing going on...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2008, 08:27:40 PM
Quote from: Toichus Maximus on November 04, 2008, 10:18:30 PM
hmmm... remember remember the fifth of november? Shall today be the day we meet the new RHW? So much teasing going on...

Alas, no.  But I've stopped playing Dragstrip Christmas Tree lights (I rather liked that analogy :D) and RHW Version 2.0 is now officially locked, and no longer supported. 

Thanks to everyone for all their continued support during this extended development process, and a new one will be arriving sometime relatively soon.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 05, 2008, 08:46:27 PM
It is now a matter of very short time I would begin to figure as since 2.0 is locked now.... My guess it will be at midnight now that 3.0 will hit, lol and by that I mean Alex's time  :D  Of course now I am just crap shooting lol.....  I do know for sure its soon either way it is!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2008, 09:19:18 PM
Oh, and just in case anyone wants one, I've devised a new RHW sig image, which you're free to use. ;)  Just direct link it or right-click/save image as . . . on it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F1186%2Frhw30sigamt3.jpg&hash=41e52d26b903c1e0972daf48775d51aecd1bd4ca)

And yes, the next version is in fact 3.0 . . . ;)

-Alex (Tarkus)

Edit:  And sorry Pat, it's not coming at midnight PST.   $%Grinno$%  Note that the sig still uses the word "coming".  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 05, 2008, 10:33:42 PM
o.O

oooo it must be coming real soon if its been locked. i cant wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 05, 2008, 11:41:26 PM
Hehehehe I knew that Alex I was being a dork lol  :D :D :D  Love that wicked sig image there!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 06, 2008, 03:54:05 AM
You mean there wont be a RHW 2.1...
So, this is the RHW 3.0?  ;D

Well, it is locked and there muxt be something going on... Maybe it will be in mid-November.

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 06, 2008, 05:19:18 AM
Well, I suppose it could be just any time now.  Alex has locked the file. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 06, 2008, 05:27:48 AM
Alex has blown up the parliament and now it is time for the people to take over (V for Vendetta very good movie and comic)  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on November 06, 2008, 07:47:50 AM
here is one I would like to do:

Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 06, 2008, 08:26:46 AM
I really Cannot wait!!! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 06, 2008, 10:51:23 AM
You and me both, drjumba.  However, we won't be able to give our cities the 'High Five' just yet.

EDIT:  For those of you who don't know, the "High Five" is a massive stack interchange located at the junction of US 75 and IH 635 on the northeast side of Dallas, Texas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 06, 2008, 12:55:55 PM
w00t!!

v.20 is unavailable! It's only a matter of time til v.21 comes out now! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 06, 2008, 01:06:05 PM
Apparently though they announced it's gonna be a v3 instead, though :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2008, 01:19:07 PM
Quote from: un1 on November 06, 2008, 03:54:05 AM
You mean there wont be a RHW 2.1...
So, this is the RHW 3.0?  ;D

Quote from: zakuten on November 06, 2008, 01:06:05 PM
Apparently though they announced it's gonna be a v3 instead, though :P

Indeed it is.  I was wondering when someone was going to notice. :D

I figured there were enough changes in this upcoming version that jumping it all the way up to "3.0" was warranted.  I never really liked the existing numbering system as it had no real sequential logic.  The fact that the first version was actually "Version 12" has kinda bothered me for some time now--though there's been a variety of different placements for the decimal point for awhile now.  I've seen Version 2.0 called "2.0", "20", and "0.20" by various folks.  Putting the decimal point in the middle makes the initial version "1.2", which makes a good deal more sense, and calling my initial "bugfix" releases "1.3" also seems logical.  

And given that "2.0" was really the "next generation" (compared to the "1.x" releases) with the introduction of the MIS, it seems logical that the introduction of the Elevated RHW and MIS, along with the (orthogonal-only) RHW-8 and 10, should warrant a "next generation" version number as well.  Plus the "RHW Team" (really a subset of NAM Team members) has changed over the various versions.

So the decimal point being in the middle is now officially standardized.  ;D  And, like zakuten, you're free to just call it "RHW Version 3".  

And sorry for the numbering excursion there . . . hope that makes some sense at least.

Before I release Version 3, though, I need to get the next Alpha build done for the NAM Associates to give a test.  ;D  

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 06, 2008, 01:33:17 PM
Quote from: Tarkus on November 06, 2008, 01:19:07 PM
Before I release Version 3, though, I need to get the next Alpha build done for the NAM Associates to give a test.  ;D 

-Alex (Tarkus)

Aww  :'( , we have to wait that long? Well can't wait for the teasers from the NAM Associates.  ;D

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 06, 2008, 02:16:31 PM
All hail RHW v3.0!

I like the new numbering. It is logical. It would also be logical to call the newer, smaller releases in the future 3.1, 3.2, 3.3 and so on (unless one of them is revolutionary  ;))

Just one more alpha build? I feel more jittery than ever.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2008, 03:28:41 PM
Quote from: Patricius Maximus on November 06, 2008, 02:16:31 PM
Just one more alpha build? I feel more jittery than ever.

It's possible, but it's likely that it may require more, depending on the number of issues still present in the next Alpha Build.  Version 20 went through probably about 10 or 11 alpha builds (the last few were daily builds). 

And yes, it's likely the one after 3.0 will be 3.1.  (Just like the long-running Windows version from the early-90s. ::)) 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 06, 2008, 03:55:15 PM
All hail the occasional name change!

So was it supposed to be called RHW v2.0 all this time, with v1.7 canceled, or what? These numbers are somewhat confusing...  ()what()

But hey, only one [i think] more alpha build to go1 Can't wait for v3.0 (or is it v.30?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 06, 2008, 05:56:49 PM
I'll have to get used to this new name change. 

Having followed this project from its birth, I am very accustomed to the numbering system.  Going from 0.20 (Yes, the current version is 0.20, but is also referred to version 20) to 3.0 is quite a change.

So I take it that,
-The "1's" (Version 0.12, 0.13, 0.13A, 0.13B and the canceled 0.17) are considered the first generation. 
-The "2's" (version 0.20) introduced the new puzzle piece overrides and MIS
-The "3's" (upcoming version 0.21) take it one step further by going wider and elevated.

IMO, version 0.21 should be in the "2's" category mainly because it hasn't nearly evolved enough to be in its own class.  Version 0.20 did turn the side-by-side drag method of the ANT into starter pieces, which certainly made it in a class of its own.  Version 3 should further expand on this (for instance, eliminating the need for ramp puzzle pieces, draggable overpasses or something like that). Version 0.21 still uses the technology in version 0.20 (call it "2.1" if you will) but applies much more with the addition of content.  To me, it's just not enough to call it 3.0 at this time, but we'll see what Alex has up his sleeve before I draw any conclusions.

Just my thoughts on the matter.  It will take a while to get the new numbering system to stick, but in all honesty it makes sense.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 06, 2008, 06:38:18 PM
Also, what was this cryptic response I got over at the NWM about the possibility of Super-2 limited-access functionalities? A glimmer of hope there?  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 06, 2008, 07:31:00 PM
I hate to nit-pick, but on the info screen at the top of each page should read:

CURRENT PROJECT STATUS--Version 2.0 is no longer available

instead of :

CURRENT PROJECT STATUS--Version 2.0 publicly available (see below for download link).  Patch for Version 2.0 (fixes several paths, including Rail-over-RHW-4 and the OWR/MIS +-Intersection) available as well (see below for download link). 

Yes, Tarkus, we are watching and waiting patiently. I've got a major freeway area just waiting to be rebuilt. The dreams of constructions, the agony of traffic congestion. How glorious it will be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 06, 2008, 07:46:41 PM
@ Zakuten: A while back Tarkus showed some MIS ramp interfaces for RHW-2 - and by that i mean that you could use RHW-2 as a super-2 without a center division. Or you could use MIS as the highway itself for a divided super-2 and use the MIS splits as ramp interfaces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 06, 2008, 07:53:43 PM
 %confuso
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F882%2F1020635494.JPG&hash=abf9a639bbcb060c7151bce9050e399d97512131)
Don't worry, this won't say that for long, thanks for spotting it for us.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 06, 2008, 09:58:18 PM
Quote from: nerdly_dood on November 06, 2008, 07:46:41 PM
@ Zakuten: A while back Tarkus showed some MIS ramp interfaces for RHW-2 - and by that i mean that you could use RHW-2 as a super-2 without a center division. Or you could use MIS as the highway itself for a divided super-2 and use the MIS splits as ramp interfaces.

Yep, that's perfect! The super-2's I've been on had no center division, so I was looking for something like MD route 90, so yeh, those ramp interfaces would be perfect~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 07, 2008, 04:24:43 AM
To clarify the versions and groups:

[tabular type=2]
[row][head]Group[/head][head]Versions[/head][/row]
[row][data]1[/data][data]1.2, 1.3[/data][/row]
[row][data]2[/data][data]2.0[/data][/row]
[row][data]3[/data][data]3.0, 3.1[/data][/row]
[/tabular]

That is, as far as I know of. 3.1 is scheduled according to Tarkus, so I included it in.

And the decimal point is in the middle in 3.0 and 3.1, and it is retroactive across all versions.

Hope this clarifies it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 07, 2008, 09:10:13 AM
what  was version 1.0 then or was that internal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 07, 2008, 09:30:35 AM
I have 3 questions,

Does "orthogonal only" mean straight, not curved?

What's and alpha build?

and,
How long does an alpha build take?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 07, 2008, 10:06:16 AM
darraghf:

1. orthagonal means straight but not diagonal
2. alpha build is a test copy that is unreleased to the public
3. it takes however long it takes to sort out all the bugs

joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 07, 2008, 11:36:20 AM
An Alpha build has almost everything that will be released to the public, the Alpha Testers basically find the bugs, report the bugs, see if the bugs have been fixed, and report back. Sometimes that cycle takes a little while, especially with a project as large as RHW 3.0.

That said, I think its getting pretty close... :D

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 07, 2008, 12:29:25 PM
Quote from: toxicpiano on November 07, 2008, 09:10:13 AM
what  was version 1.0 then or was that internal?

To my knowledge, there never was a 1.0.  qurlix just sort of started the numbering at a somewhat random point when he released the first version.  So 1.2 is sort of technically 1.0, but since the "12" moniker has been applied to it, calling it "1.2" makes the most sense.  No need for heavy revisionism, just a little flexibility with the decimal point. :P

Oh, and I've successfully fixed the issue that necessitated Haljackey's "How to Make Tighter Curves" guide.  No workarounds needed now.

Quote from: darraghf on November 07, 2008, 09:30:35 AM
How long does an alpha build take?

Well, the time between Alpha Build 01 and Alpha Build 02 of RHW Version 3.0 was actually about 5 months--long story I won't get into here.  But Alpha Build 03 will arrive much sooner, and any remaining Alpha Builds after that will likely be "quickies" to fix a few (hopefully) small bugs the testers find in the final go-overs.  Gotta make sure this stuff is safe for public consumption. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 07, 2008, 01:48:50 PM
Quote from: Tarkus on November 07, 2008, 12:29:25 PM
Gotta make sure this stuff is safe for public consumption.

Take your time, Alex.  I'll try to be ready for it when it's ready.  If all of the bugs are worked out beforehand, then you probably won't get as many "Why won't this work right?" questions.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 07, 2008, 04:06:46 PM
Personally, I would take a longer release time over something with a bug that keeps you from using the new features.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on November 07, 2008, 07:19:28 PM
I'm a library cataloger by trade and I love the new numbering system.  Good Job, Alex.  I look forward to version 3.0.   :)  Thanks again.
Riponite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 08, 2008, 01:16:28 PM
YEAHHHHHHH!!!!! BABY!  3.0 IS COMING SOON!!!!! MY PREDICTION IS THIS MONTH BEFORE THANKSGIVING!!! And while I wait :sleeping:, I'm going to play Simcity Creator and GTASA Multiplayer!!!(including getting a new computer and modding it ()testing()) And,


Quote from: j-dub on November 06, 2008, 07:53:43 PM
%confuso
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F882%2F1020635494.JPG&hash=abf9a639bbcb060c7151bce9050e399d97512131)
Don't worry, this won't say that for long, thanks for spotting it for us.



LOL!!!! THAT IS FUNNY! Out of a rating from 1 to 10 on the funny-meter, I give that a 10! :D :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 08, 2008, 01:43:51 PM
Well, it's not so funny anymore, as it's been fixed.  Thanks to SusanMarie1956 for pointing it out!  (And to j-dub for immortalizing it. :D)

Been awhile since I've shown any teaser pics of my own . . . I've been letting the Associates have all the fun.  :D

So, as I had mentioned before, I made it possible to do tighter MIS curves without a workaround . . . so it'll be pretty easy now to get a very compact parclo setup going:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F6049%2Frhw110820081og6.jpg&hash=5aa24fe2fdc6411a298ba95af58e8b9d4b87cf3d)

And one of the last few pieces I've added in, RHW-6S/MIS Ramp Style B.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F351%2Frhw110820082rk1.jpg&hash=5bfca88fcbb43b89682f3a8e6a28005857be2ba0)

Getting ever closer . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 08, 2008, 02:18:32 PM
Excellent news, Alex!

I'm glad you found a way to get tighter curves without an override, and ramp-style-B for the RHW-6 looks great!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 08, 2008, 02:18:44 PM
Tarkus: The speed you are going, it seems every 10th of a second something new is being made. It's amazing!  &apls &apls

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 08, 2008, 03:00:57 PM
This makes the RHW-6 an even more viable means of transportation. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 08, 2008, 04:31:38 PM
Alex I am sooooooo Drooling here!!!  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 08, 2008, 05:49:51 PM
The citizens of Sunshine will be forever grateful when a third lane is added at interchanges instead of squeezing them down to 2 lanes. I give Tarkus and crew a courtsey for this wonderful project.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 09, 2008, 08:43:02 AM
Yes!!! An MIS-B ramp for the RHW-6 is just what I need.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 09, 2008, 09:30:05 AM
Will there be bridges for the RHW-6?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 09, 2008, 09:55:40 AM
Quote from: Kitsune on November 09, 2008, 09:30:05 AM
Will there be bridges for the RHW-6?

As in overpasses for the RHW-6?  Yes.

Here's a pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F1019%2Fclipboard01db6.jpg&hash=8446275b60409fba0edbf7b8a98cea28f4ff480f)

You will be able to do this for the RHW-6C as well.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 09, 2008, 10:19:26 AM
i can't wait anymore &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 09, 2008, 10:31:30 AM
The teasing is killing us. There's been so many teasers I wonder if it will ever get released!?  :P I'm glad making MIS curves will be easier. Now I just have to stop conforming my layouts to the limitations of the current system (so that I can use the new one effectively)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 09, 2008, 10:35:00 AM
One question about that RHW-6 B ramp... is there one to match the current RHW-6 A ramp, where the third lane exits, leaving you with a MIS and RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 09, 2008, 11:08:02 AM
Yay - this B-ramp for RHW-6 is something I've been looking forward to for a long time... Have you made any left-hand ramps for anything wider than RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 09, 2008, 11:08:29 AM
Quote from: deathtopumpkins on November 09, 2008, 10:35:00 AM
One question about that RHW-6 B ramp... is there one to match the current RHW-6 A ramp, where the third lane exits, leaving you with a MIS and RHW-4?

You mean the "RHW-4 C" ramp?  I agree that this would be a very useful component to have.  I've recommended it to Alex, but we'll see if it will make it into this release or not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 09, 2008, 11:30:01 AM
more teasers?
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 09, 2008, 11:43:35 AM
does rhw 6 go diagonal yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 09, 2008, 12:40:05 PM
Now I don't have to reduce my RHW-6 to RHW-4 so that I can make an overpass.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2008, 01:55:12 PM
Hehe . . . looks like you guys have a few questions.  :D  I'll do my best to answer them. ;)

Quote from: Kitsune on November 09, 2008, 09:30:05 AM
Will there be bridges for the RHW-6?

If you're meaning overpasses, than as Haljackey mentioned, yes.  If you're meaning actual bridges over water, no.  I'm still figuring out the best way to implement that, and there probably won't be actual RHW-6 bridges for a good while. 

Quote from: deathtopumpkins on November 09, 2008, 10:35:00 AM
One question about that RHW-6 B ramp... is there one to match the current RHW-6 A ramp, where the third lane exits, leaving you with a MIS and RHW-4?

There is one planned, but it will not be in Version 3.0.  Fortunately, it will be added to the RHW mod in an update in the relatively near future.  Probably at least one of the "3" series releases will focus on nothing but adding more MIS Ramp Interfaces.

Quote from: nerdly_dood on November 09, 2008, 11:08:02 AM
Yay - this B-ramp for RHW-6 is something I've been looking forward to for a long time... Have you made any left-hand ramps for anything wider than RHW-4?

No, not yet.  Definitely planned for a future release, though.

Quote from: toxicpiano on November 09, 2008, 11:43:35 AM
does rhw 6 go diagonal yet?

Well, yes and no.  The current Alpha has partial RHW-6S Diagonal functionality--the RULs are a little bit messed up on the end of the Diagonal-to-Orthogonal transitions, and the paths are not in place, but it's largely there.  However, the actual process of building them is rather unwieldy.  This is the setup you'd need to build in order to get the RHW-6S Diagonals, before the override is in place:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F6282%2Frhw110920082wt0.jpg&hash=37f412b7bb6e584584c26e7f29031fbf6d32deeb)

Whether or not they'll actually end up in Version 3.0 is unknown at this time.  I've considered using, at least in the interim, a puzzle piece setup for the diagonals, and perhaps, farther down the road (no pun intended), switching over to a draggable method, provided a suitable one could be found.  It would also mean that RHW-8 and RHW-10 diagonals could come sooner.

And one last thing to show you all . . . the long-awaited RHW-4/Dual-MIS Splitter piece that ardecila textured. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F3236%2Frhw11092008uu2.jpg&hash=b898dee08b15528ab306f3c8f2aae35a82bcf5bc)

I have just about every feature that will be in the final version showing up properly in-game now, as of this morning, and just need to get the remaining path files done (there's quite a few).  We are getting ever closer.   ;)

-Alex (Tarkus)

Edit: 2000th post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 09, 2008, 02:09:39 PM
Wow, Alex!  That might be the last piece I need to complete a masterpiece.  ;)

Congratulations on 2,000 posts!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 09, 2008, 02:09:45 PM
 &apls &apls &apls

Awesomeness! Though shouldn't that splitter have V-shaped chevrons? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2008, 02:18:39 PM
Quote from: deathtopumpkins on November 09, 2008, 02:09:45 PM
Though shouldn't that splitter have V-shaped chevrons? ;)

Well, ardecila is from Chicago, so the splitter has Illinois markings (http://maps.google.com/maps?q=Chicago&ie=UTF8&oe=UTF-8&client=firefox-a&cd=1&ll=41.891452,-87.651407&spn=0.000865,0.002414&t=k&z=19).  ;)  So you're going to end up with an amalgam of mostly Oregon markings with a few Illinois markings thrown in for good measure with the default Version 3.0 textures. 

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 09, 2008, 02:32:10 PM
hmmm.... ok. I'd never seen that before.
Besides, that's what retexturing is for!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2008, 02:43:44 PM
Quote from: deathtopumpkins on November 09, 2008, 02:32:10 PM
hmmm.... ok. I'd never seen that before.
Besides, that's what retexturing is for!  ;)

Indeed. :)  In fact, I'm not sure I had ever seen that before, until I Googled Chicago and took a look at the Kennedy Freeway there.  :D  I kind of had a suspicion, but only then was it confirmed.  Here in Oregon, except when there's a splitter on an RHW-2 or the like, there's usually no cross-hatching or chevrons at all.

And as I've done in the past, I'll try to keep tabs on the various texture tweaks and T21 addons out there, and link to them in the FAQ.  :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 09, 2008, 02:49:26 PM
wait... are you saying that rhw 6 is still going to be ortagonal??? :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 09, 2008, 02:49:34 PM
ooooh man Alex I feel the anticipation of christmas err I mean RHW V 3.0!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 09, 2008, 02:59:57 PM
Quote from: deathtopumpkins on November 09, 2008, 02:32:10 PM
hmmm.... ok. I'd never seen that before.
Besides, that's what retexturing is for!  ;)

Can a A RHW -10 split into;  1 -MIS & And A RHW -8,And RHW -4 , A RHW-8
RW6 and RHW -6 or RHW-6 and RHW-4

Removed accidental blank double post. -Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2008, 03:06:48 PM
Thomas Diamond, I don't entirely understand your post, but if you're asking about "Exit Only" lane setups on the wider RHWs, the answer is not yet. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 09, 2008, 04:14:10 PM
Not bad! I could really use this new MIS x2/RHW-4 splitter... And around here they are indeed chevrons: they are painted so that if they were solid barriers, they would push vehicles into the lane they're supposed to be in... if that makes any sense... ???

Anyway, can't wait to try it out for myself!
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 10, 2008, 08:46:36 AM
I asked and you didn't answer me... Will there be curved rhw6 in v3.0 and just answer me straight.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 10, 2008, 09:11:08 AM
Quote from: darraghf on November 10, 2008, 08:46:36 AM
I asked and you didn't answer me... Will there be curved rhw6 in v3.0 and just answer me straight.

Maybe it's just me, but maybe you should phrase your question more politely or read back a few posts where Alex (Tarkus) clearly answers this question.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 10, 2008, 09:14:46 AM
also getting rude with a admin is not the smartest thing to do either just a little heads up!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 10, 2008, 01:47:22 PM
Sorry,I dodnt mean to come out as rude. I just didnt understand in the post he did make about diagonal rhw6. VBeacuse he did  not actually answer it clearly answer it in my opinion.

Excuse me if i sounded rude.

Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 10, 2008, 01:55:59 PM
This whole project is amazing. There are so many more new capabilities! I can't wait!!  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on November 10, 2008, 03:02:08 PM
Haven't seen much from the NAM Associates. Must be some real intensive Alpha Builds.  ;) Or RL  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 10, 2008, 03:04:22 PM
hopefully alpha builds, but id rather wait to make sure its working properly than have it released with chaotic issues...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 10, 2008, 03:34:46 PM
QuoteI asked and you didn't answer me... Will there be curved rhw6 in v3.0 and just answer me straight.

I'll "answer you straight". From what I've seen, the answer is yes. However, I do not know the mechanics behind it or how stable it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on November 10, 2008, 04:23:47 PM
but as far as smooth curves go Im not sure if those are in the works. To me sounds like that would be possible since the 4 lane RHW (current) has them. I sure hope that is the case.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 10, 2008, 06:55:17 PM
Quote from: Patricius Maximus on November 10, 2008, 03:34:46 PM
I'll "answer you straight". From what I've seen, the answer is yes. However, I do not know the mechanics behind it or how stable it is.

The answer is most likely.  Not 100% yes, but probably about 75% yes.  It may end up being Puzzle Piece-based, at least in the interim.  The draggable setup is a little messy.

Quote from: pagenotfound on November 10, 2008, 04:23:47 PM
but as far as smooth curves go Im not sure if those are in the works. To me sounds like that would be possible since the 4 lane RHW (current) has them. I sure hope that is the case.  ;D

There aren't any smooth curves yet.  There actually won't be any new smooth curves added this time around.  The only thing that will be different with them is added dummy paths to eliminate the "hangup" you get when placing them.  There are probably some folks out there who have been wanting RHW-4 Drag Stubs off of them, but due to the way Puzzle Drag Starters work on the diagonals, and the way the RHW-4 diagonals are set up, it may not be feasible.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 10, 2008, 07:42:50 PM
There is a draggable diagonal RHW-6, so you can curve it, but it doesn't have long turn pieces yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 11, 2008, 05:29:27 PM
Quote from: j-dub on November 10, 2008, 07:42:50 PM
There is a draggable diagonal RHW-6, so you can curve it, but it doesn't have long turn pieces yet.
:)

May we see some pictures of a dragable RHW-6 that can make curves?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 11, 2008, 05:39:17 PM
There were actually a few posted awhile ago . . . however, at the moment, I'm planning to instead go to a Puzzle Piece-based method for the RHW-6 diagonals, at least for now.  The draggable version is a bit tricky to build.

Here's what the new puzzle piece version looks like.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F4180%2Frhw11112008ir7.jpg&hash=6b584e105e3dc71d7b61d6417d4068bb638dd153)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 11, 2008, 06:33:01 PM
Even if it has to be built with puzzle pieces, the diagonal RHW-6 is... spectacular! :o :thumbsup:  It's one hundred times better than Orthogonal-Only, at least.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on November 11, 2008, 07:06:19 PM
I can;t wait till the release of the new RHW!! I hope it comes soon, becuase those who are new to SC4 or Simtropolis/LEX don't know the greatness of it and the wonderless combinations!
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 12, 2008, 08:44:44 AM
wonderful &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on November 12, 2008, 10:11:31 AM
Looking good.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on November 12, 2008, 03:25:09 PM
Is this the calm before the storm?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 12, 2008, 05:56:34 PM
Possibly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 12, 2008, 06:09:06 PM
Quote from: chrisnhl on November 12, 2008, 03:25:09 PM
Is this the calm before the storm?

We hope it is.  ()stsfd()

Can't wait to hear more...

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2008, 06:22:43 PM
It may also be the calm before the calm before the storm.   ;)  RL will probably be taking a bit of a toll on me for a little while . . . last weeks of uni before Christmas Break.  Close, but a fair amount of stuff to knock out before I can even get the latest stuff to the testers.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 12, 2008, 06:47:09 PM
Aha! Christmas it is, then! What a nice christmas present this would be... ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2008, 06:52:09 PM
Of course, providing time permits, it doesn't mean that I won't be working on it some before I go on break.  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on November 12, 2008, 07:19:09 PM
Christmas? I don't think I can wait that long...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 12, 2008, 07:28:17 PM
@Tarkus, Well, I hate to have to resort going back from draggable to piece by piece, but how can the diagonal RHW-6 behave otherwise? NOT that I am asking to stay with something that may not work, but do we know the results of the draggable RHW-6 with pathes, versus the puzzle piece method? Just curious if having the pathes on the draggable actually worked, instead of it getting confused after some point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2008, 07:37:21 PM
j-dub, the issue wasn't with the paths, but rather a RULing issue. ;)  Perhaps farther down the road I'll revisit it, but to at least allow stable functionality, I'm using the puzzle pieces for now.

Quote from: kj3400 on November 12, 2008, 07:19:09 PM
Christmas? I don't think I can wait that long...

Who said it's coming at Christmas? ::)  It might come before, it might come after . . . and my "Christmas Break" is actually about a month long.  :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 13, 2008, 12:33:40 PM
Your Christmas break is a month long? We have about two weeks... still great! Nothing quite like summer though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 13, 2008, 01:54:41 PM
Who knows what you will do with that month, though.  Think of the possibilities, Alex. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 13, 2008, 05:23:34 PM
Wow a full month off. And considering the real struggle it took to build the larger dragged diagonals, the puzzle pieces are a major relief.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2008, 06:15:34 PM
Quote from: j-dub on November 13, 2008, 05:23:34 PM
And considering the real struggle it took to build the larger dragged diagonals, the puzzle pieces are a major relief.

I had a hard enough time building them myself, and I designed the whole thing. :D   I figured that since that was the case, I should try to simplify things. 

And hopefully this time, I won't break my elbow over Thanksgiving break and end up in a cast for most of my month off (as happened last year). 

I'm going to be quite relieved when Version 3.0 is done.  It's been a long road (no pun intended).  Hopefully relatively soon.

Quote from: metarvo on November 13, 2008, 01:54:41 PM
Who knows what you will do with that month, though.  Think of the possibilities, Alex. :)

Oh, I am.  Though I may need a bit of a breather . . . and I do need to get back to the NWM . . . ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 13, 2008, 06:22:16 PM
Alex I do know what you should do for a month long vacation is just that a vaction!! You deserve it as you been slaving over 3.0 so much, I dont want to see you burned out!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 13, 2008, 07:15:49 PM
A lot of work has been done with the RHW-6C median lately.

Here's the RHW-6C in comparison with the ground highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F6245%2Fcoopermar15001226628338sv9.jpg&hash=90ee0a6564079583ed9e028d74c50ba797d2738d)

(looks remarkably similar to a highway in my hometown that was just upgraded :P) (http://www.onthighways.com/hwy_401_images/401_cl_184_east_night_lg.jpg)

The RHW-6C still needs to be tinkered with (still some pathing issues and whatnot), but other than that, its shaping up nicely!

Hope you enjoyed the pic!  I know some of you have been asking where we have been, but RL hits us just the same as you.

Like Alex (Tarkus), I have finals and end-of-year assignments coming up, so I'll be a tad occupied for the next little bit.  Please pardon the interruption if there ever is one.  :party:

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on November 13, 2008, 07:40:05 PM
It looks great hal!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on November 13, 2008, 08:25:53 PM
Wow, Hal, that looks so much like a number of freeways I've been on here in southern California! I don't know if you type 21'd them or not, but regardless, good job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 14, 2008, 10:49:50 AM
Very Impressive, Hal. It looks like a lot freeways that I've been all over the states.
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 14, 2008, 12:59:36 PM
This is all coming along terrific!  Thankfully my interest in playing SC4 just spiked again, now I'm looking forward to the release of this more than ever.

I already started making room in my new cities for a massive 10 lane freeway with an HSRP down the middle. $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 14, 2008, 02:30:13 PM
HSRP? That'll be interesting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 14, 2008, 08:16:31 PM
Quote from: yoshiisland2 on November 14, 2008, 12:59:36 PM
This is all coming along terrific!  Thankfully my interest in playing SC4 just spiked again, now I'm looking forward to the release of this more than ever.

I already started making room in my new cities for a massive 10 lane freeway with an HSRP down the middle. $%Grinno$%

Sounds like the Trans-Texas Corridor to me.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on November 15, 2008, 06:23:15 AM
Ya when the new RHW comes out im going to try and have and elevated HOV lane going through the middle like the one on the 110 in Los angeles and or light rail like the on the 210 (foothill highway) that goes through pasedena!
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 15, 2008, 05:50:39 PM
Quote from: burgsabre87 on November 14, 2008, 08:16:31 PM
Sounds like the Trans-Texas Corridor to me.  :P

Actually I'm basing it off the freeways in Chicago with the light rail down the middle, but that works too  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 15, 2008, 10:27:18 PM
I once in my cities try to put a light rail in the middle of my RHW... but i needed to convert to subway... and put the station near the neighbourhood... if i put the elevated station in the highway non of my sims would use it... so... i dont know any solution about that... i hope i explained my self
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 15, 2008, 10:42:20 PM
The RHW is viewed as a highway by the game. Therefore, zones cannot develop along it and buildings that require road connections will display a "No Road Connection" zot. If you want to allow Sims to board/exit a light rail station in the median, you will have to replace the RHW in front of the station with a section of one way road.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 16, 2008, 12:27:58 AM
Well, a NAM overpass ought to give access too, seeing as things will develop fronting those, I think...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on November 16, 2008, 01:01:17 AM
How about a park and ride?  If you put a parking lot next to a station will sims use the station even if its in the middle of the freeway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2008, 02:42:43 AM
Well, today is officially the RHW's third birthday--Year 3.0, if you must.  The original version, Version 1.2, was released on November 16, 2005.  Hard to believe it's been so long. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F5355%2Frhwhistory1rm9.jpg&hash=74cea5b27533a88f671e9ad9347301fa2dae21db)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F6940%2Frhwhistory2yv3.jpg&hash=4610995f19a4fd1d1e8de9042f9c6c6cffd330fe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F2617%2Frhwhistory3mg8.jpg&hash=1f02dc677a6e84c76cbda8bce058e3990dd66982)

Does this mean that RHW Version 3.0 is getting released today?  The answer is no . . . but rest assured, the Highway Revolution is coming . . . ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 16, 2008, 06:01:46 AM
I know full well about putting buildings next to highways...don't worry, I have it all worked out. ;)

Thanks for yet another teaser Alex. ::) :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 16, 2008, 06:10:03 AM
I can't believe it.  Alex is teasing us.  Why would he do that? $%Grinno$%

Anyway, this is very good stuff.  That RHW-6C with the barrier in the center is simply spectacular!  So, today's not the day.  Oh, well, there's always another day.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 16, 2008, 06:10:39 AM
Happy Birthday RHW!!! hehehe

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 16, 2008, 06:13:29 AM
Quote from: Tarkus on November 16, 2008, 02:42:43 AM
Does this mean that RHW Version 3.0 is getting released today?  The answer is no . . . but rest assured, the Highway Revolution is coming . . . ;)

-Alex (Tarkus)

Happy birthday RHW!

I know one thing, the NAM was realesed on its birthday, so can we trust you?  $%Grinno$%

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on November 16, 2008, 06:26:56 AM
Happy 3rd Birthday RHW. Wish Qurlix was here to see it. I never really figured out why he vanished out of think air  :bomb:. Seems like the RHW is coming our way soon. Can't Wait  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: gobo77 on November 16, 2008, 06:40:25 AM
Happy Birthday RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on November 16, 2008, 07:09:30 AM
Happy third Birthday there RHW!

And looking forward to more (teasers)...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 16, 2008, 08:10:16 AM
A Very Happy Birthday to RHW!!!!  darn to bad we couldnt get 3.0 today as a third birthday present siiiiiiiiigh, but alas I know when it does come out I will all that more thankful for it!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 16, 2008, 10:16:36 AM
Happy 3rd Birthday RHW!   &dance &apls

In honor of this day, allow me to make a little showcase of this unique network's evolution throughout the years.

The Many Looks of the RHW

Initial Installation
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Frhwleft8dg.jpg&hash=0a8bb4aca65e4bd5936b52865a9ccd3f689fe1bc)

RHW 1.2 North American textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F2574%2Fescapenov29091170259921lt9.jpg&hash=d04120003781f297c53efd76dcc5f7c7668f35db)

RHW 1.2 Euro textures
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Fukrhw3testmr3.jpg&hash=a6fa9069c53cf15619e8b8843639d4b433ad52cd)

A first attempt at interchanges and elevation.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Felrhwaveint12192007da9.jpg&hash=919ee422f32abd14b2aa64247c6c90df7eec3290)

RHW 1.3/1.31/1.32:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2Fsudburydec1612117656357ih4.jpg&hash=06bf42603d00328effcf956729d16760c6e40ea3)

RHW 1.31/1.32 Euro textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Fmmmshinyhn0.jpg&hash=73878becad9408c19edb91e7d72934aaa28a85bc)

RHW 1.32 with modern NA textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg116.imageshack.us%2Fimg116%2F2954%2F2005073176460757075rsqh5.jpg&hash=c3e226f4941fe8c6f1999d471169128ed48692be)

RHW 2.0 with MIS:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2Fdowntownmar141781200689fz4.jpg&hash=1c3da5a3251e5590f9aeff90b6270997327c185d)

RHW 2.0 Euro Textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTerranSettlement-Feb21191209778992.jpg&hash=86582ff30773aae0c8afc1343bc5ca5ae1879ee8)

RHW 2.0 new North American Textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTerranSettlement-Jun17311213897794.jpg&hash=235ea2fce685e100f5c44d902d582c52f85efaea)

The next generation:  RHW 3.0:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTerranSettlement-Apr22661225432000.jpg&hash=8060992d4a7998c9348a393f95b52e084262a1cd)




Anyways, I hope you enjoyed this little time capsule.  The RHW had many faces throughout the years, eh? 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 16, 2008, 10:55:27 AM
astonishing how much it has changed...ANyway, does anyone know where to find those huge light poles, there everywhere and i cant find them to download!
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 16, 2008, 11:02:54 AM
I just noticed, you edited the FAQ to include V3 questions.
That must mean we are getting close.  ()stsfd()

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 16, 2008, 11:03:03 AM
Quote from: bob56 on November 16, 2008, 10:55:27 AM
astonishing how much it has changed...ANyway, does anyone know where to find those huge light poles, there everywhere and i cant find them to download!

Sure, no problem!  Here's the link:
http://www.simtropolis.com/stex/index.cfm?id=10960 (http://www.simtropolis.com/stex/index.cfm?id=10960)

Enjoy!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 16, 2008, 11:34:19 AM
thanks so much! NOw im all reday for the RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2008, 11:47:37 AM
Quote from: un1 on November 16, 2008, 11:02:54 AM
I just noticed, you edited the FAQ to include V3 questions.
That must mean we are getting close.  ()stsfd()

They've been there for most of November, actually. ;)

-Alex
Quote from: SimsReporter on November 16, 2008, 06:26:56 AM
I never really figured out why he vanished out of think air 

Nor did I.  He PM'd me to tell me would be waylaid by RL for a couple weeks, and then he just vanished, along with Version 1.7. 

I was a bit hesitant to take over the project initially, actually.  I knew it would be a lot of work being a single developer, but didn't want to see the RHW go down the drain, as much potential as it had, and just kept going forward with it. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 16, 2008, 12:01:48 PM
Quote from: Tarkus on November 16, 2008, 11:47:37 AM
I knew it would be a lot of work being a single developer, but didn't want to see the RHW go down the drain, as much potential as it had, and just kept going forward with it. 

I for one am glad you did.  There may not have even been a 2.0 if you hadn't went ahead and taken over the project.  I'm ready for 3.0... whenever it's ready. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 16, 2008, 06:15:03 PM
Quote from: metarvo on November 16, 2008, 12:01:48 PM
I for one am glad you did.  There may not have even been a 2.0 if you hadn't went ahead and taken over the project.  I'm ready for 3.0... whenever it's ready. :)

In a bottom picture above I See a 4 lane (RHW 8)splitting in to two 2 lane RHWs.can the RHW 10  have
have 1-3 lanes split off like that leaving 3 or 4 lanes behind?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 16, 2008, 06:41:32 PM
No, it is 4 lanes splitting into 2 lane segments -- there are no lanes missing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2008, 10:16:17 PM
Quote from: Thomas Diamond on November 16, 2008, 06:15:03 PM
In a bottom picture above I See a 4 lane (RHW 8)splitting in to two 2 lane RHWs.can the RHW 10  have
have 1-3 lanes split off like that leaving 3 or 4 lanes behind?

Not in Version 3.0. ;)  You're likely to see something along those lines in a future release, though . . . I've got a vague list sketched out, at least in my mind, of all the pieces that will eventually go in.  All I need is a little time. :)

More teasers hopefully soon . . . and hopefully an actual release, too. ::)  Need to get some stuff pathed so I can get the next Alpha Build to the NAM Associates . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 16, 2008, 10:31:59 PM
Just a teaser request-- might we see the new look of the RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on November 16, 2008, 10:34:43 PM
Quote from: Tarkus on November 16, 2008, 10:16:17 PM
I've got a vague list sketched out, at least in my mind, of all the pieces that will eventually go in.  All I need is a little time. :)
-Alex (Tarkus)
I'd love to know what's on that list... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 16, 2008, 11:44:08 PM
Tarkus has shown some RHW-2 and interchanges a while back, but for now...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1101%2F1679042717.JPG&hash=b067198b039c97c165e181ea12a80decda0b5318)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F686%2F68143491.JPG&hash=6a3197cee377e37cc04e8db4d1bf4480a5e197ff)

These are just some IDEAS of how sign shapes can look like for the future RHW.
The two lanes are the right are EXIT ONLY. This sign hangs over an RHW 4/8 splitter.

Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on November 17, 2008, 02:13:45 AM
Quote from: j-dub on November 16, 2008, 11:44:08 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1101%2F1679042717.JPG&hash=b067198b039c97c165e181ea12a80decda0b5318)

These are just some IDEAS of how sign shapes can look like for the future RHW.


Is this merger an actual puzzle piece of 3.0? I find this merge slightly unorthodox.. perhaps, however, that's just me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SamJam on November 17, 2008, 02:40:00 AM
Quote from: blackedemon on November 17, 2008, 02:13:45 AM
I find this merge slightly unorthodox.. perhaps, however, that's just me.

Most up-to-date freeways, wherever possible, generally don't end or exit left lanes (for RH driving) because it forces the fastest lane to slow down instead of passing other traffic. From what I've seen you'll be able to start/end right lanes for the purposes of ramps or widening/narrowing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on November 17, 2008, 08:25:13 AM
Quote from: SamJam on November 17, 2008, 02:40:00 AM
Most up-to-date freeways, wherever possible, generally don't end or exit left lanes (for RH driving) because it forces the fastest lane to slow down instead of passing other traffic. From what I've seen you'll be able to start/end right lanes for the purposes of ramps or widening/narrowing.

However, from a realism perspective, it would make some sense to be able to add left lanes to widen the highway toward the center.  That seems to be the preferred method for addling lanes in Alabama these days...probably because it keeps them from having to reconfigure or close interchanges during construction,  or acquire additional right-of-way.

Sadly, we actually have a situation like this right here in Birmingham on I-20, just before it duplexes with I-59.  Fortunately, I don't travel that way in the mornings — I bet it gets kind of hairy during rush hour.  I'm sure blackdemon is right, and if they had it to do over again, they wouldn't have built it that way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 17, 2008, 11:50:01 AM
Yes, that is an actual piece in Version 3.0.  I do, however, plan on producing an "aftermarket" mod some time after the RHW Version 3.0 release that will re-path/re-texture that piece to have the right lane end instead.  It'll be a one or the other option. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 17, 2008, 03:58:06 PM
Quote from: Tarkus on November 17, 2008, 11:50:01 AM
Yes, that is an actual piece in Version 3.0.  I do, however, plan on producing an "aftermarket" mod some time after the RHW Version 3.0 release that will re-path/re-texture that piece to have the right lane end instead.  It'll be a one or the other option. 

-Alex (Tarkus)
Does the RHW -10 have puzzle pices like the RHW 4/8 spliter, where you would have 1,2 or even 3 exit only lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 17, 2008, 04:51:42 PM
Quote from: Thomas Diamond on November 17, 2008, 03:58:06 PM
Does the RHW -10 have puzzle pices like the RHW 4/8 spliter, where you would have 1,2 or even 3 exit only lanes?

No.  The only RHW-10 interface pieces are single exit lanes, just like Ramp Styles A and B for the RHW-4 in Version 2.0.  Those pieces you've asked about are planned for future releases, though. :)

zakuten, as requested, here's a little peek at the RHW-2.  Aside from the fact that there's now ramp interfaces (4 of them, A and B, plus "dual" versions with ramps on both sides), there's not really much new added, other than covering everything that was covered in Version 2.0 with new textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F8002%2Frhw111720081xc2.jpg&hash=3145753291c64a4f72b21a8ede86b14994bd7020)

There are plans to eventually have optional Left Turn Lanes (set up similarly to jplumbley's new Road Turn Lanes Plugin), which should arrive in a future release, along with (at long last) diagonal intersection textures.

Quote from: kj3400 on November 16, 2008, 10:34:43 PM
I'd love to know what's on that list... :P

Well, it's really long.  I've probably got my work cut out for me for the next 3-4 years at least if I were to make everything on it.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 17, 2008, 05:31:52 PM
Why, that's a pretty good request. so with it you can build a diamond interchange with a RHW-2 and a RHW-2 to RHW-10 :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 17, 2008, 06:04:50 PM
Now I should be able to make slip lanes for a RHW-2 x RHW-2 intersection.  This is the real deal, Alex.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 17, 2008, 09:35:36 PM
Just an FYI . . . I've at least temporarily unlocked RHW Version 2.0.  So if you're don't already have it and want to give it a go before the new one comes out, have at it.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 17, 2008, 10:26:04 PM
LoL Alex does that mean you should restate your statement on________________________________

QuoteRural Highway Mod Version 2.0 (Beta)--No Longer Available or Supported

So anyways does that mean that there is a glitch that wasnt expected and pushed a possible release back further then sooner and that is why 2.0 is back?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 18, 2008, 04:17:28 AM
I've seen some people requesting v2.0, and finding out that it was locked. He's probably giving them one last chance (or is it something else...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on November 18, 2008, 09:28:19 AM
Hi Tarkus,

I registered here solely to monitor the progress of RHW 3.0, and I am astonished at how it has developed so far.  I do have a question, and obviously you don't have to answer it since you said you like to include surprises.

Will there be a splitter for a RHW-4 into two MIS lanes going the same direction?  Like, for example, if I use a stretch of RHW-4 as collector-distributor lanes for a cloverleaf interchange or something of that nature, and have the right lane "exit" into the cloverleaf and have the left lane merge into the highway?

Again, impressive work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 18, 2008, 09:56:17 AM
IMHO, Alex has probably thought of some more incredible additions to add to the new RHW, and 2.0 is back open because the release may be delayed. $%Grinno$%  I'm kidding about the delay, of course, since there has never been a release date to begin with, but I'm positive that Alex is adding something to 3.0.  The suspense is building... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 18, 2008, 09:58:50 AM
I'm becoming more suspicious of a completely new NAM release. I mean, now we have the FAR/R, SLR, RHW 3.0, and some of Choco's new bridges, not to mention a new draggable electrified rail mod. That's a lot of new features coming out all at the same time, some of which have been in alpha testing for at least a month...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 18, 2008, 10:02:52 AM
Quote from: itsacoaster on November 18, 2008, 09:28:19 AM
Will there be a splitter for a RHW-4 into two MIS lanes going the same direction?

Simple answer:  yes.  There was a pic of the splitter in development a few pages back and I can confirm that Tarkus is working on it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 18, 2008, 11:10:51 AM
i doubt that they will all be merged into one big release guys. The reason that things like hsrp and rhw are not included with the nam is because they are optional.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on November 18, 2008, 11:17:20 AM
I'm not saying it'd be merged, just that there are a lot of NAM related stuff in the almost-finished pile, and that seems to presage a release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 18, 2008, 11:41:42 AM
Patricius and metarvo, you're both right, actually.  The 3.0 release is taking a little longer than I initially expected (I had in fact been secretly shooting for a date which has now passed ;)), and it's probably a bit unfair to keep 2.0 locked up for more than a couple weeks. 

And yes, there is indeed a rather small but extraordinarily useful surprise planned for Version 3.0.  You may find some hints of it if you very carefully read my big FAQ post.  You'd probably only notice it if you had read it before in depth.

itsacoaster, welcome to SC4D!  And as Haljackey mentioned, there will indeed be a splitter like you mentioned.  Had to reach back to Page 177 to find it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F3236%2Frhw11092008uu2.jpg&hash=b898dee08b15528ab306f3c8f2aae35a82bcf5bc)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on November 18, 2008, 12:16:09 PM
Nice update!
The RHW splits.I never seen that before
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 18, 2008, 01:54:14 PM
I read over the FAQ post, I didn't find any hints... But I am bad at finding hints but I did notice something.

You said, RHW 3.0 will only use traffic simulator A or B.
When installing the NAM it gives you a long set of options for your custom traffic simulators, if you make a custom traffic simulator is it considered A or B or as custom? Or will I have to change my simulator to A or B when installing the RHW?

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on November 18, 2008, 02:25:39 PM
@ Tarkus with the RHW-2 ramps Oh, wow, awesome. Perfect in every way~ I can't wait to use those babies. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on November 18, 2008, 02:59:13 PM
Thanks to both Tarkus and Haljackey for their responses.  Not sure how I missed that picture a few pages back, as I've been keeping pretty close tabs.

Thanks again, and I look forward to the final release!!  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 18, 2008, 04:04:39 PM
is there any GLR Crossings?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 18, 2008, 04:22:09 PM
Quote from: itsacoaster on November 18, 2008, 02:59:13 PM
Thanks to both Tarkus and Haljackey for their responses.  Not sure how I missed that picture a few pages back, as I've been keeping pretty close tabs.

No problem!  It happens to the best of us  :P

Quote from: bob56 on November 18, 2008, 04:04:39 PM
is there any GLR Crossings?

Yep, in fact they're included in the current version (version 2.0).
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 18, 2008, 04:23:07 PM
great! HE's thought of eveything!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 18, 2008, 04:41:51 PM
Quote from: un1 on November 18, 2008, 01:54:14 PM
I read over the FAQ post, I didn't find any hints...

It's really subtle.  You'd have to know the FAQ post inside and out and be looking for it to find it, more than likely.  It involved the removal of one rather important word . . .

Quote from: un1 on November 18, 2008, 01:54:14 PM
You said, RHW 3.0 will only use traffic simulator A or B.
When installing the NAM it gives you a long set of options for your custom traffic simulators, if you make a custom traffic simulator is it considered A or B or as custom? Or will I have to change my simulator to A or B when installing the RHW?

Well, the mod will technically still function with any NAM Simulator installed, but the Wider RHWs will not function properly.  

In case anyone is wondering why, there's a couple reasons:
-Congestion vs. Speed Curve values

The Congestion vs. Speed (CvS) Curve, which really ought to be called the "Capacity vs. Speed Curve", is what controls the rate at which traffic flows at a given percentage of the listed network capacity, with respect to the network speed.  The CvS curves in Simulators A and B (as well as the current version of z's Simulator Z) use values higher than 100% for the speed multiplier at the low end of the curve, whereas the default Maxis Simulator's CvS curve does not.  All the old NAM Simulators (Simulators C, D, and E--aka "Standard", "Better Pathfinding" and "Perfect Pathfinding. respectively) use the default Maxis CvS Curve, so they function in the same way in that respect.  

Speed values larger than 100% at the low end of the curve allow for vehicles to use both the inner and outer tiles of the Wider RHWs (RHW-6C, RHW-8, and RHW-10--but not RHW-6S) as well as the various NWM networks in development.  With Simulators C, D and E, traffic will be stuck to one side of the Wider RHWs, and will not begin to move over onto the other until the traveled side becomes severely congested, effectively defeating a lot of the purpose of the wider networks.

Intersection and Turn Capacity Effect

The Intersection and Turn Capacity Effect is what controls congestion at intersections, and the two tiles surrounding them--a series of three values which specifies the capacity at intersections as a percentage of the network capacity.  The Wider RHWs have crossover paths to allow traffic to move between the two sides of the highway, and because of this, the game effectively considers them to be intersections.  And because of this, the capacity of each tile of a Wider RHW is multiplied by the first number of the Intersection and Turn Capacity Effect property.  

If this value is set below 1.0, it will actually diminish the capacity of the network.  In Simulators A, it is set to 1.5, meaning that the capacity of one side of an RHW-8 will actually be 7200 rather than 4800 in A Hard (150%).  (Across the two tiles, this would mean the full capacity would be 14,400 and across a full 4-tile cross-section, it would be 28,800.)  In Simulators C, D, and E, this value is set to 0.7, meaning that the capacity of one side of an RHW-8 would be 3360 (70% of 4800 capacity).  It is also set to 0.7 in the current build of Simulator Z.  I do need to make a correction to my initial recommendation, though, as it is set to 0.9 in Simulator B, which will lead to a slight decrease, to 4320.  

So what does this all mean?
[tabular type=4]
[row] [head]Simulator[/head] [head]Allows Spreading[/head] [head]Effect on Wider RHW Capacity[/head][/row]
[row] [data]A[/data] [data]Yes[/data][data]Increase (to 150%)[/data][/row]
[row] [data]B[/data] [data]Yes[/data][data]Decrease (to 90%)[/data][/row]
[row] [data]C ("Standard")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]D ("Better Pathfinding")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]E ("Perfect Pathfinding")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]Z[/data] [data]Yes[/data][data]Decrease (to 70%)[/data][/row]
[/tabular]

Recommendation--use Simulator A at this time.  There may in fact be an update to it at some point as well.  If you're using B or Z and are really attached to them, you'll probably be alright--you'll get the spreading, but the capacity will be a little off.  Avoid C, D and E at all costs.

And bob56, they're puzzle pieces in the current version (2.0) but they'll be switched over to work with Draggable GLR in Version 3.0.  The old puzzle piece will be phased out--it's been left in the mod for Legacy Support purposes, but you won't be able to place the puzzle piece in 3.0.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 18, 2008, 04:58:58 PM
Thanks for that clarification Tarkus.  :thumbsup:

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 18, 2008, 05:12:49 PM
Is there a RHW-2/MIS splitter that makes two orthagonal MIS ramps instead of an orthagonal and a diagonal, or one with both being diagonal? Cause what I'd like to try is take a RHW-2 then split it into a pair of MIS ramps with a median, and I guess I'll have to draw this...

The RHW-2/orthagonal MIS x2 split is in the inset, pointing more or less to the corresponding part of the intersection below. Don't mind where the ramp connects within that part - its a bit squished.

Amazing what Paint can do, eh? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 18, 2008, 07:50:47 PM
nerdly_dood: Hmm, I'm not entirely sure what you're asking in your post. 
-Are you referring to a RHW-2 that has ramps on both sides?  If yes the answer is yes.

Here's a pic containing all the RHW-2 puzzle pieces as of the latest alpha build:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTarsosBend-May17021225245830.jpg&hash=568642b00420cc2f7476bf3c9ec6c47ff142b2ef)

Yes, they do apply to real life. (http://www.onthighways.com/hwy_3-9_images/3_cl_204_west_lg.jpg)

Hope that helps!

Best,
-Haljacley
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 18, 2008, 08:11:38 PM
nerdly, I think I know what you're talking about . . . it's not going to make it into Version 3.0, but it's near the top of my aforementioned big list.  :D 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 18, 2008, 10:40:44 PM
are those pieces flippable to both on and off configurations of both sides of the road?

btw, they loook GOOOOOOOOOOOOOD :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: z on November 18, 2008, 10:54:27 PM
Quote from: Tarkus on April 13, 2007, 09:10:49 PM
Using other simulators will result in improperly diminished capacity, so with RHW Version 3.0, it will be required that you switch to "A".

Quote[tabular type=4]
[row] [head]Simulator[/head] [head]Allows Spreading[/head] [head]Effect on Wider RHW Capacity[/head][/row]
[row] [data]A[/data] [data]Yes[/data][data]Increase (to 150%)[/data][/row]
[row] [data]B[/data] [data]Yes[/data][data]Decrease (to 90%)[/data][/row]
[row] [data]C ("Standard")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]D ("Better Pathfinding")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]E ("Perfect Pathfinding")[/data] [data]No[/data][data]Decrease (to 70%)[/data][/row]
[row] [data]Z[/data] [data]Yes[/data][data]Decrease (to 70%)[/data][/row]
[/tabular]

Recommendation--use Simulator A at this time.  There may in fact be an update to it at some point as well.  If you're using B or Z and are really attached to them, you'll probably be alright--you'll get the spreading, but the capacity will be a little off.  Avoid C, D and E at all costs.

I would just like to clarify the above information slightly.  Although the 70% figure for Simulator Z is correct, it's important to know, 70% of what?  For the current release of Simulator Z (Alpha 4), the RHW capacity is 2.78 times that of Simulator A.  So 70% of that is 194% of Simulator A's capacity, compared to Simulator A's 150%.  Based on my testing, this should be more than enough capacity to completely nullify the intersection and turn capacity effect for RHW under Simulator Z.  I would also like to affirm that Simulator Z is committed to fully supporting RHW (as well as NWM), so users need not fear getting inferior performance from Simulator Z on these roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on November 18, 2008, 11:17:13 PM
I have to ask, as I haven't seen it yet... Will there be a better transition from single-lane MIS to OWR/TWR?

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: yoshiisland2 on November 19, 2008, 02:55:43 AM
Great job on those RHW-2 pieces! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flo8472 on November 19, 2008, 11:13:35 AM
 :thumbsup: looks very nice. good job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 19, 2008, 11:52:11 AM
Quote from: z on November 18, 2008, 10:54:27 PM
Although the 70% figure for Simulator Z is correct, it's important to know, 70% of what? 

If anyone is curious to see the exact capacity statistics, I've posted them down below for both the standard Simulator Z a04, as well as Simulator Z-MT.  They are side-by-side with Simulator A and B:

[tabular type=4 caption="Capacity for RHW Networks on Per-Tile Basis"]
[row][head]RHW Type[/head] [head]Z-Standard[/head][head]Z-MT[/head][head]A-Hard[/head][head]A-Medium[/head][head]A-Easy[/head][head]B-Hard[/head][head]B-Medium[/head][head]B-Easy[/head][/row]
[row][data]RHW-2[/data] [data]30000[/data] [data]15000[/data][data]4800[/data] [data]7200[/data] [data]10800[/data][data]4800[/data][data]7200[/data] [data]10800[/data][/row]
[row][data]RHW-3[/data][data]30000[/data] [data]15000[/data][data]4800[/data] [data]7200[/data] [data]10800[/data][data]4800[/data][data]7200[/data][data]10800[/data][/row]
[row][data]MIS Ramp[/data] [data]30000[/data] [data]15000[/data][data]4800[/data] [data]7200[/data] [data]10800[/data][data]4800[/data][data]7200[/data][data]10800[/data][/row]
[row][data]RHW-4[/data] [data]60000[/data] [data]30000[/data][data]9600[/data][data]14400[/data][data]21600[/data][data]9600[/data] [data]14400[/data][data]21600[/data][/row]
[row][data]RHW-6S[/data] [data]60000[/data] [data]30000[/data][data]9600[/data][data]14400[/data][data]21600[/data][data]9600[/data] [data]14400[/data] [data]21600[/data][/row]
[row][data]RHW-6C[/data] [data]63000[/data] [data]31500[/data][data]21600[/data][data]32400[/data][data]48600[/data][data]12960[/data] [data]19440[/data] [data]29160[/data][/row]
[row][data]RHW-8[/data] [data]84000[/data] [data]42000[/data][data]28800[/data][data]43200[/data][data]64800[/data][data]17280[/data] [data]25920[/data] [data]38880[/data][/row]
[row][data]RHW-10[/data] [data]84000[/data] [data]42000[/data][data]28800[/data][data]43200[/data][data]64800[/data][data]17280[/data] [data]25920[/data] [data]38880[/data][/row]
[/tabular]

The two flavors of Simulator Z do overcome the low Intersection and Turn Capacity Effect to allow for higher capacities on the Wider RHWs, but just barely.  So effectively, while one tile will have a capacity of 30,000 as per the "per-network" capacity with standard Z a04, having an Intersection and Turn Capacity Effect of 70% means that each tile on a wider RHW will have a capacity of only 21,000.  It actually eliminates most of the incentive to upgrade between an RHW-4 and an RHW-6C--there is only a 5% capacity gain (60000 vs. 63000 or 30000 vs. 31500).  There is also only a 40% capacity gain by upgrading to the RHW-8 and 10.  

Below is a table of the capacity gains between the Wider RHWs in Simulators A, B and Z, compared to the RHW-4 capacity:
[tabular type=4 caption="Capacity Gains On Wider RHWs"]
[row] [head]RHW Type[/head] [head]Z[/head][head]Z-MT[/head][head]A-Hard[/head][head]A-Medium[/head][head]A-Easy[/head][head]B-Hard[/head][head]B-Medium[/head][head]B-Easy[/head][/row]
[row] [data]RHW-4[/data] [data]60000[/data] [data]30000[/data][data]9600[/data] [data]14400[/data] [data]21600[/data][data]9600[/data] [data]14400[/data] [data]21600[/data][/row]
[row] [data]RHW-6S[/data] [data]0 (0%)[/data] [data]0 (0%)[/data][data]0 (0%)[/data] [data]0 (0%)[/data] [data]0 (0%)[/data][data]0 (0%)[/data] [data]0 (0%)[/data] [data]0 (0%)[/data][/row]
[row] [data]RHW-6C[/data] [data]+3000 (5%)[/data] [data]+1500 (5%)[/data][data]+12000 (125%)[/data] [data]+18000 (125%)[/data] [data]+27000 (125%)[/data][data]+3360 (35%)[/data][data]+5040 (35%)[/data] [data]+7560 (35%)[/data][/row]
[row] [data]RHW-8[/data] [data]+24000 (40%)[/data] [data]+12000 (40%)[/data][data]+19200 (200%)[/data] [data]+28800 (200%)[/data] [data]+43200 (200%)[/data][data]+7680 (80%)[/data][data]+11520 (80%)[/data][data]+17280 (80%)[/data][/row]
[row] [data]RHW-10[/data] [data]+24000 (40%)[/data] [data]+12000 (40%)[/data][data]+19200 (200%)[/data] [data]+28800 (200%)[/data] [data]+43200 (200%)[/data][data]+7680 (80%)[/data][data]+11520 (80%)[/data][data]+17280 (80%)[/data][/row]
[/tabular]

Keeping the Intersection and Turn Capacity Effect at 70% will also effectively mean that the TLA-3 network, which has crossover paths, will actually have a lower capacity than the Road network--a 30% decrease.So, while a Road has a Capacity of 12,000 in Simulator Z-Standard, a TLA-3 will only have a capacity of 8400--a decrease of 3600.  

I'm not saying this to panic everyone--I'm merely trying to identify a problem so that we can address it to ensure that all the Simulators available will allow proper RHW and NWM functionality.  I don't think Maxis ever anticipated us ever figuring out how to widen networks with RUL Overrides, so were getting into uncharted territory, which has a variety of implications.

Thus, my recommendation is that when we get around to updating the currently available Simulators--and they all need updating ("A" for different reasons)--that the first value of the Intersection and Turn Capacity Effect is raised to at least 100% to ensure proper functionality with the RHW and NWM.  In order to make up for having less "slowdown" at intersections, I'd lower the second value a bit more--this would also accurately represent the "bottleneck" phenomenon that occurs when a lane goes away on an RL freeway.  

If there are folks that aren't planning on using the NWM and RHW, it may be okay to allow Simulators with values lower than 100% for the Intersection Effect to continue to be circulated, but they need to be clearly marked that they are not compatible.

And TEG, to answer your question, there is an MIS/OWR transition.  There was an image shown of it shown back on October 2nd on Page 157.  I've reposted the pic below for convenience sake . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F429%2Frhw100120081xa3.jpg&hash=28ceab84d3e1acb8e167cdffbedf97f09ae74de0)

There is no transition between MIS and Road, though.  Perhaps in a future release, though--could be good for replicating some of those I-84 exits in the Columbia Gorge. ;D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on November 19, 2008, 12:47:12 PM
Quote from: Tarkus on November 19, 2008, 11:52:11 AM
And TEG, to answer your question, there is an MIS/OWR transition.  There was an image shown of it shown back on October 2nd on Page 157.  I've reposted the pic below for convenience sake . . .

There is no transition between MIS and Road, though.  Perhaps in a future release, though--could be good for replicating some of those I-84 exits in the Columbia Gorge. ;D

-Alex (Tarkus)

Thanks, that along with exits with frontage roads was what I was thinking.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 19, 2008, 02:45:48 PM
Quote from: Haljackey on November 18, 2008, 07:50:47 PM
nerdly_dood: Hmm, I'm not entirely sure what you're asking in your post. 
-Are you referring to a RHW-2 that has ramps on both sides?  If yes the answer is yes.

Here's a pic containing all the RHW-2 puzzle pieces as of the latest alpha build:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi447.photobucket.com%2Falbums%2Fqq193%2Fhaljackey2%2FTarsosBend-May17021225245830.jpg&hash=568642b00420cc2f7476bf3c9ec6c47ff142b2ef)

Yes, they do apply to real life. (http://www.onthighways.com/hwy_3-9_images/3_cl_204_west_lg.jpg)

Hope that helps!

Best,
-Haljacley




You know what I call that?



SWEET!!!!! :thumbsup: :thumbsup: :thumbsup: &apls &apls :satisfied: $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: z on November 19, 2008, 03:23:11 PM
Quote from: Tarkus on November 19, 2008, 11:52:11 AM
The two flavors of Simulator Z do overcome the low Intersection and Turn Capacity Effect to allow for higher capacities on the Wider RHWs, but just barely.  So effectively, while one tile will have a capacity of 30,000 as per the "per-network" capacity with standard Z a04, having an Intersection and Turn Capacity Effect of 70% means that each tile on a wider RHW will have a capacity of only 21,000.  It actually eliminates most of the incentive to upgrade between an RHW-4 and an RHW-6C--there is only a 5% capacity gain (60000 vs. 63000 or 30000 vs. 31500).  There is also only a 40% capacity gain by upgrading to the RHW-8 and 10.

... 

Keeping the Intersection and Turn Capacity Effect at 70% will also effectively mean that the TLA-3 network, which has crossover paths, will actually have a lower capacity than the Road network--a 30% decrease.So, while a Road has a Capacity of 12,000 in Simulator Z-Standard, a TLA-3 will only have a capacity of 8400--a decrease of 3600.  

First, please remember that this is an alpha version of Simulator Z that you are testing.  For the alpha version, my goal was to get basic, if less than perfect, functionality for a product that hasn't been released yet.  So far, it appears that that goal has been met.

The first beta version is now finished and well into testing.  It has completely different capacities from the alpha version, as well as a number of other changes.  I don't want to fill up the RHW thread with a description of these, but a full description will soon be available in my New Traffic Simulator (http://sc4devotion.com/forums/index.php?topic=5382.0) thread.

Meanwhile, there's the fundamental question of how to handle the intersection and turn capacity numbers.  The numbers originally supplied by Maxis - .7, .8, and .9 - are too high to accurately simulate intersections with stoplights; they're not even low enough to accurately simulate a four-way stop.  Nevertheless, I appreciate the requirements of RHW and NWM, and as I've stated earlier, I am committed to having Simulator Z fully support both of them.  I have been looking at solutions that would do this and still preserve a reasonable intersection effect, but the two requirements are, of course, very much at odds.  The most encouraging avenue (if you'll excuse the pun) that I see is that a previous post states that it is only the intersection number that directly affects the RHW roads, and some of the NWM's.  So I have a couple of questions, whose answers will help me better support these roads in Simulator Z:

First of all, it seems to me that 100% of capacity would be sufficient for the first number, as I would expect cross traffic to be minimal compared to the volume of through traffic.  Is this correct?  Has anyone made any measurements of the volume of cross traffic compared to through traffic on these roads?

Second, as far as the RHW and NWM are concerned, is there any restriction required on the values of the second and third numbers of the intersection and turn capacity effect?  Adjusting these numbers lower is certainly a good way to compensate for raising the first number, and if done properly, could even be fairly realistic in terms of intersections.  Considering that most roads carry a volume less than their capacity, often by a large amount, the settings in Simulator A essentially mean that most of the time, Sims zip through intersections with stoplights without even taking their foot off the gas.  Due to the way Maxis wrote the game, it's not possible to correctly simulate stoplight behavior, but I think it's good to come as close as possible while still respecting the requirements of RHW and NWM.  So answers to these questions would be very helpful to me in balancing these requirements.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on November 19, 2008, 04:08:25 PM
The change in the FAQ is that SA is working on euro textures for version 3.0, right ?   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on November 19, 2008, 04:35:48 PM
Isn't the change in the FAQ that v.2.0 is temporarily unlocked?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 19, 2008, 04:55:59 PM
The latest update was that SA is working on a Euro set for v3 .... :)

Also, a request for some future version - some merge lanes for the RHW-2 would be nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 19, 2008, 05:25:22 PM
Quote from: metasmurf on November 19, 2008, 04:08:25 PM
The change in the FAQ is that SA is working on euro textures for version 3.0, right ?   :P

Actually, that wasn't the one I was referring to, but I did change that as well. ;)  As did the bit about Version 2.0 being temporarily unlocked There's another one, though, that's really, really subtle.  A missing word with a double-digit number of letters, somewhere. ;)

Quote from: z on November 19, 2008, 03:23:11 PM
For the alpha version, my goal was to get basic, if less than perfect, functionality for a product that hasn't been released yet.

Sounds exactly like what I've done with the RHW Alphas. ;)

Quote from: z on November 19, 2008, 03:23:11 PM
I am committed to having Simulator Z fully support both of them. 

Excellent!   :thumbsup:  Always good to have options out there!

Quote from: z on November 19, 2008, 03:23:11 PM
First of all, it seems to me that 100% of capacity would be sufficient for the first number, as I would expect cross traffic to be minimal compared to the volume of through traffic.  Is this correct?  Has anyone made any measurements of the volume of cross traffic compared to through traffic on these roads?

Are you referring to traffic using the crossover paths between the two tiles?  If so, then yes, it does tend to be minimal--most of the crossovers between the the tiles on the Wider RHWs tends to be right at the starts and ends of the networks, and from what I've seen, at Entrance/Exit ramps.

Quote
Second, as far as the RHW and NWM are concerned, is there any restriction required on the values of the second and third numbers of the intersection and turn capacity effect? 

No, there isn't any restriction on them from what I've seen.  The second and third values will in some cases affect transitions (especially between RHW-4 and RHW-6C, since the RHW-4 is not affected by the intersection capacity, whereas the RHW-6C is), but that actually is a realistic side-effect, as it helps emulate the "bottleneck" that often occurs when a lane goes away.  So you can still create a reduction of capacity at intersections using those two values.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 19, 2008, 06:33:58 PM
Oh, so SA IS working on a Euro set! Awesome, I thought he was gone for good...  :thumbsup: That's something I've been hoping for for quite a while.

Title: Re: RHW (RealHighway) - Development and Support
Post by: z on November 19, 2008, 06:56:49 PM
Quote from: Tarkus on November 19, 2008, 05:25:22 PM
Hope that helps!

It does very much.  Thanks!  :thumbsup:

So as of my Beta 1 version of Simulator Z, I will have the first intersection capacity number be 100%.  If RHW and/or NWM are released before my Beta 1 is ready, I will release a patched Alpha 4 version that has that 100% number in it within a day.

From your answers to my questions, it sounds like 100% is actually the ideal number for the first intersection capacity number.  With 100%, crossover traffic will cause some congestion (though minimal, and only if the road is at or near capacity).  But that's how it works in real life, isn't it?  If you have a highway at or near capacity and people start changing lanes, that starts to slow things down.

Which brings up the question of the 150% figure used in Simulator A.  Doesn't that essentially have the effect of increasing the capacity of all the wider RHW's by 50% over their nominal capacity?  And it would seem to have the opposite problem with the capacity of the wider RHW's (and the TLA's) that the 70% figure does.  If I read your capacity table correctly, you have included this effect in there, and with Simulator A, an RHW-8 has three times the capacity of an RHW-4 (as just one example), which certainly doesn't seem right.  Shouldn't that 150% number in Simulator A be 100%?  That would also make Simulator A behave more realistically at intersections; I can see no downside to such a change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on November 20, 2008, 08:15:22 AM
bridge functionality....check.
100b functionality....check.

can't wait till this gets out so i can fill in some holes....

looking great alex :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: elliey-sama on November 20, 2008, 03:28:43 PM
Quote from: Haljackey on November 16, 2008, 10:16:36 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTerranSettlement-Jun17311213897794.jpg&hash=235ea2fce685e100f5c44d902d582c52f85efaea)


Oh i remember those walls :3 sadly i cant find them anywhere can anyone please tell me where i can download those freeway walls? i used to have them but now i cant find them anywhere on Simtropolis or here because i dont remember the name to well, so if anyone knows the name and where to download them let me know ok? Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 20, 2008, 04:29:12 PM
elliey-sama:

Try looking here -- > http://www.simtropolis.com/stex/index.cfm?id=12982 (http://www.simtropolis.com/stex/index.cfm?id=12982)
Title: Re: RHW (RealHighway) - Development and Support
Post by: berubium on November 20, 2008, 06:04:55 PM
Hello, long time lurker, 1st time poster...

It's been great watching all the progress thus far for RHW 3.0...  I am just as excited as anybody to start implementing all the new changes in my cities.

I have one question regarding textures.  This has probably already been dealt with, but I haven't had any luck finding out for sure.  When we develop land adjacent to a RHW puzzle piece (zone or plop something), will odd textures keep showing up in place of grass, or has this been addressed?  Either way, I want to say a huge thank you for making SimCity that much better.  I always hated the narrow Maxis 6-lane highways with unrealistically short on & offramps.  RHW is fantastic!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 20, 2008, 06:47:22 PM
Quote from: z on November 19, 2008, 06:56:49 PM
Shouldn't that 150% number in Simulator A be 100%?  That would also make Simulator A behave more realistically at intersections; I can see no downside to such a change.

A very good question to ask.  ;)  As per the Understanding The Traffic Simulator thread, this was Jason's initial justification for the 150% value in Simulator A:

Quote from: jplumbley on February 21, 2008, 03:00:50 PM
This causes the Simulation to act as if the 2 Imediate Tiles are "slow downs" for the intersection when coupled with a properly designed Congestion vs Speed Property.  This setup makes is so that the intersection has a proportionally higher capacity since there are two separate routes.  This increase in Capacity at the intersection tile allows for both routes to be used to almost fully and not being hampered by the intersection.

In other words, it is because the intersection is the point at which two networks cross and their volumes combine, they would be at 100% capacity when the networks entering the intersection are at 50% capacity (at least for a 4-way intersection)--assuming a 100% value for the first figure in the Intersection and Turn Capacity Property.  With the default Maxis 70% value, 100% capacity is reached at 35% capacity for surrounding networks, and with the 150% value, it's still 75%.

And of course, if you look at a lot of real-world intersections, of various types (signalized, 4-way-stop-controlled, roundabouts), the point at where the congestion occurs is not the actual point where the two roads intersect, generally speaking.  The congestion results from the queuing created by the traffic control device--people waiting at a stop sign, at a signal, or to enter a yield-controlled roundabout.  The only times when I've seen the actual intersection itself become congested is when two intersections are too close together (i.e. two signalized intersections less than 500 feet apart) and the queuing for one of them actually backs up enough to block the other.

When Jason went with the 150% value, we had not yet discovered that the use of crossover paths on the Wider RHWs and the TLAs in the NWM caused the game to treat them as intersections and apply the Intersection and Turn Capacity to them, either--the reasoning for this value was entirely derived from the actual Intersection capacity. 

And while it does end up meaning that the RHW-8 has 300% of the capacity of an RHW-4, it does have the beneficial effect of making the TLA-3 network in the NWM have 150% of the capacity of a road.  And provided I could find some way to add "dummy crosspaths" to the RHW-6S and the NWM's ARD-3 (Asymmetrical Road--1 lane on one side, 2 on the other), it would actually allow for realistic capacities on those networks.  This technique could also be used to mitigate the "shared tile" congestion effect on Diagonal Avenues.

There are definitely some trade-offs that have to be taken into consideration no matter what.  100% allows for realistic Wider RHW capacities, 150% allows for realistic TLA-3 capacities (and potentially, RHW-6S and ARD-3 if I figure out the crosspath trick).  Each one has its advantages and disadvantages. 

If you do end up using 100%, it will ensure at the very least, though, that the capacities of the Wider RHW and NWM networks will not be less than their base networks (RHW-2, Road, OWR), and it would be RHW 3.0-compliant.

And berubium, welcome out of lurking, and thanks for the kind words!  To answer your question, the so-called "texture artifacting" glitch you are referring to will be fixed with Version 3.0.

Also, just to give everyone a "heads up" on the RHW development front, I managed to knock out a good number of path files last night, so the NAMites and NAM Associates will be getting a little something relatively soon. ;)  Slowly but surely, we will get there.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 20, 2008, 10:51:23 PM
The models I have been creating for Alex's Elevated RHW and MIS are almost done. I just have a large puzzle piece to model and cut up. After that, I'll just be making quick fixes here and there to wrap everything up. I'll be gone from this Friday (11/21) to this Sunday, so I won't be at my computers until Monday at the earliest. With Thanksgiving this next week, I probably won't get any modeling done until after Thanksgiving.

-Jan (Swamper)
Title: Re: RHW (RealHighway) - Development and Support
Post by: z on November 21, 2008, 12:07:29 AM
Quote from: Tarkus on November 20, 2008, 06:47:22 PM
There are definitely some trade-offs that have to be taken into consideration no matter what.  100% allows for realistic Wider RHW capacities, 150% allows for realistic TLA-3 capacities (and potentially, RHW-6S and ARD-3 if I figure out the crosspath trick).  Each one has its advantages and disadvantages. 

I agree; there's no perfect solution here.  But I'd like to add a few points for consideration.  First of all, for the TLA-3, should it really have three times the capacity of a road?  I don't think so; the middle lane is by definition a turning lane, not a travel lane, and has far less volume than the surrounding lanes.  So the volume might be more than 100% of a road, but not by much.

As for the RHW-6S and ARD-3, I'm going to step off the deep end here and ask about an area about which I know very little.  Is there any way to use the unused power line and water pipe network capacities and speeds here?  That would certainly solve a lot of problems, but I have no idea if it's at all possible.

QuoteIn other words, it is because the intersection is the point at which two networks cross and their volumes combine, they would be at 100% capacity when the networks entering the intersection are at 50% capacity (at least for a 4-way intersection)--assuming a 100% value for the first figure in the Intersection and Turn Capacity Property.  With the default Maxis 70% value, 100% capacity is reached at 35% capacity for surrounding networks, and with the 150% value, it's still 75%.

Yes, this is true.  But it is offset by the recent discovery that no matter how congested a network is, its speed will never drop below 30% of the nominal network speed, regardless of what's specified in the CvS curve.  This was not known when jplumbley made his 150% choice.   Maxis knew this, of course, and I'm sure that's one reason why the intersection value was originally set to .7.

I think it's useful to look at an example of a four-way intersection with stoplights.  In the real world, you may typically have a 30-second cycle for the lights.  Since they're red approximately half the time, that means that the average delay for a car is 15 seconds, plus whatever time is lost by slowing down and speeding back up.

Now take the case where the three values of the Intersection and Turn Capacity Effect are all set to achieve maximum congestion over the five affected squares on one of the roads through the intersection.  In Simulators A, B, and Z, the speed of a car on a road is conveniently about one square per second.  So with no congestion, those five squares would take about five seconds to cross.  With maximum congestion, the time required would be 5 seconds * 1/.3, or about 17 seconds.  This means that with maximum congestion, it is possible to produce a delay of 12 seconds, which is a little bit less than a standard stoplight cycle.

But at 150% setting for the intersection square, speed through the intersection is reduced to 67% of nominal in Simulator A, as opposed to 30%.  This makes the best intersection simulations even farther from real life.  On the other hand, the 100% value will reduce the nominal speed in the intersection square all the way down to 30%, assuming that the two intersecting roads are both at full capacity.  But if either of them are less than full capacity, then the congestion of the five squares centered on the intersection on that road drops, and the lower the capacity, the less the drop in speed.

I think it's also important to ask:  What is the relative usage of intersections vs. TLA-3's, RHW-6S's, and ARD-3's?  Everyone playing the game will use intersections and be subject to the intersection effect.  But the number of people using the above specific roads is going to be far less than 100%.  Therefore, it seems to make sense to favor the intersections over RHW and NWM when choosing values for the Intersection and Turn Capacity Effect, except when doing so causes major problems.

QuoteAnd of course, if you look at a lot of real-world intersections, of various types (signalized, 4-way-stop-controlled, roundabouts), the point at where the congestion occurs is not the actual point where the two roads intersect, generally speaking.  The congestion results from the queuing created by the traffic control device--people waiting at a stop sign, at a signal, or to enter a yield-controlled roundabout.  The only times when I've seen the actual intersection itself become congested is when two intersections are too close together (i.e. two signalized intersections less than 500 feet apart) and the queuing for one of them actually backs up enough to block the other.

Very true, and this occurred to me once you made it clear that only the intersection capacity number needed to be changed.  So in some ways, moving that number up to 100% and moving the others down would make the intersections more realistic, and considering the problems that this solves, I'm quite willing to go along with it.  It makes having a true "stoplight effect" more difficult, although not significantly.  But this is true only using the 100% figure.  For this reason, as well as the other reasons I listed above, I would urge that the simulators standardize on 100% for the first Intersection and Turn Capacity Effect number.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 21, 2008, 11:04:47 AM
Quote from: Swamper77 on November 20, 2008, 10:51:23 PM
The models I have been creating for Alex's Elevated RHW and MIS are almost done. I just have a large puzzle piece to model and cut up. After that, I'll just be making quick fixes here and there to wrap everything up. I'll be gone from this Friday (11/21) to this Sunday, so I won't be at my computers until Monday at the earliest. With Thanksgiving this next week, I probably won't get any modeling done until after Thanksgiving.

-Jan (Swamper)

Your were very close to release a couple of weeks ago so do you think the RHW 3.0 will be out in  mid December?
Also ,do I have to delete the RHW 2.0 in my Plugins folder to install the RHw 3.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 21, 2008, 12:06:48 PM
I guess this "incident" shows very well why release dates are not practical. You think everything works ok and the release might be soon, but then, you or other people discover a few issues, then RL gets in the way, and soon enough, the project is delayed by a month or even longer. ;)

To answer your last question, yes, RHW 3.0 will replace the current 2.x version completely. If you're using the installers, the replacement should be automatic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 21, 2008, 04:09:02 PM
I hope I'm not nitpicking here, but I have made an observation.  The "What timeframe do you think RHW Version 3.0 will be released?" poll is completely zeroed out.  All I see are a bunch of 0's staring at me.  Is it Alex playing with us again? $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 21, 2008, 04:34:30 PM
looks like the pools been locked...
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 21, 2008, 05:34:47 PM
Quote from: bob56 on November 21, 2008, 04:34:30 PM
looks like the pools been locked...

If you mean poll then yes it has been locked. And that is very, very, very, very ... good!
That means that he has gave up on keeping us from guessing, because it is going to be released soon. (I hope  ()stsfd())

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 21, 2008, 05:36:48 PM
Quote from: metarvo on November 21, 2008, 04:09:02 PM
I hope I'm not nitpicking here, but I have made an observation.  The "What timeframe do you think RHW Version 3.0 will be released?" poll is completely zeroed out.  All I see are a bunch of 0's staring at me.  Is it Alex playing with us again? $%Grinno$%

??? Whoa! Where did the numbers and graphs and my vote for late November go?

Oh well... Waiting patiently for v.3 release.

I typed that before un1 posted, and now that he's posted I'd rather not think hard enough to take his opinion into account... Brain hurts from computer problems.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 21, 2008, 06:10:20 PM
The poll has been running for quite awhile now and I think it's run its course now.  No significant reasoning behind it, I can assure you. ;)

But I do have a few new screenies here . . .

Want rural roundabouts?  Well, you can now plug RHW-2s into the OWR roundabouts, and get something like this (minus the paths, unless you have DrawPaths turned on).  Before, it just had the Road/OWR Roundabout intersection textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F8642%2Frhw112120081he3.jpg&hash=f8d975deddbd1c6da0a32862ea31eaf4f54ff0d7)

And the draggable RHW-4/GLR crossing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F5784%2Frhw112120082nq8.jpg&hash=0ff017273c259fbf5d11adc4d026968e199ace64)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 21, 2008, 06:15:04 PM
That's spectacular, Alex. :thumbsup:  Now I can recreate that rural roundabout (in my area it was called a traffic circle :D) that I saw once.  Of course, the RHW-4 x GLR crossing is also very good.  I'll take any added RHW functionality or crossing that I can get.  Great work, Alex.  I guess you know now that I'm quick to notice any change in this thread. ;)

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 21, 2008, 06:15:39 PM
Yay! Now I don't need to transition to a road for a roundabout! &apls And great work with the GLR crossing too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 21, 2008, 06:16:28 PM
I would never drag a GLR across a busy highway, but it's a good addition anyway. ;) The roundabout seems okay, but the transition is a bit harsh and there's arrows sitting on bare ground. It might make the DOT look a bit better if they weren't painting road markings on grass!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 21, 2008, 10:52:40 PM
For that RHW/GLR crossing, since I'm studing civil engineering in h.s., I would put some train crossing gates for the MIS-1, RHW-2, and the RHW-4
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on November 22, 2008, 01:51:19 AM
The roundabout looks great but for me the GLR crossing isn't a good idea. I don't think you can find something like this in the real world. What would happen if you drive with 100 kph and then suddenly a tram appears in front of you? $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 22, 2008, 02:35:31 AM
^^ You can't have traffic lights on major highways either!  $%Grinno$%

Oh thats right... its already been done on the Gold Coast. Ooops.  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: ACEfanatic02 on November 22, 2008, 02:45:54 AM
Quote from: io_bg on November 22, 2008, 01:51:19 AM
The roundabout looks great but for me the GLR crossing isn't a good idea. I don't think you can find something like this in the real world. What would happen if you drive with 100 kph and then suddenly a tram appears in front of you? $%Grinno$%
Two reasons to add it anyway:
1 - Functionality for people who don't care about realism.
2 - Functionality for people who don't use RHW exclusively for freeways.

-ACE
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 22, 2008, 06:09:43 AM
I'll probably use the GLR/RHW crossing... in fact, I already have a few times. Not all of us use the RHW exclusively for Limited Access Highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 22, 2008, 08:16:59 AM
Here in Mississippi, we have an extensive (3000+ miles) system of four-lane expressways. Not freeways, but expressways. An expressway is defined as controlled access, which means that the DOT in charge of it controls where other roads and driveways intersect the main highway. At all U.S. and major State Highway junctions you'll find an Interstate-grade fully limited access interchange, which range from your usual diamonds in rural areas to full-on trumpets and cloverleafs for major highway intersections. Most people would call them divided highways, but that's not the technical term used by the Mississippi Department of Transportation, of course... ???

What's the point of my description? These are recreated PERFECTLY by the RHW and MIS with broad curves, MUTCD accurate markings, and the ability for at-grade interchanges. So that's why the GLR-RHW draggable crossing is useful (of course, we don't have any light rail in Mississippi yet, but that's beyond the point, right?).

And if you're curious to see what I'm talking about, here's a link (http://maps.live.com/default.aspx?v=2&FORM=LMLTCP&cp=33.474945~-88.827724&style=h&lvl=14&tilt=-90&dir=0&alt=-1000&scene=13391949&phx=0&phy=0&phscl=1&encType=1 (http://maps.live.com/default.aspx?v=2&FORM=LMLTCP&cp=33.474945~-88.827724&style=h&lvl=14&tilt=-90&dir=0&alt=-1000&scene=13391949&phx=0&phy=0&phscl=1&encType=1)) to the satellite view of Starkville, Mississippi, which features both freeway and expressway bypasses. Follow Highway 25 for a perfect example of what I've just described, it took 30 years to build construct this 4-lane expressway from Jackson, the State Capital, to Starkville (a grand total of 120 miles, I might add) due to good 'ol boy politics...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 22, 2008, 08:32:06 AM
Quote from: BigSlark on November 22, 2008, 08:16:59 AM
Not freeways, but expressways. An expressway is defined as controlled access, which means that the DOT in charge of it controls where other roads and driveways intersect the main highway. At all U.S. and major State Highway junctions you'll find an Interstate-grade fully limited access interchange, which range from your usual diamonds in rural areas to full-on trumpets and cloverleafs for major highway intersections.

Exactly, highways are defined differently all around the world, even within national boarders.  I sometimes use intersections and at grade rail/GLR crossings when I am building a RHW as a major artery (could be classified as an expressway by US standards?) because either I don't have enough room to create a grade-separated highway (freeway by US standards?) or traffic volumes don't warrant it.

What's so great about SC4 is that we all play it our own way, and no two cities are alike.  This is why I love RHW, because it provides an amazing amount of possibilities, allowing us to create our own unique highways and interchanges (the Maxis highway interchanges are fixed for the most part).

I hope that makes some sense.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 23, 2008, 04:06:40 AM
I hope it comes out soon. All this stuff looks great!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on November 23, 2008, 04:21:23 AM
j/c....

anyone have any suggestions for some RHW bridges?

i had an idea for a rhw4 and rhw6 bridge, which could join in the tile separating the road surface by overhanging the models with a complex LOD.  in effect, it would look like a single bridge, but would actually be 2 bridges drug in opposite directions.  one limitation would be that they would each have to be the same exact lentgh for the models to match up....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 23, 2008, 10:43:23 AM
choco:  There will be bridges for the RHW-2 and RHW-4 included in 3.0. 




Here's a couple teasers from the GTR's 100th update special:

Expanded MIS connectivity:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg372.imageshack.us%2Fimg372%2F93%2Fwitburgnov1582122679694pg7.jpg&hash=5b5a7786cff4f26f49dc046bf1c9b186bb52e328)

A series of connections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg376.imageshack.us%2Fimg376%2F811%2Fterransettlementmar2172fc6.jpg&hash=e0f996e625130126a1d2fcedd3230acb61ade34b)

If you like what you see, why not head on over to the GTR for full resolution and some more pics? 
Direct links:
-SC4D (http://sc4devotion.com/forums/index.php?topic=3340.msg201587#msg201587)
-Simtropolis (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=95625&enterthread=y&STARTPAGE=52)

I hope you enjoy them!  RHW 3.0 is going to change everything!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 23, 2008, 11:54:17 AM
OMG that is simply wonderful  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 23, 2008, 11:59:07 AM
That MIS to MIS, thats gonna make turbines easier to build...... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 23, 2008, 12:19:02 PM
Wednesday is my b-day. v3.0 would make a good present. Make it happen!   ;)

On a serious note.. those MIS splitters are exactly what I've always wanted when using v2.0 and they look soooo purdy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 23, 2008, 01:03:47 PM
My b-day is Tuesday, but Wed. Is fine with me!

(Hint,Hint)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 23, 2008, 01:23:26 PM
Actually, Wednesday is the start of a significant weekend in the United States.  So, it's a good day.  Of course, any day's a good day for 3.0. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on November 23, 2008, 03:35:51 PM
Everything looks great. I am screaming for v3.0 to come out so I can make some custom interchanges based off of real world ones. I do hope it comes out real soon. If not, oh well. JKB

PS: This is the best mod (project) eve concieved.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on November 23, 2008, 04:29:53 PM
One word- stunning!  &apls &apls &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 23, 2008, 04:33:48 PM
Quote from: metarvo on November 23, 2008, 01:23:26 PM
Of course, any day's a good day for 3.0. :)

Indeedo.  And in case anyone is wondering when it's getting released, I can tell you: RHW Day.  When's RHW Day?  I don't even know myself.  But I'll know it when I see it. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 23, 2008, 08:13:59 PM
Heres the possibility of a 4 lane crossing a 2 lane intersection by using ramps for turn lanes on each side with version 3.0.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F693%2F1549171297.JPG&hash=7b906fbb9e135348f2cccb3b4128ce7d371abb4f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 23, 2008, 08:27:27 PM
Oh, wow!  So the RHW-2 can cross the RHW-4 now?  I wonder how that's possible, though.  To me, that would seem almost as impossible as two differently-textured SAM streets crossing each other smoothly.  Of course, I am also a fan of slip lanes of any sort, so that makes this picture even more impressive, j-dub.  By the way, those traffic lights also look realistic, even if they are plopped. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jplumbley on November 23, 2008, 08:39:46 PM
Quote from: metarvo on November 23, 2008, 08:27:27 PM
Oh, wow!  So the RHW-2 can cross the RHW-4 now?  I wonder how that's possible, though.  To me, that would seem almost as impossible as two differently-textured SAM streets crossing each other smoothly.  Of course, I am also a fan of slip lanes of any sort, so that makes this picture even more impressive, j-dub.  By the way, those traffic lights also look realistic, even if they are plopped. :thumbsup:

Actually... It is possible.  For SAM it is *possible* but not feasible.  It is possible to have two straight through SAM sets crossing each other (not implemented in the release), but you wouldnt be able to have 3 sets at a T or one set ending at a 4way, type thing.  But the problem with that is the number of SAM sets, currently there are 8 sets of textures.  That would be 36 textures for each intersection or 108 textures in total.  Two sets of 36 for Ts and one set of 36 for 4ways, the RULs wouldhave to be adjusted from what they currently are right now and that wouldtake a little bit of time but not too bad and we would need to write a good chunk of new RULs to accomodate the new intersection construction method within the RULs.  The new method would make it a little less userfriendly in the way that 4ways and T would revert textures to originals on the 90 and 270 degree sides of the network.  This would force your to plop a second starter piece to create the perpendicular street to continue the texture or it would give you the option of plopping a different texture set for the perpendicular street.

I know that was probably confusing as h-ll but its possible just a lot of work and a little less user friendly for SAM but workable for the situation that j-dub just showed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 23, 2008, 08:51:54 PM
Furthering Jason, despite the RHW being the same thing, I think the difference between the two networks is, SAM is all street, with the same pathes repeated, versus the RHW is configured to have different lanes, so it almost is multiple networks. As for the signals, glad you like them, but their not in the RHW bandwagon. I had to put some sort of saftey measure for the cross, but I'm glad all of the RHW's 4 ways are not exemplared already. I don't think these signals went to an exchange, but you can get them courtesy from ehbk's traffic related bat projects, http://sc4devotion.com/forums/index.php?topic=5077.40
and also the fact they can turn red with out a stop point, is good for the crossroad above. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 23, 2008, 09:05:18 PM
Here's another version of what J-Dub has.  It utilizes the new RHW-2 ramps, as well as a cleaner look to the left turn lanes.

http://img527.imageshack.us/img527/604/rhw4roadintersectionjt7.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 23, 2008, 09:20:23 PM
jplumbley: Thanks for the information. :)  I always wondered about that.  When I want to cross two different SAM streets, I typically convert one to Road first.  The only time that this looks halfway decent to me is if the SAM street that I convert to Road is the asphalt SAM street.

j-dub: Thanks for the clarification.  I know how you feel about the traffic light, since I deliberately create (or not) certain types intersections when I want traffic lights (or not) at a particular crossing.  Of course, the downloadable traffic signals that you have linked to are another option... :)

burgsabre87: That pic looks impressive. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on November 23, 2008, 09:22:35 PM
I was wondering, is there yet the capability of placing an entrance/exit ramp directly on a curved section of the RHW? Or will there be?

I'm thinking of places where real-world highways were built as a "bypass" around a city, and often on the edge of town intersect with the "old highway" (which is often the street through the CBD) by curving away to one side the town at a 45 degree angle... I have seen several examples of this where there is an exit ramp from the "new" highway which turns into the beginning of the non-reconstructed section of the "old" highway (and vice versa for the opposite direction)....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 24, 2008, 06:07:11 AM
Not for curved sections. However, I think that v3.0 will include diagonal ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on November 24, 2008, 09:23:54 AM
The RHW is coming along great :thumbsup:, and those three years since it was first released have gone really quickly.

As has been said above, I think an exit on a curve would be a nice thing to have, something like these photoshopped images:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F718%2Frhwcurveexitmc8.th.jpg&hash=8d7e01324b92348890e17d7534420545460f83ea) (http://img201.imageshack.us/my.php?image=rhwcurveexitmc8.jpg)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg386.imageshack.us%2Fimg386%2F513%2Fcurveexit2mm8.th.jpg&hash=3939a4bd3944088be34a8c410b5af7c5905e0090) (http://img386.imageshack.us/my.php?image=curveexit2mm8.jpg)

Anyway, keep up the good work.

EDIT: Fixed the thumbnails.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 24, 2008, 01:03:11 PM
*kggg*  ()what() Dexter, we have a problem. Your pictur5es don't show up. ()what() *over*
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 24, 2008, 01:41:36 PM
Awesome PS-ing skills Dexter. Although, I kinda think the second one looks unsafe. There is a trick I did with 2 tiles of a half avenue in between the RHW, further back in the thread that is similar to what you you have pictured, but traffic leaves 2 lanes from the avenue to the left, instead of entering the avenue to the left, like how you have the main RHW merging into the straight one. You will be pleased to know a piece for two lanes to one lane has already been taken care of. The texture may not resemble yours though.    
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 24, 2008, 05:23:38 PM
Regarding the curved ramp idea . . . you won't be seeing them in Version 3.0, but they have been planned for a future release at some point down the road.  And I can confirm what Patricius Maximus said . . . there will be a Diagonal version of RHW-4 Ramp Style A.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 24, 2008, 05:35:44 PM
Quote from: Tarkus on November 24, 2008, 05:23:38 PM
Regarding the curved ramp idea . . . you won't be seeing them in Version 3.0, but they have been planned for a future release at some point down the road.  And I can confirm what Patricius Maximus said . . . there will be a Diagonal version of RHW-4 Ramp Style A.

-Alex (Tarkus)

Can we see a picture of  A diagonal version of A RHW-4 Ramp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 24, 2008, 06:18:03 PM
QuoteCan we see a picture of  A diagonal version of A RHW-4 Ramp

Certainly....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg55.imageshack.us%2Fimg55%2F8250%2Frhw100520081yf5.jpg&hash=3e470860eff633f1572d0bad74b235e7cb740da1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 25, 2008, 08:11:41 AM
Hi all..

Im having a problem getting any rail traffic on any rail lines where i have used rail bridges over either the RHW-2
or the RHW-4.. The rail crossings I have over the rhw's are doing great...
..and i do have steady traffic on any of the rhw's where I have used,
rail bridges over the top of them.. I do have rail traffic on any of the other types of rail bridges I have used in my
cities, so it does seem to be a problem specific only to the rhw rail bridges..

I have the latest rhw mod installed ...version 20
I have the latest NAM installed, the april 08 one..
and I have both the 2 pathing patches installed in the rhw folder..

1) the rail over RHW-4 patch released in may 08..
2) RHW path fix 02      in aug 08..

I ran many types of tests in my cities to be sure there not functional..
Although the drawing path cheat checks them out to be ok..
and you also see the UDI trains crossing over the bridges..yet no rail traffic is using any of the lines..

Can anyone else confirm functionality of these rail lines where they have placed a rail bridge over the rhw ?

any help would be appreciated..

Thanks, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 25, 2008, 08:38:10 AM
i believe that they were pathed wrongly. So put plop them th opposite way e.g. put the hard shoulder close to the central median
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on November 25, 2008, 09:49:11 AM
Quote from: b22rian on November 25, 2008, 08:11:41 AM

I ran many types of tests in my cities to be sure there not functional..
Although the drawing path cheat checks them out to be ok..
and you also see the UDI trains crossing over the bridges..yet no rail traffic is using any of the lines..

Can anyone else confirm functionality of these rail lines where they have placed a rail bridge over the rhw ?

any help would be appreciated..

Thanks, Brian

In this case that path is correct for the particular piece. check the path with the drawpath cheat on the entire track and try dragging the track through the stations.
you don't use the park'n'ride traffic simulator without plopping parking places, do you?

Olasz
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 25, 2008, 11:23:44 AM
im starting to lose faith in this...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on November 25, 2008, 11:50:30 AM
Lose faith?
What do you mean? The amount of work put in by Alex (Tarkus) is amazing(He has done all the RULs and redone all the textures). Just because there isn't a release date doesn't mean it isn't worth the wait. You've seen what some people (NAM team members and associates) have done with the RHW (Check out the Greater Terran Region by HalJackey and Alex's own MD Tarkusian Cities) This is only some of what you can do with the RHW.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 25, 2008, 12:00:28 PM
It will be done when it's done, el_cozu.  While you're waiting, why don't you play around with v. 2.0?  If you don't have it already, Alex (Tarkus) has graciously unlocked it for us.  It will be a good way to prepare for the grand day when 3.0 is released.  Don't give up.  Hang in there!
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 25, 2008, 12:05:06 PM
I agree I'm sorry... it's been a very stressing day for me today...

and i'm kinda good with this RHW 2.0...

Sorry about that... keep up guys...  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 25, 2008, 12:07:47 PM
Quote from: el_cozu on November 25, 2008, 11:23:44 AM
im starting to lose faith in this...

Could you explain what you mean by, "lose faith?"

Simply put, by most measures, RHW should be dead. quirlix made the discovery of the Dirt Road Network and created the RHW, the then did development through v1.3 and then he disappeared, leaving Alex all by himself. Alex at that point took over the lead and has spent countless hours on the RHW since then.

I assure you, el_cozu, you have no reason to lose faith. Each Alpha version of RHW 3.0 gets better and better, just have a little patience, I promise that its worth it.

Peace,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 25, 2008, 12:27:24 PM
el_cozul:  this is one of the most active projects in the entire community and is far from dead.  If Alex (Tarkus) and/or other developers were not active, and this thread was dead, then I would start losing faith in this.

Trust me, its going to be worth the wait.   ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 25, 2008, 12:31:41 PM
Just wait el_cozul. I'm sure it will be worth it... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on November 25, 2008, 01:18:53 PM
will the newly expanded rhw be able to go underneath the maxis highways without having to convert to an avenue or one way road?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 25, 2008, 02:00:04 PM
um i think you already can with the current rhw
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 25, 2008, 02:02:37 PM
thanks for trying to help guys..
Thats what ive always loved about devotion , so many people are willing to help someone !

Quote from: darraghf on November 25, 2008, 08:38:10 AM
i believe that they were pathed wrongly. So put plop them th opposite way e.g. put the hard shoulder close to the central median

This was an interesting try .. although if the rhw-2 is doing a similar thing, i dont think there is anyway to put the
puzzle pieces in backwards with that.. :-\

Just the same.. i did try to place them in backwards with the rhw-4.. it seemed to take a little longer when I ran the test but eventually the rail line emptied out of any rail traffic..

Quote from: Olasz on November 25, 2008, 09:49:11 AM
In this case that path is correct for the particular piece. check the path with the drawpath cheat on the entire track and try dragging the track through the stations.
you don't use the park'n'ride traffic simulator without plopping parking places, do you?

Olasz

Actually i tried it with both sim B (hard difficulty) and sim Z ...
But unfortunately with the same results.. You have to run these tests for a little while by the way to be sure
so i run mine over 2 years minimum..to get confirmation on some results from them..

But I will tell you what I did with these last tests because i felt this was a good way to do this.. In my
largest city i had a rail bridge crossing a maxis highway and it was one which was heavily used. Before the
change i had about 10 K passenger usage.. So it was quite easy really to remove this rail bridge set up
and try out the rhw-4 set up.. by simply converting that stretch of maxis highway to the rhw-4.. I really
didnt change anything else in the game.. just essentially swapped rail bridges.. So im quite sure the lines and
rail stations were fine..because i really didnt change the set up with those, see...
And than I think you know the story from there.. it took a bit of time .. yes.. but eventually all rail traffic
dissappeared from that rail line.. The same line that formerly had over 10 K passenger usage....

And yes im as baffled as you are when i run the drawing path cheat program and i still see that everything looks
pathed correctly !.. Maybe we put to much faith in the drawing path cheats, and its a bit more complex than that.. Anyways we may have to wait to see what Alex says about all this ..
If the poor man has time to even look at this !

also, to be honest since soon the rhw 3 is going to be released .. its not exactly a high priority right now,
to be sure.. I was just curious if anyone else has functional rail lines where these rhw bridges are being used..?
At first you want to assume, surely someone else has noticed this all this time ?.. Don't assume !.. :P

Thanks Again, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on November 25, 2008, 03:58:50 PM
Brian, can you describe your issue in the Nam Place/Issues Thread with some screenshot (drawpaths on) included?

Olasz
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 25, 2008, 04:55:09 PM
yup. No problem..
Ill see if i can get some screens together , and we can have fun
over there trying to get to the bottom of this interesting issue.. :D,

Thanks, brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 25, 2008, 05:35:13 PM
el_cozu, I think I know what you mean by "losing faith".

Release times between RHW versions to date have been long, and the anticipation can drain a person. Furthurmore, you may think all the possibilities for v2.0 have been run out. I assure you they have not.

If you get a feeling of... faithlessness, just look at all the interchanges people have built, then look at your own cities, and apply those ideas to them. When you start a new one, experiment! Do something you've never done before in the hope that perhaps this will be the best transit network ever.

I am doing this, and it is holding me over to date until the release of 3.0. So, apply those tips I've given you, and know that a feeling of losing faith will probably never happen again, as Tarkus has said that the RHW "3 series" releases will be smaller and more frequent than previously.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 25, 2008, 08:17:47 PM
b22rian, I think I have a solution for you . . . I released a Pathing Fix for the Rail-over-RHW-4 piece and a few MIS intersections back in August . . . it was attached to a post way back.  Here's a direct link (http://sc4devotion.com/forums/index.php?action=dlattach;topic=990.0;attach=3899).  It's linked up in the FAQ for posterity as well . . . though it will hopefully be obsolete soon with the 3.0 release. ;)  Let me know if it solves the issue for you, and if not, we'll get something figured out.

kings_niners, there aren't any plans to have Maxis Highway-over-RHW-4+ overpass functionality in Version 3.0.

el_cozu, I know what you're probably going through.  Honestly, I feel bad it's taken so long . . . there's been a number of setbacks between 2.0 and now, which were out of my control, which severely hampered development.  This is not the place for me to go into details.  But rest assured, though, it's still coming, and I made a good deal of progress over the weekend.  The Associates got a new Alpha Build to play with. ;)

I do think the end result will be worth it, though.  At least I hope so. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 25, 2008, 10:45:50 PM
 Alex,

Thanks for your attention in this matter , especially considering the time I know you are putting into the
final preps for RHW 3.0..

Quote from: Tarkus on November 25, 2008, 08:17:47 PM
b22rian, I think I have a solution for you . . . I released a Pathing Fix for the Rail-over-RHW-4 piece and a few MIS intersections back in August . . . it was attached to a post way back.  Here's a direct link (http://sc4devotion.com/forums/index.php?action=dlattach;topic=990.0;attach=3899).  It's linked up in the FAQ for posterity as well . . . though it will hopefully be obsolete soon with the 3.0 release. ;)  Let me know if it solves the issue for you, and if not, we'll get something figured out.

yup thanks,  I have that pathing fix and also another you had released i think back in May for the rail over
rhw-4.. both in my rhw folder.. Really my only concern with this is just to alert you, that we may possibly
still have an issue here with the rail bridges if some of the same coding for this is passed along to rhw 3.0
from 2.0.. Im planning on posting some pics from a test I ran today in the nam issues threads, if your curious
what is going on here.... Its getting to be a bit past my bedtime  %wrd
So, hopefully I will have time to do this tomorrow..



el_cozu, I know what you're probably going through.  Honestly, I feel bad it's taken so long . . . there's been a number of setbacks between 2.0 and now, which were out of my control, which severely hampered development.  This is not the place for me to go into details.  But rest assured, though, it's still coming, and I made a good deal of progress over the weekend.  The Associates got a new Alpha Build to play with. ;)

I do think the end result will be worth it, though.  At least I hope so. :D

-Alex (Tarkus)

The release of the rhw 3.0 will be the single most important content release since the game itself came out
5 years ago.. &apls

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on November 26, 2008, 07:48:37 AM
I cant wait; the suspense is killing me :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on November 26, 2008, 08:08:34 AM
Alex :> Are RHW-2 Intersections going to have Traffic Lights?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 26, 2008, 10:04:38 AM
The stop light props can be placed on them, but they will not be functional. Due to the fact the Dirt Road/RHW network is coded as a highway from the EXE's point of view, the stop points in the path files do not work. Since the stop lights are tied into the stop point code, they won't work on the RHW either. They will just be eye-candy.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 26, 2008, 10:51:38 AM
Couldn't they just be made as timed props that change periodically?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 26, 2008, 11:11:21 AM
Oh, well. :(  That's alright.  If I have to have a stop light, I will just convert two intersecting RHW-2s to roads to get a signalized intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 26, 2008, 08:28:35 PM
My suggestion for realistic signage that takes into account the fact that stop points on paths don't work for RHW: Use yield signs. (or give-way signs or whatever you call them) Drivers aren't required to stop for a yield sign, and they DON'T stop at all on RHWs, and like Metarvo said, if you REALLY NEED a traffic light, just use a road. But props will probably be added later on...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on November 26, 2008, 08:37:43 PM
Quote from: metarvo on November 26, 2008, 11:11:21 AM
Oh, well. :(  That's alright.  If I have to have a stop light, I will just convert two intersecting RHW-2s to roads to get a signalized intersection.



Earlier there was talk about angled ramps.
Is it possible to build a Diagonal version of an interchange similar to the interchange on page 166 ,where both the avenue and the RHW are traveling at an angle but are  perpendicular
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 26, 2008, 08:46:27 PM
Please ignore the diagonal pole placement.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1006%2F112917007.JPG&hash=97eac6b1d9598492b718d2c12b547097594655a2)
Just Never got the hang of these MAXIS signals.

QuoteThe stop light props can be placed on them, but they will not be functional. Due to the fact the Dirt Road/RHW network is coded as a highway from the EXE's point of view, the stop points in the path files do not work. Since the stop lights are tied into the stop point code, they won't work on the RHW either. They will just be eye-candy.

-Swamper

I would hate to see the MAXIS lights T21ed to the RHW. After I was on a real RHW the other day, you have to make do crossing the RHW intersection with stop and yield, despite the rapid 55mph crossing traffic. The other thing is with the 4 lane/2 lane thing, an avenueXroad intersection (the one with the signals) can be split and used between the RHW, as you can convert to roads in between the RHW, with that, I don't see the need for exemplars defaulted on to the RHW.

Quote from: deathtopumpkins
Couldn't they just be made as timed props that change periodically?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F742%2Ftrafficlightsqi5.gif&hash=a2d94c83d0a273f5233d26df6e7533bbb6e750ae)
Animation by Ehbk2006

Good question. I think its a good idea, there already exists signals like those on this site. I have these timed prop traffic signals that change red and green and they are awesome because they work after 2 two tiles, sometimes sync with the MAXIS traffic, and you can put them anywhere, even without a stop point. In fact the ones picture earlier are timed props.

Title: Re: RHW (RealHighway) - Development and Support
Post by: spinmaster on November 27, 2008, 08:22:39 AM
Quote from: metarvo on November 26, 2008, 11:11:21 AM
Oh, well. :(  That's alright.  If I have to have a stop light, I will just convert two intersecting RHW-2s to roads to get a signalized intersection.

Bingo. My 2 cents: I don't want traffic lights on RHW at all, just doesn't feel realistic at all to me. RHW fills two gaps for me:

1) a true "rural" highway ... which is essentially a surface street with highway speeds, very few intersections, what little access on/off there is, it's direct connection where the side street has a stop sign and the "highway" has ... nothing (which RHW allows, unlike the Maxis highways), not even a "reduced speed." There might be ramps, but few and far between. Where the rural highway does happen to pass through a populated area - and makes level intersections with large or busy-enough other roads to warrant a traffic light - it usually does slow down quite a bit. So having to convert RHW to one-ways or avenues (and maybe even leverage the NWM when that comes out) is perfect. It's also worth pointing out that often when a "rural highway" does have to slow down around these light-controlled intersections, there's often some development with direct frontage on that "highway" as well. And especially if it's two "rural highways" intersecting, they'll usually both slow down... and there'll often be lots of commercial stuff there, from gas stations to shopping plazas to movie theaters and tourist traps. So again, converting to a true surface road to make lighted intersections is exactly how it should be, I think.

2) a replacement for highways... rural or otherwise. No traffic lights needed here, either.

Maybe someone can find a 70-mph vs. 70-mph intersection of highways with a traffic light, but I haven't seen 'em, and quite frankly I don't want to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 27, 2008, 08:34:25 AM
No! A Mercedes can stop on a dime at 80mph, but a freight truck certainly cant't going 70mph, 300ft before the intersection. So I hope there ain't 70mph highways with signals. Frankly, I don't want to either. As for the NWM, there are some texture similairities that really fit better with the new RHW, but there are not much traffic lights on that, yet, except for the TLA-3. It will be a long, long, long while.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 27, 2008, 08:52:35 AM
i agree with No Signals.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 27, 2008, 09:32:35 AM
We have 65 mile per hour highways with traffic lights here in Mississippi and Alabama, they still make me wonder...  &sly

I've got some great photos I took of a RHW-4 with at-grade intersections while traveling yesterday, I'll share them when I get home on Sunday.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 27, 2008, 09:52:21 AM
Thomas Diamond, not yet.

Regarding signalization/stop signs: traffic control props for intersections are a relatively low priority, and are not likely to be included in the final release of the mod--largely because everyone has very different opinions as to what should/should not be at an intersection.  On that front, I'd personally prefer to have "aftermarket" T21 mods to do that sort of stuff.

Oh, and to everyone here in the states, Happy Thanksgiving!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on November 27, 2008, 08:25:27 PM
Quote from: j-dub on November 27, 2008, 08:34:25 AM
No! A Mercedes can stop on a dime at 80mph, but a freight truck certainly cant't going 70mph, 300ft before the intersection. So I hope there ain't 70mph highways with signals. Frankly, I don't want to either. As for the NWM, there are some texture similairities that really fit better with the new RHW, but there are not much traffic lights on that, yet, except for the TLA-3. It will be a long, long, long while.

While the speed limits of limited access routes with traffic signals are not often above 55/60 MPH (except for Montana) people routinely travel much faster than that, but the lights have extended yellow cycles and a delay between Red on the route and Green on the cross street.  This also doesn't take into account the "weirdness" that occurs when you are constructing such a route.  However, I agree with Alex that an Aftermarket mod would likely be best for this, as I know many people are using the RHW as a replacement for the Maxis Highways.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 27, 2008, 10:51:41 PM
will there ever be any type of toll booth functionality for RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 27, 2008, 11:19:48 PM
It can easily be done already. It's just no one has been bothered to make one. Making one for the RHW2 is easy as the RHW2 has two-way traffic, much like the Maxis Road network. For RHW4, custom paths will be needed to make traffic flow properly for the lot. In either case, the 15th Rep of a transit-enabled tile on the lot will have to be set to 0x0000000B to allow it to be placed on the RHW.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on November 28, 2008, 07:23:36 AM
As for currently, you could put tollbooth(s) on an RHW route by downgrading a small stretch of it (I think you'd need about 6 tiles) to an Avenue, Road, or One-Way Road (depending on if you're using RHW-2 or RHW-4 and if it's seperated or not).
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on November 28, 2008, 09:04:14 AM
hmmm... toll booths are a good idea. I might just have to make one  :D.

Anyway its good to know that toll booths can be made for RHW. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 28, 2008, 09:11:53 AM
on the top info post, where it says the dependencies for the RHW, The "NAM essentials" is colored white, so you can't see it unless you highlight it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 28, 2008, 09:27:17 AM
Quote from: TEG24601 on November 27, 2008, 08:25:27 PM
While the speed limits of limited access routes with traffic signals are not often above 55/60 MPH (except for Montana) people routinely travel much faster than that, but the lights have extended yellow cycles and a delay between Red on the route and Green on the cross street.  This also doesn't take into account the "weirdness" that occurs when you are constructing such a route.  However, I agree with Alex that an Aftermarket mod would likely be best for this, as I know many people are using the RHW as a replacement for the Maxis Highways.

TEG

Man! If those lights did get included, when cars and trucks come to stop, I can't describe it. Just call the paramedics.

Quote from: pagenotfound on November 28, 2008, 09:04:14 AM
hmmm... toll booths are a good idea. I might just have to make one  :D.

Anyway its good to know that toll booths can be made for RHW. :thumbsup:

That toll booths for RHW is a very good idea. I'm trying to work on it, but it seems like you have to do a RHW to standard freeway conversion to just place a toll booth. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 10:36:39 AM
Quote from: bob56 on November 28, 2008, 09:11:53 AM
on the top info post, where it says the dependencies for the RHW, The "NAM essentials" is colored white, so you can't see it unless you highlight it.

Well, that's me playing around there . . . you'll notice it doesn't give a month or year. ::)  RHW Version 2.0 does not require NAM Essentials, but Version 3.0 likely will. ;)

And as far as tollbooths go, tollbooths are lots, so they'll never be included in the actual RHW mod.  (Just like the NAM, the RHW does not include Lots.)  But I am considering taking the Maxis ones and at least making some for the RHW-2 and RHW-4.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 28, 2008, 10:38:21 AM
About the traffic lights issue: On US460 westbound east of Roanoke, VA the road is a 4 lane divided highway. The road goes up over a hill, directly after which there is a traffic light. There is a large yellow "BE PREPARED TO STOP WHEN FLASHING" sign over the road near the top of the hill with lights that flash if the traffic light is red, yellow, or about to turn yellow, to warn traffic that there is an intersection ahead. I think the speed limit there is 45MPH, but it might be 55.

Similar signs are placed wherever a medium- to heavy-duty road approaches an intersection that can't be seen, but usually they're diamonds on the side and not placed above the road. The flashing warning lights are used only on heavy duty roads; a yellow diamond sign with a stop sign or traffic light icon is used to show the type of approaching intersection.

But the way SC4 roads are set up, this will likely be very difficult to pull off properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 10:44:46 AM
Well, my plan with the signals, etc. is to just have a series of "T21 packs" for them, which will include a variety of different configurations, which you can use all simultaneously, if you so choose.  But of course, as Jan (Swamper77) correctly pointed out, they'll just end up being eyecandy due to the lack of stop point functionality on the RHW.

I'm not sure discussing signals here in this thread is really necessary now . . . Nexis' question is more than answered, and there's a reason this thread (http://sc4devotion.com/forums/index.php?topic=5136.0) exists.   Can we change the topic now, please? ::) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on November 28, 2008, 11:40:27 AM
QuoteBut I am considering taking the Maxis ones and at least making some for the RHW-2 and RHW-4.
Psst.. I'm already working on those, using Mr Snoopy's Modern Tollbooths (STEX) (http://www.simtropolis.com/stex/index.cfm?id=4003)
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 28, 2008, 11:59:49 AM
Quote from: Tarkus on November 28, 2008, 10:44:46 AM
Can we change the topic now, please? ::) 


Maybe a nice little picture might change the topic swiftly  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 02:05:23 PM
Quote from: caspervg on November 28, 2008, 11:40:27 AM
Psst.. I'm already working on those, using Mr Snoopy's Modern Tollbooths (STEX) (http://www.simtropolis.com/stex/index.cfm?id=4003)

Excellent! :thumbsup:

Quote from: toxicpiano on November 28, 2008, 11:59:49 AM
Maybe a nice little picture might change the topic swiftly  ;)

It just might . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg371.imageshack.us%2Fimg371%2F3239%2Frhw112820081ik0.jpg&hash=c544710af869597b836077b329312f7835e96a00)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on November 28, 2008, 02:11:17 PM
Quote from: Tarkus on November 28, 2008, 02:05:23 PM
Excellent! :thumbsup:

It just might . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg371.imageshack.us%2Fimg371%2F3239%2Frhw112820081ik0.jpg&hash=c544710af869597b836077b329312f7835e96a00)

-Alex (Tarkus)

Ahhhhhhhhhhh...................... I can't take the suspense anymore! Please hurry and upload the baby. My patience is getting weaker second by second
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 28, 2008, 02:13:50 PM
Well it did for me!  ;D

Few questions though that I can't remember the answer too:
1) Will there be RHW-2 curves in v3.0?
2) How about diagonal overpasses? (I can't find which page overpasses were talked about on...  &mmm)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 28, 2008, 02:47:23 PM
oooooooo now that has gotten me excited again!!!! Alex I cant wait for RHW v 3.0 is there any chance of a bribbery at all that I could get a copy lol, naw I am kidding I can wait.... If that is not one thing at I've learned here is that is patience is virtue well earned!!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on November 28, 2008, 02:55:32 PM
ooooooooooooo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 28, 2008, 03:13:44 PM
I recently built the new RHW-6 through 3 communities. Mostly freight trucks go to the border, and only 2% car traffic is using it. Currently the catch for this to have cars use it, is putting a giant U-turn under the arrows in order to get it to work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on November 28, 2008, 03:25:16 PM
Quote from: Tarkus on November 28, 2008, 10:36:39 AM
Well, that's me playing around there . . . you'll notice it doesn't give a month or year. ::)  RHW Version 2.0 does not require NAM Essentials, but Version 3.0 likely will. ;)

-Alex (Tarkus)

I cannot help but think that the RHW's release is to coincide with a new NAM.

Of course, this is most likely just my wishful thinking, but I haven't been able to disencumber this vibe for weeks.

Just putting my thoughts out there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 03:35:25 PM
Quote from: deathtopumpkins on November 28, 2008, 02:13:50 PM
1) Will there be RHW-2 curves in v3.0?

There are no new smooth curve puzzle pieces added in 3.0.  I attempted to make some textures for RHW-2 curves during 3.0 development, but they didn't come out so well, so they are on hold until a later version.  

Quote from: deathtopumpkins on November 28, 2008, 02:13:50 PM
2) How about diagonal overpasses? (I can't find which page overpasses were talked about on...  &mmm)

There are a series of Diagonal Road/RHW-4 overpass pieces in 3.0.  That's the extent of the diagonal overpasses, though.  

I probably should put together a new feature list, though, so here goes nothing:

-RHW-2 and RHW-4 bridges
-RHW-6C, RHW-8, RHW-10, Elevated RHW-4, Elevated MIS (15m) networks
-RHW-2 Ramp Interfaces (A, A-Dual, B, B-Dual)
-RHW-4 Ramp Interfaces (A-Diagonal, A-Wide, A-Inside, Dual-MIS Splitter)
-Elevated RHW-4 Ramp Interfaces (A)
-RHW-6S Ramp Interfaces (A, B)
-RHW-6C Ramp Interfaces (A, B)
-RHW-8 Ramp Interfaces (A, B, Dual RHW-4 Splitter)
-RHW-10 Ramp Interfaces (A, B)
-Road, OWR, Avenue and Rail-over-RHW-6S, 6C, 8, 10 Overpass pieces (all orthogonal over orthogonal)
-Diagonal Road-over-RHW-4 overpass pieces
-Draggable Elevated Light Rail and Monorail-over-MIS, RHW-6S, 6C, 8, 10 Overpasses
-Draggable Elevated RHW-4 and MIS over Road, One-Way Road, Avenue, Rail, RHW-2, RHW-4, MIS Overpasses (all orthogonal over orthogonal)
-Draggable MIS-One-Way Road transition and MIS-Avenue transition
-Draggable RHW-2 and RHW-4/Draggable GLR at-grade crossings (all orthogonal/orthogonal, RHW-4/GLR puzzle piece now phased out)
-Draggable MIS Tight 90-Curves
-Draggable MIS/Road Diagonal Intersections (none for OWR or Avenue yet)
-Draggable MIS/RHW-2 Intersections (all orthogonal/orthogonal)
-Draggable MIS Y-Splitters
-Draggable RHW-2/OWR Roundabout Intersection (orthogonal)
-Starter Pieces for all networks
-Ground-to-Elevated and On-Slope transitions for MIS and RHW-4 (orthogonal-only)
-Transition Puzzle Pieces for MIS->RHW-4, RHW-4->RHW-6C, RHW-6S->RHW-8, RHW-8->RHW-10
-Diagonal functionality for RHW-6S (through Puzzle Pieces)
-Elevated MIS/Avenue Intersection Puzzle Pieces (all orthogonal/orthogonal)
-New texture set
-Empire Builder, Inc. Elevated RHW-4 and MIS Models by Swamper77
-A surprise . . .

I count 60 61 new puzzle pieces, though some of them required extra work (pathing) for the reversed versions, so really, you're looking at technically about maybe 90 or so new pieces.  Not to mention the draggable stuff. ;)

-Alex (Tarkus)

Edit: Forgot one two. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 28, 2008, 03:43:30 PM
Looks like that custom member label is well deserved... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on November 28, 2008, 04:29:57 PM
oooo what is the surprise??? *is interested*

for RHW10, 8 and 6 Bridges, would we need to split it into smaller RHW networks to make the bridges, or are there bridges for RHW 6-10 included?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 04:36:45 PM
Quote from: A200 on November 28, 2008, 04:29:57 PM
for RHW10, 8 and 6 Bridges, would we need to split it into smaller RHW networks to make the bridges, or are there bridges for RHW 6-10 included?

There will not be RHW 6-10 bridges in Version 3.0.  Still need to get the details worked out as to how those will be implemented in-game.  So in the interim, with 3.0, you'll need to use RHW-4s in some way.

And the surprise will likely remain closely guarded until release. ;)  It's already in the current Alpha Build the testers have, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 28, 2008, 04:50:37 PM
I read the list, and it makes my mouth water.  &mmm  Delicious.  As for the surprise, I'm sure it's going to be well worth waiting for.  After all, I like surprises, as long as they're good.  :)  There's no doubt that this one will be.

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on November 28, 2008, 05:02:50 PM
Quote from: Tarkus on November 28, 2008, 04:36:45 PM
There will not be RHW 6-10 bridges in Version 3.0.  Still need to get the details worked out as to how those will be implemented in-game.  So in the interim, with 3.0, you'll need to use RHW-4s in some way.

I think I have a plan for that.... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 28, 2008, 05:07:29 PM
Dare I predict the surprise? Nahhh... it'll probably be wrong... besides, a ploppable cloverleaf defeats the purpose of the MIS, doesn't it? It could definitely be something else...

Euro textures by ShadowAssassin? But it's already in the alpha version, and Haljackey's highways have yellow lines on the inside shoulders...

I hereby cease all speculation as to what this surprise is... or at least I'll try to... :D

EDIT: Oh, I think I know what it might be! But I won't tell you what i think it is...  Or maybe I will... It's a new RHW-6S/FHW conversion model that actually fits!!

Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on November 28, 2008, 05:59:37 PM
Quote from: nerdly_dood on November 28, 2008, 05:07:29 PM
I hereby cease all speculation as to what this surprise is... or at least I'll try to... :D

You are not alone  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 28, 2008, 06:03:02 PM
I have a general idea... but my lips are sealed. ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 28, 2008, 07:24:44 PM
Thanks for the answers, Alex, and that list is very helpful.  ;D

And in regards to bridges for RHW 6-10, for -6 just downgrade to RHW-4 and/or upgrade to FHW, and for -8 and -10, just split into two RHW-4s. Not a very high priority feature for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 28, 2008, 07:49:11 PM
A surprise? Maybe we'll end being able to do stackable interchanges...... nah I'm prolly dreaming  /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on November 28, 2008, 08:26:58 PM
Tarkus, do you and/or the testers ever sleep?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 28, 2008, 09:57:21 PM
No, we don't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on November 28, 2008, 10:03:52 PM
NAM Associates sleep? What a foreign concept...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 28, 2008, 11:35:39 PM
I know I've been up late a few nights with GMAX the models that I have been working on ::)
Those are under the Empire BuilderTM header in Alex's list, which should actually read as: Empire Builder, Inc.

-Swamper

Fixed. ;-) -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on November 28, 2008, 11:39:54 PM
Can the RHW-4 bridges be placed side by side? Or do they need a one tile gap, like that on OWR to work when crossing a body of water?
-Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on November 28, 2008, 11:48:37 PM
The RHW4 bridges will require a 1-tile gap between them, like any other bridge.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2008, 11:51:08 PM
Quote from: jgehrts on November 28, 2008, 08:26:58 PM
Tarkus, do you and/or the testers ever sleep?

Good question. A little every once and awhile.  :D My addiction to White Chocolate Mochas, along with some Dr. Pepper and the occasional Red Bull help me get by.  :)

Quote from: SusanMarie1956 on November 28, 2008, 11:39:54 PM
Can the RHW-4 bridges be placed side by side? Or do they need a one tile gap, like that on OWR to work when crossing a body of water?
-Susan Marie

As Swamper mentioned, they need a 1-tile gap, but there are future plans to have some sort of setup like the 2-tile network bridges, though.  

Quote from: nerdly_dood on November 28, 2008, 05:07:29 PM
Euro textures by ShadowAssassin?

Already confirmed in the FAQ. ;)  

It's a mid-size surprise . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on November 29, 2008, 12:09:54 AM
I thought I heard that Red Bull gave you an increased risk of heart attack =O

Dr. Pepper might not be as helpful either... (I do have a CocaCola in my room but shh... xD)

Good work so far, although I'd appreciate more pictures on RHW or actually the NWM progress.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 29, 2008, 02:02:31 AM
I can't wait tarkus. Is it close to being released??????
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on November 29, 2008, 02:12:03 AM
Hey Alex I hope you dont mind me qouting from Stef's thread on the X-tool some new words I learned today...

Quote from: BarbyW on November 28, 2008, 01:11:01 PM
IWBRWIIR

It will be ready when it's ready

Quote from: callagrafx on November 28, 2008, 01:40:22 PM
ANB  :D :D

And not before

Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on November 29, 2008, 09:09:53 AM
Quote from: darraghf on November 29, 2008, 02:02:31 AM
I can't wait tarkus. Is it close to being released??????

Haven't you heard the NAM team slogan?

"We like to surprise people"
and
"It will be released when it is ready"

No one likes them though, it makes you even more impatient. :D

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 29, 2008, 10:15:57 AM
Suprise! We have an exit plan.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1092%2F1274083100.JPG&hash=50d23afe8b2c2a42567caae47a1095a175e783fd)
Mostly freight trucks, but as you can see, there is green and blue arrows over here.
Keep in mind though, you will need to draw a U-turn under the border arrows for this to work.
Yeah, if you guys don't like those akward flags down the middle, you'll want to wait for that to be taken care of.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 29, 2008, 10:23:14 AM
Ooh wow! No more transitions for neighbor connections...

And about the colored thingys in the middle of the highway: They may mean you're missing the prop for the center barrier I've seen from Tarkus' screenshots...
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 29, 2008, 11:43:46 AM
Quote from: Pat on November 29, 2008, 02:12:03 AM
Hey Alex I hope you dont mind me qouting from Stef's thread on the X-tool some new words I learned today...

It will be ready when it's ready

And not before



My acronym figuring out skills come in handy again!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 29, 2008, 12:31:16 PM
The little colored thingies look like Peg's replacement mod for brown boxes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 29, 2008, 02:05:55 PM
i think they are
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on November 29, 2008, 06:16:14 PM
is the rhw 6c orthagonal only?? how does it work??
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on November 30, 2008, 01:41:27 AM
kings_niners: i believe that it will be only draggable orthogonaly but oyu will be able to use a puzzle piece to make it diagonal
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on November 30, 2008, 04:05:09 AM
What could the surprise inside be? [cue=cereal box ad] ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: berubium on November 30, 2008, 12:18:29 PM
Can anyone tell me what FHW means?  I've seen it refered to in this thread, but I'm not sure what it means.  Thanks in advance...
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 30, 2008, 12:27:13 PM
Quote from: berubium on November 30, 2008, 12:18:29 PM
Can anyone tell me what FHW means?  I've seen it refered to in this thread, but I'm not sure what it means.  Thanks in advance...

FHW = Maxis ("Fake") Highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 01, 2008, 06:27:09 AM
Quote from: Tarkus on November 18, 2008, 11:41:42 AM
Patricius and metarvo, you're both right, actually.  The 3.0 release is taking a little longer than I initially expected (I had in fact been secretly shooting for a date which has now passed ;)), and it's probably a bit unfair to keep 2.0 locked up for more than a couple weeks. 

I know Alex that you "delayed" the release of Version 3.0 in order to expand your list of puzzle pieces and surprises for us.  ;) Anyway, it will be released when it will be released. Can't wait for RHW Day to come around.  :D Keep up the fantastic work and hope you are having a bood break. Don't break anything.  ;)

-Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 01, 2008, 09:03:30 AM
There's a great big surprise in RHW 3.0. What? Tell you? No way!  $%Grinno$%

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2008, 10:55:28 AM
Quote from: kings_niners on November 29, 2008, 06:16:14 PM
is the rhw 6c orthagonal only?? how does it work??

The 6C (C="Compact", as per the FAQ) is indeed Orthogonal-only.  The 6S (S="Separable"), however, will have puzzle pieces to allow diagonal functionality.  The 6C will likely never go diagonal, but there will be a puzzle piece that will allow it to transition to the 6S, which I can confirm will be in Version 3.1.  The 6C is primarily designed to allow for a 6-lane RHW in less space--3 tiles as opposed to 4 for the 6S.  And depending on the simulator you're using, it may have a higher capacity than a Maxis Highway.

Quote from: debutterfly on December 01, 2008, 06:27:09 AM
Can't wait for RHW Day to come around.  :D Keep up the fantastic work and hope you are having a bood break. Don't break anything.  ;)

I can't wait, either.  Things are lining up pretty well . . . though I'm not quite on break yet.  Have a couple big end-of-term projects to finish up, but I'll be done sometime next week.  And I'll do my best not to break anything, too . . . fortunately, it seems to be a little less icy this year in Oregon (record high temps in Portland yesterday), so my driveway fall is unlikely to be repeated. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 01, 2008, 01:49:23 PM
'can't wait
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on December 01, 2008, 05:37:44 PM
Quote from: Tarkus on December 01, 2008, 10:55:28 AM
And I'll do my best not to break anything, too . . . fortunately, it seems to be a little less icy this year in Oregon (record high temps in Portland yesterday), so my driveway fall is unlikely to be repeated. 
-Alex (Tarkus)

Maybe we should hope for a  heat wave....Just in case  :P
Quote from: debutterfly on December 01, 2008, 06:27:09 AMCan't wait for RHW Day to come around.  :D
-Larry (debutterfly)
Who can???

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on December 02, 2008, 05:06:17 AM
I guess, I'm feeling pretty dumb today. I'm in the process of preparing for the new RHW 3.0 to be release. With than, I'm widening the main freeway through downtown. What I'm confusing myself is, when in the FAQ, it states that 8 lanes are 4 tiles wide. Is that 4 tiles per side or 4 tiles total for both directions? I've looked at all the pretty pics, but with the grid off, it's hard to tell how many tiles it takes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 02, 2008, 06:11:16 AM
SusanMarie1956, I think it should be 4 tiles in both directions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 02, 2008, 08:27:40 AM
SusanMarie1956 - RHW8 is 4 lanes in each direction, requiring a total of 4 tiles to operate.

I am looking forward to RHW 3, as I'm using the RHW a bit more than before, and keep waiting to do some of the things I want.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 02, 2008, 09:39:55 AM
Quote from: TEG24601 on December 02, 2008, 08:27:40 AM

I am looking forward to RHW 3, as I'm using the RHW a bit more than before, and keep waiting to do some of the things I want.


Don't you mean rhw 6
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on December 02, 2008, 10:23:45 AM
Thank you for the clarifaction. At least I did widen the freeway right away to accommodate the new RHW 3.0 when it arrives.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 02, 2008, 11:27:25 AM
Quote from: darraghf on December 02, 2008, 09:39:55 AM
Don't you mean rhw 6
No, I mean version 3.  Then again I could certainly use a 3 lane road/freeway in some areas.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 02, 2008, 11:50:55 AM
There seems to be a little mix-up here.  RHW v 3.0, RHW-3, and RHW-6 are three different items.  Of course, Alex has defined them best in the sticky FAQ post seen at the top of each page, but here is a concise recap.

RHW v 3.0 (version 3) is the new RHW, scheduled for release on RHW Day.  I don't know when that is.

RHW-3 is the RHW equivalent of the NWM's ARD, with three lanes.  For example, two lanes will run north, and one lane will run south along a stretch of the RHW-3.  Neither the NWM nor the RHW-3 are currently available, and the RHW-3 is not a part of RHW v. 3.0. 

RHW-6 has three lanes going in the same direction, used to create a six-lane highway.  There are two varieties.  RHW-6S, currently available, is used to create a six-lane highway separated by a median or a three-lane one-way highway.  RHW-6C, to be released in RHW v. 3.0, allows for the construction of a more compact, fully functional six-lane highway.  It cannot be separated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on December 02, 2008, 06:36:07 PM
So I have a question about the MIS: Will the MIS have a tighter curve radius and on-slope pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 02, 2008, 06:52:59 PM
The MIS will have on-slope puzzle pieces. I finished the preview models for those the other day.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 02, 2008, 07:28:21 PM
And there will be tighter radius MIS curves.  There's a new draggable 90-degree curve, and I've updated the RULs such that 45-degree curves can be placed back to back without having to use a workaround.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on December 03, 2008, 08:27:59 AM
Great job with everything its great to see the list out!  I have a question about:

Draggable Elevated RHW-4 and MIS over Road, One-Way Road, Avenue, Rail, RHW-2, RHW-4, MIS Overpasses (all orthogonal over orthogonal)

Will anything be able to overpass the bigger RHWs (RHW6, 8, 10)?  Thanks!

Nevermind...thanks el_cozu
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on December 03, 2008, 08:34:14 AM
yeah... it is in the top list

Road, OWR, Avenue and Rail-over-RHW-6S, 6C, 8, 10 Overpass pieces (all orthogonal over orthogonal)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 04, 2008, 03:15:16 PM
Heres a less concerned about cosmetics, what I've come up so far picture of a diagonal avenue/new RHW interchange I built. I know, but I only had so much time to see what was possible before school started. So, with careful construction, diagonally, your limited a RHW-4 interchange, but will need to convert between.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1080%2F1461241616.JPG&hash=196f13a5e97ad869932aa680a03fc8ccd748fc08)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1018%2F521603942.JPG&hash=f1975cffd9170c4bb36bb20a724911543df3986c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 04, 2008, 03:19:06 PM
Not bad! Sketchy, but still revolutionary. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 04, 2008, 03:30:22 PM
Although the interchange seems a little rough in places, it still looks like you have done a good job, j-dub.  :thumbsup:  You're using the Diagonal GLR-in-Avenue to leave stubs, aren't you?  I still can't get over that little technique.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 04, 2008, 03:32:57 PM
Yes, thats the only way. The stubs seem to get along with the RHW-4 diagonals, but split like that. I plan to revise this interchange later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on December 04, 2008, 03:44:49 PM
i don't know if this was answered earlier, i checked briefly, but are all the RHW puzzle pieces and MIS UDI compatible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 04, 2008, 04:00:07 PM
Quote from: bob56 on December 04, 2008, 03:44:49 PM
i don't know if this was answered earlier, i checked briefly, but are all the RHW puzzle pieces and MIS UDI compatible?

Yes, of course they are. :thumbsup:  You may not be able to switch between all the different lanes with "Snap to Grid" turned on with some of the Wider RHWs, though.

And a very creative interchange, there, j-dub!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 05, 2008, 05:05:56 AM
are we getting closer?????
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on December 05, 2008, 05:44:21 AM
j-dub, you can connect OWR to the GLR-in-Av stubs and then build the overpass over the OWR. With this technique you won't have the small stubs underneath the overpasses.

The following is an excerpt of one of my posts on ST:

Quote
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FdiagOWR_RHW1.jpg&hash=b835621874e851c9388c8a7de768ea2f8b7acaa2)

1. Place 2 diagonal GLR-in-Av pieces next to each other and delete one of it afterwards.
2. Puzzle Piece (PP) after deletion of it's neighbor
3. connect the RHW with the PP
4. connect the OWR with the PP


I made heavy use of this technique in the interchange below, especially at the diag-diag crossing part (some of you may already have seen it on ST):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520Interchanges%2Fic10-2Jan001222525935.jpg&hash=2997696ee48d13f5c3cc908e6e0c465de056358e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on December 05, 2008, 06:40:04 AM
That is beautiful... :o ....

Robin  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 05, 2008, 06:55:38 AM
No kidding, Robin.  Even better, I'm positive that this spectacular interchange was made with RHW v. 2.0.  What will happen when you get 3.0, McDuell?  :)  That is just amazing.

:thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 05, 2008, 07:18:46 AM
Quote from: darraghf on December 05, 2008, 05:05:56 AM
are we getting closer?????
Yes, but there's still a lot of work to do. If anyone else is asking when the release is, I must dissapiont you; there are still some bugs. Here's a testing report of mine 3 days ago:

Quote
RHW 3.0 Bug Report

I'd encounter some bugs in the last version of the RHW 3.0 Alpha:

- There where some textures and strings missing, like the RHW-6C Starter Piece (No string) and the RHW-4 to El-RHW-4 transistions (No textures in the preview mode).
- Some overpass-pieces have a displaced preview.
- The RHW4-Ramp-A has an annoying habbit to stuck on the entrance lane rotation when it's hovered over a stretch of RHW-4. To get an exit ramp, you must demolish the highway before you can build the ramp.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F1687%2Ffankenhym23mei011228144xx7.png&hash=f151c2212d2890a6952528e65541104f28672599)
- Underpass pieces have the annoying habbit to revert back to the RHW-2. The length of the overpass matters in this case. If the left side is longer, it works fine, but if there's a tranistion piece or a starter piece three tiles away, then the RHW-4 is suddenly a RHW-2.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F6815%2Ffankenhym26apr011228142xt9.png&hash=b601dd43459c64e3fd0eac7a652e40c30728aa10)
- You can place overpass pieces into ramps!
- I still miss the Maxis Highway->RHW-6 transistion :(

Side Note: I'm missing a few pieces at the Road-over-diagonal RHW4 overpasses; You can't place the right piece on the outside of the RHW.

I hope this will clear some things up.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on December 05, 2008, 10:10:37 AM
Quote from: mrtnrln on December 05, 2008, 07:18:46 AM
Yes, but there's still a lot of work to do. If anyone else is asking when the release is, I must dissapiont you; there are still some bugs. Here's a testing report of mine 3 days ago:

Best,
Maarten

I think alex and all the testers and helpers are doing a great job with this...
I mean with this much content being released, i know i certainly didnt expect an over night release or
something.. Better to take your time with everything as you are doing and get things correct...
The rest of us can wait patiently.. This will be more than worth the wait for it, whenever its released..
Thanks to everyone involved in the project..

Regards, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 05, 2008, 01:13:20 PM
I have noticed that with the transitions for MIS elevated and RHW elevated, there seems to be no actual ramp, but just the road goes through the middle of the air (no supports) to get to the elevated structure... like below (preview of RHW in prev. page):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F1687%2Ffankenhym23mei011228144xx7.png&hash=f151c2212d2890a6952528e65541104f28672599)

Is this the end result...? Or will we actually have a proper ramp for the ground > elevated RHW and MIS?  ??? :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 05, 2008, 01:19:10 PM
Quote from: A200 on December 05, 2008, 01:13:20 PM
Is this the end result...? Or will we actually have a proper ramp for the ground > elevated RHW and MIS?  ??? :o

We will have an actual ramp.  Those are just prototype models I did to test functionality.  Jan (Swamper77) has been working on new RHW Models, and once he's done with them, I'll be incorporating them into the Alpha Builds.  And they don't float in mid-air. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 05, 2008, 01:49:14 PM
Ah ok thanks  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 06, 2008, 07:19:05 AM
Pretty cool. And....."All I want for X-Mas is my 2 front teeth! I mean, RHW 3.0 to be released!"

Also, This is a video about worst-case scenario in a RHW-10. It's in spanish, but you can probaly figure out what the reporters are saying.
http://www.youtube.com/watch?v=KMwXBWML9E4 (http://www.youtube.com/watch?v=KMwXBWML9E4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 06, 2008, 07:59:08 AM
Multiple accident, so was the shock? Pan American and Marquez clash in more than 20 cars involved? I don't know Spanish, but I think I get the idea. No matter where you are, people always behave the same way with this being in a rush thing, that looses concentration, that can cause some serious problems. This is a real EA Burnout, an insurance adjusted worst nightmare. If I also understand, America doesn't really want to build these types of super highways that many lanes wide anymore, with this knowledge, because they would prefer people not going 80-100's of miles per hour, and prefer jam ups so people don't cross state lines commuting to work. At least the RHW's don't do this type of thing, but you will see cars zig zag oddly, when using traffic generators on the wider networks. Normal commute, they don't seem to drive like that in the video, and go perfectly straight, but with the traffic generators be prepared to get in an accident in UDI.

America is NOT immune to these type of multi car accidents as well! (http://www.youtube.com/watch?v=Ho8S1xpDgpw&feature=related) We can go on, and on about this, but there is nothing entertaining about this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 06, 2008, 01:32:16 PM
Luckily Australians know how to drive, so we don't have massive 50 car accidents on our freeways.  ??? :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 06, 2008, 01:49:21 PM
Quote from: A200 on December 06, 2008, 01:32:16 PM
Luckily Australians know how to drive, so we don't have massive 50 car accidents on our freeways.  ??? :satisfied:
You're lucky - you never have to deal with ice on bridges... :D Anyway...
Back on topic plz!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 06, 2008, 01:53:44 PM
I'm looking forward to the RHW overpasses very much.  Until then, I suppose I'll just have to transition RHW-4s to OWRs for overpasses.  For now, I'll be satisfied to just see a pic of the new ramps, as soon as one can be prepared.
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on December 06, 2008, 03:34:24 PM
Are there anymore teasers?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 06, 2008, 05:35:31 PM
Yeah, well, it was either that video or video on that 200+ car pileup that happened between Dubai and Abu Dahbi, United Arab Emirates. It happened in March 11, 2008. Well, back on subject. There should be more teasers. And what I said above, "All I want for X-Mas is RHW 3.0 to be released!"
Title: Re: RHW (RealHighway) - Development and Support
Post by: czkimi on December 06, 2008, 07:00:24 PM
 :D love it   thx the RHW
Expecting the V3.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on December 06, 2008, 08:08:42 PM
Yeah, but I want RHW released TOMORROW! $%Grinno$%
For RHW-8, is it going to be dragged like the RHW-6C how you drag a portion and override RHW2 into another portion of the Highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 06, 2008, 09:54:53 PM
Quote from: metarvo on December 06, 2008, 01:53:44 PM
I'm looking forward to the RHW overpasses very much.  Until then, I suppose I'll just have to transition RHW-4s to OWRs for overpasses.  For now, I'll be satisfied to just see a pic of the new ramps, as soon as one can be prepared.

Here you go:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg363.imageshack.us%2Fimg363%2F7731%2Frhw4rampuv6.jpg&hash=f7eb5c255f6e12d02ad3ae071cf66decfc1da82a)

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 07, 2008, 04:13:34 AM
lookin' great!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on December 07, 2008, 04:15:08 AM
GOOD JOB
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 07, 2008, 04:52:14 AM
Looks very good but I think it would be better if there were more supporting pillars  :)
One more thing - will there be smooth transition between round RHW and elevated RHS (like these between the maxis ground and elevated highways)? If yes, it would be great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 07, 2008, 05:33:30 AM
Thanks a lot, Swamper.  That's what I wanted to see.  :thumbsup:  Real RHW overpasses are so close now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 07, 2008, 07:44:59 AM
Great models, Swamper!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 07, 2008, 08:26:29 AM
Jan that is stunning work wow!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2008, 12:35:42 PM
Quote from: io_bg on December 07, 2008, 04:52:14 AM
On one more thing - will there be smooth transition between round RHW and elevated RHS (like these between the maxis ground and elevated highways)?

At this point, no.  That's the only transition included--the actual ramp spans 4 tiles in total.  The Ground-to-Elevated MIS transition is set up the same way.

My apologies for the relative slowness of the thread lately.  I've had RL and Administrative stuff to take care of here, and development is in the "bugfixing" stages, so there's not really much new to look at. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 07, 2008, 02:56:47 PM
Things are getting wrapped up on my end. I'm just double checking all of my work to make sure there are no errors and such before I hand them off to Alex. Here's some of the final stuff that I have done:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg393.imageshack.us%2Fimg393%2F6809%2Froadrhw6czd7.jpg&hash=cb75dd446e3a98b88de6df5573a1145500f11c42)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg393.imageshack.us%2Fimg393%2F6942%2Fowrrhw6ckg9.jpg&hash=47bced362e2792dbb11c61670a9980355d67d210)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg393.imageshack.us%2Fimg393%2F3066%2Faverhw6cjl6.jpg&hash=525ea72b5298f25dbb3f7d78d44513f2e2c85cf1)
I simply added pillars and walls to the medians of these puzzle pieces. The barrier props in the median are True3D models which are placed via T21 exemplars. Textures of the networks are exactly as Alex had them when he gave me the alpha files.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 07, 2008, 03:08:34 PM
Ooh... I love the barriers in the median!  :thumbsup: Do they match up with the plain barrier though?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on December 07, 2008, 03:09:36 PM
Those look awwwwwwesome! Great job on those barriers! &apls &apls

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 07, 2008, 03:11:15 PM
WOW!!! I'm impressed! It looks so realistic! Now it can look like I-40 in Knoxville, TN! It's going to be a RHW-10 after this widening project will be finished in July 2009. Well, at least me and other people don't have to build underground passes when a road or rail meets a RHW 6. Also I wonder, are there any plans or knowledge about a RHW toll booth? I've been working on them, but I still can't make a RHW go through it  without some sort of road, OWR, AVE, or Freeway conversion. ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 07, 2008, 03:20:39 PM
Dude.. That is amazing!

Monorail Master: You can use SC4Tool to change what networks can go through a lot - You have to put the transit-enabler into expert mode, and then instead of "road" or "street" you get an 8-digit hex number, and you have to change something to a 5 i think if you start from "road"... but I'm not really sure about that. I'm sure someone knows though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 07, 2008, 03:31:55 PM
This is incredible, Jan!  :thumbsup:  You never cease to please, do you?  RHW Day will be one not soon forgotten.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 07, 2008, 03:35:29 PM
Awesome  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 07, 2008, 04:34:10 PM
Jan I am speachless!!!!  &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 07, 2008, 05:07:21 PM
Those overpass bits look great, Jan!  :) 

Applause for a job well done.   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on December 07, 2008, 05:12:40 PM
Sweet
:o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 07, 2008, 05:43:27 PM
Wow, those are some excellent models Jan!  Its going to be an excellent addition to RHW 3.0, that's for sure!

Well done!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2008, 05:49:44 PM
Quote from: deathtopumpkins on December 07, 2008, 03:08:34 PM
Ooh... I love the barriers in the median!  :thumbsup: Do they match up with the plain barrier though?

Yes, they do.  :)  Jan made a ground-level version of the Elevated RHW barriers and T21'd them onto the RHW-6C.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on December 07, 2008, 05:55:25 PM
Amazing Jan!

&apls &apls :o :o

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 07, 2008, 06:30:42 PM
Quote from: Tarkus on December 07, 2008, 05:49:44 PM
Yes, they do.  :)  Jan made a ground-level version of the Elevated RHW barriers and T21'd them onto the RHW-6C.

-Alex (Tarkus)

And Alex has my files that I have sent him, so I'm keeping my hands off until he finds something that needs fixing by my hands.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2008, 06:45:13 PM
To confirm the barrier matching . . . here's the RHW-6C-over-Avenue piece lining up with the RHW-6C network.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F6139%2Frhw120720081ck3.jpg&hash=368bf4fce52102fb893ac6c10b1591879ae2d5a3)

Jan, you've really outdone yourself here--thank you so much for all your help! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 07, 2008, 06:57:41 PM
Holy . . . . . . .

Wow.  Great work, both of you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alfred.Jones on December 07, 2008, 07:00:21 PM
That looks amazing!

Awesome work Jan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 07, 2008, 07:10:15 PM
Wow, the new concrete median looks better than any before!  Nice job! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 08, 2008, 09:10:03 AM
wow! That looks great! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 08, 2008, 03:59:48 PM
Thanks for the answer! Those look fantastic! Highly realistic.

One other thing I keep meaning to ask though. I remember a while back there was some discussion somewhere about the game lagging for a minute when plopping a puzzle-piece, and determining that that was caused by the puzzle-piece lacking paths. However, my game lags whenever I plop any of the smooth-curve RHW pieces, though I have confirmed that they have paths (by seeing thousands of cars use them and checking Draw Paths), and it's just the smooth curves. Does this occur for anyone else?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 08, 2008, 04:07:14 PM
DTP, to answer your question, the paths that are missing are "dummy" paths--each tile of a transit puzzle piece/draggable item needs to have a path file, even if there are no actual paths on it, in order to avoid slow-downs.  They'll be added into the curves for Version 3.0.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 08, 2008, 04:54:36 PM
Quote from: nerdly_dood on December 07, 2008, 03:20:39 PM
Dude.. That is amazing!

Monorail Master: You can use SC4Tool to change what networks can go through a lot - You have to put the transit-enabler into expert mode, and then instead of "road" or "street" you get an 8-digit hex number, and you have to change something to a 5 i think if you start from "road"... but I'm not really sure about that. I'm sure someone knows though.

Dude, I tryied that. And I still cant transit-enable the toll booths for the RHW. :( Oh well, might as well leave it to the experts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 08, 2008, 05:53:20 PM
Ahhh... great! That slowdown can be annoying when plopping large numbers, so this should be helpful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 08, 2008, 06:04:55 PM
In my opinion its too risky to use a te lot on this network with this network, especially since its the only one that changes its amount of lanes, and tiles, one to 10 lanes. I think the best bet is to convert to OWR, since tollbooths seperate anyway. I used to use tollbooths, but its funny that the instructions will warn you the only te lot supplied by Maxis might make your traffic problems worst. One time when I did put tollbooths in between the RHW, traffic didn't want to use it anymore, but thats just me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on December 08, 2008, 06:26:39 PM
Quote from: Monorail Master on December 08, 2008, 04:54:36 PM
Dude, I tryied that. And I still cant transit-enable the toll booths for the RHW. :( Oh well, might as well leave it to the experts.

Tarkus sent me the TE RHW RUL code, I would tell you but I don't know if Tarkus wants me to.
Oh, amazing progress. ;D

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 08, 2008, 07:53:38 PM
un1, it's perfectly fine. ;)

The easiest way to do it is to TE for OWR before hand . . . just change the 0x0000000A value to 0x0000000B.  You'll need custom paths specified if you do anything other than an RHW-2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: tahill79 on December 08, 2008, 08:03:40 PM
omg u guys are makn me mad/jelous/envious/tired/aggravated with that "coming soon" for v.3!!!  tarkus ure doing a great job and cant wait to see these in my next city.  thanx for doing this for SC4!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on December 09, 2008, 09:20:08 AM
Slow and steady wins the race. Same goes for greatness. Well done Alex.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 09, 2008, 01:18:31 PM
Well, for me. I'm just making the toll booth! ;D But anyway. I hope this is the release date for RHW 3.0: December/25/2008
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 09, 2008, 04:01:38 PM
It would be the perfect Christmas present. Based on Tarkus's statements, it is entirely possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 09, 2008, 05:04:01 PM
Quote from: Patricius Maximus on December 09, 2008, 04:01:38 PM
It would be the perfect Christmas present. Based on Tarkus's statements, it is entirely possible.

Christmas seems like a too predictable date.  "We like to surprise people!"  $%Grinno$%

I'll have some new pics coming up showing improvements to 3.0. 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 09, 2008, 05:14:15 PM
I actually doubt that it will be released on Christmas. If you celebrate it then wouldn't you rather spend time with your family than on your computer with the new RHW? And then think about the creators. Who would take the time out of their Christmas to sit here and upload it to the LEX?

And I, for one, would rather it not be, because I'd like to be able to sit there for hours rebuilding all my highways, which I wouldn't be able to do on Christmas.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on December 09, 2008, 05:16:41 PM
Ok then December 26th then.  
No one'll be expecting it after being disappointed on Christmas. $%Grinno$%
I hope it comes out soon. I'm losing the ability to be patient. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2008, 05:21:32 PM
I've said it once, I'll say it again . . . it's coming out on RHW Day. :D

And I won't confirm or deny any possible date for RHW Day, either.  I shall keepeth my mouth shut. :-X

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 09, 2008, 05:29:29 PM
Let's just say that it might be released on:
- Monday
- Tuesday
- Wednesday
- Thursday
- Friday
- Saturday
- Sunday, or, most likely,
- Someday! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on December 09, 2008, 07:46:31 PM
What happened to your avatar Tarkus? Anyway, I predict some obscure day, perhaps National Tapdance Day? I'm going to be really freaked out if that is a real holiday.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2008, 08:06:40 PM
Quote from: sim-al2 on December 09, 2008, 07:46:31 PM
I'm going to be really freaked out if that is a real holiday.

It is. (http://en.wikipedia.org/wiki/National_Tap_Dance_Day).  ;D  It's May 25th, apparently.

As far as what happened to my avatar, well . . . that's a good question.  I've simply jumped album covers.  That sun/moon thing is from the cover of King Crimson's landmark 1973 album Larks' Tongues In Aspic (http://en.wikipedia.org/wiki/Larks%27_Tongues_in_Aspic_(album)) . . . one of my all-time favorites.  This is the second time I've used something other than the armadillo . . . I'll likely return to my old one at some point, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on December 09, 2008, 08:12:24 PM
Ya know , I bet the RHW day is gonna be on a day that ends with Y. Ok , that was pathetic but I just thought I'd put it out there. Whatever the day , thanks in advance for some awesome work to all involved!


Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 09, 2008, 08:43:15 PM
Wooo larks tongues! When will we get the Discipline knot, Tarkus? ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 09, 2008, 10:42:35 PM
Nice avatar. and also May 25th is fitting being Nerd Pride day LOL

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on December 09, 2008, 11:27:31 PM
Quote from: JoeST on December 09, 2008, 10:42:35 PM
Nice avatar. and also May 25th is fitting being Nerd Pride day LOL

Joe

You beat me to the punch on that one.

Being part of the strange sub-species of Star Wars nerds; it is imperative that we celebrate that day.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 10, 2008, 05:18:10 AM
Maybe you should release it on Towel Day (for the fans of the Hitchhikers Guide to the Galaxy)!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 10, 2008, 01:13:28 PM
Quote from: JoeST on December 09, 2008, 10:42:35 PM
Nice avatar. and also May 25th is fitting being Nerd Pride day LOL
A holiday for nerds?! Wow.. I guess you can say I would be awaiting May 25 almost as much as RHW day ;D - but not quite as much.
Check my username if you didn't understand that.

Quote from: mrtnrln on December 10, 2008, 05:18:10 AM
Maybe you should release it on Towel Day (for the fans of the Hitchhikers Guide to the Galaxy)!  ;D

I have read  The Hitchhiker's Guide to the Galaxy and found it to be a very entertaining read, but ... &Thk/( ... I don't remember Towel Day.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on December 10, 2008, 02:17:01 PM
Quote from: nerdly_dood on December 10, 2008, 01:13:28 PM
I have read  The Hitchhiker's Guide to the Galaxy and found it to be a very entertaining read, but ... &Thk/( ... I don't remember Towel Day.

It is May 25th as well. Though, after reading the HHGTTG, one knows to always carry a towel. Therefore, theorhetically, every day should be Towel Day.

To be honest, I don't want to wait until May for v3.0.

Appease me now!   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on December 10, 2008, 04:43:17 PM
Well, if theoretically Towel Day is everyday, then we should be pretty sure he wil release it on Towel Day.  :P
I know, lame, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on December 10, 2008, 05:14:16 PM
That was as bad as mine: :D
Quote from: sithlrd98 on December 09, 2008, 08:12:24 PM
Ya know , I bet the RHW day is gonna be on a day that ends with Y. Ok , that was pathetic but I just thought I'd put it out there. Whatever the day , thanks in advance for some awesome work to all involved!
Jayson

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 10, 2008, 09:20:18 PM
Ive said it before and I will say it again, I cant wait for RHW to be released as it will be like christmas morning and opening a gift up and playing with it alll day loooooong!!! Keep up the good work NAM Team!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 11, 2008, 06:39:03 AM
This may be unimportant, since the poll that appeared here earlier has dissolved, but I can tell you that my prediction of the RHW's release time was wrong.  I have a new prediction now: 

RHW Day will be in the future.  :)

When I saw your new avatar, Alex, I honestly wondered if it had something to do with the RHW.  You know, I do try to keep an eye out for every change in this thread, after all...  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on December 11, 2008, 09:07:02 AM
Question about transitions: Will the only RHW to Maxis HW Transition be the current RHW 4 to Maxis HW?  Or will new RHWs be able to transition to Maxis HW too?

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 11, 2008, 10:03:30 AM
Well, there are no pieces for the other RHW transitions yet. And maybe for some RHW setups there won't be one. I requested the RHW6S->Maxis Highway transition a few times.

By the way, about the predictions:
The RHW 3.0 will not come out today...
And not tomorrow...
But certainly before 2371.  ;D

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 12, 2008, 11:17:44 AM
Predictions for RHW Day:

December 21 (Winter Solstice)
December 24 (a day early)
December 26 (after everyone's dissapointed)
The first anniversary of RHW 2.0

Of course, I know that any predictions are a self-preventing prophecy, so maybe it will be released on Christmas as part of the self-preventing prophecy, because everyone thought a prediction for Christmas was a self-preventing prophecy, so they changed it, and those dates became one (I think  &Thk/()

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 12, 2008, 11:51:18 AM
Well, I leave for Barbados on Monday - so atleast the new RHW 3.0 will be played on my super fast simulator friendly new computer.... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on December 12, 2008, 12:41:33 PM
Quote from: Patricius Maximus on December 12, 2008, 11:17:44 AM
Predictions for RHW Day:

Of course, I know that any predictions are a self-preventing prophecy, so maybe it will be released on Christmas as part of the self-preventing prophecy, because everyone thought a prediction for Christmas was a self-preventing prophecy, so they changed it, and those dates became one (I think  &Thk/()




In that case lets say it comes next month  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 12, 2008, 12:46:10 PM
To me, it seems everything in the new RHW seems to be Functioning in top shape. More stuff could be getting done though. The original date Tarkus planned didn't have the additional stuff Swampper added in yet. Aside from the original release being halted because more cement walls were added in after, and another El-RHW on/off ramp piece that wasn't in there originally. The date in the future was so everything could be packed into here as much as possible, so all the necessary components for 3.0 were ready. I am glad that I can build a 6 lane 3 tile RHW to the borders, and have cars actually take it out for a change without converting to a road or avenue (via looping under the arrows).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 12, 2008, 01:02:43 PM
Just for your information, I only added a 4 median props, 2 support props, and a few T21s. The rest of my work is simply replacement models and 2 replacement textures for the work that Alex did to get basic functionality. Alex is the one that was adding new pieces to RHW, not me.

I could have had the models done sooner, but I have a life of my own outside of the game. It wouldn't to anyone any good if I didn't pay my bills to keep my apartment and its services going. I also have various projects going all at once and I get bored if I constantly work on any project for an extended period of time.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 12, 2008, 01:14:28 PM
Of course hes the one adding new pieces, and we Don't want to demand anyone to sacrifice their lives, or rush anything to the market like EA or Maxis did. Thanks for adding the cosmetic features by the way.  :thumbsup:
Futhering what Swampper said, please take that into consideration when getting ants in the pants when it comes to release dates.
Title: Re: RHW (RealHighway) - Development and Support
Post by: HelloImJohn on December 12, 2008, 03:16:44 PM
I think the RHW is coming in  30 December - 10 January..., but that's just me.
Disclaimer:
I DO NOT claim to know something about the release date of the RHW, they belong to the RHW Team.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 12, 2008, 05:55:01 PM
Quote
QuoteOf course, I know that any predictions are a self-preventing prophecy, so maybe it will be released on Christmas as part of the self-preventing prophecy, because everyone thought a prediction for Christmas was a self-preventing prophecy, so they changed it, and those dates became one (I think   &Thk/()

In that case lets say it comes next month  :P

Yes, let's say that. Perhaps then it'll be released in December (or January, the attempt to elude a self-preventing prophecy could turn out to be self-fulfilling). That's confusing me.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 12, 2008, 06:04:06 PM
lol why so much release date talk?  It's coming "sooner than you think".  Keep this in mind.   ;)

There have been major improvements to the private alpha builds we are working on.  Most of the content has been added as well.  However a few bugs are still being reported and bug squashing has been the primary focus behind the scenes.

Trust me when I say this, It's coming soon.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on December 12, 2008, 06:50:05 PM
I remember when the last nam release was out... it was january 1st... so...... it might be it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 12, 2008, 07:47:44 PM
You just ruled out January 1st as RHW day :D I have a date in mind, but I don't know if thinking it but not posting it also rules it out... December 28, anyone?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 13, 2008, 12:35:57 AM
Or we could wait until somewhere in April  :P

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on December 13, 2008, 12:38:26 AM
Yeah.. What about a false RHW v 3.0 release on April Fools Day  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2008, 01:42:27 AM
Well, I am going to officially "RUL" one out--RHW Version 3.0 will not be released on January 1st, 2009. 

Main reason--I'm not doing a re-run.  :D  It could be sooner, it could be later . . . but it won't be 1/1/09.  Time will tell . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 13, 2008, 03:21:35 AM
Please let it be sooner  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 13, 2008, 04:53:00 AM
WAIIIT, its allready out isnt it.... your just not telling us where you put it :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 13, 2008, 05:39:57 AM
I would be one sweet birthday present if released on April 2, 2009. But still, I want it to be released during my school's Winter vacation. December  19, 2008 to Janurary 4, 2009.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Olasz on December 13, 2008, 08:23:15 AM
maybe time to check on gambling sites the odds for particular RHW 3.0 dates  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on December 13, 2008, 08:53:10 AM
my guess is 2nd january 2009, however I would have no problem at all if it turned out to be released tomorrow :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tommy7777 on December 13, 2008, 11:24:22 AM
Well, maybe it could be on a holiday? A gift to all of us?


PS, That TopGear logo makes me think of the new season coming out for us americans on monday
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on December 13, 2008, 01:22:52 PM
I say Christmas Eve. How about that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on December 13, 2008, 01:56:47 PM
Hello, I'm watching this topic over a month. What I've seen so far, it's great! It's a great mod. When I've discovered it in September 2008 I could finally make interchanges like this (http://maps.google.nl/maps?f=q&hl=nl&geocode=&q=agde,+france&sll=52.469397,5.509644&sspn=2.978261,7.03125&ie=UTF8&ll=43.294559,3.503931&spn=0.006575,0.013733&t=h&z=16), between Agde and Le Cap-d'Agde in the south of France. (notice: it are two non-motorway roads, it are just local (D) roads). The new version of the RHW isn't released yet, I began with designing new RHW for my cities.

I want to replace all my Maxis Highways by a RHW, because they look more realistic than Maxis Highways. I designed a part of my new RHW trough my city Centrama, as a replacement for the current Maxis Highway. This new RHW will have a special interchange: a interchange with another highway (A3) and a highway exit near to it. To make this part of my new RHW, I need a few (new) puzzle pieces, witch aren't included in the version 3.0 release now:

- Transition Puzzle Pieces for RHW-6C -> RHW-6S and/or RHW-6C -> RHW-8
- RHW-6C Ramp Interface A * (and B for future use) with on the left side 1 exit/entrance lane in stead of the right side
- RHW-8 Ramp Interface A like RHW-6S, but then with 3 lanes straight on and 1 entrance/exit lane *.
- RHW-8 Ramp Interface A-wide like RHW-6S, but then with 3 lanes straight on and 2 entrance/exit lanes.
Can anyone make this puzzle pieces and put them in the new RHW version 3.0, please?
Puzzle pieces marked with * are used in my design (see below).

To make it all clear, I made a 2D design of my new RHW. This RHW is a 'sunken' RHW. All streets, roads and avenues that in the design stops by the RHW are actually overpasses. Click here to view this image. (http://www.jmvl.nl/serv/fimg/ontwerp_nieuwe_RHW_Centrama.png)

A RHW-6S has the same capacity as a RHW-4 and the RHW-6C has the same capacity as a Maxis Highway. With a RHW-6S you can make a transition to the RHW-8, to make deceleration or merging lanes, but with the RHW-6C it can't yet. For that reason, I used the RHW-6C in my design where deceleration and merging lanes are (near to an exit or interchange) and I used the RHW-6S for all other 6-lane parts of the highway.

I made also a design with number in it, so that you can see what for type of RHW I've used. Click here to view this image. (http://www.jmvl.nl/serv/fimg/ontwerp_nieuwe_RHW_Centrama_met_nummers.png)

Declaration of the numbers:
1. MIS
2. RHW-4
3. RHW-6C
4. RHW-6S
5. RHW-8
6. RHW-4 to RHW-6S
7. RHW-6C to RHW-6S
8. RHW-6S to RHW-8
9. RHW-6C Ramp A
10. RHW-6C Ramp A with on the left side 1 exit/entrance lane
11. RHW-8 Dual RHW-4 Splitter
12. RHW-8 Ramp A like RHW-6S

I wish all developers of the RHW good luck with the development of the new version of the RHW. I hoop it comes soon, but don't hurry: quality is always better than quantity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2008, 02:30:05 PM
Quote from: Olasz on December 13, 2008, 08:23:15 AM
maybe time to check on gambling sites the odds for particular RHW 3.0 dates  ;)

Olasz--lol. :D  That's a good one.

jmvl, welcome to SC4D, and I'm glad you're enjoying the RHW and looking forward to the Version 3.0 release!  As far as those pieces you've mentioned, I am planning on sneaking a few more puzzle pieces into it before it goes public, and one of your suggestions is already in the works. 

All the others are planned for (near) future releases after 3.0, except for this one:

Quote
- RHW-6C Ramp Interface A * (and B for future use) with on the left side 1 exit/entrance lane in stead of the right side

The way the RHW-6C is designed, there's no way to stick an MIS ramp in the middle of it, really, aside from maybe a sort of "Inner Dual A" setup that splits into an RHW-4 setup with an RHW-2 in the middle.

I am planning on going to a more frequent release schedule after 3.0 is released, so you probably won't have long to wait.  The way Version 3.1 is shaping up, it will probably be almost entirely new ramp interfaces.

Hope that answers your question. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on December 13, 2008, 06:17:31 PM
Alex, can you post a teaser about the RHW-6S? I've been thinking for days about what it'll look like.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 13, 2008, 06:23:39 PM
I think one was posted a couple of pages back; when Alex and Jan were showing off the updated overpasses.  ;)

Also, welcome to SC4D, jmvl!  Looking at your diagrams there, there are a couple of improvements I would suggest to your interchange setup there.  Let me pull up SC4 and get to work on it.  ;)

As my good friend David would say . . .

watch this space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on December 13, 2008, 07:33:00 PM
Nice work here Tarkus.  :thumbsup:
I think that a non important day is when it will be released. But only time will tell.  :(

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on December 14, 2008, 12:50:31 AM
Thank you for the lovely welcome, Tarkus and Burgsabre87!

Tarkus:
Quote from: Tarkus on December 13, 2008, 02:30:05 PM
As far as those pieces you've mentioned, I am planning on sneaking a few more puzzle pieces into it before it goes public, and one of your suggestions is already in the works. 
That's great Tarkus!  ;)

Quote from: Tarkus on December 13, 2008, 02:30:05 PM
All the others are planned for (near) future releases after 3.0, except for this one:
Quote- RHW-6C Ramp Interface A * (and B for future use) with on the left side 1 exit/entrance lane in stead of the right side

The way the RHW-6C is designed, there's no way to stick an MIS ramp in the middle of it, really, aside from maybe a sort of "Inner Dual A" setup that splits into an RHW-4 setup with an RHW-2 in the middle.
That isn't a big problem. I can also build an extra flyover in my interchange to connect to the A3 with a 'normal' RHW-6C Ramp Interface A. Click here to see the new version of the interchange. (http://www.jmvl.nl/serv/fimg/ontwerp_nieuwe_RHW_Centrama2.png)

Quote from: Tarkus on December 13, 2008, 02:30:05 PM
I am planning on going to a more frequent release schedule after 3.0 is released, so you probably won't have long to wait.  The way Version 3.1 is shaping up, it will probably be almost entirely new ramp interfaces.

Hope that answers your question. ;)

-Alex (Tarkus)
Thanks for answering my question. O, don't hurry with the RHW development: quality is always better than quantity!

Burgsabre87:
Quote from: burgsabre87 on December 13, 2008, 06:23:39 PM
Also, welcome to SC4D, jmvl!  Looking at your diagrams there, there are a couple of improvements I would suggest to your interchange setup there.  Let me pull up SC4 and get to work on it.  ;)

As my good friend David would say . . .

watch this space.
Thanks for looking to my design for my new RHW interchange. What are your suggestions for improvements for my new interchange?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 14, 2008, 01:07:33 AM
I was looking to improve the connectivity of a few interchanges, as well as reduce weaving.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 14, 2008, 03:15:02 AM
Welcome to SC4D, jmvl! It's a nice interchange design, but I have some critics. It's a bit too complicated to handle for the RHWW 3.0, at least what I've seen of it. Some ramps can be difficult to make like the RHW-6C inner ramps(but I think that the RHW-8 Ramp A like RHW-6S is a useful addition).

One thing is for sure: the RHW mod 3.0 will make a whole new generation of interresting interchanges!

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 14, 2008, 03:35:56 AM
QuoteYou just ruled out January 1st as RHW day  I have a date in mind, but I don't know if thinking it but not posting it also rules it out...

Not unless Tarkus is a telepath (or can read white text)

Quotenning on going to a more frequent release schedule after 3.0 is released, so you probably won't have long to wait.  The way Version 3.1 is shaping up, it will probably be almost entirely new ramp interfaces.

Shaping up already? Just don't release it right after 3.0, because it would feel like Rush Hour's release. As I've said before, I'm all for smaller, more frequent releases.

RHW day may be January 3, since that was the day Leonardo da Vinci tested his flying machine. Then again, probably not.

- Patricius Maximus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 14, 2008, 01:17:34 PM
I have a request. Can anyone post a picture about the RHW bridges in 3.0? Me along with several others would like that. And make sure to post the types of bridges as well please.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 14, 2008, 02:26:14 PM
Quote from: Patricius Maximus on December 14, 2008, 03:35:56 AM
Not unless Tarkus is a telepath (or can read white text)
How dare you give away my tricks?! That's not very nice... $%Grinno$%

Quote from: Monorail Master on December 14, 2008, 01:17:34 PM
I have a request. Can anyone post a picture about the RHW bridges in 3.0? Me along with several others would like that. And make sure to post the types of bridges as well please.
I'd like to see some  as well - the only one I've seen is a plain RHW-2 bridge in a video of Haljackey's "Greater Terran Region"
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 14, 2008, 05:38:47 PM
I'm fine with it being at least another few days. Considering the fact that I don't have power. There was a big ice storm Thursday night and into the morning. Knocked out power to millions across the Northeast, and wasted a snowday. (what fun is it if you don't have power?) We were supposed to get power back by noon yesterday. And then it was moved to 8:30pm. Then today by noon. Then today by 8:30 pm.
I have a generator, but it tends to brown out when the furnace turns on (which would turn off the computer). But, we have a laptop and I just managed to talk my parents into plugging in the DSL and WLAN, so at least I can access Teh Intertubes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on December 14, 2008, 08:49:28 PM
CHRISTMAS EVE!
CHRISTMAS EVE!
THAT'S ALL I HAVE TO SAY!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 15, 2008, 02:09:55 PM
Quote from: shaylan221 on December 14, 2008, 08:49:28 PM
CHRISTMAS EVE!
CHRISTMAS EVE!
THAT'S ALL I HAVE TO SAY!

Sorry about double posting but,:
Dude, X-MAS eve is 9 days away. So try to calm down. I dont know what you're getting, but I'm getting a 360. But still, I would like to see those RHW bridge pictures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 16, 2008, 03:16:22 PM
Note, as of right now the only bridges you will see are RHW-2 bridges, or split RHW-4; already existing bridge models. Don't recall new bridge structures yet. The bridges posted before are The bridges, but they will be shown with the 3.0 textures soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 16, 2008, 03:44:58 PM
Quote from: Monorail Master on December 15, 2008, 02:09:55 PM
But still, I would like to see those RHW bridge pictures.

Well, you're in luck!  I just finished exams, and I have some free time coming up.  I should be able to post a couple pics here for you either tonight or tomorrow.

Sorry for the delay!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 16, 2008, 06:16:04 PM
I hope you did good on the exams Haljackey. Well, I can't wait for X-mas and those bridge pics.  ;D Until then, I'll be playing GTA SA Multiplayer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 16, 2008, 08:54:45 PM
Staying true to my word.  (Its still the evening here)

Here are the RHW Bridges:

RHW-2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FFernisBay-Sep22021229488974awdadwad.jpg&hash=2ffdcac9ad0e545d8429a04e0fcea1948b1ed1fa)

RHW-4 with two tile median:
(Ignore the glitches on the end of each bridge. Keep in mind that this is an alpha build, not the finished product :P)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTarsosBend-May23011225244723ssfdsff.jpg&hash=79b1ca8d06c96d902858a27ae2c1c267a796abdd)

RHW-4 with one tile median (v. 2.0 Euro textures):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FReservoir-Jun3001217608866dsfsfdsdf.jpg&hash=ec2c3e150d970c718b1912580e3d2ffd30a27b31)

RHW 3.0 will include bridges for RHW-2 and RHW-4 only.  If you have side-by-side RHW-4s (no median), RHW-4 bridges cannot be drawn.  They must be at least one tile apart.  Its best to use an avenue bridge in this circumstance.

I hope you enjoyed them!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 16, 2008, 10:01:43 PM
Wow they look pretty good  $%Grinno$%

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2008, 01:09:54 AM
puncher1076, sorry for the delay, but to answer your question, if you've been using the current version of the RHW (Version 2.0), you've already seen the RHW-6S.  That's the 3-lane-per-direction over 4 tiles RHW.

I probably should, though, effectively clarify the difference between the RHW-6S and RHW-6C, since there seems to be a few questions out there still.

Here's a side-by-side comparison of the two, with their widths clearly demarcated--the 6C is on the left, the 6S on the right.  The 6C takes up 3 tiles, and the 6S takes up 4.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F2410%2Frhw121720086om3.jpg&hash=0b317f99978754428f8fe182733afc112f106427)

This pic illustrates how the 6S tiles are laid out a little better--the shoulder tiles do not carry any traffic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg381.imageshack.us%2Fimg381%2F8251%2Frhw121720082bv1.jpg&hash=c8fdbdd63437bafc60ebb8578440675ecd0e6e6c)

The 6S can be separated, though:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg56.imageshack.us%2Fimg56%2F2526%2Frhw121720083hh1.jpg&hash=1324106eac4d14fede4744c618545edbc55b5490)

This is a look at the middle of the 6C--as you can see, the middle tile carries traffic, and as you can probably guess, the outer tiles do as well.  It uses all 3 tiles, giving it a higher capacity.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F4412%2Frhw121720085nf2.jpg&hash=f0182e720c7ad8eba1da3aa687357abe8907b0d2)

Probably the easiest way to remember it--the 6C has the jersey barrier, the 6S doesn't.  Use the 6S if you want to create auxiliary lanes on an RHW-4, transition to RHW-8, go diagonal (the diagonals actually have a higher capacity), or want to separate the two sides of the highway.  In a future release, you'll be able to build inside exits on it (not possible with the 6C, due to how it is setup).  Use the 6C if you want to save space, are only going orthogonal, and want increased capacity. 

There is no transition from RHW-6C-to-6S or RHW-6C-to-8 in Version 3.0.  This will be rectified in Version 3.1, however.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 17, 2008, 09:29:55 AM
one question.. How do long does it take on average to make one puzzle piece, say for instance, the rhw-4 a style offramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 17, 2008, 10:16:48 AM
Depends on the puzzle piece. Some pieces take longer to make than others. So there is no average.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2008, 11:44:09 AM
It really does depend on the puzzle piece.  There are some that took ages . . . like the Diagonal RHW/MIS ramp interfaces.  And others that take very little time at all.  At least for me, it's getting the pathing working that usually takes the longest. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 17, 2008, 12:53:02 PM
Quote from: Haljackey on December 16, 2008, 08:54:45 PM
Staying true to my word.  (Its still the evening here)

Here are the RHW Bridges:

RHW-2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FFernisBay-Sep22021229488974awdadwad.jpg&hash=2ffdcac9ad0e545d8429a04e0fcea1948b1ed1fa)

RHW-4 with two tile median:
(Ignore the glitches on the end of each bridge. Keep in mind that this is an alpha build, not the finished product :P)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTarsosBend-May23011225244723ssfdsff.jpg&hash=79b1ca8d06c96d902858a27ae2c1c267a796abdd)

RHW-4 with one tile median (v. 2.0 Euro textures):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FReservoir-Jun3001217608866dsfsfdsdf.jpg&hash=ec2c3e150d970c718b1912580e3d2ffd30a27b31)

RHW 3.0 will include bridges for RHW-2 and RHW-4 only.  If you have side-by-side RHW-4s (no median), RHW-4 bridges cannot be drawn.  They must be at least one tile apart.  Its best to use an avenue bridge in this circumstance.

I hope you enjoyed them!

Best,
-Haljackey



THAT.......IS.......AWESOME!!!!!!! :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Streetlight 725 on December 17, 2008, 02:49:10 PM
nice updates! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 17, 2008, 04:25:03 PM
mmmmmm I am sooo droooling!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 17, 2008, 08:19:26 PM
Is that el-rail bridge new as well? I dont remember seeing it before.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 17, 2008, 09:37:47 PM
Quote from: Kitsune on December 17, 2008, 08:19:26 PM
Is that el-rail bridge new as well? I dont remember seeing it before.

That is the game's default Elevated Rail bridge.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on December 17, 2008, 10:11:07 PM
Wait...I thought those rails were for haljackey's bullet train.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2008, 10:22:23 PM
Quote from: kj3400 on December 17, 2008, 10:11:07 PM
Wait...I thought those rails were for haljackey's bullet train.

It appears to me you're correct, kj.  The APTX Shinkansen/Bullet Train Mod actually replaces the Monorail models with the Elevated Light Rail models, with the catenaries added on as props via Type21 Exemplars.

I'll be back with a little more stuff in a little bit . . . probably just some interchanges I've built with the new RHW. ;)  My big priority right now with RHW Version 3.0 before it goes public is stabilizing the Draggable RHW-over-RHW overpasses.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 17, 2008, 10:50:14 PM
Quote from: Tarkus on December 17, 2008, 10:22:23 PM
It appears to me you're correct, kj.  The APTX Shinkansen/Bullet Train Mod actually replaces the Monorail models with the Elevated Light Rail models, with the catenaries added on as props via Type21 Exemplars.

I'll be back with a little more stuff in a little bit . . . probably just some interchanges I've built with the new RHW. ;)  My big priority right now with RHW Version 3.0 before it goes public is stabilizing the Draggable RHW-over-RHW overpasses.

-Alex (Tarkus)

Actually, those catenaries are part of the support models. No T21's involved. This also explains why they rotate to match the alignment of the tracks as they turn.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2008, 01:54:27 AM
Thanks for the correction, Jan. :)  That would explain it.

At any rate, the aforementioned interchange pics I promised . . . featuring the new Elevated RHW models . . .

This here is just a simple underpass interchange--something you couldn't really do without workarounds in Version 2.0.  That's no longer the case in 3.0.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg368.imageshack.us%2Fimg368%2F9347%2Frhw121820081go9.jpg&hash=dca8fef34bb011e7cf023c67b018f43627f45093)

And here's a couple pics showing part of a very large interchange . . . there's actually a sort of "loop" involving those Elevated RHW-4s.  The fun stuff you can do with modularity. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg392.imageshack.us%2Fimg392%2F2185%2Frhw121820083jl6.jpg&hash=8025940ef493450c2ee00fc448cc9d219b1c4723)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg354.imageshack.us%2Fimg354%2F4086%2Frhw121820082ky0.jpg&hash=e9405c7f3accb602ddb4a189eade80e52c28911e)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on December 18, 2008, 08:55:30 AM
OMG AMAZING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!    :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 18, 2008, 09:14:17 AM
Nice!  The El-RHW is looking fantastic Alex!
-I also noticed you are using a longer road-avenue transition.  Hmm... :P

And yes, That's the bullet train mod in the RHW-2 bridge pic.  Gantries for overhead wires appear in every circumstance with the mod except for bridges, one of the few visual drawbacks of that amazing mod by APTX.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 18, 2008, 10:13:48 AM
Did I just spot Swamper's new models and the new avenue transition?

It looks awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 18, 2008, 10:41:06 AM
lokking great
!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on December 18, 2008, 10:54:37 AM
Quote from: mrtnrln on December 18, 2008, 10:13:48 AM
Did I just spot Swamper's new models and the new avenue transition?

It looks awesome!

He's got some of them in there. He doesn't appear to have them all in yet. If he did, there would be pillars in the median of the RHW6C under the overpasses and there would be median walls going around said pillars.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 18, 2008, 03:19:23 PM
Ok. Now I'm just wondering about a RHW-4XRHW-4 intersection. example below.

                                             ^^
                                           ||||
                                           ||||
                                           ||||
                                           ""
              <-------------------------------------------------------
              <------------------------------------------------------
              ------------------------------------------------------->
              ------------------------------------------------------->
                                             ^^
                                           ||||
                                           ||||
                                           ||||
                                           ""
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 18, 2008, 03:21:19 PM
Is one of those el-rhw?
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 18, 2008, 05:03:19 PM
So can we have elevated RHW exits? Sweet  :satisfied:

What about MIS bridges? Will they ever be available *is thinking of new excellent ideas for interchanges*
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 18, 2008, 06:54:48 PM
Tarkus, I like those models, and the "completeness" of the interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on December 19, 2008, 12:58:35 AM
Wow! Alex, your EL-RHW models looks great! I can't wait till release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 19, 2008, 01:15:40 AM
Quote from: A200 on December 18, 2008, 05:03:19 PM
So can we have elevated RHW exits? Sweet  :satisfied:

What about MIS bridges? Will they ever be available *is thinking of new excellent ideas for interchanges*

Certainly! There will be MIS-bridges (I've got a alpha version, which includes El-MIS).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2008, 01:26:08 AM
Well, to clarify, those models were not made by me, but rather, they were made by Swamper77, my partner in crime with this project. ;)  It's all thanks to his help on the modeling end that the Elevated RHW is going to be part of RHW Version 3.0. :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 19, 2008, 03:38:19 AM
QuoteWell, to clarify, those models were not made by me, but rather, they were made by Swamper77, my partner in crime with this project.

I do know that, but they were on your interchange, and that was what thing of yours I was complementing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 19, 2008, 05:52:29 AM
That's an spectacular interchange you've got there, Alex.  RHW Day will be a great day, if I do say so myself.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on December 20, 2008, 06:01:51 AM
That is looking really fantastic! Nice work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 20, 2008, 08:02:39 AM
The amazing thing about Swamper77's highway models is that in addition to being the excellent quality I've learned to expect from him, he's also been able to  put a lot of time and effort into his automata modding, as seen in the latest pages of Swamper's Garage (http://sc4devotion.com/forums/index.php?topic=171.320).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 20, 2008, 08:35:43 AM
Quote from: metarvo on December 19, 2008, 05:52:29 AM
That's an spectacular interchange you've got there, Alex.  RHW Day will be a great day, if I do say so myself.

&apls

I second that one!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on December 21, 2008, 07:05:20 PM
I have a feeling that it is tomorrow...
Quote from: Tarkus' CMT (Custom Member Title)
The sun will rise, we'll climb into cars . . .

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 21, 2008, 08:04:41 PM
Quote from: un1 on December 21, 2008, 07:05:20 PM
I have a feeling that it is tomorrow...

Whenever it is, it has to be soon.  This new CMT coincides with an RHW-related issue that is going on in a certain popular SC4D thread.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on December 22, 2008, 01:46:46 AM
Will RHW version 3.0 be able to connect RHW-4s and wider RHW networks to a neighbourhood city witch cars can use?
Will RHW version 3.0 include a RHW-10 to RHW-4 and RHW-6 splitter, like this?

|||||
|||||
||| \\
|||  \\
|||  ||
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 22, 2008, 02:05:38 AM
1.I'm not sure but I think there won't be neighbour connections.
2.Yes, there will be. Look on page 185 (http://sc4devotion.com/forums/index.php?topic=990.3680) (the second picture).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2008, 02:31:20 AM
Actually, io_bg, it's the other way around. ::)

jmvl, to answer your questions:

1.  Yes--it'll be possible through the loop connector technique.  You can already do that with the RHW-4 and RHW-6S in the current Version 2.0 release.  I have a link to the tutorial in the FAQ stickied at the top of every page.

2.  No, not yet.  The thing that io_bg was referring to is actually an RHW-8 to Dual RHW-4 Splitter.

And for those wondering about my Custom Text . . . it may mean something, it may not.  ;)  (If anyone can guess where that line actually comes from . . .)

Right now, I'm working on getting a last few things stabilized RUL-wise with the Draggable RHW-over-RHW stuff.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on December 22, 2008, 02:52:43 AM
Although I think this song is where the text comes from, I have no idea what it all means. ()what()


Artist: Wilco
Album: A Ghost is Born
Song: Spiders (Kidsmoke)

Spiders are singing in the salty breeze
Spiders are filling out tax returns
Spinning out webs of deductions and melodies
On a private beach in Michigan
Why can't they wish their kisses good
Why do they miss when their kisses should
Fly like winging birds fighting for the keys
On a private beach in Michigan

This recent rash of kidsmoke
All these telescopic poems
It's good to be alone

Why can't they say what they want
Why can't they just say what they mean
Come clean, listen and talk
Hello private callers, IDs blocked

The sun will rise, we'll climb into cars
The future has a valley and a shortcut around
Who will wear the crown of drowning award
Hold a private light on a Michigan shore

You fool me with a kiss of kidsmoke
From a microscopic home
It's good to be alone

I'll be in my bed
You can be the stone
That raises from the dead
And carries us all home

There's no blood on my hands
I just do as I am told
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 22, 2008, 03:31:31 AM
Hey Tarkus! Awesome work in those interchanges!  :thumbsup:
Where can I find that Z simulator? Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on December 22, 2008, 03:38:25 AM
Thank you for the fast answer!

Quote from: Tarkus on December 22, 2008, 02:31:20 AM
1.  Yes--it'll be possible through the loop connector technique.  You can already do that with the RHW-4 and RHW-6S in the current Version 2.0 release.  I have a link to the tutorial in the FAQ stickied at the top of every page.

I've read on page 190 that j-dub had discovered how to make neighbourhood connections without the loop connector technique. My question was actually: will this possible in the new version of the RHW? A neighbourhood connection without a loop connector looks more realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 22, 2008, 06:02:08 AM
The only thing I can get out of that song is the line just after the one Tarkus has as his custom text - "The future has a valley and a shortcut around" but I can't think of much more of a connection between the RHW and the song than that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 22, 2008, 06:42:23 AM
WOW! I can't wait for this to come out man. And for me, my little brother ruined his Christmas because of a Wii remote accident. He was playing baseball on it in my room. Then he forgot to wear that strap, he swung, and the the remote smashed my computer. Then broke it :( . He had to pay $100 in order to fix it.


http://i392.photobucket.com/albums/pp9/MBG141/DSC00335.jpg (http://i392.photobucket.com/albums/pp9/MBG141/DSC00335.jpg)



As you can see, that WiiRemote and or other WiiRemotes can do some serious damage.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on December 22, 2008, 07:19:19 AM
Can't wait for the next update Tarkus, the RHW Pics are getting better and better  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 22, 2008, 09:52:30 AM
The sun will rise, and then we will climb into cars, sailing to our destination on a brand-new RHW-10.

Yes, but which sunrise will it be?
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on December 22, 2008, 12:21:00 PM
Quote from: Patricius Maximus on December 22, 2008, 09:52:30 AM
The sun will rise, and then we will climb into cars, sailing to our destination on a brand-new RHW-10.

Yes, but which sunrise will it be?
Hopefully not the Alaskan one.... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2008, 12:26:24 PM
jmvl, the thing in j-dub's pic is still a loop connector--it's just been covered up by text. ;)  I'm looking at ways to somehow "disguise" or "camouflage" the loop connector--I might have something that works by one of the next couple releases.

TheChosenOne:  Simulator Z can be found attached to this post (http://sc4devotion.com/forums/index.php?topic=5382.msg208217#msg208217).

MonorailMaster: Sorry to hear about your computer--glad to hear that it sounds like it's been fixed, though.

Owaen:  You did indeed find the correct reference.  ;)  I do listen to a fair amount of Wilco . . . "Spiders (Kidsmoke)" being the most played song on my iPod right now.   :thumbsup:  (In fact, I've been known to listen to it while modding. ;))  Whether or not there's any significance to my custom text change . . . we'll see. ;)   

More pics in a bit, methinks.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 22, 2008, 01:59:44 PM
Awww I am getting more impatient and excited by the day  :'( $%Grinno$% :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 22, 2008, 04:10:46 PM
Tarkus: Well, it happens &mmm

Well I wonder. I forgot what I was going to post.  &idea Oh yeah, how is the progress on the RHW tunnels?


Wow. Exactly three days till Christmas. I wish 3.0 can come out that day.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on December 22, 2008, 05:00:01 PM
RHW tunnels are impossible without modifiying the .exe...  ...which is illegal. :o Any other questions have been answered in the sticked post at the top of the page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2008, 05:01:20 PM
Quote from: Monorail Master on December 22, 2008, 04:10:46 PM
Oh yeah, how is the progress on the RHW tunnels?

Well, there's nothing we can really do with the tunnels--the issue there hardcoded, unfortunately, as sim-al2 pointed out.  I am looking at possibly implementing that workaround we came up with back when we were discussing the Hampton Roads Bridge-Tunnel, though--I'd like to get that in place in a near future version.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on December 22, 2008, 05:27:09 PM
Quote
I am looking at possibly implementing that workaround we came up with back when we were discussing the Hampton Roads Bridge-Tunnel, though--I'd like to get that in place in a near future version.

Is that a teaser? :shocked2: ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2008, 05:33:08 PM
Quote from: sim-al2 on December 22, 2008, 05:27:09 PM
Is that a teaser? :shocked2: ;)

For Version 3.0, no.  But maybe for a future RHW 3.x-Series release. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 22, 2008, 05:37:24 PM
I remember that discussion... I think possibly that was what he was referring to.
Quote from: Tarkus on December 22, 2008, 05:33:08 PM
For Version 3.0, no.  But maybe for a future RHW 3.x-Series release. ;)
hmm... exciting.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 22, 2008, 06:03:21 PM
3.x series -- I'm excited already for v3.1 (and 3.0 hasn't even come out yet  $%Grinno$%)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 22, 2008, 06:41:54 PM
Quote from: Patricius Maximus on December 22, 2008, 06:03:21 PM
3.x series -- I'm excited already for v3.1 (and 3.0 hasn't even come out yet  $%Grinno$%)

So, maybe v3.1 will be released before v3.0?  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 22, 2008, 09:06:58 PM
Not possible, however awesome that may be.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on December 23, 2008, 02:03:17 PM
what was the workaround? =O

and i wish I could see more teasers... xD

but anyway, good work so far. =)

- Allan K
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on December 23, 2008, 03:34:05 PM
Quote from: Tarkus on December 22, 2008, 05:01:20 PM
Well, there's nothing we can really do with the tunnels--the issue there hardcoded, unfortunately, as sim-al2 pointed out.  I am looking at possibly implementing that workaround we came up with back when we were discussing the Hampton Roads Bridge-Tunnel, though--I'd like to get that in place in a near future version.

-Alex (Tarkus)

Tarkus: I think he was referring to the tunnels Blahdy showed us a LONG while back.

But from what I know, Blahdy backed out of it...he was also supposed to make some RHW crossings and el-RHW but they were discontinued. I forgot which page they were on but he did post some models a LONG while back. At any rate, just convert the RHW into a OWR and hook it up to Blahdy's Big Dig tunnels. They use the subway network to make tunnels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 23, 2008, 05:26:07 PM
Quote from: JGCarter on December 23, 2008, 03:34:05 PM
But from what I know, Blahdy backed out of it...he was also supposed to make some RHW crossings and el-RHW but they were discontinued.

Yes, that's exactly what happened.  It's a long story, which I won't get into now.

The "workaround", however, that I've come up with will work in a somewhat similar manner to what I had initially proposed doing with the original "RHW-MIS Tunnel Portal Co-Op Project" with blahdy.  I'm not going to reveal much more than that at this point. ;)

As far as teasers go, things are coming along slowly but surely.  I've mainly been working on adjacency RULs for the RHW-over-RHW Draggable Overpasses. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg384.imageshack.us%2Fimg384%2F6300%2Frhw122320081pe7.jpg&hash=3635156948fefb2fc0c4fbefc65a761581728a50)

There are a few other little things I need to stabilize or clean up here and there, and we should be good to go.  Thank you all for being patient with me during this whole process.  Just a little longer . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 23, 2008, 06:50:31 PM
It's no problem.  :)  The wait hasn't been so bad, Alex.  The nice teasers, not to mention all of the speculation, have really helped to pass the time.  I have said it before, and I'll say once again that I would much rather see something work when it is released, even if it takes a little longer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 23, 2008, 06:52:07 PM
Alex wow!!!! Simply stunning I am drooooling!!!!  &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on December 23, 2008, 08:23:41 PM
Quote from: Tarkus on December 23, 2008, 05:26:07 PM
Yes, that's exactly what happened.  It's a long story, which I won't get into now.

The "workaround", however, that I've come up with will work in a somewhat similar manner to what I had initially proposed doing with the original "RHW-MIS Tunnel Portal Co-Op Project" with blahdy.  I'm not going to reveal much more than that at this point. ;)

As far as teasers go, things are coming along slowly but surely.  I've mainly been working on adjacency RULs for the RHW-over-RHW Draggable Overpasses. 

[image...]

There are a few other little things I need to stabilize or clean up here and there, and we should be good to go.  Thank you all for being patient with me during this whole process.  Just a little longer . . .

-Alex (Tarkus)

WANT.

Edit: Ha, this is my first post I guess.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 23, 2008, 11:37:54 PM
Thanks guys, and welcome to posting, Sartoris!

New development pic . . . the west end of that same larger interchange you saw earlier:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg384.imageshack.us%2Fimg384%2F9228%2Frhw122320082li5.jpg&hash=e2b65aaecfa1f2658d25124405b9ddbae454807b)

More in a bit.  We're getting ever closer . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 23, 2008, 11:43:06 PM
ZOMG WOMG wow I just dont know what more to say Alex!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 24, 2008, 12:08:26 AM
OMG awesome Alex!!!

I hope it is released today or tomorrow :D (it is Christmas Eve afternoon here)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 24, 2008, 12:14:32 AM
Looking spectacular, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 24, 2008, 04:37:06 AM
Three words: Closer is good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 24, 2008, 05:40:10 AM
please release it on the 26th!!! Perfect day "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 24, 2008, 08:57:50 AM
Quote from: Tarkus on December 22, 2008, 05:01:20 PM
Well, there's nothing we can really do with the tunnels--the issue there hardcoded, unfortunately, as sim-al2 pointed out.  I am looking at possibly implementing that workaround we came up with back when we were discussing the Hampton Roads Bridge-Tunnel, though--I'd like to get that in place in a near future version.

-Alex (Tarkus)

Well, just ask me or DTP for any info about the Hampton Roads Bridge-Tunnel. DTP lives in VA Beach.(I remember him telling me that) I used to live there from 1995-2006, or most of my life.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on December 24, 2008, 09:05:30 AM
I think I have been lurking here since page 1.
Take your time on the release, Tarkus. I look forward to using RHW 3.0 whenever it is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on December 24, 2008, 11:25:15 PM
Look at who is online at Simtropolis...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll316%2Fun1_2008%2FNam.jpg&hash=d3b236b887eb73c84675944b7c32c32016368d15)

Could he be releasing the new RHW?

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2008, 11:55:13 PM
Quote from: un1 on December 24, 2008, 11:25:15 PM
Could he be releasing the new RHW?

Hehe . . . not quite yet.  But soon.

And Merry Christmas to everyone--and have a happy RHW Day, once it arrives. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 25, 2008, 12:35:05 AM
well whenever that day is. I can't wait
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 25, 2008, 04:04:31 AM
Anyone willing to bet $10 that it's Boxing Day?  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 25, 2008, 04:39:10 AM
When is Boxing Day?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 25, 2008, 04:40:06 AM
December 26.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on December 25, 2008, 10:21:19 AM
That's right release it when I have no internet because I'm at my grandmas... murphy's law :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 25, 2008, 01:44:42 PM
Quote from: A200 on December 25, 2008, 04:04:31 AM
Anyone willing to bet $10 that it's Boxing Day?  :D
You have officially changed the release date to not be Boxing Day.

Quote from: Korot on December 25, 2008, 04:39:10 AM
When is Boxing Day?
What I've heard is that Boxing Day is the traditional day for the servants and other such members of the lower orders of British society to receive their gifts in rather drab boxes, hence Boxing Day. But since I'm not british and I've never lived in Britain, I'm not entirely sure - if you haven't noticed, we don't celebrate Boxing Day in the US. WRONG.

Wikipedia sez: "Boxing Day, December 26th, is a public holiday in the United Kingdom, Australia (excluding South Australia), Canada, New Zealand and countries in the Commonwealth of Nations with a mainly Christian population. It is based on the tradition of giving gifts to the less fortunate members of society. Contemporary Boxing Day in many countries is now a "shopping holiday" associated with after-Christmas sales."
Link to the article (http://en.wikipedia.org/wiki/Boxing_day)

Note that the day I've been thinking of to be RHW day, which I haven't visibly posted here, has not arrived yet. ;D

RE: Tarkus' post below: Well, of course you have an idea... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 25, 2008, 02:09:12 PM
I have a guess, too. ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 25, 2008, 02:16:05 PM
Oh is that what boxing day is? I thought it was punch, punch, punch, ding, ding. Anyway, I bet its not this year for the RHW day. Seriously though, everything seems to be in working order.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 25, 2008, 02:24:46 PM
Actually January 1st, 2009 would do me fine.

My internet is waaaaaaay too slow at the moment, if the RHW 3.0 was released today (Dec 26) or tomorrow I wouldn't be able to download it (we used up all our download quota so it's at dialup speed  $%Grinno$%).  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on December 25, 2008, 03:19:43 PM
Boxing day in Canada just means massive sales on all the stuff they couldn't push out the door before Christmas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on December 25, 2008, 04:23:00 PM
Quote from: Tarkus on December 25, 2008, 02:09:12 PM
I have a guess, too. ::)

-Alex (Tarkus)


Well those without RHW 3.0 are less fortunate members of society...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 25, 2008, 04:23:59 PM
Quote from: wes.janson on December 25, 2008, 03:19:43 PM
Boxing day in Canada just means massive sales on all the stuff they couldn't push out the door before Christmas.
We have those sales in the US, too - we just don't call it Boxing Day. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 25, 2008, 05:59:58 PM
Well we know that it won't be December 25 or January 1...

So let's make a list of possible dates :D

December 26
December 27
December 28
December 29
December 30
December 31 :D
January 2
January 3
January 4
January 5
January 6
January 7
January 8
January 9
January 10
January 11
January 12
January 13
January 14
January 15
January 16
January 17
January 18
January 19
January 20
January 21
January 22
January 23
January 24
January 25
January 26 (Australia Day!)
January 27 (please no! this is my first day of school for 2009 :()
January 28
January 29
January 30
January 31
February 1...

So am I correct in saying it is one of those dates?

But it also depends on which year...

Lachlan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on December 25, 2008, 06:01:06 PM
Maybe. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 25, 2008, 06:43:39 PM
Hey Alex when ever RHW V3.0 comes out I know I will still be very very happy as I was this morning on Christmas morning!!!


Merry Christmas to all the NAMiets out there!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on December 25, 2008, 06:49:30 PM
Quote from: nerdly_dood on December 25, 2008, 04:23:59 PM
We have those sales in the US, too - we just don't call it Boxing Day. ;D

Yeah its called "Black Friday"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on December 25, 2008, 07:10:48 PM
Well maybe it will be release on inauguration day.......
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 25, 2008, 07:15:23 PM
Merry Christmas, to all who have worked on this wonderful new addition.

What if we have to wait until Valentine's Day? ()flower()
Title: Re: RHW (RealHighway) - Development and Support
Post by: IsaacTham on December 25, 2008, 07:36:08 PM
Hey merry christmas and happy boxing day everyone! Hope the RHW 3.0 comes out soon with more features. :D

P.S.to A200: Please do not consider Jan 2 in your list of possible dates as it is MY first day of school! ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on December 26, 2008, 12:59:31 AM
I doubt that this would be released at all since they have RL issues. dont get your hopes up on releasing it on new years day. ()sad() and please stop guessing. it only pushes them back even more. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 26, 2008, 01:43:48 AM
Quote from: Zack on December 26, 2008, 12:59:31 AM
I doubt that this would be released at all since they have RL issues. dont get your hopes up on releasing it on new years day. ()sad() and please stop guessing. it only pushes them back even more. &mmm

Reverse psychology, eh? :D

Well, the mod's nearly done, and I don't have any major RL coming up. ;)  And I don't really dictate the releases based on folks' guesses, either.  Stuff just . . . happens.   ::) 

RHW Day is imminent.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 26, 2008, 01:56:55 AM
Ooh... Excitement building!

So RHW day's imminent eh?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on December 26, 2008, 02:06:04 AM
Quote from: Tarkus on December 26, 2008, 01:43:48 AM
Reverse psychology, eh? :D

Well, the mod's nearly done, and I don't have any major RL coming up. ;)  And I don't really dictate the releases based on folks' guesses, either.  Stuff just . . . happens.   ::) 

RHW Day is imminent.

-Alex (Tarkus)
I hope so alex because im sick and tired of people make guesses. they just have to wait :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on December 26, 2008, 02:17:39 AM
Quote from: Zack on December 26, 2008, 02:06:04 AM
I hope so alex because im sick and tired of people make guesses. they just have to wait :P

It doesn't stop for long though... Pretty soon people start guessing on the next version, lol.

:D ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 26, 2008, 03:22:44 AM
Dec. 26th isn't Boxing Day here in the Netherlands, it's 2nd Christmas Day.

Let me guess... 31 December 2008

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 26, 2008, 03:52:08 AM
QuoteRHW Day is imminent.

Imminent? That sounds good to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 26, 2008, 04:42:29 AM
Quote from: Patricius Maximus on December 26, 2008, 03:52:08 AM
Imminent? That sounds good to me.

For me too :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on December 26, 2008, 10:27:48 AM
I know when RHW v2.0 becomes locked again and no longer supported then I will be excited!!! I will then know for sure RHW v3.0 will right around the corner for sure!!! Or at least I would hope soo hehehehe  :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 26, 2008, 11:30:30 AM
Some months ago they closed RHW v2.0, and now you can download it again, so I don't think that a locked v2.0 should be considered a big marker of arrival.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 26, 2008, 01:24:22 PM
That lock on 2.0 was to prep for 3.0, but that was before stuff was changed at the last minute. Again though, don't expect an 08 release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: michl on December 26, 2008, 01:27:48 PM
I live the RHW-Mod. I hope, that it will be realised soon.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 26, 2008, 04:28:34 PM
Quote from: j-dub on December 26, 2008, 01:24:22 PM
Again though, don't expect an 08 release.


Couldn't agree more!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 26, 2008, 04:51:58 PM
Just to clarify--I'm not relocking RHW Version 2.0.  There will just be a straight transition from Version 2.0 to 3.0.  The only indicator will be checking the "update" date on the LEX and STEX uploads--and any announcements I make here. ;)

And I'm not giving an inch on the release date. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 26, 2008, 05:31:40 PM
Hey Alex, one quick question.
On the list of included components of v3.0, it says
QuoteElevated MIS/Avenue Intersection Puzzle Pieces (all orthogonal/orthogonal)
Are there also going to be pieces to intersect road, OWR, etc.? Those would be really helpful on some of my interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: andreharv on December 26, 2008, 11:12:06 PM
In version 3 would it be possible implement a rhw4,6,8 etc neighborhood connection or will we need to make the loop intersection?  This may have been asked before so I apologize in advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 27, 2008, 02:28:07 AM
deathtopumpkins, to answer your question, it's not likely for Version 3.0.  Version 3.1, however, most certainly. ;)

andreharv, as far as the neighbor connections go, you'll still need Loop Connectors for the RHW-4, built as described in the FAQ.  The same premise applies with the Wider RHWs, though they're a little bit simpler and less visually obtrusive to build.

Here's what a proper RHW-6S connector looks like:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F4341%2Frhw122720081ho8.jpg&hash=0f0c50abb5b17e934416b5ff5385ae483d473599)

Basically, you just need to connect the two tiles of the network with an RHW-2, so as to break the override, which creates the 2-way pathing at the city edge, which the game needs in order to read the connection as being passable by commuters.

Getting close still . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 27, 2008, 03:31:01 AM
QuoteAnd I'm not giving an inch on the release date.

Really?

QuoteRHW Day is imminent.

QuoteGetting close still . . .

I consider that giving a centimeter -- probably not an inch  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 27, 2008, 07:32:09 AM
Hello Tarkus!
I have a question, the starter pieces will include the both directions for traffic? I mean, for example, the starter piece for the RHW-8 will be like the one for the RHW-4 in version 2, that we need to rotate in order to make two roads going in opposite directions? Thanks in advance!
-TheChosenOne
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 27, 2008, 07:59:48 AM
Quote from: TheChosenOne on December 27, 2008, 07:32:09 AMI have a question, the starter pieces will include the both directions for traffic? I mean, for example, the starter piece for the RHW-8 will be like the one for the RHW-4 in version 2, that we need to rotate in order to make two roads going in opposite directions?
If RHW v3 will be used in anything like the same way that RHW v2 is, then yes you will be able to use all puzzle pieces in all rotations. Keep in mind, though, that there will be rather limited diagonal functionality - much more than in v2, but still somewhat limited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 27, 2008, 08:05:50 AM
Thanks Nerdly_dood!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 27, 2008, 10:31:44 AM
Really? That's unfortunate.

Oh, and are you sure that neighbor connection's functional? I would think that the connecting RHW-2 should have to connect the different traffic directions, as the whole problem with making neighbor connections with RHW is that traffic must return VIA the same tile it left, which means that on an RHW-6S, it would have to return on the same side of the highway it left on, necessitating the loop connector for traffic to switch to the proper side. Oh well, I guess I'll just have to try it myself and see if it works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on December 28, 2008, 10:23:37 AM
Hello Again Everyone,

I have looked through pretty much the whole RHW forum and I cannot find the answer to my question, so I am hoping someone can help me out. I am wondering if it is possible to make bridges in RHW, and if so then what must I do to get them to work? I appreciate any help you can offer, especially since I have been looking for days and cannot find any references to it.

Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on December 28, 2008, 11:04:44 AM
The next version does allow bridges to be built. However only the RHW 4 has that capability. Im not sure if that will be expanded to other widths in v3.1 or not.

And if you are referring to overpasses, the roads, avenues, one way roads and rail can cross all widths of RHW. And elevated RHW can cross over other networks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 28, 2008, 11:32:23 AM
So RHW-2 doesn't allow you to build bridges? of RHW-6 and the like I can see why it is difficult, because they don't take up the whole tile, but RHW-4 is just as wide as RHW-2 (that is, RHW-4 doesn't has to be build in both directions, you can build sort of high speed, high capacity OWR's with it).
Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on December 28, 2008, 11:33:29 AM
Hi Page,

I am talking about bridges over water using Rural Highways. I have read further back in this thread that it is possible to do, but I cannot figure out how to do it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 28, 2008, 11:41:42 AM
Just to clarify, for bridges over water, there is one bridge for the RHW-2, and two for the RHW-4 in the upcoming (dare I say, imminent?) Version 3.0 release, thanks to smoncrie. :thumbsup:  It's not possible to make any bridges in the current Version 2.0 release from January 2008, though.

The RHW-2 bridge is a Plain Bridge, and the RHW-4 has a Plain Bridge and a Small Steel Arch Bridge.  There have been some pics throughout this thread.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: kalanc69 on December 28, 2008, 12:01:30 PM
Alrighty Then,

What is the best way to make a bridge over water when utilizing the RHW? I am also having difficulty going from a maxis highway to a rural highway, I can't seem to find a piece that will allow me good integration with the maxis highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on December 28, 2008, 01:49:35 PM
If necessary you can do a double-transition using Maxis - Avenue - RHW. I have found this to be easier to lay down than the straight Maxis-RHW transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mojosmarty08 on December 28, 2008, 02:29:40 PM
Quote from: writingliberty on December 28, 2008, 01:49:35 PM
If necessary you can do a double-transition using Maxis - Avenue - RHW. I have found this to be easier to lay down than the straight Maxis-RHW transition.

That's what I do. :D

BTW, Tarkus, I've been on SC4 Devotion, lurking around, since January and I guess the anticipation is killing me. I had to post something! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 29, 2008, 12:18:34 PM
Hey ! What about that surprise you were talking about a few pages back? I wonder what it is. It nearly slipped my mind.
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on December 29, 2008, 02:23:42 PM
Hey Tarkus, do you have any tutorials on how to create things with Gmax or whatever program you use?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 29, 2008, 09:13:28 PM
Here's something new to hold you over:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FTerranSettlement-May187812305259891.jpg&hash=6e04f186fa353de6fee96f8c8eb87f819525c2f7)

The El-RHW looks fantastic with the new models eh?  That pic's part of the latest GTR update, so if you'd like to see more, click right here (http://sc4devotion.com/forums/index.php?topic=3340.msg211228#msg211228)(Or here :P.) (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=95625&enterthread=y&STARTPAGE=60)

Hope you enjoyed it!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on December 30, 2008, 04:42:57 AM
man Hal and Alex.. I don't even know where to start !

Yes, The El -RHW looks utterly fantastic !
The ramps in the one pic posted in this thread... look ideal to me...

Also Hal, i love your idea of leaving room in some of the corridors in case multiple networks
are needed later on..That is excellent transit planning, and Ive been trying to use the same idea in
some of my larger planned cities..

I think one of the bigger problems for those who had started large cities very early on was the ability
to foresee the wider networks that will come later, so much reconstruction will be necessary for rebuilding...
Its been a slow process for myself, but I'm finally getting more the knack to leave more room for right-of-way
especially in those areas i am planning for denser development and where I know some day wider or like Hal
has done in some areas using transit corridors with plenty of room later on for  multiple networks ...

Great pics in all those threads Hal, thanks !!!

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 30, 2008, 04:48:48 AM
Same as in real life. People build cities and then expand dirt tracks into roads when there is a new development.  :satisfied: Then roads into avenues when more sprawl occurs and more cars use the vital link. Then to a 4 lane highway (2IB 2OB) and eventually to an even bigger highway as it becomes a national route that is an integral part of the transport network.

:satisfied:

Heck, my city is a big slum, no highways or roads anywhere. The government will just bulldoze people's homes and build a RHW10 for self pride.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on December 30, 2008, 10:00:29 AM
I cant seem to find anything on a piece that I dreamed up last night (yes, dreamed ???). Is there a puzzle piece that allows two MIS ramps to come together and form like 2 lanes of RHW in the same direction? Also, are there ramps for a diagonal RHW 6?? And, for diagonal RHW 4 is there a two lane ramp??
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on December 30, 2008, 11:43:19 AM
Quote from: pagenotfound on December 30, 2008, 10:00:29 AM
I cant seem to find anything on a piece that I dreamed up last night (yes, dreamed ???). Is there a puzzle piece that allows two MIS ramps to come together and form like 2 lanes of RHW in the same direction?
I asked if there was this kind of thing earlier, and there is one.  It's here:

http://sc4devotion.com/forums/index.php?topic=990.msg200440#msg200440



And the new El-RHW ramps look incredible.  Keep up the work, Tarkus et al.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 30, 2008, 12:56:25 PM
Well, I believe that there is going to be a rhw4-mis splitter and there are diagonal ramps for rhw4 but not for rhw6



Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 30, 2008, 04:08:18 PM
What about a teaser Tarkus? ;D Please? :P
And about the release date my predictions is for 5 of January '09 - it is after all imminent  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on December 30, 2008, 04:11:41 PM
Is it done or are you just adding some finishing touchs to it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 30, 2008, 04:27:41 PM
At last report he was adding finishing touches. As to the state of it now, only Tarkus knows.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 30, 2008, 04:40:18 PM
I would like to say its done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on December 30, 2008, 05:22:37 PM
I think Tarkus lives in the good old US of A? If so then I reckon he is gonna release it on December 31, 2008, as a last gift before the new year.

It will be good for me too if that's the case, as it will be January 1, 2009 here in Australia and my internet would be at full speed for me to be able to download it  :satisfied: &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 30, 2008, 05:51:20 PM
psst, save the release till after January 10th, its when I get back to Canada.....  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2008, 12:45:50 AM
I do indeed live in the good old US of A.  But if it's January 1st anywhere . . . and I promised no January 1st release . . . no RHW. ;)  RHW Day coincides with Chrisimas. ::)

There are still a few minor details here and there to iron out . . . very minor.  And I've added 4 surprise puzzle pieces in as well . . . they're little 1x1 guys, but I think many of you will like them--particularly our good friend deathtopumpkins. ;)

After that, as I'm planning on staying true to my "smaller but more frequent" plan, which means RHW Version 3.1 will begin development almost immediately after that. ;) 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on December 31, 2008, 02:01:09 AM
Quote from: Tarkus on December 31, 2008, 12:45:50 AM
I do indeed live in the good old US of A.  But if it's January 1st anywhere . . . and I promised no January 1st release . . . no RHW. ;)  RHW Day coincides with Chrisimas. ::)

-Alex (Tarkus)

Quote from: RippleJet on December 30, 2008, 03:55:37 AM
Is it Christmas or is it Chrisimas? These are FLUPping fabulous! &apls

Hm, certainly tickles my curiosity..

Edit:
Christmas is a time for giving and receiving (of course, putting all religious connotations aside)..
RHW day coincides with 'Chrisimas' and the user Chrisim has two major NAM projects in progress.
Perhaps the release of the RHW will be the same day or very close to the release of FLUPs and/or T-RAM?

My 2 cents.

Perhaps I'm looking into the whole thing too much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on December 31, 2008, 02:17:29 AM
maybe the release will be on Chrisim's birthday?
Title: Re: RHW (RealHighway) - Development and Support
Post by: cape44 on December 31, 2008, 03:36:28 AM
Hi Alex,

Quote from: Tarkus on December 31, 2008, 12:45:50 AM
RHW Version 3.1 will begin development almost immediately after that. ;) 

And what about the  NWM project ???  :'(  :'(

Happy New year to all!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 31, 2008, 04:22:03 AM
Perhaps both will be worked on simultaneously.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on December 31, 2008, 05:49:38 AM
Quote from: Tarkus on December 31, 2008, 12:45:50 AM
RHW Day coincides with Chrisimas. ::)

OMFG!!! Maybe it's the FLUPs for RHW as RippleJet replied on the FLUPs thread: "chrisimas".
Or it could be T-RAM too, or both :D
But I think it's the FLUPs, since there's clues in the thread and in the RHW FAQ!
Quote from: Tarkus on April 13, 2007, 09:10:49 PM
The RHW project is looking at other potential alternatives that will not require Transit-Enabled Lots and will allow U-Drive-It (UDI) functionality.
The FLUPs allow UDI...Let's cross our fingers!
-TheChosenOne
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 31, 2008, 06:17:00 AM
well that would be cool but i doubt it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 31, 2008, 07:19:01 AM
I'm excitied, I'm guessing for the 1-tile pieces might be fillers?
But since it is going to be near chrisimas, I'm guessing FLUP-RHW pieces.
I'm listening for more clues and updates.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 31, 2008, 07:51:50 AM
Tarkus considered FLUP integration with the RHW, but since the FLUP development is really just starting, FLUP development and the RHW will be another time. Right now, a RHW 4, can transition to an avenue, then back to an RHW 4 again, a road can pass under that way. Again though, FLUPs is really at an early stage of development before achieving RHW interfaces. The idea is in face something like the big dig, except with actual puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on December 31, 2008, 08:51:27 AM
what is the FLUP?

i've been gone 2 weeks, and everythings changed dramatically!

I cant wait!
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on December 31, 2008, 09:00:42 AM
Take a look over here: http://sc4devotion.com/forums/index.php?topic=6626.0 and you will know what FLUP is ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 31, 2008, 09:14:21 AM
Quote from: Tarkus on January 02, 1970, 02:11:11 AM
There are still a few minor details here and there to iron out . . . very minor.  And I've added 4 surprise puzzle pieces in as well . . . they're little 1x1 guys, but I think many of you will like them--particularly our good friend deathtopumpkins. ;)

Hmmm... What could those be?  :D I have no idea, I feel special now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on December 31, 2008, 03:02:21 PM
Even though Im on Simtropolis already, i joined Sc4d yesterday to ask some questions in this forum:

A.Will there be a diagonal B ramp interface where diagonal rhw4 to orthogonal Mis, useful for diagonal diamonds and cloverleafs?
B. will highway walls like buddybuds work with sunken RHWs?

PS happy New year everyone :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on December 31, 2008, 03:30:06 PM
Well if you read q. 8 of the faq you would see that there is only ramp interface a diagonally and i think that it is only diagonal-diagonal not orthogonal-orthogonal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow on December 31, 2008, 04:20:30 PM
I like this texture, but i prefer the european's texture  ;D
But it's very beautiful !  &apls
And happy New Year !  :thumbsup:
When do you put the RHW on SC4 Devotion ?
(Sorry for my English, i practise ' in my class, but we don't speak English about SC4 :D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2008, 07:45:27 PM
Hehe . . . I think some folks put two and two together on the whole RHW FLUPs thing . . . that was indeed my train of thought.  But that's not part of the surprise feature list for Version 3.0 . . .

LE0, welcome to SC4D!  To answer your question, the Diagonal Ramp Style B, with the MIS coming off at the diagonal, will not be included as part of the Version 3.0 release.  It is, however, planned for a near future release. 

cape44, as far as the NWM goes, I'm not sure what all will be happening with it.  I'll have a better idea as to what will happen with it within the next month or so, depending on what all happens with development on the next RHW release. 

I don't think anyone's still figured out the surprise(s) yet, either.  I think you'll like what's in store.

And Happy New Year, everyone! 

RHW Day is still imminent . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 31, 2008, 07:47:00 PM
I have my suspicions on the suprises, Alex.  ()stsfd() But I don't think I'm correct. Actually I think I do now! :P But I'm not telling. $%Grinno$% We'll see in a few days.
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on December 31, 2008, 08:46:40 PM
Just a curiosity...

I sorta like the fact that the on/off ramps try to auto-align when I'm placing them, except I haven't quite worked out how to 'force' the one I actually want... is there a trick to it?

And... why was it that they were done as combined, rather than seperate, pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on January 01, 2009, 02:22:05 AM
Quote from: Tarkus on April 13, 2007, 09:10:49 PM
Version 3.0 is the next version in development.  It and all subsequent releases have no estimated date or timetable for release (though December 25 and January 1 are officially ruled out  ::)), and will be made available when they are ready.

So RHW Day will be today, January 1 2009. O, a happy new year everyone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 01, 2009, 05:17:53 AM
Probably not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 01, 2009, 09:14:58 AM
Quote from: Tarkus on December 31, 2008, 07:45:27 PM
Hehe . . . I think some folks put two and two together on the whole RHW FLUPs thing . . . that was indeed my train of thought.  But that's not part of the surprise feature list for Version 3.0 . . .

I don't think anyone's still figured out the surprise(s) yet, either.  I think you'll like what's in store.

:-[...Hehe...
*scratches mind in search for the surprise*
Worst enigma ever!
-TheChosenOne
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 01, 2009, 03:19:54 PM
I'll say this.  January 2nd is fairly imminent right now.  No RHW for New Year's, but Alex promised us it wouldn't be today, so I'm not too disappointed.  I truly look forward to seeing that "surprise" that will be in 3.0.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on January 01, 2009, 09:12:14 PM
I'm just chomping at the bit to get to play around with RHW 3.0.  It is looking great.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 01, 2009, 09:28:53 PM
Hang in there. This is so, so close, not a set in stone time, but its functionality. I know the wait can make you go mad, but then again, the wait, knowing that there will always be new stuff will never end, whether this is out, or not. Although, this time the RHW did offer a lot more then when the MIS came out the very first time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on January 01, 2009, 10:07:04 PM
My brain is going to explode  :bomb: at the thought of the RHW 3.0 release , & all these new creations & uses for it   ?=mad)= ?=mad)=
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 01, 2009, 11:13:14 PM
The residents of my beautiful sparkling metropolis *cough* crime ridden slum *cough* are waiting impatiently for the government to build them a proper motorway network  $%Grinno$% :D :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 02, 2009, 01:22:06 AM
It will happen folks!!! dont worry RHW day will come before we all know it!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SpilltMilk on January 02, 2009, 02:45:23 AM
Alex, you're always getting closer! But let me ask you this: How far are we?  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 02, 2009, 03:17:49 AM
The distance from this point in time to "RHW Day" corresponds to them length of atomic time from your birthday to the day after tomorrow (a variable).

Aka, it will never be released.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: SpilltMilk on January 02, 2009, 03:24:34 AM
Ehh.  "$Deal"$ In an understandable language? please?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 02, 2009, 03:25:11 AM
Every two more days it will get one more day closer. Or something like that. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 02, 2009, 04:24:38 AM
RHW day will be the day after the day before RHW day. (Woo! Circular reasoning!)
I just noticed there are going to be "B" MIS/RHW interfaces for all sizes. That will be useful for tight urban spaces.
...
I'm going into a delerium of what I can do with it when it comes out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 02, 2009, 05:51:54 AM
The suspense is disabling me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 02, 2009, 07:04:18 AM
RHW 3.0 is looking great, Tarkus! :thumbsup:
Can't wait to get RHW-6C into action! It'll be great...

Great Job, keep it up,
-sim_link
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 02, 2009, 08:14:24 AM
Quote from: Patricius Maximus on January 02, 2009, 05:51:54 AM
The suspense is disabling me.

Me too  & :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 02, 2009, 09:29:22 AM
LoL OK think of it this way, today is the day that the day is drawing closer to the day of the release  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 02, 2009, 10:32:34 AM
ohh yes.. each day that passes, is a day less to day X  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 02, 2009, 10:35:21 AM
Thanks a lot  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 02, 2009, 11:12:06 AM
I think you may enjoy this pic:

Click for full resolution!  (1920x1200)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.merrypic.com%2Ffiles%2Fptvv6fip3c51h6vpfzki.jpg&hash=bb0e25053b43f56eab83d53f08ebab1760fcbcfa) (http://www.merrypic.com/files/jfnc1aivgelmj1hce6py.jpg)

I am such a tease... Sorry!   :P

Soon, you'll be able to do it too.  Alex is true to his word.  When he says imminent, he means imminent. ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 02, 2009, 11:42:29 AM
A dream that soon will not be a dream much longer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 02, 2009, 12:03:12 PM
Quote from: Haljackey on January 02, 2009, 11:12:06 AM
I am such a tease... Sorry!   :P

Gee, no kidding! $%Grinno$%
Looks great though :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GLK on January 02, 2009, 01:33:17 PM
Quote from: Haljackey on January 02, 2009, 11:12:06 AM

Soon, you'll be able to do it too.  Alex is true to his word.  When he says imminent, he means imminent. ;)

Feels like it has been imminent for half a year now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 02, 2009, 02:32:06 PM
It has been imminent ever since the day RHW 2 was released  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 02, 2009, 02:54:37 PM
Don't worry, it's definately imminent  :P

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on January 02, 2009, 09:07:25 PM
Ive been waiting since July, back then he said we were getting close.  I just hope its before school starts again on the 5th.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2009, 10:46:50 PM
I realize it's been a long road (no pun intended) to this release.  But the exit ramp is approaching . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F2796%2Frhw010220091fx4.jpg&hash=cbee9e4710a0f8c9e40bb1ffde2dde2eaa84ab3b)

I won't say it's soon.  I won't say it's far away.  I'll just say it's coming. ;)

-Alex (Tarkus)



Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 02, 2009, 11:06:29 PM
Ok alex just stop with the teasing and release it already! :P

Is that that same recently upgraded highway from your MD? Upgraded again? $%Grinno$%

It looks great! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 02, 2009, 11:27:41 PM
I'd hope not... that's too wide of a freeway... for all of the cars that I see running on it xD

Still patiently waiting, but my game has some funky bug somewhere and school's starting on Monday...

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 03, 2009, 12:27:58 AM
Well it could be 2010 it is released? You never know.

Maybe Valentines Day?

EDIT: Tarkus is online, could this be it?  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 03, 2009, 05:34:32 AM
nahhhh XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 03, 2009, 06:05:19 AM
Man its coming in February! ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 03, 2009, 06:43:02 AM
It looks great already, but either he's holding it for suspense, or there's just a few more things to sort out.
And I'm guessing the exit ramp is exit #77 to Hwy 96 East to RHW Town?

Different people have different definitions for the word "imminent."
-Psyicist- The time it takes for light to travel the radius of an electron.
-Computer programmer- The time it takes for a CPU running at 2.5 GHz to compleat 10 cycles.
-Transportation engineer- The time between the red light switches off to when the green light comes on.
-Geologist- One second in geologic time (Otherwise known as a long, long, time
-Tarkus- The time between the current day to RHW Day.
-The rest of us- The time SC4 takes to crash.
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 03, 2009, 09:05:23 AM
Sometimes the suspense is the best part



in this case it isn't


stop teasing us and release it!!! :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 03, 2009, 09:19:27 AM
Enough teasing! Release it. My patience even with the RHW is now mostly expended.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 03, 2009, 10:11:12 AM
Come on people, stop complaining like this. A lot goes into releasing something like the RHW, and you want it done right, right? Just calm down with the angry posts a little bit, and it'll be out soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on January 03, 2009, 10:19:48 AM
Quote from: deathtopumpkins on January 03, 2009, 10:11:12 AM
Come on people, stop complaining like this. A lot goes into releasing something like the RHW, and you want it done right, right? Just calm down with the angry posts a little bit, and it'll be out soon.

Quoted for truth.  There's plenty of other things to do than anxiously wait for an awesome addition to the game.  Like playing Spider Solitaire.   :D

No, but seriously, Tarkus et al know people really are looking forward this.  Tarkus has said on more than one occasion that he wanted to have it out already, but circumstances prevented that from happening.  Cut him some slack.  It's not like you're paying him for a service and he's gone past his guaranteed completion date.
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 03, 2009, 10:24:50 AM
mabye it is a brain thing or something.  &idea when we stop complaining about it and focus on other things, then he might release it
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 03, 2009, 10:38:38 AM
good theory lol :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyliner on January 03, 2009, 10:52:30 AM
Nice to see its on its way. Does the El-RHW have on and off ramps?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2009, 10:53:57 AM
Quote from: Patricius Maximus on January 03, 2009, 09:19:27 AM
Release it.

I can't just yet.  It'll soon be fairly apparent why. ;)  I think this sums up why we don't have release dates. ;)

Trust me, I want it out as much as you guys (I start uni up again on the 5th as well).  I didn't want this development process to take over a year, and I am deeply sorry about that, but stuff happened.

And skyliner, yes.  There is a version of Ramp Style A for the Elevated RHW-4.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 03, 2009, 11:00:48 AM
Will there be any integration with the FLUP in the FLUPs first release? Specifically pieces that'll allow the RHW and MIS to go "over" other networks? Also, any plans to add round about capability to the RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on January 03, 2009, 12:13:04 PM
Do the RHW 6S Diagonal Pieces have exits and overpasses or is it just 2 pieces for it, diagonal piece and orthogonal to diagonal transition?

And any chance in a future release there will be fractional rural highways?

Sorry for all my stupid questions, but rhw v3 is just so amazing :thumbsup:

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2009, 01:21:58 PM
Kitsune, considering that the first FLUPs release is probably going to coincide with RHW Version 3.0, the answer is no.  However, I am planning to add support for FLUPs/RHW interfacing (and eventually, RHW FLUPs). 

LE0, those aren't stupid questions at all. :)  The RHW-6S Diagonals are indeed just limited to the diagonal and orth-diag transition pieces.  Technically, there's actually 3 pieces, since there's two orth-diag transitions.

As far as Fractional Angle RHW, there's a good possibility of that in a future release, along with more Wide Radius Curve pieces, particularly in light of some of smoncrie's recent developments.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mojosmarty08 on January 03, 2009, 01:41:50 PM
To Tarkus's last picture, I say:  &apls

One quick question:

Is the release being timed by the whole NAM Team, or just Tarkus?

Considering he said that the FLUP would probably coincide w/ RHW, it makes me wonder if there's just going to be a whole new NAM.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 03, 2009, 01:46:44 PM
Wait, I didn't think that the FLUPs were all that close to release...? Does this mean that the RHW release has been pushed back significantly? If so, whatever for?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 03, 2009, 01:50:03 PM
Great news that there are plans (after RHW 3.0) to have FLUPs/RHW interfacing and eventually RHW FLUPs. And that there is a possibility of Fractional Angle RHW in future.

In the meantime RHW 3.0 will give us plenty to explore, especially if there are, as I am beginning to suspect, simultaneous releases of RHW 3.0 and the latest version of NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 03, 2009, 05:57:36 PM
I apologize. It's just that sometimes you "lose your cool" when you wait so long, especially after it's been said that a release is "imminent".

Timing coinciding with the first FLUPs release? Fascinating.

From Dictionary.com:

Quoteim⋅mi⋅nent (adjective)
1. likely to occur at any moment; impending: Her death is imminent. 
2. projecting or leaning forward; overhanging.

Of course, dictionary definitions do not apply when we try to crack the Tarkus Code  ::). Just release it when it is ready, as the top post says.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 03, 2009, 06:03:31 PM
Quote from: Patricius Maximus on January 03, 2009, 05:57:36 PM
I apologize. It's just that sometimes you "lose your cool" when you wait so long, especially after it's been said that a release is "imminent".

Timing coinciding with the first FLUPs release? Fascinating.

From Dictionary.com:

Of course, dictionary definitions do not apply when we try to crack the Tarkus Code  ::). Just release it when it is ready, as the top post says.

Ok. Like the old saying goes, "Patience is a virtue." Just be quiet and stop checking this every hour. Try every 2-5 days. Find some other fun stuff to do as the time goes by for the upcoming week. Like ski, I got a xbox 360 last week and I'm playing it. So, BE PATIENT!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2009, 07:32:51 PM
Apology accepted. ;)

Quote
2. projecting or leaning forward; overhanging.

Well, that it is.  Progressing forward.  It may just fall on everyone here soon. :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on January 03, 2009, 10:40:00 PM
And when it falls, everyone will say:

"Oww, that hurt! But it's kind of fun too!"

Working on a(nother) teaser!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 04, 2009, 03:55:54 AM
QuoteOk. Like the old saying goes, "Patience is a virtue." Just be quiet and stop checking this every hour. Try every 2-5 days. Find some other fun stuff to do as the time goes by for the upcoming week. Like ski, I got a xbox 360 last week and I'm playing it. So, BE PATIENT!

For the record, I check this thread twice a day -- in the morning and evening.

Quote
Quote2. projecting or leaning forward; overhanging.

Well, that it is.  Progressing forward.  It may just fall on everyone here soon.

I hope so  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 04, 2009, 04:53:51 AM
Well, one thing is for sure; when the RHW 3.0 comes out, it's almost bugfree. There might be a very small bugs, but the serious bugs are terminated. I've testing some test versions and you still find some bugs (like a missing texture). So guys, while you're waiting, the RHW gets better and better.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 04, 2009, 07:20:14 AM
Quote from: Tarkus on January 03, 2009, 07:32:51 PM
Well, that it is.  Progressing forward.  It may just fall on everyone here soon. :D

Hmmm... having a highway land on you may hurt a little! :D

Great job Tarkus, RHW 3.0 looks awesome! (but just don't drop it from too high and we'll be fine.;):P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 04, 2009, 08:54:09 AM
Quote from: mrtnrln on January 04, 2009, 04:53:51 AM
Well, one thing is for sure; when the RHW 3.0 comes out, it's almost bugfree. There might be a very small bugs, but the serious bugs are terminated. I've testing some test versions and you still find some bugs (like a missing texture). So guys, while you're waiting, the RHW gets better and better.

Best,
Maarten

that's why this is worth waiting :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 04, 2009, 11:21:02 AM
Hi Everyone,

I have not been able to create a RHW-4 bridge where both directions are right next to each other, so I decided to create a ground highway bridge that looks like a RHW-4 bridge.

There are some problems that I probably will not be able to fix:

There is a prop at the end of the bridge that conceals the RHW-4 <=> Ground Highway transition. This means that, at each end of the bridge, you must make the first ground tile flat.  It also means that parts of some cars may disappear as they go through.

The paths at each end are a little odd since there is the transition 2 lanes -> 3 lanes and then 3 lanes -> 2 lanes!  The red truck in the picture is angled a bit because of this. The cars bend noticeably toward the center and can go through the inner guardrail of the bridge.



The picture shows my first rough attempt.

Is it worth doing more work on this bridge?

Note: there are no plans to add this to the next release.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHWLookaLike.jpg&hash=7658059d01f74ad0a5e050bb661b80128363efc9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 04, 2009, 11:23:15 AM
Quote from: gn_leugim on January 04, 2009, 08:54:09 AM
that's why this is worth waiting :p

Yeah don't worry... We're testing the crap outa this thing before a public release.  As you can tell RHW 3.0 is big, and there's a lot of components that need to be pathed, textured, and tested to the limits.  Because there's so much stuff in this release, there have been conflicts between some components, and they need to be corrected.

Some alpha builds have had problems the other alpha builds haven't had mainly because the corrections made on one component may conflict with another.  Also, some components have not been properly carried over in the past.  The NAM controller file has been another issue.

But don't worry.  Currently RHW 3.0 is as close to a public release as its ever been, and the readme file is nearing completion as well.  Trust me, its imminent, no matter how you define that word.   ;)

Best,
-Haljackey

EDIT:  smoncrie, that bridge looks great!  If we were to use that, would that get rid of the standard bridge for ground highways?   ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 04, 2009, 11:42:38 AM
smoncrie, that's absolutely brilliant!  I'd say that project is worth continuing! :thumbsup:  The other possibility that might work would be a "camouflage" puzzle piece, that plops over an RHW-4/Ground Highway transition to make it look like an RHW-4.  Though it doesn't have the ease of having the Maxis Highway automatically covered up like the prop/T21 method.

Haljackey, to answer your question, it wouldn't replace any Maxis Highway bridges.  It would be built with the Maxis Ground Highway, but would look and function like an RHW-4.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 04, 2009, 11:48:09 AM
smoncrie: thats a great idea!!  if you gave it new IDs, you could just add the RHW4 path files of the same IID....would eliminate the diagonal vehicles during the transition. 

Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 04, 2009, 11:57:47 AM
Haljackey,  no it would be a new Ground Highway bridge, and it would not replace any other bridge.  I would probably call it the "Plain RHW-4 Lookalike bridge".

Choco, half of the path/lane change is outside of the bridge in the RHW-4 <=> Ground Highway transition,  so I can not change it, unless a puzzel piece is used.

I have used existing RHW-4 bridge models for the entire bridge, and copies of RHW-4 bridge paths for all but the end pieces of the bridge.

Tarkus, a puzzle piece would solve all the problems, except that the bridge might be non-functional without it.   A puzzle piece would be worth it if there were several versions of RHW-4 Lookalike bridges, and they were popular.

[EDIT] There were several posts made between my composing this message and when I posted it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 04, 2009, 12:24:50 PM
that is a great idea smoncrie! I definitely think you should pursue it further. I'd use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 04, 2009, 12:28:44 PM
if a rotation ring could be created, there could be plenty to occupy it.....it would enable bridges like the Manhattan Bridge (http://en.wikipedia.org/wiki/Manhattan_Bridge) to use ped paths......also was thinking of a double decker rail bridge (http://www.zimbio.com/pictures/uhDgXcF0BA9/World+First+Four+Railway+Track+Bridge+Near) as well.....this could allow many different bridge configurations......
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 04, 2009, 12:30:33 PM
I wonder... are we going to use only the "copied" raised bridge model or can we have some different choices (e.g. swamper77's viaducts) for the bridges?

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 04, 2009, 12:47:59 PM
Great idea, smoncrie! One suggestion about the paths: what about if it's an avenue bridge instead of highway? Both RHW 4 and Maxis Avenues have 4 lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on January 04, 2009, 01:10:16 PM
Avenue has lower capacity than RHW-4, ground highway equal or more, so to avoid a bridge that is more congested than the RHW-4 leading to it, you'd need ground highway, another thing is that, although they have the same amount of paths, those paths are on different spots (RHW has an 'emergency lane' which is wider than the side walk of an avenue), so the cars would still drive out of place.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 04, 2009, 01:12:18 PM
All I can say is this.  The longer it takes for the RHW 3.0 to be ready, the better it will be when it is.  At least, that's what I keep telling myself.  At any rate, RHW 3.0 is definitely going to be one of the highlights of 2009 for me.  After that, who knows?  The prospect of "FARHW" is quite thrilling, indeed.  Take as much time as you need, Alex, and don't wear yourself out, either.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cityhawk on January 04, 2009, 01:47:07 PM
Wow, tremendous work being done here! I've been away from here for a while due to college and me not being able to play SC4 anymore because something happened to my computer, and I'm seeing awesome work being done here! If I ever get another computer then I'll definitely be using this stuff! Thanks to all those giving up their time to work on this project!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 04, 2009, 02:16:54 PM
Well if th cover up of the FHW/RHW transition was covered by you could have your own paths on the transition, so there'd be no need to transition back and forth.

Great work on the bridge though Smoncrie!

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 04, 2009, 05:17:40 PM
RHW being built by a ground highway, hmmmmm. Don't know if this helps, but when I have used on-slope pieces, and got rid of the slope, the transition between two networks is eliminated. Sometimes the RHW will be able to connect without transitions. I recall having success getting a ground highway RHW without doing a transition, I also know doing the disappearing on-slope to an avenue, the RHW can connect to that. Maybe the bridge can be built by using those other means?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 04, 2009, 07:26:52 PM
Well, the RHW thread has now surpassed 200,000 views!   :)

This, compiled with another 100k from the ST RHW thread, means there have been over 300,000 views on the entire RHW development project!  An impressive number indeed.

Well done!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 04, 2009, 08:15:07 PM
Quote from: smoncrie on January 04, 2009, 11:21:02 AM
Is it worth doing more work on this bridge?

Most definitely!!  :thumbsup:

And congrats on the page views milestone! Shows just how popular this project is.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on January 04, 2009, 09:54:00 PM
Quote from: Haljackey on January 04, 2009, 07:26:52 PM
Well, the RHW thread has now surpassed 200,000 views!   :)

This, compiled with another 100k from the ST RHW thread, means there have been over 300,000 views on the entire RHW development project!  An impressive number indeed.

Well done!

Best,
-Haljackey

Sorry, I think I accidentally hit F5 about 100k times.   :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 05, 2009, 08:13:11 AM
300000 views? Now, if I'm right, there's 280000 users at ST and around 10000 here, then that would be about 1 view per user. Of course, that is not accurate, but every registered user in the SC4 community could have viewed the project at one point or another.

Fantastic statistic, Tarkus, and congratulations. I'll have furthur praise when 3.0 is released. It appears to be near-release now (I won't say imminent  :P).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 05, 2009, 09:11:00 AM
Congratulations, Alex - you've made imminent the hottest buzzword of 2009 - and we're only 5 days in!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 05, 2009, 11:08:28 AM
that's a nice bridge there.. brilliant work :p

and I like to define imminent as: close XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 05, 2009, 04:38:21 PM
Everything looks so nice. All I have to say is keep up the good work. :thumbsup:
I define imminent as "sooner than you think"
Weel, we should stay tuned! &opr
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 05, 2009, 10:38:08 PM
When I created a ground highway bridge that looks and works like a RHW-4 bridge, I thought that people might think it was weird or too complicated.  I did not want to make it depend on a special puzzle piece for the ends of the bridge because that would make it a bit more complicated.

It looks like I should not have worried.

I shall create a puzzle piece for the ends and I will probably create another bridge of the same kind.   How would people like a suspension bridge?   It will take a while to make it.



I used a ground highway bridge instead of an avenue bridge because it has more capacity.  I can define any paths on a bridge, and the ground highway bridge shown already has (mostly) 2 lanes.  On the other hand, an avenue bridge would be a bit simpler to connect at each end.

Choco, in Simcity4, a double deck rail bridge would have exactly the same capacity as a single deck rail bridge. :(
A double deck bridge carrying two different kinds of traffic can be built, but major problems must be solved before it is practical.  :(

Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 06, 2009, 01:33:13 AM
@ smoncrie:
well... we could yes do the same thing as what happened to the GLR bridge (puzzle pieces at ends). ;)

@ swamper77: I wonder if you can change your viaducts slightly so that they become a modern bridge that I could use for multiple networks... hmm... (looks at the possibilities) ;D

@ Choco:
Duoble-deck multiple-network bridges been done before... but in the end the game simulator didn't treat the bridges really well (over capacity) so that project was closed.
Technically if we were supposed to stay real on capacity your bridge would have to be one-track per deck which then turns into normal two-track at the ends. :'(

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 06, 2009, 04:44:36 AM
@smoncrie: half capacity per line....i know.   :thumbsdown:  however, there's flexibility in that bridge.....you wouldn't need to hook up both lines....but it would work with ground and elevated rail.  i had an idea to correct this that i have yet to try...

suspension bridge sounds good as well......could probly port the cable-bridge over too....i had heard you got 100b workin?

@allan kuan: i've been thru the entire thread at ST.  however, i wasn't exactly proposing a multi-network bridge (ped paths dont count), but a single network DD bridge.  they also said that 3 networks on a tile was impossible...... :thumbsup:  maybe im just being hopeful, but that is a frontier i really wanna cross. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on January 06, 2009, 04:56:19 AM
Quote from: choco on January 06, 2009, 04:44:36 AM
i had an idea to correct this that i have yet to try...


maybe im just being hopeful, but that is a frontier i really wanna cross. 


I don't bud in here very often, but it's thinking like this that has got us to where we are today with the game.  I am begining to think nothing is impossible....

Robin  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on January 06, 2009, 06:49:52 AM
So the whole bridge and the ends is 100% RHW-4, with the end puzzle piece?

How about making a El-Rhw4 bridge based off elevated maxis highway bridge?

And more bridge styles would be awesome ;D



Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 06, 2009, 08:08:02 AM
It just that even though avenue bridges are lower capacity, I have been using this one Maxis avenue suspension bridge, because it looked like the RHW almost with the yellow line down the center of the median, and not the avenue texture. (maybe originally avenues were going to have a yellow center line, but the developers didn't get to it, since the avenue tunnel and some bridges both have yellow lines down the center)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 07, 2009, 01:29:27 PM
What is taking so long?  ::) $%Grinno$% :D :-\ &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 07, 2009, 01:32:12 PM
come on  &hlp &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 07, 2009, 01:44:02 PM
Quote from: A200 on January 07, 2009, 01:29:27 PM
What is taking so long?  ::) $%Grinno$% :D :-\ &hlp

Quote from: gn_leugim on January 07, 2009, 01:32:12 PM
come on  &hlp &hlp

Do you have any idea how much content is going to be added in 3.0?  Transit modding takes a lot of time, trial and error, and extensive testing.

RHW 3.0 is being tested for bugs and completeness more than any other version. We want to make sure what's released is as bug-free as possible.  With all the additions, numerous "stress-tests" are necessary.

If a bug is found, sometimes it can cause other bugs if fixed.  Thus numerous attempts must be made which is time-consuming. 

What you see in these public teasers are the exceptions.  Behind the scenes, things are much more complicated than you think.

But trust me when I say it, RHW 3.0 is as imminent as ever.  Just be patient for a little bit longer...  ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on January 07, 2009, 01:46:16 PM
We probably need to be patient, because Tarkus probably won't release it with us worrying about it. Or will he? $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 07, 2009, 03:46:18 PM
Kj3400 I think you have the right Idea right there!!! Patience is a virtue here!!!! Remember the old saying that good things come to all that who wait!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 07, 2009, 04:00:28 PM
He will release it when our patience capitulates, which it may do soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 07, 2009, 04:03:43 PM
Quote from: kj3400 on January 07, 2009, 01:46:16 PM
We probably need to be patient, because Tarkus probably won't release it with us worrying about it. Or will he? $%Grinno$%

Thus quoth the armadillo: more Wilco lyrics . . .

Quote from: Jeff Tweedy
Everything has its plan
Either way

Just to whet everyone's appetite beforehand . . . and so you know what's been worked on in the past few days among other things . . .

I've stabilized the OWR Roundabout/MIS Ramp Interfaces some more, such that it's now possible to do this . . . not sure how useful it is, but you can do it, not to mention the more common 2-ramp setups without any pesky "deconversions", like you may have run into with the previous version.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F5066%2Frhw010620091vl0.jpg&hash=2b04d1b0d74f4258f80eb4e59169f074feb727e4)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 07, 2009, 04:12:40 PM
Sweet  :D

There is a roundabout near my sister's place where the offramp from the Pacific Mwy joins a roundabout and it looks just like the one you showed  &hlp :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 07, 2009, 04:22:23 PM
Alex that is sweet looking!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 07, 2009, 04:37:13 PM
Wow, looks great Alex!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 07, 2009, 07:44:27 PM
Alright, not that the El-RHW should,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1025%2F854346599.JPG&hash=2aca4a8a0275e3871bc858d31f9d37360c7996de)
but you Could go from El-RHW to the Maxis El-Highway, if you really needed to. Why pass the ability to do so otherwise? Just don't be driving on the shoulders of the El-RHW where this happens.
NOTE: That is the abrupt on-slope RHW piece not the gradual transition piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 07, 2009, 08:31:32 PM
Well since everyone is showing pics I may as well show another.

This picture shows two very different MIS ramps.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi540.photobucket.com%2Falbums%2Fgg343%2FJackeyHal%2FOdin-Aug22361231295557.jpg&hash=c0f8b3891ae495c4163cce24d088454352e5c566)

As you can see, the versatility of the MIS has greatly expanded.  Tons of additions, from ramps to transitions to elevated sections make the MIS better than ever!  I'm sure you will all see why when RHW 3.0 comes to your PC!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 07, 2009, 10:52:20 PM
Quote from: Tarkus on January 07, 2009, 04:03:43 PM

I've stabilized the OWR Roundabout/MIS Ramp Interfaces some more, such that it's now possible to do this . . . not sure how useful it is, but you can do it, not to mention the more common 2-ramp setups without any pesky "deconversions", like you may have run into with the previous version.

Well, I would certainly use them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 07, 2009, 11:03:12 PM
My citizens wait impatiently for the construction of the autobahn  :satisfied: :D:D:D

I can't wait till it is released!!!!!!!!!!!!!!!!!11111111111111111111  $%Grinno$% $%Grinno$% $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 07, 2009, 11:23:27 PM
Awesome teaser pic, Haljackey! The possibilities are going to be just about endless.  ;D

Are those highway signs available somewhere or are they part of the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 08, 2009, 12:38:42 AM
Great picture, Haljackey!
Quote from: girlfromveronaAre those highway signs available somewhere or are they part of the RHW?
You can find them on the STEX, here is a link http://www.simtropolis.com/stex/index.cfm?id=20441 (http://www.simtropolis.com/stex/index.cfm?id=20441)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on January 08, 2009, 01:29:48 AM
are we going to have the ability to exit from the left? i see all of these exits from the right but i'm kinda curious about left hand exits
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 08, 2009, 03:18:03 AM
Yes, we are going to have left entrance and exit ramps.

A barrange of teasers have a wonderful way of calming our nerves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 08, 2009, 01:20:01 PM
Heres a small idea of how El-RHW can be built at a junction with signals.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1406%2F1749795852.JPG&hash=de702e1fac25588f495ea2dca3a09117fe0e713f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F847%2F1781787172.PNG&hash=3896d2adb258719edb335100630355cbd2a5df89)
Title: Re: RHW (RealHighway) - Development and Support
Post by: 05greene on January 08, 2009, 01:45:50 PM
Wooow i cant wait for this are there any pics up of
RHW_10 ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 09, 2009, 03:04:16 AM
The release is very, very imminent. We from the NAM team & associates discovered in the last release candidate no serious bugs (unless someone hasn't reported any bugs of that version yet). We can expect the release any moment from now, really!

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 09, 2009, 03:24:56 AM
 :o Really? I can't wait!!! I hope nobody will find any bugs  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 09, 2009, 04:05:39 AM
 :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 09, 2009, 05:07:23 AM
Quote from: mrtnrln on January 09, 2009, 03:04:16 AM
The release is very, very imminent. We from the NAM team & associates discovered in the last release candidate no serious bugs (unless someone hasn't reported any bugs of that version yet). We can expect the release any moment from now, really!

Best,
Maarten

Awesome! I can't wait too!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on January 09, 2009, 08:53:41 AM
Quote from: mrtnrln on January 09, 2009, 03:04:16 AM
The release is very, very imminent. We from the NAM team & associates discovered in the last release candidate no serious bugs (unless someone hasn't reported any bugs of that version yet). We can expect the release any moment from now, really!

Best,
Maarten

I hope it is imminent...I've been feeling the urge to whine recently.
;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 09, 2009, 08:58:42 AM
Quote from: mrtnrln on January 09, 2009, 03:04:16 AM
The release is very, very imminent. We from the NAM team & associates discovered in the last release candidate no serious bugs (unless someone hasn't reported any bugs of that version yet). We can expect the release any moment from now, really!

Best,
Maarten

True, nothing major has been reported.  RHW 3.0 is currently going through a final "Stress-Test" to make sure every component is accounted for, functioning properly, and looks as it should.  There have been some issues with the preview model of a puzzle piece before you plop it for some puzzle pieces, but is being fixed now if it has not already.

The finish line is in site.  It won't be long now  ;).

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: gaotingguxiu on January 09, 2009, 09:01:27 AM
I hope so,we have waited for a long time
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 09, 2009, 09:09:27 AM
 &hlp &hlp &hlp &hlp &hlp &hlp &hlp  $%Grinno$% $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on January 09, 2009, 09:30:50 AM
 :party: :party: :party: %BUd%

YAY!
Now all we have to do is wait for the final test to be done. (Any speculations of how long it will be?  :P)

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 09, 2009, 09:39:37 AM
back to the old NAM additive "It will be ready when its ready"  :D :D :D  Just a wee bit longer in patience thats all....  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheChosenOne on January 09, 2009, 11:06:36 AM
Maybe in the next week we will have a new toy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 09, 2009, 11:15:13 AM
I would assume that a final "stress test" should not take more than 5 days (I think).

Haljackey, that is wonderful news. Perhaps it will come before Monday, when I plan to update the Patrician Showcase. At any rate, it will be sometime in January of 2009.

&apls &apls Congratulations on the final test, and imminent release of RHW 3.0  &apls &apls

The highway revolution is coming....
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 09, 2009, 11:15:53 AM
and i thought it would be out in mid-october

How wrong was I!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on January 09, 2009, 11:23:44 AM
This is perfect timing. It'll be out in time for me to build my first freeway. Oh happy (RHW) day!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on January 09, 2009, 11:39:20 AM
Quote from: darraghf on January 09, 2009, 11:15:53 AM
and i thought it would be out in mid-october

How wrong was I!


you're not the only one ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on January 09, 2009, 11:40:54 AM
oh i can see , the top of the mountain & the RHW Valley below!  &apls :) :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 09, 2009, 12:16:04 PM
Woo! Last test! &apls I think this might be one of the biggest NAM relases yet. Immenent is the only word that can describe when RHW is out.
Patience is a virtue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 09, 2009, 12:23:24 PM
Yes, you are right about that. Heres some more pictures of the new features in action...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F1346%2F583309892.JPG&hash=789a1dcfc8e49469d3cee8a40190a4b697740f60)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F938%2F800331284.JPG&hash=0028be4e421cbe6c424d658210373ff4b2668a24)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2009, 12:37:16 PM
There are still a few little things to work out, mostly logistic stuff, but we're almost there.  I must urge a little patience, though.  It's not coming out today, in case anyone was thinking that. ;)  It'll all make sense in a bit.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 09, 2009, 12:39:59 PM
Remember this pic?
Quote from: Haljackey on January 02, 2009, 11:12:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.merrypic.com%2Ffiles%2Fptvv6fip3c51h6vpfzki.jpg&hash=bb0e25053b43f56eab83d53f08ebab1760fcbcfa) (http://www.merrypic.com/files/jfnc1aivgelmj1hce6py.jpg)

Here it is with further work done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi366.photobucket.com%2Falbums%2Foo101%2Fhaljackey3%2FOdin-Jan30331231048511.jpg&hash=94f99b5f615acfa1b2e9dd4e66310f69f658493b)

You'll see the whole, finished interchange on RHW day.  I also plan on a special GTR update that same day too!  ;)

All the best,
-Haljackey




EDIT:
  Looks like Tarkus posted right before me :P
Quote from: Tarkus on January 09, 2009, 12:37:16 PM
There are still a few little things to work out, mostly logistic stuff, but we're almost there.  I must urge a little patience, though.  It's not coming out today, in case anyone was thinking that. ;)  It'll all make sense in a bit.

I can't stress this enough.  There's still a few minor textural fixes and whatnot, but the more time spent perfecting the mod will in turn result in much better RHW 3.0 than if we just rushed the whole thing through.  Good things come to those who wait.   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on January 09, 2009, 02:19:52 PM
Quote from: Haljackey on January 09, 2009, 12:39:59 PM

I can't stress this enough.  There's still a few minor textural fixes and whatnot, but the more time spent perfecting the mod will in turn result in much better RHW 3.0 than if we just rushed the whole thing through.  Good things come to those who wait.   :)


I absolutely HAVE to agree with that. Wouldnt want the most anticipated mod of the year wreak havoc on your game  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 09, 2009, 03:35:45 PM
QuoteThere are still a few little things to work out, mostly logistic stuff, but we're almost there.  I must urge a little patience, though.  It's not coming out today, in case anyone was thinking that.   It'll all make sense in a bit.

Imminent now sounds like a fitting word to use for the release.

I know when RHW Day will be. It will be on 2009-01-xx  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Chivaman on January 09, 2009, 03:53:38 PM
January 20?  $%Grinno$%
because X is 10 in Roman numerals :P

X+X = 20  :P

hahahaha
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 09, 2009, 04:22:09 PM
Quote from: io_bg on January 08, 2009, 12:38:42 AM
You can find them on the STEX, here is a link http://www.simtropolis.com/stex/index.cfm?id=20441 (http://www.simtropolis.com/stex/index.cfm?id=20441)

Thanks, io_bg!  :thumbsup:

Quote from: Tarkus on January 09, 2009, 12:37:16 PM
There are still a few little things to work out, mostly logistic stuff, but we're almost there.

I am in the process of starting a new region, so the release of RHW 3.0 is going to be awesome timing for me!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 09, 2009, 06:14:39 PM
 &apls &apls &apls ()stsfd() ;D :thumbsup: :satisfied: :satisfied: $%#Ninj2


LETS ALL PARTY WHEN 3.0 COMES OUT!!!!!! LESS THEN 5 MORE DAYS TILL IT CAN BE RELEASED AFTER THE FINAL TEST!!!!!!!! IT'S LIKE NEW YEARS EVE AGAIN! I know! THE SONG "I'M SO EXICITED" SHOULD BE PLAYED WHEN IT COMES OUT!!!!!!

(Sorry for the caps. I'm just dangerously too hyped up for the release in less than 5 days. hopefully)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 09, 2009, 06:29:35 PM
Well Monorail Master I hate to disappoint ya's but I think Patricius Maximus was joking only  :)

Besides anyways any clue of a date would come from Alex the man himself  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 09, 2009, 07:38:29 PM
I'd say any clue of a date would be signaled by a particular new addition to the LEX ;D (and that date would be known as "today" on whatever day that it is)

...meaning that we won't know the release date until the new RHW is actually released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2009, 08:46:35 PM
Quote from: nerdly_dood on January 09, 2009, 07:38:29 PM
I'd say any clue of a date would be signaled by a particular new addition to the LEX ;D (and that date would be known as "today" on whatever day that it is)

...meaning that we won't know the release date until the new RHW is actually released.

Correct. ;) 

Albeit the RHW will not show up on the "Recent Updates" list (either on the LEX or the STEX).  So as to keep the URL constant through the various updates, the old upload will be changed over to the new file.

And as you all well know, I don't give out release dates--just annoyingly broad and nebulous words like "imminent". :D

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on January 09, 2009, 09:51:04 PM
Quote from: Tarkus on January 09, 2009, 08:46:35 PM
And as you all well know, I don't give out release dates--just annoyingly broad and nebulous words like "imminent". :D
-Alex (Tarkus)

That would explain the word "imminent" in your custom label. :D
It should be changed to "It's here!" really soon, though...I hope.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 10, 2009, 04:47:43 AM
Sorry to dissapoint you, but "x" was supposed to be an unknown quanitity. I really do not know the release date, but I can deduce it will be in January.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 10, 2009, 02:26:33 PM
Deductions can lead to the dark side... $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 10, 2009, 03:04:10 PM
Incorrect, according to Master Yoda.

"Fear is the path to the dark side. Fear leads to anger, anger leads to hate, hate... leads to suffering."

::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 10, 2009, 03:09:36 PM
Quote from: Tarkus on January 09, 2009, 08:46:35 PM
And as you all well know, I don't give out release dates--just annoyingly broad and nebulous words like "imminent". :D
:angrymore:

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 10, 2009, 08:40:50 PM
Quote from: A200 on January 10, 2009, 03:09:36 PM
:angrymore:



Now, really.  Have some patience.  It'll be done when it's done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on January 10, 2009, 10:01:02 PM
yeah. give me a break. this is what I hate is people who are stupid enough to rant like that. now stop talking about this and do something else. all of you guys should do something else instead of getting worked up on "when is it gonna get done" or some other crap. come on  >:(
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 10, 2009, 10:25:49 PM
Quote from: burgsabre87 on January 10, 2009, 08:40:50 PM
Now, really.  Have some patience.  It'll be done when it's done.
$%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 11, 2009, 02:57:46 AM
Quote from: Patricius Maximus on January 10, 2009, 03:04:10 PM
Incorrect, according to Master Yoda.

"Fear is the path to the dark side. Fear leads to anger, anger leads to hate, hate... leads to suffering."

::)

::) :D :D :D nice one XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 11, 2009, 03:13:19 AM
Quote from: Zack on January 10, 2009, 10:01:02 PM
yeah. give me a break. this is what I hate is people who are stupid enough to rant like that. now stop talking about this and do something else. all of you guys should do something else instead of getting worked up on "when is it gonna get done" or some other crap. come on  >:(

Oh really. What, you're not the least bit interested? And most people are doing other things. It's called multi-tasking, and some people make like 100 comments in like, 5 mintues.
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 11, 2009, 07:39:07 AM
Well, Haljackey must have made a mistake, because the RHW isn't out yet, and you can see the complete interchange in the GTR.  That is, unless today is RHW day? ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 11, 2009, 07:55:30 AM
Quote from: remanh on January 11, 2009, 07:39:07 AM
Well, Haljackey must have made a mistake, because the RHW isn't out yet, and you can see the complete interchange in the GTR.

Last time I checked, the GTR isn't the RHW thread.   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 11, 2009, 08:01:24 AM
Haljackey can showcase content in his possession in the GTR, since it is his CJ/MD. If you were a NAM tester, and had made an interchange with 3.0, wouldn't you like to show it in your MD?
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on January 11, 2009, 08:07:05 AM
Quote from: Patricius Maximus on January 11, 2009, 08:01:24 AM
Haljackey can showcase content in his possession in the GTR, since it is his CJ/MD. If you were a NAM tester, and had made an interchange with 3.0, wouldn't you like to show it in your MD?

that makes perfect sense to me
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 11, 2009, 08:07:45 AM
I can still hope, can't I?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 11, 2009, 12:00:31 PM
Folks,

I understand the excitement is bubbling over, but please, maintain some decorum. Positive encouragement is more than welcome, but arguing over things is certainly not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tag_one on January 11, 2009, 01:28:35 PM
Quote from: sim-al2 on January 11, 2009, 03:13:19 AM
Oh really. What, you're not the least bit interested? And most people are doing other things. It's called multi-tasking, and some people make like 100 comments in like, 5 mintues.

100 posts in 5 minutes, thats just sic. That's one post every 3 seconds  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on January 11, 2009, 01:44:11 PM
I've never posted here before, but I just wanted to say thanks to everyone involved in creating this...  I am really enjoying RHW 2.0 and looking forward to the release of 3.0, and I definitely appreciate all the work that you all have put into this...
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 11, 2009, 02:41:54 PM
Quote from: bthersh on January 11, 2009, 01:44:11 PM
I've never posted here before, but I just wanted to say thanks to everyone involved in creating this...  I am really enjoying RHW 2.0 and looking forward to the release of 3.0, and I definitely appreciate all the work that you all have put into this...

I second that. Great work done by Tarkus and all of the team. When this is released,  when it's ready, I'll be the first in line to play with this magnificent mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 11, 2009, 02:57:27 PM
What if it is no as good as we think it is going to be? ()what() ()what() ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 11, 2009, 03:03:53 PM
Well, its not like you paid for it. Then that would be something else. Again, to remind everyone what this package offers...
RHW-1/MIS ramp, El-MIS, RHW-2, RHW-4, El-RHW, RHW-6s, RHWc, RHW-8, RHW-10, diagonal options for wider networks, surprising new transition functionality to existing MAXIS networks, and highways & interchanges made by you and exclusively for you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 11, 2009, 03:11:12 PM
By the looks of it, its going to be a great release. But then again people, there are more things to do in the world other than to wait for RHW 3.0. Try drawing up plans, play an instrument, or build more suburbs. If you do other things and keep your mind off it for a while (check back every now and then), RHW 3 will look and feel better.
And my thanks to the people who spend their time making SC4 better for everyone. Good job  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 11, 2009, 03:49:54 PM
I know this has been talked about many times, but what RHW networks can be elevated?

Plus, great work Tarkus, et al.  Who knows if anything close to 3.0 would have existed without you?
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on January 11, 2009, 04:02:22 PM
I think the more thankful of Tarkus' work the faster the release..  :P

Anyways, Thanks Tarkus For All Of Your Amzing Work With The RHW v.3!!!

remanh - RHW-4 and MIS will be elevated.. Not too sure about RHW-3 though.

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 11, 2009, 04:51:21 PM
All right, let me take some time to get back to some comments here:

Quote from: bthersh on January 11, 2009, 01:44:11 PM
I've never posted here before, but I just wanted to say thanks to everyone involved in creating this...  I am really enjoying RHW 2.0 and looking forward to the release of 3.0, and I definitely appreciate all the work that you all have put into this...

Thank you very much!  Welcome to SC4D!

Quote from: genemc777 on January 11, 2009, 02:57:27 PM
What if it is no as good as we think it is going to be? ()what() ()what() ()what()

Trust me, it's going to be good.   ;)

Quote from: un1 on January 11, 2009, 04:02:22 PM

remanh - RHW-4 and MIS will be elevated.. Not too sure about RHW-3 though.

RHW-4 and MIS will be elevated in this release, along with proper transitions to ground level and a RHW-4 "A" styled ramp.  Other networks will come in future releases.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 11, 2009, 04:59:35 PM
I think I'll probably add my two cents to Remanh's question:

As a few people have already stated, MIS and RHW-4 will be available elevated in v3.0. I certainly hope that RHW-2 and wider RHWs will be elevated in future releases, but I don't have any influence over what's included in future releases.

Un1 mentioned RHW-3 - I'm certain that I've seen only a handful of screenshots of RHW-3, and none of them are recent, so it may be a while before RHW-3 is released (hence Haljackey's mention of other networks being in future releases). I think un1 may have been referring to the kind of RHW where there are three lanes in each direction - the types of RHW are numbered by the total number of lanes on both sides combined - so for a highway with three lanes on each side, that would be a RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on January 11, 2009, 05:13:34 PM
QuoteI think un1 may have been referring to the kind of RHW where there are three lanes in each direction - the types of RHW are numbered by the total number of lanes on both sides combined - so for a highway with three lanes on each side, that would be a RHW-6.

Yep, I did mean that.  :P

-un1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 11, 2009, 05:22:31 PM
There may also be people confusing RHW Version 3, the next release, and RHW-3, the network, which was last seen in August:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F1629%2Frhw080920082si2.jpg&hash=6cbfe90b9abe16c10c144133b95537898716cc3c)

Rather ironically, the RHW-3 is not in RHW Version 3 in any form.  The main issue that prevented its inclusion was an issue with the Starter Drag method I was using on it, which was interfering with RHW-6S/C functionality.  It will, however, make its way into a future release, which I'm sure those of us seeking to build "climbing lanes" on mountainous RHW-2s (me :D), and our Swedish userbase, looking to build those 2+1 "budget motorways", will appreciate.

The Elevated functionality will gradually increase as work progresses on future versions as well.  There's really an infinite number of directions I could take development on the next few versions.  That's kind of both the blessing and the curse of this project--it's so expansive that it encompasses so much and means many different things to many different people.  

It's likely I'll focus on one type of addition for each successive release--one might expand the Ramp Interface repertory, or Curves, or increase draggable diagonal functionality, etc.  No more year-long monolithic things like Version 3. ;)  There's also that . . . other project . . . I need to get back to (and in fact, may already have gotten back to ;)), too.  

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 11, 2009, 05:36:32 PM
Why is RHW3 on the top post then in the list of network capacities...?  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 11, 2009, 05:39:57 PM
Quote from: A200 on January 11, 2009, 05:36:32 PM
Why is RHW3 on the top post then in the list of network capacities...?  :satisfied:

Good question.  I had it up there since it will eventually be coming, but perhaps to cut down on any confusion/questions, I'll take it out for now. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 11, 2009, 05:46:41 PM
Thanks for the information, and the release plan sounds great. Here's to no more monolithic releases  &apls.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 11, 2009, 06:27:53 PM
The RHW looks great, can't say it enough. ;) Like the idea of smaller, more frequent releases that focus on one specific area.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 11, 2009, 06:54:26 PM
Quote from: Tarkus on January 11, 2009, 05:22:31 PM


The Elevated functionality will gradually increase as work progresses on future versions as well.  There's really an infinite number of directions I could take development on the next few versions.  That's kind of both the blessing and the curse of this project--it's so expansive that it encompasses so much and means many different things to many different people.  

It's likely I'll focus on one type of addition for each successive release--one might expand the Ramp Interface repertory, or Curves, or increase draggable diagonal functionality, etc.  No more year-long monolithic things like Version 3. ;)  There's also that . . . other project . . . I need to get back to (and in fact, may already have gotten back to ;)), too.  

-Alex (Tarkus)

Really the way this turns out is just great alex...
As you mentioned there is just so much content coming with the release of RHW 3.0...
So that pretty much speaks for itself I think..
But than as you said that in turn leaves a lot of areas sorta "open -ended"...
But than you can satisfy those of your chosing but doing the smaller releases that can follow..
each of these areas will be important in their own riight .
those looking for something more specific will simply have to wait their turns..
its really a great way I think to go about it..

thanks, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on January 12, 2009, 09:32:35 AM
too bad the RHW-3 is out, we actually have alot of similar roads in Belgium
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on January 12, 2009, 09:47:02 AM
is there gonna be any concrete style textures for the RHW??


i've seen in the US... even here in mexico... come main highways or toll roads have now concrete... instead of dark asphalt...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 12, 2009, 10:23:42 AM
The dark asphalt textures will be the only ones included with the RHW by default when it is released. There are no concrete textures in the works now.

However, a texture mod could be created for the concrete textures. It is possible, but no one is doing it now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on January 12, 2009, 12:23:06 PM
will the RHW be available for Mac on RHW day, or later?

great work by the way!  :thumbsup:

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 12, 2009, 12:24:44 PM
bob56: I would say it probably is, as all thats different is that the windows one has an installer, the mac one is just in a zip (or something)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 12, 2009, 12:28:12 PM
I would nearly definately say the the mac version will be out on the same day as the windows version
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 12, 2009, 03:34:51 PM
Yes, I can confirm the Mac Version will get released on the same day. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on January 12, 2009, 06:19:54 PM
so anyone else noticed that Alex's CML no longer says "imminent?" does this mean imminence is no longer imminent? or that it is more imminent than we realize?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on January 12, 2009, 06:37:18 PM
That probably means the calm before the storm...of downloads of RHW 3.0 that is.  ::)
Or, alternately, he's gotten tired of the word.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 12, 2009, 06:54:25 PM
Perhaps it is closer than imminent (according to the Tarkusian dictionary  ::))
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 12, 2009, 07:22:55 PM
Can't you all just imagine Alex reading this and laughing?  $%Grinno$%  I know he's having the time of his life playing these games with us.  I mean, we're noticing every little thing now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 12, 2009, 07:32:11 PM
LOL! It's a little like the Da Vinci Code, looking for clues where they don't exist.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on January 12, 2009, 07:46:17 PM
Hi, first time posting here but i've been following the thread for a while now. So i just wanted to give my thanks to Alex and everyone who has been
working on this because it;s really awesome and and completely changes the way we play the game.

and I really doubt that he's playing games with us (although reading the last few pages is funny to see how anxious people are over the release). He's just working hard making it as best as it can be (hopefully)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 12, 2009, 07:55:09 PM
Quote from: just_a_guy on January 12, 2009, 07:46:17 PM
Hi, first time posting here but i've been following the thread for a while now. So i just wanted to give my thanks to Alex and everyone who has been
working on this because it;s really awesome and and completely changes the way we play the game.

and I really doubt that he's playing games with us (although reading the last few pages is funny to see how anxious people are over the release). He's just working hard making it as best as it can be (hopefully)

Welcome to SC4D, just_a_guy and yes, you are correct in assuming that a lot of final touches are being put on RHW 3.0 and that no games are being played with anyone.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 13, 2009, 01:31:02 AM
it is rather funny to see how people want this badly  :D I'm not that much.. actually I'm waiting more for the NWM  :D I would give more use to that  ::)  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on January 13, 2009, 02:51:45 AM
Still nothing...  :'(
Where is my rope...  &dd
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 13, 2009, 07:30:59 AM
Quoteit is rather funny to see how people want this badly   I'm not that much.. actually I'm waiting more for the NWM   I would give more use to that

Well, I want it more badly than the NWM because my regions benefit more from freeways than from at-grade roads. Yours may be different.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 13, 2009, 08:18:53 AM
Instead of doing the old loop connection for RHW-8, I tried using an avenue in the middle, and dragged the sides to the end, oh and what do you know, we have travel.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 13, 2009, 11:46:06 AM
Quote from: Patricius Maximus on January 13, 2009, 07:30:59 AM
Well, I want it more badly than the NWM because my regions benefit more from freeways than from at-grade roads. Yours may be different.

It's all a matter of how we do our cities.. yours should be much bigger than mine :) I'm not saying that I don't want RHW, I do, but I don't use it much.. now the NWM that one I would use a lot :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: 05greene on January 13, 2009, 12:12:41 PM
Its hurting me to wait
PLEASE HURRY YUP
Title: Re: RHW (RealHighway) - Development and Support
Post by: thundercrack83 on January 13, 2009, 12:14:18 PM
OK, I'm going to lock this up.

When Alex has news, he'll be posting it. In the meantime, relax everyone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 14, 2009, 05:19:17 PM
Well, everyone, I have an announcement to make . . . at long last, the Highway Revolution is here!

RHW Version 3.0 has just been released, and is available on the SC4D LEX!

The official new feature list:

One little note regarding the Traffic Plugins, which bears reiterating: do not install the "Standard", "Better Pathfinding" or "Perfect Pathfinding" (also known Simulators C, D and E respectively) if you are using the RHW.  They are not compatible and will cause improper mod functionality.  Only Simulators A, B and Z are compatible.

Also, I'd like to thank everyone who assisted me in this development process:

Swamper77 for his fantastic work on the new Elevated RHW and MIS models!  Without his help, these features wouldn't have been possible.
smoncrie, for finally figuring out the secret to making RHW bridges possible, and for other technical advice.
ebina, for making the entire mod LHD-compatible and helping stabilize the MIS/OWR Roundabout intersections
Warrior, for helping fix some pathing and preview model issues
Andreas, for his tireless efforts handling the logistical end of the NAM and RHW.
ardecila, for contributing to the textural assets of the mod.
Tropod and jplumbley, for helping answer a number of tough technical questions, particularly on the neighbor connection end of things. 
BigSlark, burgsabre87, caspervg, Haljackey, j-dub, mrtnrln and plunderer from the NAM Associates, for their tireless work testing the mod and making sure it was as bugfree as it possibly can be.

And to the rest of the NAM Team and Associates, SC4D, and the entire community for all the support!

-Alex

PS:  And the thread is now officially unlocked. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 14, 2009, 05:26:39 PM
Wow thanks  :D

By the way, what was the surprise? The dummy paths for the RHW curves? Or is there no surprise, just it's release? Haha  &apls

Thanks x 1,000,000,000,000,000,000,000,000,000

Work has begun on my new region's motorway system. (and now that I have it converted to LHD it's even better :D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 14, 2009, 05:33:00 PM
I think the diagonal RHW-8 puzzle pieces may have been the surprise?

Thank you Tarkus! I absoutely must try this tomorrow (I won't have a chance tonight... &mmm)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on January 14, 2009, 05:33:58 PM
I KNEW A NEW NAM WOULD BE RELEASED.

Hooray! Thankyou Tarkus et al. who put in so much time and effort into testing and making sure this release was as smooth as possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 14, 2009, 05:40:54 PM
Quote from: nerdly_dood on January 14, 2009, 05:33:00 PM
I think the diagonal RHW-8 puzzle pieces may have been the surprise?

Indeed, that is one of the two surprises.  It was the main one that I was thinking of when I listed that in the proposed feature list that used to be in the FAQ.  The other one was something deathtopumpkins requested . . . intersection pieces to allow the Elevated MIS to intersect with the NAM Elevated Road and OWR puzzle pieces. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 14, 2009, 05:43:12 PM
Now THAT is a lot more helpful to me! I will be much more likely to use elevated road/OWR-MIS intersections than diagonal RHW-8... (I'll likely use diagonal RHW-6, but not often)... Still, any additional functionality is worth it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: projectadam on January 14, 2009, 05:45:07 PM
What a great time to play SC4. Unfortunately, I think my region is about 100 years away from being able to utilize the new features but boy will it be great when it does!!! Thanks team for working on this for nothing more than the sense of accomplishment and admiration from us gamers &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mitch on January 14, 2009, 05:49:22 PM
....hmmmmmm.....might have to take a vacation day tomorrow :D...so much to do.
Great work and thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 14, 2009, 05:50:46 PM
Excellent news, guys!!! Can't wait to give it a whirl.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on January 14, 2009, 05:50:58 PM
I experienced a crash when trying to make a curve with the new RHW.  I was tabbing through the curve menu and when I got to the first 8 lane curve piece the game shut itself down.

Letting you know "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on January 14, 2009, 05:51:09 PM
Quote
NEW! RHW Version 3.0 released on January 14, 2009.  Work on the next version has already begun.

When will the next one be released?



I kid. Looking forward to playing around with 3.0 and those surprise puzzle pieces are going to come in handy.

Thanks for all the hard work and having to put up with our impatience
:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 14, 2009, 06:07:01 PM
ha! So my guess was right! :D

Loving it already... Downloaded immediately and am playing right now :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: un1 on January 14, 2009, 06:15:05 PM
WHOO!  &hlp

I am sooo happy! Just too bad I don't play SC4 much anymore.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on January 14, 2009, 06:54:53 PM
Oh my God, OH MY GOD, it's here!!!! &apls %BUd%
I'm going to use it straight away! Perfect timing too. Thank you very much, you just made my day.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 14, 2009, 06:56:27 PM
Tarkus, thank YOU for all of the time and effort you put into this amazing project, and maybe now that it's released you won't have to listen to our nagging and whining anymore.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on January 14, 2009, 07:04:29 PM
Great job Alex! I'm grabbing it now and , again thank you for all your hard work!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 14, 2009, 07:04:45 PM
YYYYYYYYYYYYYEEEEEEEEEEESSSSSS! It's here. I'll download it tomorrow morning (have to go to bed soon to get 7 hours of sleep tonight).

Thanks, Tarkus. Thank you very much. I hope RHW 3.1 will be as big an improvement.

I'll also have to do a series of special updates in my showcase... so much to do.

One request: could someone modify the image in my sig to say "the highway revolution is here" or "Version 3.1". It's a little dated now.

Well, good night.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 14, 2009, 07:09:15 PM
Quote from: Patricius Maximus on January 14, 2009, 07:04:45 PM
One request: could someone modify the image in my sig to say "the highway revolution is here" or "Version 3.1". It's a little dated now.

Well, new sigs for all who want them. ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F2640%2Frhw30sigbyf0.jpg&hash=970df2567624d46ded0097d7a7d41f3ec91976c4)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on January 14, 2009, 07:27:20 PM
Quote from: swat-medic on January 14, 2009, 05:50:58 PM
I experienced a crash when trying to make a curve with the new RHW.  I was tabbing through the curve menu and when I got to the first 8 lane curve piece the game shut itself down.

Letting you know "$Deal"$

I can confirm this. I've removed all traces of the previous RHW and I still crashed. I crashed when placing the RHW 8 curve, not when tabbing. I also noticed a red arrow after that piece in the tab cycle.

Perhaps I did something wrong? I've read the readme. :\
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 14, 2009, 07:35:08 PM
RHW Day is here!

I can't wait to try this out, and now I don't have to.  I've followed this for a long time, and my patience has paid off, as I knew it would.

Let's hear it for Alex, and all who were involved in the creation and testing.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 14, 2009, 07:39:24 PM
Quote from: swat-medic on January 14, 2009, 05:50:58 PM
I experienced a crash when trying to make a curve with the new RHW.  I was tabbing through the curve menu and when I got to the first 8 lane curve piece the game shut itself down.

Letting you know "$Deal"$

We're working on that right now.  Apparently it was caused by some last-minute copy and pasting of the NAM controller file, causing an error. 

We will let you know when a proper fix is made for this issue.  In the meantime, enjoy everything else RHW 3.0 has to offer!   ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on January 14, 2009, 07:48:32 PM
Looking great!  Thanks tarkus for the PM, good luck by the way.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 14, 2009, 07:50:44 PM
Thanks, swat

blackedemon, as I mentioned to swat-medic via PM, I can confirm the issue here on my end, too.  As Haljackey mentioned, there was a line of RUL code that was accidentally deleted in the copy-paste process.  I already have a fix ready, but the file that needs to be updated is not in the RHW download, but rather, in the NAM Core.  

In the meanwhile, as Haljackey suggests, enjoy the other features for the time-being, until we are able to implement the fix.  Thanks! :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on January 14, 2009, 07:55:57 PM
Quote from: Tarkus on January 14, 2009, 07:50:44 PM
Thanks, swat

blackedemon, as I mentioned to swat-medic via PM, I can confirm the issue here on my end, too.  As Haljackey mentioned, there was a line of RUL code that was accidentally deleted in the copy-paste process.  I already have a fix ready, but the file that needs to be updated is not in the RHW download, but rather, in the NAM Core.  

In the meanwhile, as Haljackey suggests, enjoy the other features for the time-being, until we are able to implement the fix.  Thanks! :thumbsup:

-Alex (Tarkus)

Awesome. Thankyou for your hard work and the swift response. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on January 14, 2009, 08:46:15 PM
Hey Alex what a wonderful gift you can give today on the day of Sim Cities 6th birthday!!!! Thank you soo very much for you hard work sir!!! To all the Beta testers and everyone else on the NAM team and also all the other folks that chiped in thank you as well!!! You all are a great asset to the community!!!

Now I wish I could download the newest stuff but go figure my lluck I am not at home nor will I be able to get it for a few days siiiiiiiiiigh.....

Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 15, 2009, 12:03:27 AM
I have updated both the NAM download, and the NAM Essentials with a bugfix for the CTD issue. If you already downloaded the NAM, please re-download the NAM Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) and update the NAM Controller - no further action needed. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 15, 2009, 01:06:37 AM
A future addition to the RHW could be predesigned ploppable interchanges- where the NAM team makes interchanges in SC4 and then makes it into a TE lot for plopping  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 15, 2009, 02:43:10 AM
Quote from: A200 on January 15, 2009, 01:06:37 AM
A future addition to the RHW could be predesigned ploppable interchanges- where the NAM team makes interchanges in SC4 and then makes it into a TE lot for plopping  $%Grinno$%

I hope you meant "puzzle piece" instead of "TE lot". Within a TE lot, the Traffic Query would show a mess of arrows from the traffic shortcutting across the lot in all directions. Puzzle pieces constrain the traffic to preset paths with much less clutter in the Traffic Query view. Besides, TE lots are not as tolerant of slopes as puzzle pieces are. TE lots tend to level themselves to the average of all the high and low points within the lot boundaries.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 15, 2009, 03:02:05 AM
Thanks for the fix, and the sig image.

I am pleased to say that today is RHW Day + 1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 15, 2009, 03:04:11 AM
For me, RHW was released today, about 13 hours ago  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 15, 2009, 06:48:10 AM
I have been able to try out some of the new RHW features. One of its advantages is its flexibility, so that even if there are not pieces that do exactly what you would like, there can often be a way of doing your own workaround. So if I wanted to merge a RHW4 with a RHW6 to form a RHW10 for a stretch (believe me such junctions do exist in real life), there is no RHW10 merger piece which would do it exactly. But using a combination of an RHW4/MIS splitter, a transition from RHW6 to RHW8 + a MIS onramp, then a transition from RHW8 to RHW10 + plus an onramp from the other split MIS you can end up by merging the RHW4 and RHW6 to form a RHW10. It isn't elegant, but I got to the end result.

Plenty more to explore. It is a real construction kit! Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 15, 2009, 07:16:27 AM
The RHW v 3.0 is great, undoubtedly.  I have noticed something that seems to be missing, though.  It seems like the RHW-8 curves TAB Ring is missing some rotations, particularly the left turns for the "RHW-8 Orthogonal-Diagonal Transition 2 (2x4)".  Is this normal, or is it a coding issue?  Either way, I'm not complaining, considering that v. 3.0 has made my January.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on January 15, 2009, 08:16:34 AM
I've looked today again on the RHW Thread, I've scrolled down, and I've seen the RHW version 3.0 in the downloads list. I thought one thing: "YES!!!!!!!!!!" I downloaded it immediately. It's great! :thumbsup:

I'm going to replace nearly all of my Maxis Highways by a RHW in my region. To discover how making RHWs works in version 3.0 I've replaced this...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Fmaxisland_a1_afslag7_oud.png&hash=adc066e368f5787e0cc75786fb6a43a145c976a0)

by this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Fmaxisland_a1_afslag7.png&hash=33ce984fcb190672e1b2542193bdfd82fc44d0a5)

It looks more realistic. Again, it's a great mod!
Thank you, all the people of the RHW Mod version 3.0, for making this very, very great mod! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 15, 2009, 08:51:58 AM
Ugh. I just hate the way I can't play until i get a new mouse. I can't believe the day is finally here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 15, 2009, 10:08:21 AM
A new generation of interchanges and highway construction is now open for public. And we did see, even before the release, we are loving it  :thumbsup:

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on January 15, 2009, 10:36:36 AM
THANK YOU SO MUCH!!!!!!!!

(I'm so happy that school is cancelled today...its -50F). which means all day to try it out!!

Thanks for all the hard work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 12:18:09 PM
Thank you Tarkus! You are awsome! The new NAM pieces look great too :thumbsup: &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on January 15, 2009, 12:41:14 PM
RHW version 3.0 is really great! Wonderful work on it! Thanks! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 15, 2009, 12:55:39 PM
RHW 3.0 is more than awesome, it's... amazing! &apls It's truly amazing everything the new RHW has to offer! Also like the new menu buttons, much easier to sort through all thos puzzle pieces.

Great work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 01:39:36 PM
Hey, for some reason when i try to drag a bridge it says "Cannot Build On This Terrain Type"
Can anyone help?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 15, 2009, 01:46:13 PM
Do you have a picture? The RHW is a little bit tight when it comes to building on hilly land. You can't build one bridge right next to another, and at the moment you are only limited to single tile lined bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bluemoose on January 15, 2009, 01:53:15 PM
I'm sure its simply wonderful, but all i got was a new texture! ()sad()
I didn't get any new puzzle or starter pieces.
I ahve simulator A on.
i tried reinstalling NAM, reinstalling RHW 3.0, and i still have the same old, but w? more buttons on the menu.
Can somebody PLEASE help me ()sad() ()sad() ()what() :'( :'( :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 01:57:35 PM
Well, bluemoose, did you get the new NAM stuff?
Also, here's my bridge problem:
RHW-2 Attempt 1
http://img223.imageshack.us/img223/2720/outpostrhw2bridgea1qv8.jpg (http://img223.imageshack.us/img223/2720/outpostrhw2bridgea1qv8.jpg)
RHW-2 Attempt 2
http://img223.imageshack.us/img223/7687/outpostrhw2bridgekh7.jpg (http://img223.imageshack.us/img223/7687/outpostrhw2bridgekh7.jpg)
RHW-4
http://img223.imageshack.us/img223/3592/outpostrhw4bridgesk2.jpg (http://img223.imageshack.us/img223/3592/outpostrhw4bridgesk2.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 15, 2009, 02:04:23 PM
Hey Alex, how's that fix coming along? My game apparently crashes when I tab through the RHW-8 diagonal pieces...  :'( And no TE'd lots anywhere nearby!  :P

Other than that, It's working wonderfully and I love it! :D

Oh, one more thing: The Rail-over-RHW-6 and -8 models are offset from the preview of the piece when plopping... thus they're rather difficult to line up...
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 02:07:26 PM
Congrats on the new RHW 3.0! I just want to make sure that the link above that leads to v2.0 beta is correct, no matter what the installer says. I do have some issues though,

When I go to place any piece other than the 4 starter, I get blank tiles and a warning that says "# # Intersection placement string missing # #" When I place the pieces without a desrciption other than one above, some place, and others do not, below is a pic of what I am talking about.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi175.photobucket.com%2Falbums%2Fw130%2FBradySeitz%2FSimCity4%2520Pictures%2FRHWIssues.jpg&hash=f473ef2d2d42cf04ac1f8aef08ac62fc7c666b75)

I even removed everything from my plugins with the exception of the terrain mod I am using. I removed everything from the NAM folder in my plugins and the additional accessories I could find. I do not, however, have the cleanitol file from NAM April 2008 anymore. Since I removed everything from my plugins, as well as doing the installation in this order NAM Core -> NAM Essentials -> RHW 3.0 (which is called v2.0 Beta in the installer). I wonder if there is something else I am missing.

I will continue to work on this issues and hope to resolve it on my own. Any help will be greatly appreciated.

Brady
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 15, 2009, 02:08:41 PM
Quote from: Blue Lightning on January 15, 2009, 01:39:36 PM
Hey, for some reason when i try to drag a bridge it says "Cannot Build On This Terrain Type"
Can anyone help?

Hey Blue Lightening .. did you get the hang of the rhw bridges ok.. ??

I saw your message and just tried one,, Ya it may be slightly more tricky than some of
the other bridges in the game.. it took me a bit also.. But i was patient and just made sure both
approaches were flat with no much slope and tried to make both ends the same elevation..
and I was able to get it just fine..

ok i just saw your pics.. but i forgot to ask you when you installed the nam did you update the bridge controller
file ??


Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2009, 02:15:50 PM
Thanks for all the kind words, everyone!  I'm glad you're all enjoying the new release. :)

To answer a few questions:

metarvo, it sounds like you may be dealing with the old bug that swat-medic first reported.  The issue has since been fixed--you can just download the NAM Essentials package (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) (rather than redownloading the whole NAM) and it will update your controller file--that should solve your problem, from the sounds of things.

Bluemoose, if you're only getting new textures but no new icons or other functionality, you have a conflicting RUL-bound Plugin sitting in your Plugins folder, likely an outdated version of the NAM, a pre-June 2007 version of the RHW, or some sort of other obsolete transit mod.  Try emptying your Plugins of everything except your new NAM and RHW folders.  It should work.  To help find the problem Plugin, you can use Cleanitol from the LEX.  See the NAM FAQ (http://sc4devotion.com/forums/index.php?topic=5094.0) for more information.

deathtopumpkins, see my advise to metarvo above.  We have released the fix, and you can get it in the NAM Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=850) download.  The main NAM download has been fixed as of this morning as well.  (Thanks to Andreas for uploading it and rebuilding the installers!)

BradySeitz, it looks like you've definitely installed Version 2.0, but have the January 2009 NAM.  Redownload the RHW file at the link in the FAQ, and you should get Version 3.0.  The Installer will say "Version 3.0" on it.

To anyone wondering about the bridges:  The RHW-4 bridges work just like the One-Way Road bridges, in that you need to drag them in the direction of traffic.  So, in order to have two RHW-4 bridges, one in each direction, you'll need to drag one from one side of the water, and the other from the opposite side.  The yellow lines in the "preview" that should appear are your friend. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 02:23:12 PM
Tarkus,

I clicked the link at the top of the page and downloaded the RHW there (for the 6th time) and it has all the information about the 3.0, but after extracting the zip file, it still says 2.0 on it. I must be going to the wrong place or something. I am thoroughly confused right now ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 15, 2009, 02:30:23 PM
Quote from: BradySeitz on January 15, 2009, 02:23:12 PM
Tarkus,

I clicked the link at the top of the page and downloaded the RHW there (for the 6th time) and it has all the information about the 3.0, but after extracting the zip file, it still says 2.0 on it. I must be going to the wrong place or something. I am thoroughly confused right now ()what()

The zip file on the LEX will always that filename. It is how the server handles filenames and updates to them. Despite the updates, the file will always have the name of the zip that was first uploaded. So look at the update date in the download window to be sure you are getting the latest copy.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 02:32:03 PM
Well, I've updated the bridge controller file and I still can't draw a bridge, even in the most favorable situations. I see the bridge files in the Reader when I analyzed the file, though. :'( :'(
Thanks for the help so far, though.
Instead of showing "To build a Bridge...", it shows the message "Cannot build network on this terrain"
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 02:41:47 PM
Quote from: Swamper77 on January 15, 2009, 02:30:23 PM
The zip file on the LEX will always that filename. It is how the server handles filenames and updates to them. Despite the updates, the file will always have the name of the zip that was first uploaded. So look at the update date in the download window to be sure you are getting the latest copy.

-Swamper


I understand that part. I get to the page here http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853
I see the update as 2009-1-14. I click the download link. The file downloads instantly, which I think is too quick (even though I have DSL)
I extract the zip file and double click the installer.
It says v2.0 in the installer still. Even the readme file is 2.0. I do not understand why I am still getting the 2.0 when the download page itself has been updated yesterday.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2009, 02:49:20 PM
Blue Lightning, it looks to me like you have an outdated, conflicting Bridge Controller file, either from a previous NAM release or one of Fukuda's old standalone bridge releases in your Plugins, that is loading after the January 2009 NAM Bridge Controller.  Once you've located and removed it, it should work fine.  If needed, you can put your Bridge Controller file from the NAM into a zzz- folder.

Brady, I know you had re-downloaded the April 2008 NAM yesterday as well . . . did you by chance also re-download the old RHW Version 2.0 then, too?  If so, you might be attempting to install the file you downloaded yesterday.  I double-checked the link on the Version 3.0 upload, and I am getting the Version 3.0 installer on my end.  The installer should look like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F7237%2Frhw30installerintroxc3.jpg&hash=d08b368c6caa5c23c175b0177d48c98167d182ee)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 02:51:44 PM
I did re-download the RHW yesterday.I uninstalled it late last night. I might to do a restart again to see if it works. My installer wasn't looking like that, even to the one I downloaded ten minutes ago. I will do a restart now and see what happens. Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 03:00:33 PM
THANK YOU TARKUS (again). For my thanks, is it ok if I make puzzle piece models for you? This way I can help you make more puzzle pieces, and I'm not that bad of a modeler.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 03:06:04 PM
Well, looks like I won't be getting the 3.0 RHW cause of this ---Download Quota for this lot has been exceeded ... from the downloads page. I was having issues to get certain things working. Now I guess I can't download. Grrr.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 15, 2009, 03:09:47 PM
Quote from: BradySeitz on January 15, 2009, 03:06:04 PM
Well, looks like I won't be getting the 3.0 RHW cause of this ---Download Quota for this lot has been exceeded ... from the downloads page. I was having issues to get certain things working. Now I guess I can't download. Grrr.

My advice is to wait 5 minutes and try again - it worked for me.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2009, 03:13:50 PM
Quote from: BradySeitz on January 15, 2009, 03:06:04 PM
Well, looks like I won't be getting the 3.0 RHW cause of this ---Download Quota for this lot has been exceeded ... from the downloads page. I was having issues to get certain things working. Now I guess I can't download. Grrr.

Next time you do download it, I'd recommend that you put the .zip file you download in a different location than usual.  You could also download the Mac version, too. ;)  It's basically the same thing but with the files loose in a .zip instead of an installer.  The link's in the FAQ as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 15, 2009, 03:20:11 PM
Blue Lightning, It looks to me like the ground on one side of the water is too steep.  Try reducing the slope a bit.  If it still does not work try dragging it across in the opposite direction.  If it works you can bulldoze it and build it in the correct direction.  If nothing works, try dragging a non-RHW bridge and see if you can get the bridge preview.

The level of the ground does not have to be the same on both sides, but it can help if you are having trouble.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 15, 2009, 03:21:35 PM
Oh, Alex figured it out. It wasn't too teep, it was a conflicting bridge file
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 15, 2009, 03:23:43 PM
For those who still seem to get an outdated download, please clear your browser cache before attempting to download the file again. Otherwise, the browser might simply pick the file from the internal cache on your HD, rather than downloading the new version. The LEX has a certain download quota per day in order to prevent cheating (boosting download figures), so if you encounter that, try it again tomorrow. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: BradySeitz on January 15, 2009, 03:29:20 PM
Thanks Alex (Tarkus)

It works now. Good, I have no need to scream any more lol

Brady
Title: Re: RHW (RealHighway) - Development and Support
Post by: rusummer1 on January 15, 2009, 03:33:16 PM
The RHW 3.0 is AWESOME! Thanks alot!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 15, 2009, 05:41:07 PM
Well, I've now made my first interchanges with 3.0. Check them out here (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=98030&STARTPAGE=9).

My favorite networks so far are the RHW-8 and -6C.

I have recently recieved a PM from Tarkus saying that my estimate of 5 days for a stress test was right on the money. Good intuition, I imagine.

Once again, thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on January 15, 2009, 06:17:00 PM
Hi Alex, [et. al.],

Thanks again for putting together the RHW.  It is just wonderful.

I did have a couple of questions.  I suspect that the answer is that these things will be coming in future releases, but it is still worth asking in case I'm just missing something.  I have attached a picture of one of my questions.  I tried to put one half of an RHW 4 under a diagonal EFHW and got an RHW 2 instead.  Is there a puzzle piece available to counter that?

The other question is that I tried putting one half of an ERHW 4 over a diagonal GFHW and it would not allow me to do that.  I didn't notice a puzzle piece to cross over it.  Am I just missing it?  If not, no biggie.

I do remember reading something about Orth ERHWs not yet crossing over Diagonal GRHWs, so that makes sense.  "Rome wasn't built in a day."

Again, I am so impressed with all of the work that Alex and company has done and I'm going to have a lot of fun exploring the possibilites.  Thank you so very much.  SimCity 4 is finally reaching its potential.

Riponite



Title: Re: RHW (RealHighway) - Development and Support
Post by: hard40 on January 15, 2009, 06:18:44 PM
Sorry for a Newbie question, but I are one!   :P

I don't recall which Maxis Simulator I selected when I installed the April '08 NAM.  I updated to the Jan '09 NAM tonight.  If I need to change to A, B or Z, how do I do that?  Do I delete my NAM file completely and re-install it?  

Thanks.  I'm not very knowledgable on this stuff.  But everyone here on SC4D is awesome, and I am slowly learning more with every visit here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2009, 06:29:59 PM
riponite, thanks for the kind words!  To answer your question, there aren't any overrides in place to allow Ground RHW-4s (or anything other than an RHW-2) to cross under EFHW . . . yet.  It is planned for a near-future release, though (more than likely the next).

hard40: Welcome to SC4D!  To answer your question, the Simulator selection process is done in the NAM Installer, on the screen with all the check boxes--if you don't select a Simulator, it will by default install Simulator C ("Standard"). 

You can uninstall/reinstall, but if you don't want to have to do that, you can also just download the Mac version.  The Mac version of the NAM basically has all the files loose in a .zip--you can go into the "Traffic Plugins" folder and simply move the one you want into your Plugins\Network Addon Mod\Plugins folder, making sure you remove the old one. 

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 15, 2009, 06:40:44 PM
Unfortunately, I'm still reporting the same problem as before.  I downloaded and installed the new NAM Eseentials, and the same thing happened.  The left turns (right turns from the driver's point of view) from ortho interior RHW-8 to diag interior RHW-8 still seem to be missing (SE to S, etc.).  Only the right "inside" turns (N to NE, etc.) are present for the RHW-8.  The exterior turns are fine, but there seem to be some interior turn pieces missing, even after I followed the instructions.  Other than that, the RHW 3.0 is great. 

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 15, 2009, 07:09:34 PM
Odd. I have no problems at all wth the RHW-8.
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on January 15, 2009, 07:36:58 PM
Whoa. It's been a while, but this is monumental news! &apls Congrats on a job well done, guys! Unfortunately, I think I left my Deluxe CD when I moved out of the college dorms. :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 16, 2009, 05:26:52 AM
hey Alex,

i'm getting 2 starter pieces for EMIS and MIS on the rotation ring.....this normal?

edit: yup, it is.....just need to pay attention to the details.  :thumbsup:

thanks!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on January 16, 2009, 05:56:27 AM
i'm going to agree with metarvo, there appears to be a piece missing because i can't make a curve either and i have also downloaded nam essentials. other than that great job alex!!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 16, 2009, 06:10:41 AM
They say that a picture is worth a thousand words, so I'm going to show a pic of all of the different rotations included for each RHW-8 curve, at least for me.

#1
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F4283%2Frhw3missingbw6.jpg&hash=45eaca024195769efab0434ad38aed4eea9aeb21)

I uninstalled every trace of the NAM and RHW out of my Plugins folder, re-downloaded and re-installed the new NAM, RHW 3.0, and the new NAM Essentials, and I still got the exact result that I have been getting.  Consequently, I haven't seen any pictures of the missing rotations yet.  If someone were to show a picture of the missing RHW-8 ortho-diag 2 rotations in use, it would help to confirm that the problem is on my end.  I apologize in advance, Alex, if I sound like I'm whining about this.  After all, RHW 3.0 is absolutely wonderful.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 16, 2009, 07:49:01 AM
These elevated RHW are really starting to piss me off! :angrymore: I cannot figure out how to make them transition from elevated to on the ground. can anyone help me please??? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 16, 2009, 07:53:25 AM
genemc777: Go through the tab cycle in the Transitions button. Transitions between elevated and ground are there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 16, 2009, 08:00:53 AM
Quote from: Patricius Maximus on January 16, 2009, 07:53:25 AM
genemc777: Go through the tab cycle in the Transitions button. Transitions between elevated and ground are there.

;D Thanks Patricius Maximus :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 16, 2009, 08:20:54 AM
Glad I could help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 16, 2009, 08:22:21 AM
I'm having trouble producing an RHW-6 90 degree curve.  Is there a puzzle piece missing (a one tile filler)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on January 16, 2009, 08:28:01 AM
Follow this helpful guide How To Make Smooth RHW Curves (90 Degree) by Haljackey (http://sc4devotion.com/forums/index.php?topic=5548.0)
Maybe this will help you.
Robin  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on January 16, 2009, 08:44:49 AM
Tarkus, the new RHW is so awesome! This was definitely worth the wait.  :thumbsup:

Unfortunately I have the same problem as metarvo, there are two RHW-8 to diagonal transition pieces missing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 16, 2009, 09:48:26 AM
All right, let me see if I can help solve this curve problem some people are experiencing.

The RHW-6S and RHW-8 curve puzzle pieces were designed to help you make curves along your highway.  Like in the last release, all curves for the RHW are 45 degrees, as a 90 degree curve would be considered too sharp a turn.

I see Robin (Rooker1) linked my tutorial about making smooth 90 degree curves with the RHW-4 curve pieces.  This is a workaround, and something that has not yet been discovered for these wider turns.  Perhaps future releases will contain what you are asking for.

In the meantime, let me post a couple pictures showing you what the new curve pieces were designed for.

This is what the curve pieces were made to do, curve along the roadway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi540.photobucket.com%2Falbums%2Fgg343%2FJackeyHal%2FTerraInternationalAirport-Feb190112.jpg&hash=f8ad2c9fc66d75237403d65006044ec96cf49a22)

In this picture, you see a 90 degree curve, or at least an attempt at it. 
-The inner curve was made by dragging the RHW-6S into a curve.
-The outer curve was an attempt using the RHW-6S curve pieces.  They are meant to curve 45 degrees, not 90 degrees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi540.photobucket.com%2Falbums%2Fgg343%2FJackeyHal%2FTerraInternationalAirport-Dec600123.jpg&hash=27064d51a0b90b68fbe1cd8948645024bc91be05)
(Note: drawing a RHW-6S curve is challenging and takes a lot of trial and error.)

I'll say it again.  These puzzle pieces are here to help you make curves.  You can manually draw curves with the RHW-2, RHW-4 and RHW-6S in RHW 3.0, with curve puzzle pieces designed to help make RHW-6S and RHW-8 curves.

Anyways, I hope this clears some stuff up.  I'm sure Alex (Tarkus) will clairify the next time he logs in.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on January 16, 2009, 10:29:04 AM
I'd like to give a big thank you to Tarkus and the rest of the NAM team for this release! My favorite addition is to draggable MIS functionality.  It truly does open up a lot of possibilities for this game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: elliey-sama on January 16, 2009, 11:29:14 AM
Is there any tutorials where they show how to build an overpass over a road you know the ones where they show a nice terra form slope where the onramps go nice and smooth down? its kind of hard for me to do those even with the new hole digging lots because they have so many heights i just want to know which is the perfect height to start off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on January 16, 2009, 12:42:01 PM
--> elliey-sama

Do you mean something like this ?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FSim%2520City%2520Interchanges%2FRaised-Dogbone.jpg&hash=e43085c72e1d794614ac0e3c62c5e6ffcffb9fc4)

If you do, then I haven´t seen a tutorial but I could try to make one if anyone would be interested in one.
This one was made with "old" RHW 2.0

Ps, the on slope pieces work best at a height/depth of 15m
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 16, 2009, 01:49:41 PM
In the future, Maybe the RHW-variable width S-Curve diagonal pieces will be turned into full 90 degree curve pieces, but don't even think about using the 1x3 tiles to do just that yet. A real diagonal piece 2x2 would need to be made by putting the diagonals on corners not straight lines to intend a 90 degree bend. However if you are willing to take on the tough job, OWR diagonal stubs can be used to close the missing gaps when making a 90 degree RHW-6 bend. Thats what I did. Without the area highlighted, you may not have noticed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F956%2F1422423033.JPG&hash=3fc8b693e909958ab75e699d98e38de1bc449bc7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on January 16, 2009, 01:51:11 PM
love the new RHW... does anyone know of any ploppable lights to place next to highways/MIS that are smaller than the ones below? Most districts have lights on surrounding roads.

Thanks in advance!!

Thanks, J-dub!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 16, 2009, 02:02:13 PM
Yeah. Interstate80 made some new ploppable lights. Look that name up. They will take up alot of space in the parks menu though. Even though I-80 did previous exemplars, the next mod contains alot of wood pole ploppable lights as well. Why? Because not all ramps out in the open have lights on them, so no T21 lights on the RHW angled ramps. I have a smaller version of that high mast light when I take these pictures. Don't think anyone noticed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on January 16, 2009, 02:06:12 PM
Haljackey, how did you do this in your first picture.

I can not close those gaps because there are no such puzzle pieces:

Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 16, 2009, 03:14:42 PM
RickD, that's precisely the problem I'm having.  Evidently, the RHW-8 curves are either missing or coded incorrectly.  I know something's wrong, because there are eight rotations present for the RHW-8 ortho-diag transition 1, but only four present for the RHW-8 ortho-diag transition 2.  Haljackey built that using the curves that actually exist, but there seems to be no way to close the gap that you are reporting, unless you downgrade the affected lanes to RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on January 16, 2009, 03:26:49 PM
Hal how the heck do you do a curve in RHW 8? Some of us cant figure it out including me :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2009, 03:55:43 PM
I've looked into the RHW-8 Orth-Diag Transition 2 piece problem, and actually had the same issue myself last night.  Simple typo in the mirroring command.  I'll keep you all posted as to what we're going to do on this end, and my apologies for any inconvenience.  You should, however, still be able to use that piece in certain setups, like that one which Haljackey showed of an RHW-8 S-Curve.

For anyone wondering about the draggable RHW-6S Diagonal Functionality, it is actually disabled at present, due to the number of quirks still present in the code. 

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on January 16, 2009, 04:00:16 PM
Great job on the RHW v3.0 and the new NAM!!! This is like a new game!  

I just have a question about the neighbor connections for RHW 6S and 8  (and probably 10 too I just haven't tried that).  I have done exactly what it says in the read me and mine looks just like the picture, however my sims are not traveling to the neighbor city where all the Industry jobs are.  Could someone provide the steps to do this?

What I did was build the RHW (tried with 6S and 8  ) and then dragged the RHW 2 perpendicular over the wide RHW to look exactly like the picture in the read me.  I really appreciate your help and GREAT WORK!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 16, 2009, 04:27:17 PM
I used avenues on the border lines for RHW8. Thats one way I got the connection to work. However, in the case of RHW-6, Even though the instructions show it not crossing the median, I have had higher probability getting neighbor connection to work by fully dragging it across the median at the border, and then cars will take it out. It does seem like you have to run the game in play for some time for the neighboring connection to establish. Next point, which is a simulator thing, it seems like when another job is available, cars don't want to drive to industry anymore, if something better is around. Thats what I noticed, could be because they don't like the freight trucks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on January 16, 2009, 05:45:43 PM
Thanks for your fast response j-dub.  For the RHW 8 I have tried using the avenue and I also tried with the Maxis ground HW and no luck.  I put civic, commercial and industry jobs.  As soon as I build a regular road, the sims start commuting to the neighbor city.  Is there an order in which to do this?  Or any tricks?

I build one city with everything (jobs and sims) to get it going and build the connections described above.  Then I finish the connection in the next city and build residential and no road zots show up.  Then when I build the road to the neighbor, the houses go up and sims commute.  I'm puzzled! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on January 16, 2009, 05:52:01 PM
Quote from: elliey-sama on January 16, 2009, 11:29:14 AM
Is there any tutorials where they show how to build an overpass over a road you know the ones where they show a nice terra form slope where the onramps go nice and smooth down? its kind of hard for me to do those even with the new hole digging lots because they have so many heights i just want to know which is the perfect height to start off.

Try using the 15m hole diggers if you want a flat overpass or the 14m diggers if you want the overpass to have a slight incline towards the middle at each end
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on January 16, 2009, 08:00:24 PM
I have just downloaded the RHW 3.0, it was great! :thumbsup: &apls However, I did encounter some problems.

There seems to have an error at the RHW 4-Avenue connector.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg104.imageshack.us%2Fimg104%2F3126%2Fcentraloct1120123216130sq2.th.jpg&hash=204a59914eb12e167a1cb3317b2e68f58a355833) (http://img104.imageshack.us/my.php?image=centraloct1120123216130sq2.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg104.imageshack.us%2Fimg104%2F8733%2Fcentralsep1219123216037gw9.th.jpg&hash=3971e2a4fd30296ad54f703c4aa6bf874f6d45f3) (http://img104.imageshack.us/my.php?image=centralsep1219123216037gw9.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2009, 08:03:53 PM
puncher1076, glad to hear you're enjoying the mod! 

That transition is a little finicky as a result of some changes made to the RHW-2/Avenue transition.  If you click on the Avenue section again, though, it should correct itself.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on January 16, 2009, 08:15:30 PM
I did want to report a problem I ran into regarding RHW 4 diagonal entry ramps.  When I place these entry ramps, I get the "pit of death".  I have not had any problems with the diagonal exit ramps.  Those seem just fine.  [I had cleared out my old NAM and RHW files so there should be no conflicts there.]  Has this issue come up with anyone else?  Any other thoughts?

If you would like me to post a picture of the problem, I would be willing to do that.  Just let me know.

Thanks,

Riponite
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyliner on January 17, 2009, 02:55:48 AM
I had some questions about the el-RHW 4 on and off ramps. It says style A exit/ entrance but are there other styles? The problem I have with the offramp is that you have to connect a MIS transition. I was wondering if there was a piece that just connected to the road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 17, 2009, 03:30:48 AM
The "A" style is the only El-RHW ramp avaliable at the moment. However, perhaps such a piece could be included in an RHW 3.x.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on January 17, 2009, 07:33:53 AM
First of all I would like to thank all the people working on the NAM & RHW for a job well done !  &apls &apls &apls
You guys made this game worth playing again  ;D

Now to a problem I ran into.
I was about to rebuild a cloverleaf that had an avenue overpass when this happened.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FRHW-Onslope-1.jpg&hash=87cc1188fa4c1cd48b92ef5edc9cb28f53b2ea93)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FRHW-Onslope-2.jpg&hash=6687b111c55f670839341dfacac6393622b38cf4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FRHW-Onslope-3.jpg&hash=e3dd438815bdc2cfdd3c70d4451ea671ca2d3a97)

Does anyone know of a solution to this ?
Ohh, and does anyone know if there are any RHW over RHW puzzle pieces, and if so where are they  ()what()

Again thanks for a great job.   
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 17, 2009, 07:56:22 AM
The only way round this is to make the underpass 4 tiles wide instead of two.
This:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fthis.jpg&hash=f343936be5403fe008811678573d91c068a69e69)
Becomes:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Fbecomes.jpg&hash=445fdd5e27d7e654ec2aa639b4f9be694a135c03)

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xplorer4x4 on January 17, 2009, 08:17:13 AM
http://img181.imageshack.us/img181/3281/rhwsh2.jpg

How do i finish this over pass?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on January 17, 2009, 08:25:41 AM
Thanks Warrior, this is what I came up with  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Onslope-4.jpg&hash=288f313ddf41b6c137f151188f0ce48a32d73b6f)

--> Xplorer4x4   You just drag with normal RHW between the elevated stubs.
When it shows a brownish texture just release mouse button.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xplorer4x4 on January 17, 2009, 08:38:53 AM
thanks Owaen, i had to delete the under section to get it to work but i got it thanks to you! Great looking intersection btw!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 17, 2009, 08:45:17 AM
I always leave extra space on each side of the new highway in case I want add signs, or if the network needs to be widened later. In fact if in real life they could always leave space next to these highways, maybe these construction projects wouldn't take as long, if they built the temporary part next to it, while the old part was fully still in use, then move traffic back over to the new part, without lane reduction or closures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on January 17, 2009, 10:40:15 AM
Tarkus... did you ever happen to make darkened textures of the networks so that the puzzle pieces don't stand out as much?

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 17, 2009, 11:45:19 AM
Allan,

The darkened textures will be made later. Getting things functional is top priority. Cosmetic details come later.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 17, 2009, 01:02:59 PM
owaen, that is 1 sweet looking intersection !!

Its nice to see pics like that.. What people are doing with the new custom content..

thanks, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 17, 2009, 01:16:11 PM
If anyone is interested, earlier I posted a bunch of pics of what I've done so far with RHW 3.0 in the show us your interchanges thread...
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on January 17, 2009, 08:58:35 PM
I just want to give thanks to everyone that has been working on this becuase thanks to this and everything else thats been added with the NAM, SC4 is 10 times better than what it was.

Ive done 3 interchanges with 3.0 but i havent found any problems so far so keep up the fantastic work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on January 18, 2009, 06:10:43 AM
Yes, I just succeeded in dragging a diagonal RHW-6S! I will be posting a tutorial later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F3548%2Fyorkaug22101224982897jo0.th.jpg&hash=b011c25cde700fa90adcdf047ecd02911b5a6127) (http://img398.imageshack.us/my.php?image=yorkaug22101224982897jo0.jpg)
view full size here:
http://img398.imageshack.us/img398/3548/yorkaug22101224982897jo0.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 18, 2009, 08:34:00 AM
Quote from: puncher1076 on January 18, 2009, 06:10:43 AM
Yes, I just succeeded in dragging a diagonal RHW-6S!

Congrats!  Like I said earlier, its a long and difficult process.  That's why the curve puzzle pieces were made, to try and make things a bit easier.

RHW 3.0 was meant to expand network widths and enhance MIS connectability.  The next release will perhaps focus on curves and other puzzle pieces.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 18, 2009, 08:46:02 AM
Um, I hate to be the bearer of bad news, but I don't think the draggable diagonal RHW-6S is actually pathed. So for cosmetic purposes thats great, but unless you have an alternate route, the cars can't use that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 18, 2009, 08:49:29 AM
I think it was meant to be removed from the RHW release, becuase it was unpathed and unstable, so it's probably better to use the puzzle pieces as J-dub said.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 18, 2009, 12:56:53 PM
There is an issue with the RHW 6 - RHW 4 or RHW 8 to RHW 6 (one of the two I was using yesterday  ()what()) and for the terminating outside lane that is automatically pushed into the next lane, the paths don't match up so there is nowhere for UDI and traffic to go...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JGCarter on January 18, 2009, 01:27:32 PM
This is really gonna be a stupid question but I cant find Road/Ave/OWR/Rail/etc over RHW in the puzzle piece menu. Was it removed because of the el-RHW or am I stupid and cant find it? I read the readme to make sure but it made no mention of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on January 18, 2009, 01:40:59 PM
There are now separate menu icons in the road and rail menus for those items.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 18, 2009, 01:52:52 PM
Quote from: Warrior on January 18, 2009, 08:49:29 AM
I think it was meant to be removed from the RHW release, becuase it was unpathed and unstable, so it's probably better to use the puzzle pieces as J-dub said.

Yes, it was.  In fact, I remember putting Prevent RULs in to get rid of them, but I think somehow in the mass onslaught of controller builds over the last couple days of development, it somehow got re-enabled.  My advice: don't use the draggable diagonals for the RHW-6S.  Except maybe to get practice for when it's re-implemented and working. ::)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 18, 2009, 03:58:17 PM
I have to say they seem to draw right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 18, 2009, 04:39:00 PM
I know its early, but what is 3.1 likely to bring?
Title: Re: RHW (RealHighway) - Development and Support
Post by: yddot on January 18, 2009, 04:44:27 PM
Hey everyone,

I'm having a bit of trouble getting my RHW-6 to connect between cities.  I attached a picture here of what I did, and I'm pretty sure that's identical to how the user guide says to do it.  But no traffic crosses the border.  What am I doing wrong?

Thanks in advance!

Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 18, 2009, 04:47:16 PM
yddot:  Hmm... I would suggest putting a RHW-2 in the 1 tile median you have.  Not sure what good that will do, but it may get connecting traffic to criss-cross between sections, establishing a connection.

Hope this helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: yddot on January 18, 2009, 04:59:12 PM
Quote from: Haljackey on January 18, 2009, 04:47:16 PM
yddot:  Hmm... I would suggest putting a RHW-2 in the 1 tile median you have.  Not sure what good that will do, but it may get connecting traffic to criss-cross between sections, establishing a connection.

Hope this helps!

Best,
-Haljackey

Great suggestion!  Look at the new photo I included and you'll see how I did it to make it work.  Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 18, 2009, 05:32:17 PM
Well I just went on a RHW building craze in a new city, and came across several glitches:

#1
This:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan3001232243119.png&hash=3fad8dd52f104ab36833d2ec34eae6c92d715b58)
Turns to this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan3001232243148.png&hash=b0b9e8704d947a6a89cc0cf4a6d3bf6aeaf06ae1)
Nothing I did would get it to change. Not re dragging or even plopping a MIS starter piece right there. So I had to improvise temporarily with OWRs.

#2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan26061232309129.png&hash=51e2f915194cf4e0ce1b179adef56d90bc7f9297)
Self-explanatory.
The ground wasn't completely level before I plopped that. So I bulldozed, raised it back up to ground level, made sure it was perfectly level with road tiles, and it plopped fine. Not sure if this is something that's fixable, just thought I should mention it.

#3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan26061232313465.png&hash=82d7c0ed4cf2f1d59843d683eef8551d70631439)
I've seen this one mentioned already, but re dragging the avenue or RHW did not help. I can't for the life of me even come up with a workaround.

#4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan26061232310230.png&hash=1fddf4dc219188e07f890c67adab0c7ec625d58e)
I had a lot of problems with the top RHW-4 being oriented the wrong way, so I tried re dragging it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FLakeCharles-Jan26061232310288.png&hash=1bd24c9826daa1d6eb3c2c2d1e8306f8bb539100)
And then it looked like this.
But after about 10 minutes I decided to try redragging the El-RHW, and that fixed it. Just thought I'd post this one in case other people have the same problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on January 18, 2009, 05:39:26 PM
I've had a couple issues with the Avenue-RHW-4 transition looking strange as well.

Also, earlier I was trying to make an elevated RHW-4 that bridged over a rail line and an avenue that are side-by-side. The RHW dropped down to street level to intersect with the avenue (at least the "inside" lanes (next to the rail line) if not both) no matter what I did. I tried doing it with converting the avenue into OWR's and into RHW-4's as well, and it dropped down on both of those as well.

(I didn't take pictures, but... those explanations should work, right?)

Also... I sometimes have issues placing entrance/exit ramp puzzle pieces the way I want them, bcause of the fact that they are a single piece and sometimes will insist on being in the reverse direction of what I want. Other than having to tear out the RHW in order to place the ramps on bare ground, is there another way to avoid this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 18, 2009, 05:46:00 PM
DTP, let me try and help you out:

1.  Its just a small textural glitch.  As Alex (Tarkus) says, functionality before looks  (or something like that).  Perhaps 3.1 will fix this.

For the second pic, its simple, the MIS wants to travel in one direction, but you're trying to get both directions to intersect on a RHW-2 I take it?  I would try to redraw that intersection and see what happens.

2.  Hmm, I'm not sure as this has never happened to me.  I would suggest using flat ground.  The same problem happens with the NAM raised road puzzle pieces.

3.  Drag the avenue to the MIS, and you should get a proper connection.

4.  That is explained in the readme.  Its a known error, and the best course of action to take is to redraw the underpasses.  But, because your networks are so close together, you need to be careful where to redraw.  I had problems like this to when testing the mod before release in those interchange pics, and its a challenge to get it working correctly.  Again, check the readme for more info.

Hope this helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 18, 2009, 05:56:10 PM
No, in #1 I want that stretch of MIS to be the same direction. I drag the MIS in the first picture across the RHW-2 and it turns into the second picture.

In #2 flat ground solved it. I didn't know it happened to all puzzle-pieces.

#3: Like I said, I tried that, didn't work.

#4: Ahh... I read through the readme, must have missed it.

Thanks Hal for addressing these.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 18, 2009, 06:14:38 PM
Quote from: j-dub on January 18, 2009, 03:58:17 PM
I have to say they seem to draw right now.

I did try them out again just now, and at least with making a 90-curve, they actually do work fairly well, at least if you use a Starter on both ends.  Doesn't work quite as well on making a long S-Curve, though.  Maybe I'll have to copy over the paths from the puzzle piece versions over to the draggable version and release a small fix for those who want to use what there is of the draggable method.

Quote from: Kitsune on January 18, 2009, 04:39:00 PM
I know its early, but what is 3.1 likely to bring?

Good question.  It may not even be called 3.1. ::)

I have already started working on a few things--nothing I can show just yet, though.  I'm still trying to decide where to focus my efforts this time around.  

There were some ramp interfaces that I have all textured up already, and simply didn't have the time to include in this version.  Some of those may make an appearance.  I'd also like to further improve diagonal functionality and stability.  I know there's also some folks out there clamoring for more curve pieces--you're likely to get your wish.  ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 18, 2009, 09:27:38 PM
Ok, I feel a little silly asking this, but I've honestly never come across this before while playing...

Is there a 45 or 90 degree curve piece for the RHW-2? I've come across the outer and inner corners for RHW-4 but they don't look right when used as an RHW-2 corner.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 18, 2009, 11:16:29 PM
Not yet. The bigger stuff was the first priority in advancement.
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 19, 2009, 12:46:10 AM
Ah ok. Just wanted to make sure I wasn't being blind! Thanks, j-dub.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on January 19, 2009, 06:20:58 AM
I would have to agree with Deathtopumpkin's issue with the avenue connection to the RHW. No matter what you do to connect you will get this oddity. Upon further testing, I noticed that it is not a constant error. It seems to happen from time to time.  It may have something to do with the direction of the avenue/rhw. Such as E/W or N/S. Haven't played around enough with the idea to prove that yet. One work around I've been using is to covert to OWR for a tile or two and then to the Avenue.

With regards to the diagonal entrance ramp and the sinkhole issue. It does need to be on level ground. It  also seems to generate if I plop the exit ramp first say on the other side and then the entrance ramp. If I place the entrance ramp first and then the exit ramp, no sink hole.

As far as the MIS connecting to a road/RHW2/Avenue when it comes from opposite directions, I've tried several different configurations to make it work with no success. The only suggestion is to offset or stagger the intersection.

To change the subject, since I've been gone for a while. I wish to thank Tarkus and all those who have spend precious time and effort for creating 3.0. It truely has changed the face of the game. During quiet times at work, I have converted all Maxis Highways to RHW. Now the busy highways look like they should. So once again, Thank You!

-Susan Marie
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on January 19, 2009, 08:53:12 AM
Ive been wondering. can you make an exit ramp on the left side instead of the right? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 19, 2009, 08:58:12 AM
There was one for RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 19, 2009, 11:52:11 AM
Quote from: SusanMarie1956 on January 19, 2009, 06:20:58 AM
As far as the MIS connecting to a road/RHW2/Avenue when it comes from opposite directions, I've tried several different configurations to make it work with no success. The only suggestion is to offset or stagger the intersection.

Yes, there aren't any RULs to cover that situation at this point, so you're likely going to end up with the "continuous MIS" intersection, and some ramps that will be flipped around weird.  That concept is an interesting idea--I'll see what I can do for the next version.

Quote from: writingliberty on January 18, 2009, 05:39:26 PM
Also, earlier I was trying to make an elevated RHW-4 that bridged over a rail line and an avenue that are side-by-side. The RHW dropped down to street level to intersect with the avenue (at least the "inside" lanes (next to the rail line) if not both) no matter what I did. I tried doing it with converting the avenue into OWR's and into RHW-4's as well, and it dropped down on both of those as well.

(I didn't take pictures, but... those explanations should work, right?)

Yes, I know exactly what you're talking about.  There's simply not code for that situation yet.  You might be able to work around it by plopping another starter on the other side.  That situation, however, change with the next release, as improving stability for situations like that is a top priority.

As far as those of you wondering about the RHW-4-to-Avenue and MIS-to-Avenue transitions, the best workaround is to simply take the Avenue tool and click on the Avenue end of the transition.  I've already written new code that will fix that problem, and it will be included in the next RHW release--or the next NAM Essentials update, if it doesn't coincide with an RHW release.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on January 19, 2009, 02:41:13 PM
What about MIS neighbor connections? are they only freight? Thats all i'm getting...

Also, when zoning next to RHW, the streets turn to MIS.

Thanks! Awesome 3.0!!! :P

EDIT:It works, Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on January 19, 2009, 03:31:30 PM
Putting a starter on both sides didn't work. (That was one of the things I tried, along with various orders of putting the various pieces in place.)

Guess I'll just have to reconstruct that area until the next release.

- Libby
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 19, 2009, 04:30:15 PM
After accidently finding a MIS Ramp Style B, I notice on the draw path cheats that the inner two lanes are not connected to the outer lane, is this normal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 19, 2009, 04:48:03 PM
Quote from: bob56 on January 19, 2009, 02:41:13 PM
What about MIS neighbor connections? are they only freight? Thats all i'm getting...

You'll need to change the last tile on the city edge to a RHW-2 to establish a connection, then connect the two directions across the one-tile median you have.  Check the readme for additional info.

Hope this helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 19, 2009, 07:55:26 PM
Quote from: bob56 on January 19, 2009, 02:41:13 PM
Also, when zoning next to RHW, the streets turn to MIS.

I think you may have run into the "Emergency Turnaround" part of the RHW, from the sounds of it.  If you drag a street to the inside of two RHW-4s, it'll turn into the turnaround.  It's a feature that's been a part of the mod since the initial Version 1.2 release 3 years ago.

Quote from: Kitsune on January 19, 2009, 04:30:15 PM
After accidently finding a MIS Ramp Style B, I notice on the draw path cheats that the inner two lanes are not connected to the outer lane, is this normal?

Which exact piece are you referring to? 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 19, 2009, 09:18:29 PM
Hi, the highway bridge that looks like a RHW-4 suspension bridge is not nearly finished yet, but you can you can get a good idea of what it is going to look like.

I did not use a puzzle piece to connect the end of the bridge.  Instead I used a really neat trick(mod) that Jonathan(Warrior) invented.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FLooksLikeRHW-4Suspension.jpg&hash=1aa8f4a3f8c3d86f3b7b7e0da4488026ef383e18)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 19, 2009, 09:20:36 PM
Whoa.  :o That is simply amazingly incredible smoncrie! I really want it.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 19, 2009, 10:40:16 PM
That looks pretty awesome, whats the trick Jon? :D

BTW, the RHW is drawing me back into thinking about the game... well done :p

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 20, 2009, 04:27:34 AM
yes....inquiring minds wanna know..... ;) 

i need a little help with some RHW6 bridges, and i think that could be the solution to my problem (well, at least one of them).

another problem being....not exactly sure what to do with the 2-tile base texture.  need to figure out how to reference it.....

oh....the trailing edge of the bridge cannot be a flipped model of the starter piece.  this could be fixed by RULing the bridge, but is there a better way (Plain RHW4?)

thanks!     
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 20, 2009, 05:18:19 AM
Wow....real RHW-4 and 6 bridges...I'm drooling.

Keep up the great work smcronie, Warrior, and Tarkus!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 20, 2009, 10:47:54 AM
Since everyone is asking for the details, Jonathan suggested some very nice override RULs that allow RHW-4 to go all the way to the edge of bridges, lots and puzzle pieces.

Choco,  the problem of flipped models at the end of a RHW(dirtroad ) bridge and the lack of a RUL file for dirtroads prevented anyone from making RHW bridges until last summer.

At that time Alex(Tarkus) asked me if I could make a RHW-4 bridge.  In looking at the problem again, I had the idea that I used to make the Plain RHW-4 bridge:  In the bridge exemplar the bridge width is set to 2, and there are two end exemplars and two end rotations listed.  Unfortunately this does not make the bridge two tiles wide, but it does make it like one side of an avenue (or highway) bridge.  This means that the bridge model is not flipped at the end; instead different models are used at each end.  Any RHW bridge that does not require bridge RULs, can be made using this trick.

In trying to make a RHW-4 bridge, Alex had thought of a plausible ID for the dirtroad bridge RULs.  I tried making a RUL file using his ID and it worked!   The Small Steel Arch RHW-4 bridge uses these RULs.  I tried to improve the RULs so that this bridge was better than similar Maxis bridges.   When possible I removed the jumble of steel at the ends of the bridge (this varies with the length of the bridge), and as a side effect I increased the maximum length for a single arch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 20, 2009, 11:33:24 AM
smoncrie, you are the man!   :thumbsup:

i saw that you had the plain RHW4 set to a 2-tile bridge, but thought it was a typo......i had the end exemplars set up the same......change 1 number, and viola....

i have a functional 6S bridge now, the 6C may need some help with the pathing.  would it be OK to shoot ya a PM with more specific info?

thanks again for the fix!

Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on January 20, 2009, 01:42:05 PM
I've a problem with building overpasses over the RHW. In the city where I'm now replacing all Maxis Highways by a RHW has a Maxis Highway often a space of only 4 tiles between two overpasses. This isn't a problem for the Maxis Highway and the RHW, unless I build RHW on and off ramps or RHW transitions. Normally, most of the RHW puzzle pieces I use to make on and off ramps and RHW transitions are 3 tiles long. But I can't build an overpass 1 tile next to it. All RHW puzzle pieces have at each side 1 tile more. A RHW-4 to RHW-6S transition doesn't use 3 tiles of space, but uses actually 3+1+1 = 5 tiles. I've to build an overpass two tiles or more away from a RHW puzzle piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Ftekening_RHW_viaduct_probleem.png&hash=61a8a7069b51126c2f8ef26bc99a3afb6a62c92c)

This (schematic) image shows that I can't build overpass 1, because it had to overpass the tile near to the transition or puzzle piece. I can build overpass 2 and 3, because they are 2 or more tiles away from the transition.

Is there a possibility to remove those two tiles (the orange ones in the image)? If there isn't a possibility, is it possible to make some RHW transitions and RHW on and off ramps with a overpass in it?

By the way, great work smoncrie. The RHW-4 bridge looks wonderful. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 20, 2009, 02:29:03 PM
Thanks every one.  The bridge still needs a lot of work, and I am not yet sure how it should be released.  The ends of the bridge are not fully compatible with the current version of RHW, and it depends on the RHW mod for its deck textures.

Choco, a PM would certainly be OK.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 20, 2009, 02:32:04 PM
jmvl, sorry no those orange tiles can't be removed, they are what makes the RHW-6S, if they weren't there and you dragged from it it would just be RHW-2.

Also you can't drag El-RHW-4 over RHW-6S yet, so you'll have to move the transition after the overpass 1.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2009, 03:01:44 PM
Quote from: jmvl on January 20, 2009, 01:42:05 PM
If there isn't a possibility, is it possible to make some RHW transitions and RHW on and off ramps with a overpass in it?

Well, it could be done, but it would be a Pandora's Box--if we were to do that with every network out there, and with every single RHW ramp transition and MIS Ramp Interface, it'd literally amount to hundreds of puzzle pieces to account for every possible combination.  The puzzle piece RUL File would possibly even get overloaded.  (There is actually a finite number of puzzle pieces that can be added--we're not close to hitting it right now, but a project like that would do it in.  The RHW will probably spill out the range Tropod allotted for it at some point in the not-too-distant future, though.)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on January 20, 2009, 04:28:43 PM
A suggestion, though.... just a thought I had. How about an on/off ramp puzzle piece in the form of a quarter of a cloverleaf interchange? The non-highway end of the ramps could combine into a single tile RHW-2.... and placing four of these with an overpass would allow for an RHW version of the Maxis cloverleaf interchange functionality... Two could serve as the half-cloverleafs often used with roads or avenues when there's limited land...

I don't know how difficult it would be to model, but it'd probably work best if there were two versions, one with the ramp end elevated, and one with the highway end elevated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 20, 2009, 05:22:32 PM
That's a good idea, and from my knowledge I don't think it would be too difficult to make what you're thinking of.  I could definitely use it - the smallest cloverleaf using only RHW-2 and MIS ramps, exclusively using the more compact B ramp interface, is much larger than I'd like. (I could make it smaller with sharp 90-curves for the MIS... but that's a little unrealistic IMO)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2009, 07:38:58 PM
Just a taste . . . I have to thank smoncrie and his latest developments for this. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F7286%2Frhw011920091pr0.jpg&hash=fffd036c815ac4d37a34643578dd97b4f374d7f1)

Regarding the cloverleaf idea, it's an interesting idea, and one been tossed around a bit.  I don't think a full quarter-cloverleaf piece is the solution, though.  The issue with building those types of interchanges is not with the outer ramps, but rather, the inner loops.  The best solution, in my opinion, would be to create a puzzle piece consisting of nothing but the actual loop ramp itself.  It could be connected into the RHW through the existing MIS Ramp Interface structure, allowing for a single piece to be usable by all RHW networks. 

Of course, if I really wanted to be modular, I could break the Loop Ramps into quarters, and then break the existing Ground/Elevated transitions into quarters as well . . .

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 20, 2009, 11:09:27 PM
hello...

i just wanted to mention the problem that dtp reported a few days ago with the mis flipping.. when it crossed
the rhw -2 is more than just a textural one.. it is a functional one as well.. but seems to only occur in the following
conditions..

1) you have rhw-2 that runs in a north -south direction..
2) the mis is dragged from a west to eat direction only...
3) the mis is draw through the rhw-2 passed the intersection and continues east bound..
   (I think there was some misunderstanding here that 2 seperate mis segments were drawn from both
    the west to the east as well as the east to the west creating an intersection from 2 differing
    directions on the rhw- 2..)  but its only in the instance of one mis segment being dragged through
   the rhw-2 in just the one direction..
4) traffic on the mis will travel from west toward the east .. so yellow line on the top or north side...

what occurs is the mis will flip one tile from the intersection (yellow line now on the bottom and stay
flipped the wrong way through the intersection and beyond..

( all this is shown very nicely in dtp's pics he posted a few postings back..)

the pathing also shows its going the wrong direction once u get the one tile away from the rhw-2 ...

im aware there are some buggy maxis things going on with the game in terms of certain directional orientations
with the pathing.. so thought perhaps that had something to do with this.. similar to what i experienced when
testing out some of cogeo's stations awhile back..

thanks, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 21, 2009, 12:30:07 AM
thanks for backing me up on that Brian, and you nailed it! Hopefully now someone will understand what I was trying to report.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 21, 2009, 07:07:43 AM
Hmm... Still not exactly sure what you are talking about, but I do remember a similar issue was caused in RHW 2.0.  The only difference in 2.0 was the MIS turned into a RHW-2 instead of flipping directions.

Nevertheless, you can place a MIS starter piece on the other side of the intersection that should override the MIS changing directions.  When everything is fully connected and working properly, destroy the MIS starter on the other side. 

I used a similar method making tight loop curves with RHW 2.0.  However with the fixes included in 3.0, this is no longer needed. 

Hope this helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on January 21, 2009, 07:27:07 AM
what I noticed is that it is impossible to make an el. RHW4 cross GLR: the part where it crosses is the GLR is automatically converted to ground RHW4 the rest stays EL.RHW4
Title: Re: RHW (RealHighway) - Development and Support
Post by: pitty on January 21, 2009, 09:05:58 AM
Hi everybody,

I'm pritty new around here but there is just one thing i have to say: I really really love this Mod. It made me play Sim-City 4 again after i took a break of nearly 2 years. This Mod really enlarges the possibilities of urban planning and it looks just great. :thumbsup: &apls
GREAT WORK TARKUS!

So far i would like to show an idea for a european texture set I would like to use in my cities. What do you think about it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 21, 2009, 10:13:09 AM
Looks good, but it can use a grassy median.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 21, 2009, 11:03:08 AM
Nice job on the textures! But in my opinion I think it'll look better with darker asphalt.
And those MIS curves a few posts above are great!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on January 21, 2009, 11:29:46 AM
Quote from: pitty on January 21, 2009, 09:05:58 AM
Hi everybody,

I'm pritty new around here but there is just one thing i have to say: I really really love this Mod. It made me play Sim-City 4 again after i took a break of nearly 2 years. This Mod really enlarges the possibilities of urban planning and it looks just great. :thumbsup: &apls
GREAT WORK TARKUS!

So far i would like to show an idea for a european texture set I would like to use in my cities. What do you think about it?

It looks very nice. I agree though that it would like nicer with dark asphalt like shadow assassin's  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 21, 2009, 11:34:45 AM
Quote from: Haljackey on January 21, 2009, 07:07:43 AM
Nevertheless, you can place a MIS starter piece on the other side of the intersection that should override the MIS changing directions.  When everything is fully connected and working properly, destroy the MIS starter on the other side.

Hal, as I've been saying all along, placing a starter piece does not fix it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2009, 11:42:52 AM
Quote from: deathtopumpkins on January 21, 2009, 12:30:07 AM
thanks for backing me up on that Brian, and you nailed it! Hopefully now someone will understand what I was trying to report.

Yes, I know what you're running into--it's a stability issue with the RHW-2/MIS Intersections.  I'll take a look at it and should be able to fix it by the next time we update NAM Essentials.

Quote from: WC_EEND on January 21, 2009, 07:27:07 AM
what I noticed is that it is impossible to make an el. RHW4 cross GLR: the part where it crosses is the GLR is automatically converted to ground RHW4 the rest stays EL.RHW4

Yes, that is correct.  GLR Undercrossings are not supported on the Elevated RHW-4 and MIS yet, and only Orthogonal ones are supported with the ground RHW-2 and RHW-4.  That will change in a near future release, however. ;)

And pitti, thanks for the kind words, and that's some nice work there!  The more the merrier with texture sets, I say. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on January 21, 2009, 12:58:57 PM
Thank you, Warrior and Tarkus for the fast answer.

Quote from: Tarkus on January 20, 2009, 03:01:44 PM
Well, it could be done, but it would be a Pandora's Box--if we were to do that with every network out there, and with every single RHW ramp transition and MIS Ramp Interface, it'd literally amount to hundreds of puzzle pieces to account for every possible combination.  The puzzle piece RUL File would possibly even get overloaded.  (There is actually a finite number of puzzle pieces that can be added--we're not close to hitting it right now, but a project like that would do it in.  The RHW will probably spill out the range Tropod allotted for it at some point in the not-too-distant future, though.)

-Alex (Tarkus)

I need overpasses for just a few transitions and on and off ramps:
- RHW-8 Dual RHW-4 Splitter
- RHW-6S Entrance/exit ramp style C
- RHW-8 to RHW-6S
- Maybe RHW-6S to RHW-4

I think I can create them by myself, but I don't know how. ()what() I can read out the RuralHighwayMod.dat file with Ilive's Reader. But I don't know which files I have to copy and change. Can somebody please help me? Just send me a personal message. I'll use other IID's for this than the ones that are allotted for the RHW. Thanks in the advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 21, 2009, 01:02:35 PM
Quote from: Tarkus on January 21, 2009, 11:42:52 AM
Yes, I know what you're running into--it's a stability issue with the RHW-2/MIS Intersections.  I'll take a look at it and should be able to fix it by the next time we update NAM Essentials.

Thanks Alex! That would be much appreciated.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 21, 2009, 01:16:57 PM
I don't see why special puzzle pieces couldn't be created for going over those orange tiles though as they are techincally draggable and you can put a puzzle piece over draggable.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on January 21, 2009, 01:38:35 PM
i like those curves. Very use full in all kinds of interchanges.
Speaking of curves is there a curve for RHW 2??
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 21, 2009, 01:42:04 PM
pagenotfound, to my knowledge there are currently no curve pieces for RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 21, 2009, 01:56:07 PM
sim_link, look at the picture with the MIS at the top of the page - on the far right I can see a rhw2 curve (probably a 90 degree one)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 21, 2009, 02:02:55 PM
Hey, just a suggestion/question: the RHW textures, where are they? are they all in a single file? or are they mixed up with the other parts of the mod?

I was just thinking that if they were all in a (some) separate files, then it would be much easier for replacement mods to be made, and would save space

The same thought could be applied to the NAM as a whole too

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2009, 04:45:08 PM
Quote from: io_bg on January 21, 2009, 01:56:07 PM
sim_link, look at the picture with the MIS at the top of the page - on the far right I can see a rhw2 curve (probably a 90 degree one)

Maybe. ::)

In thinking a little bit more about jmvl's quandry with the overpasses, I did think of another possible solution which would be more flexible than making even more puzzle pieces--draggable transitions between the various RHW networks.  The existing overpass pieces can thus be used, since there would be no other puzzle piece or Puzzle Drag Stub to cross.  I have an idea of how to set it up already, too. 

Quote from: JoeST on January 21, 2009, 02:02:55 PM
Hey, just a suggestion/question: the RHW textures, where are they? are they all in a single file? or are they mixed up with the other parts of the mod?

All the textures for the RHW are included in the main RuralHighwayMod.dat file in the FSH format.  Just about everything else in the mod aside from the RULs are also contained.  However, if you were to just open it up in SC4Tool under Texture Scanner, it's possible to see just the textures, extract all of them as PNGs with the proper IIDs without having to bother with the rest of it.

Unless you have Vista, which doesn't like SC4Tool. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 21, 2009, 05:04:26 PM
Quote from: Tarkus on January 21, 2009, 04:45:08 PM
However, if you were to just open it up in SC4Tool under Texture Scanner, it's possible to see just the textures, extract all of them as PNGs with the proper IIDs without having to bother with the rest of it.
oh thank you, sir!   :)

i was manually scanning for specific textures in the reader.....ugh!
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on January 21, 2009, 05:20:11 PM
Look at those curves!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: deserteagle332 on January 21, 2009, 06:48:50 PM
how do i download
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2009, 06:54:16 PM
choco, glad I could help!

deserteagle332, welcome to SC4D!  You need to be registered for the Exchange, which is separate from the forums, if you are not already.  (Just click the "BSC File Xchange" button in the upper right corner to access it.)  Once you've logged onto the Exchange, you can download the RHW--you'll need to install the NAM January 2009 first, though.  The links to both files are up in the top FAQ post of this thread.  If you are on the Exchange without being logged on, you won't see the Download links.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: berubium on January 21, 2009, 08:22:57 PM
With regards to the MIS issue about it switching directions.  A possible alternative could be to have the opposite facing MIS lanes meet the road in a roundabout...  Here is the crudest of crude sketch to demonstrate.  || = road & ---> = directional MIS.

            ||
            ||
            ||
-------> O <-------
            ||
            ||
            ||
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 21, 2009, 08:54:25 PM
This may be a little too late, but Smoncrie, I just have a small question about that suspension bridge.  It might be just me, but I have never seen a 2 way, 4 lane highway bridge.  In rural areas with 4 lane highways, 2 separate bridges are built.  In urban areas, normally the bridges hold six lanes.  (My guess as to why: slower speeds need a higher capacity to remain as efficient.)  Is there any way that you could make a 2 tile, 6 lane bridge connecting to an RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 21, 2009, 10:50:24 PM
Thanks for the answer Alex. It was just a suggestion to minimise the amount of overriden and thus obsolete textures and make them swappable. and possibly make it easier for texture-ists to make sure they have every override.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on January 22, 2009, 12:29:29 AM
Actually - regarding the bridges - I have only personally ever seen ONE highway bridge (not counting overpasses over the equivalent of "roads" and "avenues", and even in those this is sometimes true) that carries traffic in both directions. In most cases I am aware of (and we have LOTS of highways around me, I live in Southern California) the two directions of traffic are carried on seperate bridges. Though admittedly we don't have a lot of rivers around here, there are several bridges around various bays along the coastline, over steep canyons in the mountains, and also I refer to the bridges that carry through traffic on the "upper" highway at interchanges.

The one exception is the northern end of CA-75... which is a massive 5-lane "raised" bridge with movable median (which is moved every day, to provide 3 lanes of traffic in the direction of travel during the morning and evening commutes, and 2 in the opposite direction) that soars into the sky something like 300-350 feet and is about 2 1/2 miles long, crossing the center of the Port of San Diego. The purpose of building that was nothing less than the capability to drive a nuclear powered aircraft carrier under it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pitty on January 22, 2009, 05:09:15 AM
Hi folks,

I tried around a little bit with the texture editing. Thats when the idea of "eye-candy-acceleration-/deceleration lanes" came on my mind. These are quite normal in Europe although this one is pretty short ::)
I'm still learning how to but i get better every day.

As far as i know a Euro set with dark asphalt texture is always in the works, thats why i use this ashy or concrete like one and because this is just like all the highways in northern germany look like.
hope you like it
greetings
Pitti
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 22, 2009, 06:17:55 AM
i would rather have more bridge options than none.....

the name may imply rural highway, but not everyone uses this mod strictly for rural areas.  theres a good clip of us that exclusively use the RHW as a replacement for the FHW.....but the suspension bridge is impressive by many respects! 

  jmo....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 22, 2009, 07:04:49 AM
Just checking in here, and I'm liking the new developments in the RHW. And Tarkus is already teasing us  ::). But it doesn't matter much, as I like to be teased... to a certain point.

3.1 is looking to be a good addition to 3.0, which is great but is lacking in a few select areas, one of which I have noticed.

I have created a ring road in one of my cities, and the northern portion is elevated. The interchanges are unaviodably closer than usual, and may pose a mild weaving risk. The only MIS ramp for elevated RHW at this point is the Type A ramp. Normally on the ground I would have the Type C ramps, so an extra lane is introduced, thereby reducing weaving risk. But, this option is not avaliable on elevated sections, so weaving risk there is increased.

I think a Type C ramp for elevated sections of RHW should be introduced in a future release, perhaps coinciding with wider elevated RHWs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nique on January 22, 2009, 08:04:33 AM
Quote from: Tarkus on January 21, 2009, 04:45:08 PM
Maybe. ::)

In thinking a little bit more about jmvl's quandry with the overpasses, I did think of another possible solution which would be more flexible than making even more puzzle pieces--draggable transitions between the various RHW networks.  The existing overpass pieces can thus be used, since there would be no other puzzle piece or Puzzle Drag Stub to cross.  I have an idea of how to set it up already, too. 

All the textures for the RHW are included in the main RuralHighwayMod.dat file in the FSH format.  Just about everything else in the mod aside from the RULs are also contained.  However, if you were to just open it up in SC4Tool under Texture Scanner, it's possible to see just the textures, extract all of them as PNGs with the proper IIDs without having to bother with the rest of it.

Unless you have Vista, which doesn't like SC4Tool. 

-Alex (Tarkus)

Microsoft Virtual PC with Windows XP on it can fix your Vista problem... but!! i really hope that this software will be updated to let it work on vista as 6gb extra on my harddisk just to let sc4tools and FiSHman run is allmost insane.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 22, 2009, 08:50:01 AM
That onramp looks good, pitty. Even though its only eyecandy, it will make the game more realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 22, 2009, 09:32:10 AM
Quote from: pitty on January 22, 2009, 05:09:15 AM
Hi folks,

I tried around a little bit with the texture editing. Thats when the idea of "eye-candy-acceleration-/deceleration lanes" came on my mind. These are quite normal in Europe although this one is pretty short ::)
I'm still learning how to but i get better every day.

As far as i know a Euro set with dark asphalt texture is always in the works, thats why i use this ashy or concrete like one and because this is just like all the highways in northern germany look like.
hope you like it
greetings
Pitti

Huh.  Kinda reminds me of other accel/decel prototypes made way back when:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Frhw17p40ge3.jpg&hash=24243aa78588ee10df1bc1919e84775d82b07bea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Frhwsuggestion2ba.jpg&hash=48ebe7f7bf38128ea4fdb8307420523935e74bfa)

Then again, no MIS existed back in the early days, you you had to use a road/one way for ramps.

Best,
-Hajackey


Images retrieved from my SC4 archives.  If you want to see some more old pics, follow the link in my sig.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 22, 2009, 10:24:11 AM
Remanh, it is certainly possible to have 3 lanes in each direction, as there is a very similar Maxis highway bridge. However, I think that a 6-lane bridge should connect to a 6-lane highway.  This means that a 6 lane bridge made for RHW would be designed to connect to 6S or 6C.  This is also the case in a bridge with 3-lanes in one direction. I confess that I have not thought much about how they would be connected at the ends.

I have not checked to see what RHW-8 would require but RHW-10 would need one (modified) ground highway bridge for each direction.  (I suppose 10 3.5m lanes could be squeezed onto a single bridge, but capacity would be reduced.)  It might be interesting make a version of my suspension bridge with 5 lanes in one direction, but I would have to take a closer look before I know how practical it would be.  Hmm...The lanes would need to be squeezed down from 5m to about 4m, still that's better than Maxis highways (~3.3m), still have to check if the ends would be a major problem...

Writingliberty, I think the choice of using separate bridges for each direction or one for both directions is influenced by the length of the bridge and if the bridge needs to be high enough to allow ships pass.  Suspension bridges usually have very long spans and allow ships to pass.

[edit] I guess this means that a one way suspension bridge would not be a good idea, and realistic RHW-10 suspension bridges can not be made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 22, 2009, 10:35:57 AM
QuoteMicrosoft Virtual PC with Windows XP on it can fix your Vista problem... but!! i really hope that this software will be updated to let it work on vista as 6gb extra on my harddisk just to let sc4tools and FiSHman run is allmost insane.

Besides the cost of buying XP :)

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 22, 2009, 01:04:00 PM
Quote from: Nique on January 22, 2009, 08:04:33 AM
Microsoft Virtual PC with Windows XP on it can fix your Vista problem... but!! i really hope that this software will be updated to let it work on vista as 6gb extra on my harddisk just to let sc4tools and FiSHman run is allmost insane.

It may be awhile before SC4Tool gets updated. SimRolle is still around somewhere, probably busy with Real Life. DarkMatter wrote the FiSHMan tool and has been gone from the community for a long time now. So FiSHMan will never get updated. The reason I will never upgrade to Vista is because of the modding tools that I use for this game. 90% of my toolset won't work if I switch to Vista.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 22, 2009, 04:59:38 PM
Quote from: choco on January 22, 2009, 06:17:55 AM
the name may imply rural highway, but not everyone uses this mod strictly for rural areas.  theres a good clip of us that exclusively use the RHW as a replacement for the FHW.

How true. Although for a long time now in the official title 'rural' is in quotes, so it is mostly vestigal. Got to call it something. In my showcase region, FHW is almost obsolete. In most cases RHW can do the job better, more efficient, and with more customization than FHW. FHW is currently useful for these things (at least with me):

- The center of collector/distributor systems
- Urban sunken highways
- Tight urban freeways

Compare those select uses to the RHW's limited usefulness back in 1.2 and 1.3. Things sure have changed since then, and for the better. Much better.

That new texture set Pitty's creating looks... distinctive and useful. The light asphalt textures could find some use in some regions that I can think of, such as those with older highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on January 22, 2009, 05:07:13 PM
Why do you continually call the Maxis Highways the FHW (fake highway)??? It isn't a "fake" highway!!! It is simply a different type of freeway, far better accustomed for urban use and in CBDs than the RHW is :P But the RHW is better in rural areas and areas where you have enough space to take up a whole city tile in a big interchange  :-\

Sorry, but this is one thing that annoys me around here, the continual bagging of the Maxis Highways. If you want to call it something, call it the MHW.  :angrymore: People around here seem to have very little respect of Maxis' work in designing the game and creating the transport types, and it some people here seem to have a big chip on their shoulder that the work they produce (which might I say is at a high standard) is better than the original game itself.

A200 :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 22, 2009, 05:11:25 PM
Quote from: A200 on January 22, 2009, 05:07:13 PM
Why do you continually call the Maxis Highways the FHW (fake highway)??? It isn't a "fake" highway!!!

Well, its kind of an unofficial name.  Some refer them as FHWs, others Maxis highways (or MHW?)


I still call them what they were named in-game: ground and elevated highways.  When I say this, everyone knows what I'm referring to.  When I say RHW or El-RHW, I am referring to that network. 

Still, its nothing to fight over.  Typing FHW is a lot faster than typing ground highway or elevated highway, and thus the short for was born.  The same goes for RHW, NAM, HSR, etc.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 22, 2009, 05:53:43 PM
I still use the MHW but without the shoulders. First time, the highway restyling kept the Maxis texture, but added a shoulder, thats why I don't consider the Maxis highways fake, at least now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 22, 2009, 06:16:35 PM
Quote from: A200 on January 22, 2009, 05:07:13 PM
People around here seem to have very little respect of Maxis' work in designing the game and creating the transport types, and it some people here seem to have a big chip on their shoulder that the work they produce (which might I say is at a high standard) is better than the original game itself.

$%#Ninj2

Alex is doing a good thing.  Actually, if this game were perfect, there would be no need for any custom content.  However, there are some widely desired concepts missing from the vanilla game.  Even RH/Deluxe didn't fill in all of the blanks, but our community has managed to create a wealth of content that makes this game much more versatile.  You must admit that there are some items and concepts which Maxis left out.  For example, Maxis left out diagonal streets, but the NAM corrects it.  That's at least one thing I can think of that would, IMHO, make this a better game that the initial product.  Of course, we wouldn't even have an RHW if it weren't for custom content, but the great work of Alex and all others involved provides us with this option.  As such, it is an option, as the RHW is not required to play the game, but those who want it and choose to use it can enjoy the full benefits.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 22, 2009, 06:27:19 PM
Quote from: A200 on January 22, 2009, 05:07:13 PM
Why do you continually call the Maxis Highways the FHW (fake highway)??? It isn't a "fake" highway!!! It is simply a different type of freeway, far better accustomed for urban use and in CBDs than the RHW is :P But the RHW is better in rural areas and areas where you have enough space to take up a whole city tile in a big interchange  :-\

Sorry, but this is one thing that annoys me around here, the continual bagging of the Maxis Highways. If you want to call it something, call it the MHW.  :angrymore: People around here seem to have very little respect of Maxis' work in designing the game and creating the transport types, and it some people here seem to have a big chip on their shoulder that the work they produce (which might I say is at a high standard) is better than the original game itself.

A200 :)

Some do call Maxis highways Fake Highways, or FHW, but I do not refer to them as "fake highways". Indeed, as I have indicated in my previous post, Maxis highways still have some uses in my regions, but RHW has largely supplanted it. Note the key phrase "in my regions". My regions are not the same as your regions, and Maxis highway may be very useful, or even preferable, in your regions, or you may simply use it as a matter of choice.

I refer to Maxis Highways as "FHW", firstly because it is a convenient abbreviation, and secondly because "FHW" evokes for me the image of a freeway, and for me at least the "F" stands for freeway, not fake. "FHW" also rhymes with "RHW", and is convenient to use in discussions.

Do not assume that everyone uses every abbreviation the same way. Just look at "RAM" -- it can mean Random Access Memory or Rail Addon Mod. Same thing with FHW. In this case, it is not what you use, but how you use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: txbeatz on January 22, 2009, 11:21:31 PM
Im sorry to sound like a dumass , but ive been trying for 3 days to download the RHW and there is no "download" or "click here" link on the page http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853  -- someone please tell me something ! lol  ( new to the site )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on January 22, 2009, 11:53:04 PM
@tkbeatz:
Here the link to RHW download site:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853

P.S. You have to register at LEX to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on January 23, 2009, 06:05:03 AM
Quote from: A200 on January 22, 2009, 05:07:13 PM
Why do you continually call the Maxis Highways the FHW (fake highway)??? It isn't a "fake" highway!!! It is simply a different type of freeway, far better accustomed for urban use and in CBDs than the RHW is :P But the RHW is better in rural areas and areas where you have enough space to take up a whole city tile in a big interchange  :-\

Sorry, but this is one thing that annoys me around here, the continual bagging of the Maxis Highways. If you want to call it something, call it the MHW.  :angrymore: People around here seem to have very little respect of Maxis' work in designing the game and creating the transport types, and it some people here seem to have a big chip on their shoulder that the work they produce (which might I say is at a high standard) is better than the original game itself.

A200 :)

I can hardly see a relation between your post and the discussion going on in this topic. Please, keep the focus on the discussion.

If you want to open a separate discussion about that matter, feel free to open a thread in the appropriated board. However, SC4D wont support those who waste their time talking about ghosts instead actively contributing to the community  ;)





To all, please, keep the focus of the discussion. Thanks  :thumbsup:

Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 23, 2009, 08:00:02 AM
I thought I would post this pic here since it is something that I built with RHW 3.0.  I always feel like I am hijacking the thread when I do this, so I will gladly move it or have it moved if it doesn't belong.  Anyway, here is the pic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F5563%2Frhwfrontagezx8.jpg&hash=cec7b60601f92d6ad3dd9712f6f65517bb380fca)

I have been conditioned to think that any good highway needs frontage roads, so the need to build onramps connecting the frontage roads with the highway is present.  In 2.0, the solution above was not possible, but 3.0 includes left exits from the RHW-4.  Only the A-style ramp is available, but it turns out that this style works great for this application.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 23, 2009, 08:07:29 AM
Nice frontage road setup there metarvo! You just gave me an idea.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 23, 2009, 08:28:03 AM
Well not just frontage roads, this setup can easily be applied to create a collector/express system transfer.  Something useful for those of us who still use this setup with RHW 3.0. 

Left entrance/entrance ramps are not the safest type out there, but they get the job done with little space.  When room is an issue, and you want to sacrifice some safety, the left entrance/exit MIS ramp is for you!   :P

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 23, 2009, 09:03:18 AM
I wonder if a Left exit to OWR would be possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: berubium on January 23, 2009, 09:04:17 AM
Metarvo, I have the same setup in one of my cities, but with a RHW-6C in the centre & RHW-4 on the outside.  It works very well & the RHW-4 on the outside can be used as a collector either with limited access or not.  Very practical.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 23, 2009, 09:08:37 AM
Berubium, that is an interesting idea, seeing as RHW-6C doesn't have splitter pieces.

JoeST: Such a thing is already possible -- just use the existing left exit, then transfer the MIS to OWR.

jeronij: Thanks for that... message.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on January 23, 2009, 09:23:26 AM
Hey guys! I was just wondering what the speed limit is on the MIS systems compared to the regular RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: berubium on January 23, 2009, 09:42:35 AM
I'm having a great time with all the new tools introduced with RHW 3.0.  My sincere thanks to all involved in this project.

My opinion on the whole Maxis-FHW brouhaha:  The Maxis highway is very useful for the functionality of the game, especially when trying to fit as much in a certain amount of space as possible; but I play SC4 to create (functional) cities based on some sort of objective I have in my mind, not necessarily just to grow bigger & bigger.  I strive for a certain degree of realism in my cities, which in my humble opinion, the Maxis Highway just can't properly contribute to.  While it doesn't look bad all alone, it just doesn't seem to fit with the rest of the buildings & infrastructure in the game.  The lanes are much narrower (an understandable constraint of trying to fit into 2 tiles), the exit ramps are waaaaay too short, and it just looks somewhat blocky compared to its surroundings.  Overall, it is just way out of scale.  The RHW goes a long way in restoring scale to my highways (they look a lot more natural), not to mention the oodles of interchange & interface possibilities that it brings, especially thanks to RHW 3.0...

I'm having a lot of fun replacing the Maxis Highway with new RHW interchanges in some of my regions.  What a difference.  I now have fewer exits & fewer overpasses than I had before, which is much more realistic.  I appreciate the fact that many of us play SimCity 4 for different reasons & with different objectives.  That's why I appreciate all the choices that are out there for us.  Maxis did a great job of getting started, but we should all be thankful that this community has worked so hard to make this an even better game & to broaden its appeal.

My suggestions for future development of the RHW.  It would be great to see the RHW crew expand on the exit options & transitions.  RHW 3.0 was the biggest step ever & I think only small steps will be needed from here on.  I'd love to see more Exit Type-C options and a splitter from a RHW 8 to a RHW 6S & RHW 4.  As for transitions, it would be great to see a transition from RHW 8 to RHW 6C or something to that effect.  The RHW 6C is a fantastic network.  Kudos to all involved in the great work done so far...

RHW = Realistic Highway Mod???
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 23, 2009, 10:09:49 AM
PatMax: I know about that, I was just thinking it might be nice for a smooth/sideways transition like the one shown, but with road networks instead, if you get what I mean
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on January 23, 2009, 10:31:15 AM
I downladed it and i like it. Great job :) &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 23, 2009, 10:49:44 AM
JoeST: Ah, now I know what you generally mean. That would be nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: elliey-sama on January 23, 2009, 01:17:38 PM
Quote from: Owaen on January 16, 2009, 12:42:01 PM
--> elliey-sama

Do you mean something like this ?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FSim%2520City%2520Interchanges%2FRaised-Dogbone.jpg&hash=e43085c72e1d794614ac0e3c62c5e6ffcffb9fc4)

If you do, then I haven´t seen a tutorial but I could try to make one if anyone would be interested in one.
This one was made with "old" RHW 2.0

Ps, the on slope pieces work best at a height/depth of 15m

Yes Something like that only on a more bit small scale not so big more like the realistic freeway off ramps and avenues intersections that go over or under the freeway but thanx for the info :3 if anyone does make a tutorial of that plz let me know :3 ill try to take screenshots of my attempd designs
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on January 23, 2009, 01:22:41 PM
I was wondering if I should put this idea out but might as well do so... ahem.... Traffic lights for RHW? %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on January 23, 2009, 01:35:15 PM
Quote from: Fresh Prince of SC4D on January 23, 2009, 01:22:41 PM
I was wondering if I should put this idea out but might as well do so... ahem.... Traffic lights for RHW? %confuso

In my opinion, I think they should be an OPTION...Not forced, maybe plop?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 23, 2009, 02:34:59 PM
This has been discussed earlier. When I want traffic lights, I use a network that has them. The RHW gives us the option to avoid them for a lot of network work arounds. It is for that reason the RHW would not have signals on it by default. When it comes to making realistic highway junctions that would have signals once a main road crosses, I make the MIS into OWR before the intersections. Then that way the exit widens up, and serves as turn lanes. However, when you have a bare intersection, you can customize it anyway you want. Personally I like the way it is, so I could create something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F796%2F1393917125.GIF&hash=a132da2483fbd90d9591d7a7c0e6db94efc268ac)
The intersection has been slightly upgraded since I took this picture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2009, 04:21:38 PM
Quote from: Fresh Prince of SC4D on January 23, 2009, 01:22:41 PM
Traffic lights for RHW?

If traffic signals were to ever be added to the RHW, the best way to do it would be to have optional addons, rather than actually including them in the mod. 

The reason for this is that the RHW means so many things to so many different people, and it would be impossible to satisfy everyone.  I'd imagine that if I were to actually put up a poll question or open this up for debate here, there'd be about 10 pages of new posts tomorrow with people disagreeing with each other quite vociferously, which wouldn't accomplish anything.

If anyone wants to talk traffic signals, I'd recommend doing so in the Traffic Signals in SC4 (http://sc4devotion.com/forums/index.php?topic=5136.0) Discussion Thread.  That thread is dedicated exclusively to discussing traffic signals/traffic control, including new signals and adding signals to intersections.

-Alex (Tarkus)

Edit: And chrisnhl50, to answer your question, the MIS Ramps are based on the same network as all the other RHW networks, and thus, have the same speed.  There's no way to change this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Azert on January 24, 2009, 01:32:48 AM
YES AND YES !!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 24, 2009, 04:52:52 AM
Um... "Yes and Yes!" what? ???

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 25, 2009, 03:52:42 AM
I'm busy with eurofying Tarkus' textures. So far I've retextured the draggable RHW-4, RHW-6C and the straight, diagonal and corner sections of the RHW-2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F3097%2Frhweurotex3zq4.jpg&hash=68bbdd22f9d9bb0766a77047c704045be9c4f963)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F7064%2Frhweurotex2bq3.jpg&hash=1616182f75a5695a63c430e7fd804a4aea01597f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F2364%2Frhweurotex1gp5.jpg&hash=0a688903b80f39a9424abb79f7ebf25153605980)
It is a mountain of work, and I've still a lot to do, so I'd say:

Bless you all, people who are making these textures.

The question is: do I have permission to do this or produce this? If so, that would be great!

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 25, 2009, 04:05:06 AM
I hope you do get permission, because Euro elevated RHW looks great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 25, 2009, 05:18:41 AM
Great work on the textures! &apls
Btw why there is grass around the median of the RHW6C on the second picture? I think it looks better with asphalt.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 25, 2009, 06:58:44 AM
Well, I've seen no asphalt median in Western Europe. In fact, it's one of the the specifications of an highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on January 25, 2009, 06:59:15 AM
I don't know if this is something new or old, but in the RHW 3.0, using the RHW 6 with the median in the middle, you can take out the 2 sides and leave the median which has 1 lane per side, making a 1 lane RHW!  "$Deal"$


Picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fmr73o3.jpg&hash=84adbdf1af3ded050139f3dfbd125f21159ed666)
(Sorry for the lack of quality, and YES it is TE'd)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on January 25, 2009, 07:50:54 AM
That's what most of us call a RHW-2, which is included with the RHW 3.0 (and al previous versions), however, that one doesn't has a concrete median and has a hard shoulder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 25, 2009, 07:52:34 AM
Well, its still two lanes, its just one lane divided in each direction. Unfortunately though your stuck with having to leave the extra space to make it possible. This is a similar concept to the AVE-2. In the future, the NWM project will allow this type of network to be built with buildings touching it with a sidewalk, so you don't have to worry about needing more room to make this possible.  
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 25, 2009, 08:08:29 AM
Umm... I gonna guess that nobody has noticed (or reveled $%#Ninj2) the fact that ShadowAssasin has updated (partially) the Euro RHW textures? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on January 25, 2009, 08:40:03 AM
He has?, on the LEX it says Updated: Never. And the one on the STEX is locked

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 25, 2009, 08:45:12 AM
Well I wouldn't really expect him to upload them to the LEX right now, but he is definitely working on a new set, if you talk to him in ST chat or on msn. And I must say, they look spectacular ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on January 25, 2009, 09:30:00 AM
Quote from: mrtnrln on January 25, 2009, 03:52:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F7064%2Frhweurotex2bq3.jpg&hash=1616182f75a5695a63c430e7fd804a4aea01597f)

Mrtnrln, I have been thinking about street lights on RHW.  Since it is a RURAL highway, the streetlights may not always have power.  To avoid streetlights that do not light up, I thought it might be a good idea to use streetlight props that only show up when there is power.  What do you think?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2009, 03:52:16 PM
Quote from: mrtnrln on January 25, 2009, 03:52:42 AM
The question is: do I have permission to do this or produce this? If so, that would be great!

Most definitely. :thumbsup:  If anyone wants to modify my textures, even in a relatively minor way to re-create the particular markings in their part of the world, they are more than welcome to--distribution is fully permitted as well, as long as credit is given. :) 

They look excellent, too, by the way. ;)

-Alex (Tarkus)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 25, 2009, 03:57:53 PM
Good. I can just imagine the texture variations that would be possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Floydian on January 25, 2009, 06:03:04 PM
Ok I've been looking but I can't find an answer... but how on earth do you make rhw6 go from orthagonal to diagonal? You can drag them to SOME extent, but a few pieces always go nutty. Using the puzzle pieces seems obsolete since you can only create S curves with them (No 90 degree turns) and since you can't drag out of them.

Any tutorials on making this work?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2009, 06:07:44 PM
The puzzle pieces are actually the only way right now that works reliably, though as you've pointed out, they are just limited to 45-degree and S-Curves at this point. 

The draggable version of the RHW-6S is not pathed, and its existence in the new release is unintentional.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 25, 2009, 06:11:15 PM
What I have done is use left over 1x1 OWR diagonal stubs in between the missing areas of the diagonal RHW 6 to continue the traffic flow through a 90 degree bend. It takes more time and careful maneuvering to do it, but it does work. That will have to be explained somewhere later though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jerred_p on January 25, 2009, 08:17:47 PM
I'm having trouble getting my diagonal 6 and 8 to work.  There is a piece missing for the diagonal that completes the puzzle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 25, 2009, 08:31:28 PM
As Alex recently mentioned, the RHW-6S can't make 90-degree turns in its current state, unless j-dub's workaround is used.  Otherwise, all of the RHW-6S pieces that should be there are included.  There should be eight different orientations for the RHW-6S 45-degree curve piece, and all of them are there.  As for the RHW-8, there really are four pieces missing, allowing the RHW-8 to only turn right from orthogonal to diagonal, and left from diagonal to orthogonal.  The missing pieces for the RHW-8 should be included in a future RHW release, according to Alex.  I hope this is the information you're looking for, jerred_p.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 25, 2009, 08:35:49 PM
Yes, this puzzle issue, is puzzling a lot of folk. If Tarkus does not beat me to the punch, I'll eventually demonstrate a pathed work around at some point, at another spot to fill the missing diagonal puzzle piece gaps. That is limiting to 6, maybe 8, but it will be off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 25, 2009, 08:42:58 PM
Hello everyone, just wanted to let you all know I now have a RHW interchange guide up.

Currently, it contains two guides (one for diamond interchanges and one for elevated diamond interchanges), but I do plan to expand it as time goes on.  You may find it useful when contemplating how to build interchanges for your RHWs.

Link:
SC4D:  http://sc4devotion.com/forums/index.php?topic=6843.0 (http://sc4devotion.com/forums/index.php?topic=6843.0)
ST:  http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=105017&enterthread=y (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=105017&enterthread=y)

(Tarkus has already put the SC4D link in the stickied post that appears at the top of each page.)

I hope you will find it useful!

All the best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jerred_p on January 25, 2009, 09:29:58 PM
Thanks guys for all your knowledge.  It does explain a lot....so what I've got so far is.....

1. You cannot make an 8 lane turn.
2. We do not have the missing piece to make the 6 lane diagonal into a curve.

So....in trying to use the dragging method for the 6 lane, it is VERY difficult to get the curves to work correctly.  There is always an "odd" square with the wrong texture on it.  Do any of you know a simple method for using dragging to make the 6 lane curves work?  I've done it on some, but some I can't get and I find it very frustrating.

I also wish there was an exit peice that was 8 lane on one side, with the outside lane going to an exit and then the rest of the peice going to 6 lane, kind of like the 6 to 4 piece with an exit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 26, 2009, 08:19:20 AM
The draggable RHW-6S curve is not pathed, and as Alex has been saying along, was not even intended to be included in version 3.0.

Quote from: jerred_p on January 25, 2009, 09:29:58 PM
1. You cannot make an 8 lane turn.

There are actually curve puzzle pieces to allow this, just for 45° curves only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jerred_p on January 26, 2009, 02:33:49 PM
So, will the next version include curvable 6 and 8 lanes?  Can't wait to see it. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on January 26, 2009, 02:51:35 PM
Okay,
   I am having a problem.    The road over 6RHW pieces don't seem to fit right.   I'll try to get a picture sometime soon, but I don't currently have one.   Basically they don't span the entire RHW.    Suggestions?


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 26, 2009, 04:12:30 PM
Quote from: Gaston on January 26, 2009, 02:51:35 PM
Okay,
   I am having a problem.    The road over 6RHW pieces don't seem to fit right.   I'll try to get a picture sometime soon, but I don't currently have one.   Basically they don't span the entire RHW.    Suggestions?

---Gaston

Which RHW-6 are we talking about?  The RHW-6S or the RHW-6C?  There were puzzle pieces made for both of these. 

Perhaps you are using the RHW-6S overpass to cross over a RHW-6C.  If this were the case, then I see the issue.  Switch to the RHW-6C overpass and it should work no problem.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 26, 2009, 09:56:17 PM
Gaston, is the preview "ghost" model a little off from where it should be? If so, I'm having the same problem. Once you plop the piece it's in the right place, it's just hard to line up.


Well, I found another bug. The RHW-2 and Road under draggable El-MIS is pathed as if it were OWR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FWoodston-Jun9031233034972.png&hash=f9e3a47cdab9bf5792c1ebd738faacc4a15966ed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexist on January 27, 2009, 01:53:00 AM
i cant download this stuff...????

i click on windows at that rhw mod but then on the following screen there is not download button.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on January 27, 2009, 02:10:08 AM
Quote from: Dexist on January 27, 2009, 01:53:00 AM
i cant download this stuff...????

i click on windows at that rhw mod but then on the following screen there is not download button.
Have you registered at LEX to?
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 27, 2009, 07:06:47 AM
Quote from: deathtopumpkins on January 26, 2009, 09:56:17 PM

Well, I found another bug. The RHW-2 and Road under draggable El-MIS is pathed as if it were OWR:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FWoodston-Jun9031233034972.png&hash=f9e3a47cdab9bf5792c1ebd738faacc4a15966ed)

DTP: very nice work here...

I confirmed this finding with my test city.. basically, i ran just the one route between my residential and work zones.. I made sure i used a road under el mis set up.. and than i set this up as the only possible way to get to
work forcing everyone to use just the route..
The incorrectly pathed road under el mis rendered the entire route as
non functional.. Noone was able to get to work and thus the town was abandoned.. As you stated, only the
rhw-2 and road under el- mis was pathed wrong.. I tested all the other road networks and rail and they checked
out fine..

You have now found 2 bugs with the rhw 3,   Earlier you had found the flipping problem with the mis intersections
Its greatly appreciated by myself to know about these problems, and im sure the others feel the same way..

Thanks for reporting this..

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on January 27, 2009, 02:57:46 PM
Whoops, I think that one got re-introduced as I clearly remember it not existing at one point in time...Alex, do you have any clue?  :-[

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2009, 03:29:27 PM
Kevin, I'm not sure either.  The release version seems to have issues the last Alphas didn't.

What I do know, however, is that I am planning on releasing a "path fix" file as an attachment in this thread, sometime later this week to address that issue as well as a couple others people have pointed out.

This will serve as a stopgap until they are incorporated into the next RHW release--which, as I should remind you, has no planned release date.  ;)  So as to help reinforce that fact, teasing will be minimized during this development process.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 27, 2009, 05:02:32 PM
QuoteThis will serve as a stopgap until they are incorporated into the next RHW release--which, as I should remind you, has no planned release date.    So as to help reinforce that fact, teasing will be minimized during this development process.

Good. I'll be waiting for the attachment.

"Teasing will be minimized"? That takes time to take in, after teasing us for more than a year. Still, I think it is a welcome change, but please don't cut teasing out entirely  ;).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 27, 2009, 08:29:29 PM
I still remember the BYSOI Alex, your first teaser ;)

(for those who don't know, BYSOI stands for Blow Your Socks Off Interchange).

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 27, 2009, 08:35:36 PM
Quote from: Patricius Maximus on January 27, 2009, 05:02:32 PM
Good. I'll be waiting for the attachment.

"Teasing will be minimized"? That takes time to take in, after teasing us for more than a year. Still, I think it is a welcome change, but please don't cut teasing out entirely  ;).

The teasing he did caused a bunch of problems, which lead to this thread being locked a couple times. The main problem was people being impatient and demanding the files to be out immediately. He and several NAM Team members got tired of the demanding and all of the speculation regarding the RHW project. I almost wanted to skip reading this thread during all of that. &mmm

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 28, 2009, 09:54:19 AM
Swamper77, perhaps it was irrational exuberance (or rational exuberance)  %confuso. Anyway, the teasing didn't cause a real problem I could see until about a year after the teasing began. Also, I only remember the thread being locked once.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 28, 2009, 11:16:57 AM
Dragging El Rail over a diagonal MIS Ramp causes the Ramp to revert to a RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 28, 2009, 12:45:03 PM
Found another one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FWoodston-Aug7031233094987.png&hash=ab518c50211f87d9194617b9df6648495930db3e)
All RHW-6C onramps have a section of path that flashes red, and testing in UDI shows that you cannot drive over it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 28, 2009, 12:46:00 PM
Quote from: Kitsune on January 28, 2009, 11:16:57 AM
Dragging El Rail over a diagonal MIS Ramp causes the Ramp to revert to a RHW-2.

This is known, but both networks will still function without any problems.

In RHW 2.0, this happened for orthogonal MIS as well.  Things will be improved as time progresses!   :thumbsup:

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on January 28, 2009, 01:12:58 PM
Why was the RHW-8C canceled? It seems like it would be good for acel/decel lanes with Rhw-6C. Will it be reconsidered later?

Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 28, 2009, 01:39:41 PM
Note to self: DTP=Network breaking machine :P

And I don't think that the RHW teasing was a problem until people started guessing for a release date (and then some got impatient etc. :-\)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 28, 2009, 01:46:45 PM
Quote from: sim-al2 on January 28, 2009, 01:39:41 PM
Note to self: DTP=Network breaking machine :P

And I don't think that the RHW teasing was a problem until people started guessing for a release date (and then some got impatient etc. :-\)

You've hit the nail on the head as to what the main problem of the teasing was. This is why Alex will be doing minimal teasing for this release.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 28, 2009, 01:50:56 PM
Well I hope that the pathfixes come out soon
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 28, 2009, 04:38:31 PM
Quote from: LE0 on January 28, 2009, 01:12:58 PM
Why was the RHW-8C canceled? It seems like it would be good for acel/decel lanes with Rhw-6C. Will it be reconsidered later?

When the new texture set was created, I re-measured the lane widths and found that the old prototypes my former texture artist had done were actually too narrow compared to the RHW-4 lane widths.  When I got around to making the first draft of the new RHW-8C textures, I found that there simply wasn't enough room for the added lane on a 3-tile footprint, and an RHW-8C would have to take up 5 tiles.  Having a supposedly "Compact" network take up more space than the "Separable" network kind of seemed to defeat the entire purpose. 

Quote from: darraghf on January 28, 2009, 01:50:56 PM
Well I hope that the pathfixes come out soon

You read my mind. :D   It's attached to the post below.  It fixes the RHW-6C Style B Entrance Ramp issue and the EMIS-over-Road overpass.  Thanks to deathtopumpkins and io_bg for reporting the issues.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 28, 2009, 04:42:23 PM
Thanks Alex!  ;D

And as to the RHW-8C, I'd still want it even if it took up 5 tiles to use as acel/decel lanes. I don't really care about that extra width in most situations, as long as I'd get more realistic exits. So if it's not really that much work, I'd say put up a poll on it and see if enough people want it.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 28, 2009, 05:32:27 PM
I completely support having accel/decel lanes for the RHW-6C, but having it made into a 5-tile RHW-8C is kind of defeats the purpose, as Alex has stated.  Imagine how much work it would take to make the network, you would have drag the RHW tool 5 times just to construct the highway!  When you get to 5 tiles, you may as well use the space and make something like a RHW-12C :P.

How about a compromise?  Perhaps we could sacrifice some of the shoulder for accel/decel lanes near entrances and exits.  Many highways around the world have this setup, especially for compact routes where space isn't available.  However, this would then have to be a true accel/decel lane, and not like the setup used in RHW 2.0.  The ramp lane would have to end in a few tiles (most accel/decel lanes here are at least 100m in length, so that would be about 5 or 6 tiles in-game), and could benefit from a dashed line since its a temporary lane.

Just introducing the concept here, what do you think?  Keeping it 3 and no wider tiles should be a a priority.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 28, 2009, 05:38:05 PM
Meh, that's fine by me Hal.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on January 28, 2009, 06:13:09 PM
Hal, that sounds like a great idea.  Or we could just have a compact transition from RHW-6C to RHW-8.

Also, this may be a little late, but the diagonal road under EL-RHW doesn't work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 28, 2009, 06:24:15 PM
Quote from: remanh on January 28, 2009, 06:13:09 PM
Also, this may be a little late, but the diagonal road under EL-RHW doesn't work.

That was another incomplete feature that was supposed to be blocked.  ;)  The RULs are mostly there for it, but it still does weird stuff from time to time.  None of the diagonal combinations involving the Elevated RHW or MIS are finished.  Or, for that matter, aside from those Road-over-RHW pieces in Version 3.0, none of the Anything-over-RHW diagonal stuff is in place (hence, Kitsune's issue). 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 28, 2009, 07:04:05 PM
Heres a thought, why not have accel/decel lanes built directly in with the ramp on the RHW-6C so its just one big puzzle piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 28, 2009, 07:16:52 PM
Quote from: Kitsune on January 28, 2009, 07:04:05 PM
Heres a thought, why not have accel/decel lanes built directly in with the ramp on the RHW-6C so its just one big puzzle piece?

Ahh but people like me will want to build an overpass over it, like in the case of a cloverleaf where the lane in question is a 'weave' or 'merge lane.' ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 28, 2009, 07:27:12 PM
Quote from: Kitsune on January 28, 2009, 07:04:05 PM
Heres a thought, why not have accel/decel lanes built directly in with the ramp on the RHW-6C so its just one big puzzle piece?

One word: modularity.  In order to maximize the number of possibilities, and to minimize the amount of modding work, breaking it up is the only way to do things. 

The idea of having an RHW-8C for accel/decel lanes is in and of itself a problem as well from a modularity standpoint as well.  Asymmetrical setups come to mind.  The 6C is already a bit problematic on the modularity end, though the design of the ramp interfaces, so that they only include the outer tiles, turned out to be a decent solution.  And the fact that all three tiles are pathed justifies its existence a little more from the functional standpoint--filling an intermediary niche between the RHW-4 and RHW-8(S).

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on January 28, 2009, 10:44:58 PM
Thanks for the path fix, I will update the NAM article soon with a link to the fix :)

Joe

ps: would be nice to have a list of bugs fixed by said fix? PM me :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on January 29, 2009, 09:15:46 AM
Thanks for the path fix.
Could you give me the exact file path to extract it.
I'm kinda clueless

Best,
Darragh f
(Rainyday)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on January 29, 2009, 12:35:33 PM
I'm going to stick my nose into Alex's thread and make a suggestion.  I can certainly identify with all the folks who've suggested great new features for the RHW- there's tons of things I would like to see added as well.  My guess is, though, with the huge forward strides the project has taken in this last release, the next one will probably mostly be focused on adding detail and depth to existing stuff.  Alex needs to hear all the great ideas, of course, but it might help him a lot more if some thought was given to suggesting how he could take and make perfect all the goodies we have on the table right now.

Just my 2 cents.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on January 29, 2009, 01:04:38 PM
Well can we add more stuff to the mis spliters? Like a diagonal MIS coming off an orthogonal MIS?

Also I have noticed that theres a piece that was in the last version but this one. Its that piece where two MIS (ie one going north and one going south) converge and form a road. What happened to that piece?

Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 29, 2009, 01:17:07 PM
It's the next piece in the tab ring after the RHW-2 Dual B-style Exits.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on January 29, 2009, 01:39:59 PM
A little problem mate with my diagonal exits, forgot to show ya using draw paths, but i don't think that is necessary.
This is what happens when the puzzle piece is plopped:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi35.photobucket.com%2Falbums%2Fd200%2Fsuperlax5%2FEaston-Jan23001233263054.png&hash=07bbe4b6d44891adb16cd83b34623c3e70c51141)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on January 29, 2009, 01:47:35 PM
Ok, sorry about that post, but by advice from DTP, i tried flattening the ground, only to get the same result  &ops

the edit button did not appear for me
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2009, 03:21:47 PM
Looks like the ConsLayout section of the RULs may need adjusting.  It's kind of odd the issue doesn't happen on the Exit ramp version.

And darraghf, probably the best place to stick it is in your Plugins\Network Addon Mod\Rural Highway Mod folder.  The filename already has a "z" in front of it, so it'll load after the RHW.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 29, 2009, 03:54:16 PM
Two things, I noticed if you put the diagonal ramp down first, it doesn't make a huge watery pothole. It seems like the pothole can happen if you place it on top of already existing RHW.

Another thing, this is before I got a chance to play after the Road under MIS fix that was released, but RHW2 under El-MIS ramp seems to have the same pathing problem as the road did with the one direction facing the wrong way underneath.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 29, 2009, 06:11:25 PM
I installed the pathing fix and my RHW-6C onramps still have that section of path that flashes red... And are still nonfunctional.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2009, 06:16:46 PM
Quote from: deathtopumpkins on January 29, 2009, 06:11:25 PM
I installed the pathing fix and my RHW-6C onramps still have that section of path that flashes red... And are still nonfunctional.

Odd.  I'll take a look over things again. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 29, 2009, 07:07:01 PM
Thanks.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 29, 2009, 08:30:08 PM
Tarkus, your skill are unbelivable. 10/10. :thumbsup:

I've read that u still develope other pieces, but I would know if u make more diagonal ramps, like this:

/ / Diagonal RHW
=== MIS Ramp

        / /
      / /
    /
/===
  / /
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2009, 08:43:22 PM
Hi vinlabsc3k-

Welcome to SC4D, and that piece that you seem to have described is in fact in the works. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Erzei on January 29, 2009, 09:06:05 PM
Hey guys, it is only me or there is another problem with the paths?

In this case, OneWayRoads with the 2RHW puzzle piece...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F1551%2Fpathsowrfm4.jpg&hash=0cbf2c1b5d68da4654d56ed498b0d13999e6c677)

I've checked all the other puzzle pieces and this os the only one with one direction, instead of two, making impossible to cross from one side to another using OWR over 2RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 30, 2009, 04:35:14 AM
The yellow line on the RHW needs to be on the inside of the freeway. You have them side-by-side going in the same direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on January 30, 2009, 05:47:30 AM
Quote from: Erzei on January 29, 2009, 09:06:05 PM
Hey guys, it is only me or there is another problem with the paths?



I've checked all the other puzzle pieces and this os the only one with one direction, instead of two, making impossible to cross from one side to another using OWR over 2RHW

Hi ,I think my question is somewhat related to this...
although in working with the rhw -4 rather than the rhw-2...
anyways, i was just trying to make a one way road over pass over the rhw -4...
with the 1-way road over the rhw overpass puzzle pieces.. there seems to be only 4 puzzle pieces in the rotations
when using the home/ end keys to roate through them.. this seems to account for the 4 directions of the rhw-4
going through east-west -north- and south.. But dosent there need to be 8 of them to account for a 1 way
road going in either direction..? I thought maybe some of them were left out .?

so for example i have the one way overpass coming from a north to south direction over an east -west rhw -4
the east bound puzzle piece went in fine with the pathing arrows headed in the correct direction.. But when I
go to put in the west bound puzzle piece , it seems im only given one option with the pathing arrows pointed
south to north ..?

thanks , Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 30, 2009, 05:29:55 PM
Thanx Tarkus for the welcome and great for the work in progress &apls.
Now a little request-critic &mmm:
I know u want make a modular system but in some cases it's useful a standard piece like a Y ramp or T interchange.
However keep up the excellent work!! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on January 30, 2009, 05:34:58 PM
The problem with standard is that nobody can agree on what is standard. Too many different interchanges exist for a "standard" intersection, and anyway plopable complete-intersections are extremely complex to implement. A few made by the NAM team for Maxis highways have taken several months to complete.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2009, 05:41:05 PM
b22rian and Erzei, you seem to have the same problem, actually.  

Actually, the OWR-over-RHW-4 puzzle piece, just like all the other OWR-over-RHW puzzle pieces, was supposed to be pathed bi-directionally so you didn't have to worry about which way to place it.  However, it seems I didn't change that path.  (The tricky part of adding hundreds of new features into a build--keeping track of all of them. ;))  

At any rate, though, I've rebuilt the Path Fix, and it is attached below.  Here's everything it fixes:
-OWR-over-RHW-4
-EMIS-over-Road
-EMIS-over-RHW-2
-RHW-6C Ramp Style B (I'm positive on that one this time. ;))

Hopefully, that'll be the last.  

As far as pre-fab interchanges, they're not happening.  They require too much work, and I'm already propping up two large projects almost entirely by myself right now (this and the NWM). 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: hyped_up_boy on January 30, 2009, 08:38:53 PM
thanks for the rhw and the pathfixes!  just wondering though, the new pathfix replaces the one released earlier?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on January 30, 2009, 08:52:52 PM
Quote from: hyped_up_boy on January 30, 2009, 08:38:53 PM
thanks for the rhw and the pathfixes!  just wondering though, the new pathfix replaces the one released earlier?

It does. :thumbsup:

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 31, 2009, 02:03:10 AM
Silly question, but can we make accelleration/decelleration lanes like the way how road turning lanes are made? This could be a great addition, mentioning the realism of the game (although it means that the ramp textured need a slight change).
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on February 01, 2009, 02:27:06 PM
I wonder... there are two RHW 6 networks and yet there's no way to integrate both i think xD

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 01, 2009, 03:11:31 PM
Mrtnrln, some turn lanes are planned for the RHW's future like road turning lanes. For now you can connect MIS to OWR and Avenues to do turning lanes. Its just the arrows won't be there. In real life they don't always put the arrows down, at least where I am.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 01, 2009, 09:54:29 PM
Hey guys! As for the new path fix, do i remove the original one before I install it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 02, 2009, 03:04:05 AM
Yes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 02, 2009, 05:40:59 AM
Quote from: j-dub on February 01, 2009, 03:11:31 PM
Mrtnrln, some turn lanes are planned for the RHW's future like road turning lanes. For now you can connect MIS to OWR and Avenues to do turning lanes. Its just the arrows won't be there. In real life they don't always put the arrows down, at least where I am.
That's not actually what I meant. What I mean is that automaticly accelleration/decelleration lanes appear before or after the RHW-exit/entrance ramps by RUL override, just like how the turning lanes appear on common roads in SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on February 02, 2009, 06:36:32 AM
Mrtnrln: I think you'll have to upgrade your RHW-4 into RHW-6 for accel-decell lanes, though if anyone knows another way, feel free to mention it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 02, 2009, 07:41:25 AM
Will ther be more ramps that add or take away a lane when theres an exit for wider RHW's, like 6S, 8 and 10 planned?

Also a diagonal RHW4 to MIS splitter like this:
         
                              diagonal mis
                                 /
                                /
                               /_ _ _ orthogonal mis
                              //
                             //
                       diagonal rhw4
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 02, 2009, 08:45:34 AM
Quote from: kj3400 on February 02, 2009, 06:36:32 AM
Mrtnrln: I think you'll have to upgrade your RHW-4 into RHW-6 for accel-decell lanes, though if anyone knows another way, feel free to mention it.

Yeah, I know, but I meant it for all variants of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 02, 2009, 09:30:07 AM
I think the request here refers to RHW10 to RHW8 exit only, and RHW8 to RHW6 exit only. We already have RHW4 to MIS exit only, and RHW6 to RHW4 as everyone already knows. I can see the other RHW6 to RHW4 having that type of ramp added, these are all good. Those thoughts of concept are obvious, but personally I think its the NWM's turn to have stuff done for it, as RHW 3.0 just did come out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 02, 2009, 08:45:28 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F2369%2Frhwoverdiag07pm8.jpg&hash=12d12dd9695089f314834e90fbf7687b63ddc55c)

When I was playing around with SC4 earlier, I discovered a way to build diagonal Elevated RHW-4 overpasses [linkie] (http://sc4devotion.com/forums/index.php?topic=6916.0).  I realize there are no diagonal Elevated RHW-4 ramps yet, but it's better than nothing, and it is functional.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on February 02, 2009, 11:04:02 PM
I concord with j-dub, it's only a matter of time, but at the end of the century the RHW will complete :P.

@ metarvo: how do u make the SAM diagonal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on February 03, 2009, 04:36:26 AM
Quote from: vinlabsc3k on February 02, 2009, 11:04:02 PM
@ metarvo: how do u make the SAM diagonal?

You can use the diagonal street helper puzzle pieces. Of course they initially show the grey street texture, but if your drag a SAM street on them, it will convert the grey into the SAM texture. :) Also, if I'm not mistaken, if you extend a straight SAM street with them, they will convert into the SAM texture as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 03, 2009, 06:33:17 AM
Elaborating on what metarvo said, this workaround also has its orthagonal uses.  ;) I've found that you can use the avenue or OWR pieces to have El-RHW cross over networks that currently do not support draggable El-RHW crossings, such as HSRP or even the wider RHWs. I recently used OWR pieces to have an RHW-4 cross an RHW-6C. This also requires less work than metarvo's diagonal use. A tutorial's not really necessary for ortho uses though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 03, 2009, 08:41:58 AM
lovely euro textures there :p (the dark ones) the grey one looks good too, but not my type :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 03, 2009, 01:51:18 PM
I just found this overpass in Florida, and it looks a lot like the MIS overpasses and on-slope pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2Fzz.jpg&hash=357a9014cb4bb2d5386b522c93fb5e247989ea2e)

Just wanted to point it out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 03, 2009, 02:08:22 PM
I may be mistaken, but that looks like one of the Disney World highways. I know there was a highway through there with ramps and everything, but can't remember if this was the one in the park or not. All I know is they made you go round in a circle too much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimsReporter on February 03, 2009, 03:44:30 PM
One question Tarkus, great job on the new RHW by the way. Are there going to be smooth curves for the Elevated RHW since there was for the Ground RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on February 03, 2009, 04:58:02 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi275.photobucket.com%2Falbums%2Fjj312%2Fblunderclod%2FGlitch.jpg&hash=7f7d3464a9b2d3ce5adc63d676fc3ec198c0d3d4)

Found another glitch. This one comes from the starter pieces. As you can see, if you use just plain ole parks, it generates a strip of pavement pointing in the wrong direction.  I can easily fix this by removing the starter piece, but I just wanted to show you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 03, 2009, 07:11:23 PM
Hi! I have a few questions about neighborhood connections for every type of RHW?  I was wondering what the drawpaths are supposed to look like when there is a connection established, also can the mis or any of the elevated systems have a connection?  I think it would be a great idea to make a tutorial on how connections work with some pictures.  Anyways, my whole region is built around my RHW freeway system and I have alot of neighborhood connections and Im worried my citizens wont be able to get to work.  Thanks so much to anyone who can help and thanks to Tarkus for doing such a great job with this project!!
Chris
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 03, 2009, 08:28:17 PM
Quote from: SimsReporter on February 03, 2009, 03:44:30 PM
One question Tarkus, great job on the new RHW by the way. Are there going to be smooth curves for the Elevated RHW since there was for the Ground RHW?


Of course there will be!  All these puzzle pieces take time to make however, so you may have to wait a bit before we see El-RHW smooth curves.

Quote from: SusanMarie1956 on February 03, 2009, 04:58:02 PM
Found another glitch. This one comes from the starter pieces. As you can see, if you use just plain ole parks, it generates a strip of pavement pointing in the wrong direction.  I can easily fix this by removing the starter piece, but I just wanted to show you.


Well this is nothing new.  If you used Shadow_Assassin's Euro texture mod for RHW 2.0 (or DTP's American version based off that), some textural glitches would appear next to puzzle pieces.

In this case however, you don't even need the starter piece, opposed to it appearing near ramp pieces as it did earlier, so you can easily delete it.

Quote from: chrisnhl on February 03, 2009, 07:11:23 PM
I was wondering what the drawpaths are supposed to look like when there is a connection established, also can the mis or any of the elevated systems have a connection?  I think it would be a great idea to make a tutorial on how connections work with some pictures.


Well the readme contains the necessary information about making connections work.  I'm not sure about the drawpaths, but as long as you see a path heading off the tile it should work.  Again, consult the readme for more information.

Hope that helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 03, 2009, 10:17:02 PM
Ya I looked at the Readme and Im a self proclaimed pro at using the RHW, Im just very uncertain about my connection and visuals are really nice to have.  I also have mis connections and I am not sure if they work either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 04, 2009, 08:19:26 AM
Any development pics? :)

The problem was not the development pictures, it was when alex started teasing about release dates that the thread got wild and impatient.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 04, 2009, 09:10:24 AM
Although I have no idea if we'll see any development pics or not, I do know that Alex promised a reduction in teasing, not a total cancellation.  So, I wouldn't rule out development pics entirely, even though I wouldn't count on them, either.  As far as release dates go, Alex said something about future RHW releases being closer together.  Personally, my prediction is that we will see a NWM release before we see another RHW release, since the NWM was on the back burner while RHW 3.0 was being developed, but it's ultimately up to Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on February 04, 2009, 12:57:42 PM
Welcome to Page 230

Thanx Andreas, i was shocked when i see diagonal SAM :o, but was a my problem because i have an old version :P :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 04, 2009, 07:00:44 PM
Well, for a variety of reasons, I'm keeping progress on both this project and the NWM on the down-low.  Rest assured, work is continuing on both projects (quite rapidly on the RHW right now, in fact), but development pics shouldn't be taken for granted.  I'd like to be out of the hot seat for a little while, at least, and may not show any pics until RHW Version 4.0 is already out there. ;)

I can't confirm one way or the other with which mod will come out first, either.  It's extraordinarily tricky trying to manage two large, highly-anticipated projects at once. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 05, 2009, 04:00:23 AM
Good news. 4.0? What happened to 3.1?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 05, 2009, 05:28:34 AM
I guess because hes making quick progress maybe hes going straight  to 4.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on February 05, 2009, 07:06:46 AM
wow..... what does RHW 4.0 has for us in the next months..... what kind of ramps or interfaces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on February 05, 2009, 09:41:10 AM
I hope that RHW 3.1 contains this new ramp interfaces:

- RHW-6C to RHW-4 and MIS Splitter (left and right puzzle pieces)
  It should look (schematic) like this:
  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Ftekening_RHW_6C_RHW-4_and_MIS_splitter.png&hash=45c9aba8f4a818ad1188a1c43e58651c1e398563)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Ftekening_RHW_6C_RHW-4_and_MIS_splitter_met_tekst.png&hash=78aa3e2f34f22f1ae7fc0fbfd2bb8c87ece3314a)
  There should be two puzzle pieces for this: one with a extra tile for the MIS on the left and one with a extra tile for the MIS on the right.
  In schedule this should look like this:
   Left puzzle piece:      Right puzzle piece:
     ###                      ###
     ###                      ###
   ####                      ####
   ####                      ####
  # means: one tile used for the RHW

- RHW-8 to RHW-6C and MIS Splitter (left and right puzzle pieces)
- RHW-8 Style C Ramp Interface (with 3 lanes straight on and 1 MIS entrance/exit lane)
- RHW-8 to RHW-6C transition (left and right puzzle pieces)
This ramp interfaces/transitions are maybe helpful:
- RHW-6S to RHW-6C transition (left and right puzzle pieces)
- RHW-8 to RHW-6C and RHW
- RHW-8/RHW-4 Dual Splitter (with 3 lanes straight on and 2 entrance/exit lanes)
- RHW-8 to RHW-6C and RHW-4 Splitter (left and right puzzle pieces)
- RHW-10/RHW-4 Splitter (with 3 lanes straight on and 2 entrance/exit lanes)

I hope the next RHW release includes this puzzle pieces. It would be great if the first four will be included. :) They will be very useful and increase the compatibility between the RHW-6C, RHW-6S, RHW-8 and MIS networks. Thanks in the advance for making this puzzle pieces. Keep up the good work, everybody! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 05, 2009, 03:20:27 PM
Hey Alex...I think I found some pieces missing.

Here, all of the pieces are there to make RHW 8 curves
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F2964%2Fnorthdowntowndec2413123ed8.th.png&hash=2e85ab036d36178a6c7dc5afaeb1d8d59e75c330) (http://img9.imageshack.us/my.php?image=northdowntowndec2413123ed8.png)

Here are some that are missing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F422%2Fnorthdowntowndec2413123bx0.th.png&hash=55f1b70bed6c16e9a60919b870eeaa46ed5b2820) (http://img24.imageshack.us/my.php?image=northdowntowndec2413123bx0.png)

Just trying to help out.  ;)

Version 4.0 wow what a leap. Maybe a new way to do interchanges?  :D

Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2009, 05:04:41 PM
Well, the reason I'm going to "Version 4" is that I'd like to go to an "integer-only" version number system, like has been done with the SAM and HSR, and will be done with the NWM and SPM.  The only "aberrants" in the RHW numbering were early on, with "Version 1.2", the original release that qurlix did, and my "Version 1.3" and its "a" and "b" patches, which I did to fix 1.2 to make it compatible with the December 2006/January 2007 NAM.  Then there was "2.0", now "3.0", and it just makes sense to go to "4", "5", etc.  Maybe a ".1" for a patch? ::)

I can't say how big or how small the next release will be at this point because I don't know.  I've been taking careful note of what people seem to want to see in future versions, though.

Fixing the diagonal RHW-8 issue that Larry just above me, along with some others, have pointed out, is a top priority. 

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 05, 2009, 05:30:36 PM
Is it possible to get more type C interfaces, as well as type D with a diagonal merge/accel lane instead of the type C, which is just straight?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2009, 06:30:03 PM
Yes, indeed, it is. ;)  They're planned. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 05, 2009, 06:30:55 PM
Quote from: Kitsune on February 05, 2009, 05:30:36 PM
Is it possible to get more type C interfaces, as well as type D with a diagonal merge/accel lane instead of the type C, which is just straight?

You know, that actually makes sense to me. "Type A is to C what type B is to D".  It's been requested since before 2.0 came out (or shall I say 2 now?  :P) so I'm willing to bet that it will be included in the coming releases.

Interesting new numbering system Alex.  Makes sense to me! 

Best,
-Haljackey

Edit:  It looks like Alex managed to answer your question before I could.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 06, 2009, 07:55:25 PM
Hey guys I Have been searching for help in regards to my neighbor connections and its been very difficult.  My connections dont seem to be working and it is sabotaging my region.  I have raed the readme and have done alot of testing but cars dont seem to want to go that way.  Btw Im using RHW 10 to connect and some mis.  Can someone post what this is supposed to look like please?
Thanks Chris
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 06, 2009, 08:32:53 PM
chrisnhl, basically, you just need to somehow break the override to allow for two-way traffic right at the city tile's edge.

Something like this should do the trick for your situation.  If it doesn't, let me know.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F9045%2Frhw020620091fw9.jpg&hash=cfde89b533f6d5d2ca4008a8a12048323654c7a1)

The reason things are wacky is because any sort of neighbor connection with the RHW-4+ or the MIS is basically a One-Way Neighbor Connection--something the game can't account for.  Thus, you have to trick it with loop connectors/crossovers at the city edges to make it see what it wants to see.

I'm looking at ways to potentially visually improve this, though.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 06, 2009, 08:47:47 PM
I just cross all the way, and put a no u-turn warning there. Why the right lanes, even though they end with RHW-2, the returning traffic ends as soon as they enter. The game seems to like knowing everything works right. What I've experienced, it seems chances of a neighbor connection are greater if there is a full crossed median.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 06, 2009, 08:59:21 PM
Quote from: j-dub on February 06, 2009, 08:47:47 PM
it seems chances of a neighbor connection are greater if there is a full crossed median.

This is in fact true.  From what I've seen and experienced myself, allowing the RHW-2 to intersect all connections from all directions will increase the chances of establishing a working neighbour connection.

Alex, you can still do it the way you displayed and what is shown in the readme, but I have found that if the RHW-2 is dragged from one side of the RHW to the other, it will work with a greater effect. 
-It doesn't make sense to me, but the game has its own story to tell.    :P

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: larry0217 on February 07, 2009, 08:28:30 PM
Thank you~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 08, 2009, 04:18:42 AM
"Integer only... maybe a .1 for a patch"? Not exactly the numbering scheme I would use, but it is logical.

Also, since you released a path fix, is this we're using RHW 3.1? or still 3.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2009, 02:04:39 PM
Patricius Maximus, good question. :D  Well, technically, by that regard, we'd be on Version 3.3 right now.  There was the NAM/NAM Essentials update, then the two path fixes.  Though if we were to count exchange-uploaded fixes as "tenths" and attachment fixes as "hundredths", we'd be at Version 3.12.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 08, 2009, 02:49:30 PM
Sounds good to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 08, 2009, 10:49:05 PM
*waits for two more attachments* :D

Cause that would mean everyones favourite number:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmathwithmrflisak.wikispaces.com%2Ffile%2Fview%2Fpi_day_pie.jpg&hash=16e435dc6d684705b29cbee2cdc87670a62154da)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on February 09, 2009, 01:46:04 PM
I dont mean to be a pest or anything but this incredible parclo by Floydian got me thinking.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F9498%2Fcitymz8.jpg&hash=5f6962eed350c05a9880f66c935afd80e083db36)

Is it possible some time in the future do the exact same thing but with avenues instead?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2009, 06:06:54 PM
JoeST, lol.  I was wondering when someone was going to "pi" the thread. ::)

Quote from: pagenotfound on February 09, 2009, 01:46:04 PM
Is it possible some time in the future do the exact same thing but with avenues instead?

It's on my internal list of future features.  Can't make any promises as to when, though. ;)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on February 10, 2009, 01:28:17 AM
Quote from: Tarkus on January 30, 2009, 05:41:05 PM

As far as pre-fab interchanges, they're not happening.  They require too much work, and I'm already propping up two large projects almost entirely by myself right now (this and the NWM). 

-Alex (Tarkus)

There was someone on either here or Simtropolis who did a bunch of eye-candy RHW pre-fab interchanges. &hlp

Man, I'm LOVING the new RHW.  Thanks for taking the time and effort to put all of this out there.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: NaliLeader on February 10, 2009, 05:22:17 PM
Wow, this is so neat.  Good job! :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on February 10, 2009, 05:34:57 PM
Is there a list of all the puzzle pieces for MIS?    I feel like I am missing some.    Like elevated pieces to be specific.   


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 10, 2009, 06:53:14 PM
Gaston, there should be a list in the Readme under the contents section.  Most of the elevated stuff is draggable and uses starter pieces--you can find the Elevated RHW-4 and MIS Ramp starters under the "Starter Piece" button (should be toward the end of the TAB Loop), the Ground-to-Elevated Ramp and On-Slope transitions under the Transitions button, and the Elevated RHW-4/MIS Ramp Style A under the Ramp Interfaces button.

Hope that helps!

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on February 10, 2009, 07:04:58 PM
If you're wondering about an elevated MIS splitter, that's dragged (although tough).  If you need an elevated RHW-4 to 2-MIS splitter, that is not released yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 10, 2009, 07:29:07 PM
Gaston, let me make something clear, in case this particular thing made you and others wonder, only one El-RHW interchange piece exists for this version. Other than that one El-RHW join/un-join interchange piece, the El-MIS and El-RHW make no more contact then that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on February 11, 2009, 12:55:26 PM
I saw Tarkus mention the NAM Essentials.  First I uninstalled the old NAM and RHW and then I only installed the newest NAM Jan 2009 and RHW 3.0 (with your latest RHW patch) .exe files.  Am I missing something?  Is there also a NAM Essentials that I should install?  I haven't been playing much but it seems to be ok like that.

Thanks for your help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 11, 2009, 01:32:44 PM
Found a bug:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2F001234387522.JPG&hash=5a76d9213f295bb3f8576f9417fdded25e7831b0)

Happens with the 90 degree turn ending at a road with one tile between the MIS and the road before the 90 degree turn, the texture is facing the wrong way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 11, 2009, 02:46:19 PM
Yeah. I had thought Alex would have fixed that, but nope, still does it for me too.

And the7train, did you download the NAM before the date the NAM essentials were updated? If so, download the NAM Essentials. If not, you do not need to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on February 11, 2009, 03:05:37 PM
Quote from: Tarkus on February 10, 2009, 06:53:14 PM
Gaston, there should be a list in the Readme under the contents section.  Most of the elevated stuff is draggable and uses starter pieces--you can find the Elevated RHW-4 and MIS Ramp starters under the "Starter Piece" button (should be toward the end of the TAB Loop), the Ground-to-Elevated Ramp and On-Slope transitions under the Transitions button, and the Elevated RHW-4/MIS Ramp Style A under the Ramp Interfaces button.

Hope that helps!

-Alex (Tarkus)

Yep that's the answer.  I was trying to figure out how to make some ramps that cross.   One ground level and then one over it.   Hope I can do that.   I'll have to give it a try.

Thanks Again

---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 11, 2009, 04:48:24 PM
The issue Kitsune pointed out is a RUL-bound one.  It only seems to be an occasional thing when you're coming directly out of a curve into a Road/MIS T-Intersection.  It'll be fixed either as part of Version 4.0, or as part of a NAM Essentials update coinciding with the "official" release of RAM/STR Version 1 (which will upgrade the RHW to "Version 3.2").  I haven't gotten to that specific issue yet in my re-stabilizing attempts (which have thus far involved re-writing several hundred lines of code), but I'll put it on the top of my list.

the7train, as deathtopumpkins pointed out, you only need to download the current NAM Essentials if you downloaded the NAM in the first few hours it was out.  If you downloaded it on January 15th or later, you should be okay.  The issue it fixed was a CTD involving one of the RHW-8 Diagonal pieces. 

Otherwise, NAM Essentials is not needed. 

Just in case anyone was wondering, since I don't think it's ever been officially clarified, NAM Essentials exists primarily for two reasons:

-to allow non-NAM users to be able to use Custom Bridges (the main purpose of the January 2009 NAM Essentials)
-to update the NAM Controller RULs to support any Optional Plugin releases that do not coincide with NAM Core Updates (the full STR release will be the first to take advantage of this)

The situation here was a special one--the actual NAM Core was updated as well to fix the issue, but we simply advised users who had already downloaded the NAM Core on 1/14 to download NAM Essentials simply because it was a smaller file (less than 1MB vs. 13MB) and fixed the files that needed fixing.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sneekypetepuma on February 12, 2009, 04:37:42 AM
XL2007 - In regards to the Rural Highway pre-fab interchanges... they were called "Halbleurg Transportation Compliments... nice eye candy but ultimately just a tease... I have the file in my plugins but couldn't find the original zipped file looked for it file at Simtropolis but couldn't find it... if anyone needs it .. email me
Title: Re: RHW (RealHighway) - Development and Support
Post by: sneekypetepuma on February 12, 2009, 04:54:06 AM
Patricious Maximus -  Flyover ramps like the one in your picture i believe are not possible.. One of the things I hope Cities XL will overcome
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on February 12, 2009, 02:51:53 PM
What the latest on SA euro textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on February 12, 2009, 03:13:14 PM
Thanks for the explanation DTP and Alex!

A thought for new RHW piece, currently we have the RHW-4 to MIS Splitter on the left.  Are you considering something on the right?  So basically two straight MIS going into (or coming out of) the RHW-4 instead of one straight and one curved?
||                  ||
||                  ||
|\                  |\
| \                 | |
|   \               | |
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 12, 2009, 06:41:29 PM
Quote from: sneekypetepuma on February 12, 2009, 04:54:06 AM
Patricious Maximus -  Flyover ramps like the one in your picture i believe are not possible..

Actually, they already are, technically, with RHW Version 3.0.  That functionality will be expanded in future versions.  No Cities XL needed. ;)

Quote from: Fresh Prince of SC4D on February 12, 2009, 02:51:53 PM
What the latest on SA euro textures?

I don't know.  He's not around SC4D much, though we occasionally talk over MSN, albeit I haven't seen him in awhile.  It's my understanding he's still working on them, and they'll be released once he's done. 

Quote from: the7train on February 12, 2009, 03:13:14 PM
A thought for new RHW piece, currently we have the RHW-4 to MIS Splitter on the left.  Are you considering something on the right?  So basically two straight MIS going into (or coming out of) the RHW-4 instead of one straight and one curved?
||                  ||
||                  ||
|\                  |\
| \                 | |
|   \               | |


Yes, I have been considering something along those lines--it'll appear in a future RHW release, though I'm not sure which one.  The ramp interface end seems to be the area where people have the most requests, so it's likely I'll never run out of stuff to do on that end. :D 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on February 12, 2009, 08:42:11 PM
Alex, I do have one request that I would like to see in a future release of RHW. A MIS spliting into two separate MIS going in different directions. Not sure what I am talking about, go to Google Earth, search Milwaukee, Wisconsin and look at Interstate 94 south of downtown all the wayto Racine County Line (mainly between I-894 and the airport exit [Wis 119]). There are several good examples of what I am talking about. Keep the work coming along. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 12, 2009, 09:16:37 PM
I have a little RHW problem thats kind of odd. At the request of hal, i t21ed highway mast lights onto the RHW 6-C:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fwk4xz4.jpg&hash=0b0101bf2f265a8bf9beebbf859cb1756c4e0a70)

There is a error with them. They display but only 50% of the time. It doent seem like its the pattern error, becsue its a 4 tile one, and the default barreir is every tile. Im also using a unique exemplar so thats not the problem (is 0x5CC40301 occupied?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 12, 2009, 09:26:30 PM
0x5cc40301 doesn't appear to be taken, but I'd actually recommend using 0x5ec4b101 instead for what you're doing.  The center median tile on the RHW-6C has an IID of 0x5ec4b100.  That looks like a pretty cool project there, by the way--I think it'll prove quite popular. :thumbsup:

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 12, 2009, 09:45:54 PM
I used that value becsue it was the next one available that used that Boat prop. I changed it and now it seems to be working.
Thanks for your help  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 12, 2009, 09:57:31 PM
I see someone's making good use of the hand-crafted barrier props I made. :thumbsup:

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 12, 2009, 10:55:32 PM
Well I have rigorously tested Xylo's new RHW-6C median and this NAM Associate gives the thumbs up!   :thumbsup:

A couple things to note:
-The light towers will appear a minimum of 3 tiles apart from each other. 
-They don't always appear synchronized.  Think about the signs Maxis used for their ground/elevated highways.  They pretty much appeared at random, which is similar to what is happening here.  Simply click the median again with the RHW drag tool to correct this or suit it to your liking.
-They will not light up without power, which makes sense to me!   ;)

Some pics from me:

Day.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F269%2Fthelandingoct1924123450po4.jpg&hash=b5057e85e13b7ec4aef2a27ef54a19fe056f04ea)

Night.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4538%2Fthelandingoct2324123450rq6.jpg&hash=f392bfb04f1b3be3ac2cd4e4010ec0547126ca40)
NOTE:  I use Gizmo's darker nighttime mod.

Real world example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F6391%2Fclipboard01oi0.jpg&hash=c46850f6d43ce88f111206f409e26629824d3bdf)

High Mast lighting in your RHW-6C will be coming shortly!   :satisfied:

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 12, 2009, 11:06:15 PM
The reason the lights don't appear every time is because the game is having to pick between displaying the central median barrier all the way down the median and your new T21s. The T21 for the central median barrier would have to be altered to make yours show up all the time.

As for Maxis' highway signs, they used a bunch of blank props in the prop family that contains the signs. So they only show up once in awhile instead of on every tile.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 13, 2009, 05:06:29 AM
Is the median light towers also possible for Rhw-10, 8, and 6S, and maybe 4? :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 13, 2009, 05:31:05 AM
Quote from: Haljackey on February 12, 2009, 10:55:32 PM
Night.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4538%2Fthelandingoct2324123450rq6.jpg&hash=f392bfb04f1b3be3ac2cd4e4010ec0547126ca40)
NOTE:  I use Gizmo's darker nighttime mod.

There appears to be a glitch with the lights: I see that the wrong lightcones has been used; It's too large.

Quote from: LE0 on February 13, 2009, 05:06:29 AM
Is the median light towers also possible for Rhw-10, 8, and 6S, and maybe 4? :satisfied:
The only technique I can think of is with offset props, but you still have to plop the lights (see my RHW median light pack over at ST). The lights for the RHW-6C are T21'd, which says that they appear automaticly.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 13, 2009, 07:21:40 AM
Quote from: mrtnrln on February 13, 2009, 05:31:05 AM
There appears to be a glitch with the lights: I see that the wrong lightcones has been used; It's too large.

I never noticed that. It seems to only show up when using the darker night, the upper part of the cone is to dim to be noticed otherwise. It happens because the creator of the light poles (i didn't make them) used one light cone prop for both tower sizes.  If theres a way to move a prop downwards in the negative, i could fix that, but i don't know if the game will like negative position values.

Does anyone know the networkplacmentpattern ID to make the props appear three tiles then skip the 4th? If i knew that i could fix the not always showing up thing also.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on February 13, 2009, 07:29:19 AM
its fine with negatives....

but the math is fun.

for instance:

0m = 0xFFFFFFFF (or 0x00000000) not really equal, but close enough for gov't work....
-1m = 0xFFFEFFFF (or 0xFFFF0000)
-2m = 0xFFFDFFFF (or 0xFFFE0000)
.
.
.
-16m = 0xFFEFFFFF (or 0xFFF00000)

least thats how i do it.....i've verified this with props on a a couple of my HSRP bridges....

i only did the math in my head, so if you dont get the right height....blame it on me....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 13, 2009, 08:58:28 AM
Quote from: mrtnrln on February 13, 2009, 05:31:05 AM
There appears to be a glitch with the lights: I see that the wrong lightcones has been used; It's too large.

You would notice that.  No wonder I have to plop so many lights!   :P


As for high mast lighting on other RHW networks, the RHW-6C is the only one that contains a barrier in which they can be T21ed (placed) in.  Other widths will need to have at least a 1 tile median and be plopped, along with a custom barrier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on February 13, 2009, 09:45:04 AM
The problem of the lights showing only 50% of the time that Xyloxadoria originally described comes from having more than one valid T21 for the same tile.  When this happens the game chooses one of the valid T21s at random.  As Xyloxadoria has implied the way to fix this is to use different placement patterns in the two T21s to make only one of them valid on any tile.

Xyloxadoria, what you need to do is to take the pattern that places the light on every forth tile, and flip all the bits. For example 0x01, 0x02, 0x04, 0x08 to 0x0E, 0x0D, 0x0B, 0x07

It might also be a good idea to make it so that the lights (and light poles) only show if there is power.  To do this you need to change the light prop.  I can describe this in more detail if you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on February 13, 2009, 04:08:59 PM
Lookin good Xyloxadoria ! Looks like you've got the hang of T-21 , can't wait to see your walls mod!  Is this just for Hal , or are you going to release when finished? 

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: rusummer1 on February 13, 2009, 04:47:27 PM
Could the newer mast lights be t21'd?  I forgot who made them though. They are black and have grey lights on the top
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 13, 2009, 05:23:10 PM
Xylo: It looks great so far!  :thumbsup: Its going to be a public release, right? Well, good luck!

Vince

PS: Something special might be coming.... hehe!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 13, 2009, 06:40:16 PM
Those concrete barriers should be plopable, they could be used in a million situations....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 13, 2009, 06:43:39 PM
They are available as props in the Lot Editor if you have the RHW Plugin installed. Keep in mind that they will not cast shadows since they are True3D models. If they were BATted props, they wouldn't have the detail that they currently do.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 14, 2009, 10:39:35 AM
I apologize for asking, but are Xylo's barriers available? I haven't been around for a while and I'm really not sure. If they are available could someone please point me to their location?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 14, 2009, 10:46:23 AM
Quote from: sithlrd98 on February 13, 2009, 04:08:59 PM
Is this just for Hal , or are you going to release when finished? 

Quote from: Blue Lightning on February 13, 2009, 05:23:10 PM
Xylo: It looks great so far!  :thumbsup: Its going to be a public release, right?

Quote from: dragonshardz on February 14, 2009, 10:39:35 AM
I apologize for asking, but are Xylo's barriers available?

No need to apologize dragonshardz.  They aren't (publicly) available now, but they will be soon.  A few issues are being fixed.

I'm sure Xyloxadoria will make an announcement here when they are up for download.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 14, 2009, 10:55:24 AM
Alright then! Wow, a LOT has happened since I was last here, a new NAM, RHW, all sorts of things. The download rush begins...NOW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: hendo123456 on February 14, 2009, 06:10:01 PM
If anyone could help i dont know how to download this, i clicked the PC download link but i see no download button, i made an account on the site, please direct me to where i need to go, thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 14, 2009, 06:12:26 PM
hendo123456, you need to be logged into the exchange when you click the link.  Try having the exchange in one window/tab and the forums in another when you click the link--it's foolproof that way.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on February 14, 2009, 07:42:27 PM
hendo123456, what i do is (i have Firefox) i have it remember my exchange login info, and have it a favorite, so it lets me download without any hassle
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 15, 2009, 01:23:46 PM
I have a slight issue and I'm not the sure cause of this. I created a neighbour connection using an avenue for the RHW-4. The problem is, traffic is exiting off the tile, but its not showing up in the other. Does this method just not work, or is there something I'm doing wrong?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 15, 2009, 06:35:47 PM
Do you have a picture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 15, 2009, 07:26:28 PM
Found my issue: I had forgot to install the pathing fix, and upon installing it, issue was gone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: puncher1076 on February 15, 2009, 07:31:24 PM
Why are the cars on my RHW-6C are moving like a wave???It's just weird ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 15, 2009, 07:56:50 PM
Quote from: puncher1076 on February 15, 2009, 07:31:24 PM
Why are the cars on my RHW-6C are moving like a wave???It's just weird ()what()

Using traffic generators or having any sort of traffic spawning lot adjacent to a Wider RHW can cause that.  Artificially-generated traffic has a tendency to get caught in the crossover paths.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Erzei on February 15, 2009, 08:01:51 PM
Hey guys, first, thanks for the previous pathfix.

Second, i found another problem. This time seems that the El-Rail/MIS intersection has no paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F521%2Fangeles4mediumhj9.jpg&hash=eb7ce920316b501e3ac54a004cdedf65d4e7e046) (http://imageshack.us)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2Fangeles4mediumhj9.jpg%2F1%2Fw800.png&hash=ca0927f4b71824d6d58acf6d1d5ad28f4d9f857c) (http://g.imageshack.us/img253/angeles4mediumhj9.jpg/1/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 15, 2009, 08:03:04 PM
Not just traffic generator traffic, Alex. I've noticed it with actual commuting sims. Not usually, but in heavy traffic it is noticeable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 15, 2009, 08:06:18 PM
I have another question, is the 6C able to make neighbour connections?, because the middle tile is two way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 15, 2009, 08:15:41 PM
Erzei, I'll take a look--thanks for reporting that.

Kitsune, I would guess that it probably would on those grounds, though I'd still cross all three tiles at the edge with a perpendicular RHW-2 or Road to make a Loop Connector, just to be safe.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 15, 2009, 08:20:12 PM
In Erzei's picture, it looks like the RHW4 underneath the Elevated Rail is pathed in both directions in both lanes.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 15, 2009, 08:38:56 PM
That is probably done to make it so the LHD path file has less to do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 15, 2009, 11:07:56 PM
Even though the middle tile of RHW 6C does do neighbor connections both directions, since traffic can't get to the middle lane from the ramps, actually taking it out is very unlikely, I have tried this before. Full median crossing loop connectors just provide better chances of connecting car traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on February 16, 2009, 06:55:20 AM
Quote from: Erzei on February 15, 2009, 08:01:51 PM
Hey guys, first, thanks for the previous pathfix.

Second, i found another problem. This time seems that the El-Rail/MIS intersection has no paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F521%2Fangeles4mediumhj9.jpg&hash=eb7ce920316b501e3ac54a004cdedf65d4e7e046) (http://imageshack.us)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2Fangeles4mediumhj9.jpg%2F1%2Fw800.png&hash=ca0927f4b71824d6d58acf6d1d5ad28f4d9f857c) (http://g.imageshack.us/img253/angeles4mediumhj9.jpg/1/)
I also see reversed paths on the top dual RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 16, 2009, 06:15:07 PM
And one other request for a piece, I would like the ability to have a T intersection with a road ending at a MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on February 16, 2009, 09:18:12 PM
Quote from: Meastro444 on February 16, 2009, 06:55:20 AM
I also see reversed paths on the top dual RHW.

Hmm, I thought I had reported both of those bugs. It looks they didn't want to go and snuck back in to the release...

Thank you all for being understanding, this isn't easy to do. I tried looking at how RUL's work on a couple of occasions and my head spun...

Cehers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on February 17, 2009, 11:35:51 AM
Quote from: BigSlark on February 16, 2009, 09:18:12 PM
Hmm, I thought I had reported both of those bugs. It looks they didn't want to go and snuck back in to the release...

Thank you all for being understanding, this isn't easy to do. I tried looking at how RUL's work on a couple of occasions and my head spun...

Cheers,
Kevin

Yours, too?  I thought mine was just because I spun around a bit too much in my chair.   :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 18, 2009, 09:35:43 AM
I figured out the problem with my lightcone, it seems that there was a smaller lightcone made, i just got mixed up with it (big) and the large one. I wasnt going to release it, because i made it for tutorial purposes, but since it seems to be popular, the fixed version will be on the STEX sometime today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 18, 2009, 01:40:16 PM
Quote from: Xyloxadoria on February 18, 2009, 09:35:43 AM
the fixed version will be on the STEX sometime today.

...And its now uploaded to the STEX.  If you want to download it here is a direct link:  http://www.simtropolis.com/stex/index.cfm?id=21131 (http://www.simtropolis.com/stex/index.cfm?id=21131)

Have fun with the new high mast lighting for your RHW-6Cs!   ;)

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on February 19, 2009, 10:37:39 PM
Hey, is there anything in the works for a more modest (i.e. American) version of the new median barriers? like these
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fi94interstate03-6.jpg&hash=e644684f2eb5e344550d7e4e3d8a74f4613d0d53)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fdartmouth51-5.jpg&hash=e1d1462278b41a3a2cecf0554705058ff74528bd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fi-894_wi_st_14-4.jpg&hash=ed1d976ee89d7b181777f700afd0519fdace2046)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 19, 2009, 11:55:12 PM
Quote from: packerfan386 on February 19, 2009, 10:37:39 PM
Hey, is there anything in the works for a more modest (i.e. American) version of the new median barriers? like these

The barriers on the RHW6C that come with the RHW mod are American and modeled to scale. I modeled and textured them myself. I'm not sure what you are asking for... ()what()

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on February 20, 2009, 03:18:37 AM
I know there were comments about how SA was making a new euro RHW texture mod, does anyone know if is true?
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on February 20, 2009, 07:10:30 AM
Quote from: Swamper77 on February 19, 2009, 11:55:12 PM
The barriers on the RHW6C that come with the RHW mod are American and modeled to scale. I modeled and textured them myself. I'm not sure what you are asking for... ()what()

-Swamper
My bad , I was talking about the median barrier lights. Didn't mean to ruffle any feathers.:-[
(is there any thing?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 20, 2009, 09:16:47 AM
Quote from: toxicpiano on February 20, 2009, 03:18:37 AM
I know there were comments about how SA was making a new euro RHW texture mod, does anyone know if is true?

Quote from: Tarkus on April 13, 2007, 09:10:49 PM

12. What's the latest news on Shadow Assassin's Euro Set?

Shadow Assassin is working on a new version of the Euro Set--there is no apparent release date.  The existing SA RHW Euro Set is not fully compatible with the new RHW Version 3.0 release, due not only to the substantial number of new features added since the set was created, but also due to Instance ID changes designed to mitigate the "texture artifacting" bug that afflicted RHW Version 2.0.

Hope that answers your question.   :P

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 20, 2009, 09:51:15 AM
Quote from: packerfan386 on February 19, 2009, 10:37:39 PM
Hey, is there anything in the works for a more modest (i.e. American) version of the new median barriers? like these
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fi94interstate03-6.jpg&hash=e644684f2eb5e344550d7e4e3d8a74f4613d0d53)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fdartmouth51-5.jpg&hash=e1d1462278b41a3a2cecf0554705058ff74528bd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fi-894_wi_st_14-4.jpg&hash=ed1d976ee89d7b181777f700afd0519fdace2046)

I live in the twin cities, and i know right away the top pic is Hudson wisconsin side of St croix river and the middle pic is the 94 bridge in minneapolis. ;D

I dont know about 3rd pic

sorry for being off topic &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on February 20, 2009, 10:08:05 AM
Quote from: Haljackey on February 20, 2009, 09:16:47 AM
Hope that answers your question.   :P

Best,
-Haljackey

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 20, 2009, 12:21:10 PM
Quote from: packerfan386 on February 20, 2009, 07:10:30 AM
My bad , I was talking about the median barrier lights. Didn't mean to ruffle any feathers.:-[
(is there any thing?)

Okay, so you're looking for a mod that places street lights in the middle. There isn't a mod to do that yet. I could probably do it once I get some free time.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 20, 2009, 12:40:53 PM
Would it also be possible to do barriers and lights for the seperable RHW's, maybe a way so that when the game detects 2 RHW-10's dragged next to each other it gets median?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 20, 2009, 01:00:02 PM
Quote from: LE0 on February 20, 2009, 12:40:53 PM
maybe a way so that when the game detects 2 RHW-10's dragged next to each other it gets median?

Technically possible, but it'd create some tremendous complications, so no.  The only feasible way to do it would be an all-or-nothing setup, really.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 20, 2009, 01:03:00 PM
Quote from: LE0 on February 20, 2009, 12:40:53 PM
Would it also be possible to do barriers and lights for the seperable RHW's, maybe a way so that when the game detects 2 RHW-10's dragged next to each other it gets median?

Well if you include a median you can put your own barriers in.  Here's an example I made with a RHW-8 with a one tile median, including barriers and high mast lighting.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F2200%2Fterransettlementjul8781zr6.jpg&hash=9fba078bac5fcbc0c873ca4209ee1ab64abe59a5)

Anyways hope it helps.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on February 20, 2009, 01:36:13 PM
what about median puzzle pieces/draggable. Like on wider versions of RHW you drag the median separately. How about light post puzzle pieces, plop the light where you want it. This would be easier, since different light styles could be used, and special mods wouldn't be needed.

My two cents
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 20, 2009, 04:53:11 PM
Quote from: bob56 on February 20, 2009, 01:36:13 PM
what about median puzzle pieces/draggable. Like on wider versions of RHW you drag the median separately. How about light post puzzle pieces, plop the light where you want it. This would be easier, since different light styles could be used, and special mods wouldn't be needed.

My two cents

Interesting idea, but since it wouldn't add any additional transit functionality and things are finite on that end, I'm not sure it's really that feasible.

I think the best option, really, for those interested in barriers, is a straightforward T21 mod.  A lot of times, they'll stick them on wider ones whether or not there's non-paved ground between them or not.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on February 20, 2009, 08:35:57 PM
well in some cities median barriers are used even when the highway is separated in the middle (EX Dallas/Fort Worth)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 20, 2009, 09:28:24 PM
Bob56, don't know if you know already, someone did try making this type of thing where only the rural T21 lights out of the entire set of all wealth lights were made to plop next to the RHW, good concept for space filling, and going through a menu to see what your doing beforehand but it really, really made another menu a lot longer to get through, between the amount of space and wait time I have to get through all the signs, lights, traffic generators, water, and park stuff, I don't know if I recommend it. Bob does make a point that traffic stuff needs to be improved so it does not invade other menus. The proposed SPM could be considered for that type of an idea, but we'll see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 21, 2009, 06:25:19 AM
On the topic of lights, i personally prefer plopable or one-sided T21's

I hope Alex doesn't mind: ::)
Pictures say a thousand words:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F6062%2Frhwddaveteaser1mp5.jpg&hash=bc603755cfb6c743c7612f618335d2f572c6e915)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3806%2Frhwddavetease2qy7.jpg&hash=1c0a5be80a1aea5c2eb140724a85c09d66bd6252)

NOTE: I have yet to put stop points into the intersection. Help would be nice. Also, thee transition is in the works (model problems).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 21, 2009, 07:49:13 AM
Quote from: packerfan386 on February 19, 2009, 10:37:39 PM
Hey, is there anything in the works for a more modest (i.e. American) version of the new median barriers? like these
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fi94interstate03-6.jpg&hash=e644684f2eb5e344550d7e4e3d8a74f4613d0d53)

There is now. This is a variation of the mod that i made earlier. All thats different is a few props. So heres your personalized version of my mod. (And i figure others would want it too)  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F118oltv.jpg&hash=b96f70ff3149c0c0cf68534de5c9bf252d6ec3e1)

Its a small enough file that i can just attach it here. It uses a default maxis prop, so there are no dependencies. Just put the file in your RHW folder and enjoy.

EDIT: Obsolete attachemt removed due to issues it may cause. If you want whats pictured below, get the new version a few pages later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 21, 2009, 08:24:04 AM
Blue Lightning: Oh, my, what is that?  That looks like a double-decker RHW-4-over-Avenue.  It looks like the RHW's traffic flow is in the opposite direction of the avenue below, but this is impressive nonetheless.

Xyloxadoria: I just dl'ed the high-mast RHW-6 lights a while ago, but I'll be sure to try these out too.  The more streetlights, the better, or at least that's what I always say.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 21, 2009, 08:36:02 AM
Oh i forgot to say you can only use one or the other in your plugins folder. You could use both, but then the game would randomly pick betwwen one or the other,and you would have a mix of both.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 21, 2009, 08:40:12 AM
Heeheehee... We have someone other than Alex teasing us now!

As I've said elsewhere, nice work bl!

And metarvo, I had that question at first too... It is because if the top deck went the same direction as the bottom, then traffic would just jump between decks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 21, 2009, 08:53:53 AM
Metarvo: DTP is correct. It is a limitation of the game. If we have the top and bottom layer facing the same direction, then sims and automata will jump between the levels. Thanks

DTP: Thank you!

Vince

I'm such a tease  :P

Link to origonal post: LINK (http://sc4devotion.com/forums/index.php?topic=990.msg223953#msg223953)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on February 22, 2009, 04:57:06 AM
A very talented and relatively new young Modder has appeared on the RHW scene and he goes by the
name of Blue Lightning .. Blue has shared his work with many of us at Simtropolis Chat.. And he has come
very far in a very short time.. His new, main ,and current project hes working on is to double decker the RHW 4
over avenue. And all of us are very excited about this new mod hes working on.. And Im sure we will all be
hearing more from him about it quite soon..

I wont come right out and say he WILL be the next young Tarkus.. But im sure alex will agree with me he does
have the kinda potential..

Blue is a fine young man also, and as most of you already know Transit modding in the game is the most difficult
and complex area of our game Such that a person even attempting a project of this magnitude with only a few
months experience in modding and batting deserves a ton of credit in my humble opinon .. And I place no
expectations on him in whatever the end results may be in such a challenging and complex Mod.. But I
appreciate that he has the courage to attempt such a modding transit project..

Anyways , I hope all of you will give Blue your support in the RHW thread (and elsewhere at Devotion)..
           and make him feel welcome here in this thread..,

Sincerely, Brian
   
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on February 22, 2009, 02:27:21 PM
Quote from: Xyloxadoria on February 21, 2009, 07:49:13 AM
This is a variation of the mod that i made earlier. All thats different is a few props. So heres your personalized version of my mod. (And i figure others would want it too)  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F118oltv.jpg&hash=b96f70ff3149c0c0cf68534de5c9bf252d6ec3e1)

Thanks, Xyloxadoria! Can't wait to try this out.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 22, 2009, 02:44:48 PM
I wholeheartedly agree, Brian.  It's easy to support and welcome someone who produces such a high quality of work, as Vince has.  I must applaud his work on the double-decker highway, and I look forward to seeing more.

&apls

Keep up the good work, Vince!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 22, 2009, 07:12:34 PM
Quote from: metarvo on February 22, 2009, 02:44:48 PM
I wholeheartedly agree, Brian.  It's easy to support and welcome someone who produces such a high quality of work, as Vince has.  I must applaud his work on the double-decker highway, and I look forward to seeing more.

&apls

Keep up the good work, Vince!  :)

He's frequently found in ST chat where he posts teasers of his work all the time.  If you want to see what he's been working on (as well as others) just drop in sometime!    :thumbsup:

b22rian:  That was quite a speech, its ironic because today is the day of the Oscars!  Anyways I'm sure we will see more of Blue Lightning later on. 

Xyloxadoria:  Great work with the standard lights in the RHW-6C median!  Personally I like the high mast lighting better, but its always great to have options.  Thanks again and great work on your new tutorial!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 23, 2009, 06:55:53 PM
Reviving the thread after almost a full day of silence...

I found, (guess what?) another glitch!  :P Though Hal says it was functionality never even intended to be included in RHW 3.0
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FWestReef-Oct19001235261115.jpg&hash=c1b30c78109e413e847d5f6f3c870ae6ebf7408e)
The paths are all correct, but that's the texture that appears in all rotations as far as I can tell. In the meantime I've reconfigured that ramp though.

So can anybody else confirm what Hal said?

And as for Blue Lightning, really impressive stuff, as I've said in chat!  &apls Can't wait to see this in game... (hint-hint bl, you know what I mean!  :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 23, 2009, 09:16:50 PM
Quote from: deathtopumpkins on February 23, 2009, 06:55:53 PM
Though Hal says it was functionality never even intended to be included in RHW 3.0

Putting me on the spot eh?    %%Order?/

Like I said, I do know that MIS was supposed to connect to diagonal road, but I'm not sure about road connecting to diagonal MIS.

I'm sure Alex will clarify this.  I would also anticipate this to be in the next release.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 24, 2009, 06:20:35 AM
Quote from: deathtopumpkins on February 23, 2009, 06:55:53 PM
I found, (guess what?) another glitch!  :P Though Hal says it was functionality never even intended to be included in RHW 3.0
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FWestReef-Oct19001235261115.jpg&hash=c1b30c78109e413e847d5f6f3c870ae6ebf7408e)
The paths are all correct, but that's the texture that appears in all rotations as far as I can tell. In the meantime I've reconfigured that ramp though.

I've noticed that too dtp.  &apls Just never got around to checking the paths and posting it. Glad to hear it's at least functional.  ;) As Alex says "Functionality first" or something like that.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 25, 2009, 07:10:43 AM
Are there plans to make the RhW4 and MIS On-Slopes T On slopes like highway onslopes where a network could go under the drag stubs?
Because the current RHW onslopes are useless IMO ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on February 25, 2009, 08:58:28 AM
LEO, I have invented an entirely new kind of drag starter to allow networks to go under the "drag stubs". (I made the current highway OnSlopes, and I also invented the original drag starters.)  It works very well except when you drag the same kind of network under it; in this case when you drag RHW under it.  I think that I can make this work as well, but I have very little time at the moment.  It will also need to be tested, so you will not see it for a while.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 25, 2009, 09:03:12 AM
The Highway Revolution goes Euro!

Here are some pics from my last MD update...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F1551%2Fmm20cy8.jpg&hash=23b1d95a61c727742880858727cdb621aba43814)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8513%2Fmm14yr7.jpg&hash=a2378c86be2aa0dd0f383bbef95f7aacd37786a8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F6190%2Fmm12rc6.jpg&hash=050580d3d2df0d2f3b9cbe090b371bd2e84abbea)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8639%2Fmm11vx3.jpg&hash=f0980a053d4be1d5f8e0130d32f81c7a4bb32cdd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F265%2Fmm10gn1.jpg&hash=61fa6b0123ffe330ee8406a53460ca6e6a9ed23a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F3459%2Fmm9yz7.jpg&hash=4e6eeb5d66c5fee934311e1b39fafb11b3daa585)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F6778%2Fmm6wn3.jpg&hash=8fe13bfd52e7f11f2f7d5037eec010baa5d6c622)

It's not finished yet, but it should be finished shortly.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on February 25, 2009, 11:52:22 AM
Looks awesome!

A small request though, could seperate the different T21 mods? One for lights, one for barriers and such?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on February 25, 2009, 12:03:10 PM
 :o Looks great! Btw can you replace those white "triangles" next to the exits (pictures 6 and 7) with "stripes" like those on the RHW 4 to RHW 6C transition (4th picture)? I hope you understood me ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 25, 2009, 12:21:49 PM
Wow, Maarten, who made those?  :o Are they SA's?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 25, 2009, 12:41:24 PM
deathtopumpkins, to answer your question, it looks to me there like a partially-complete feature.  I think I had put everything in place for the Diagonal MIS/Road + Intersection, but hadn't really done much with the "T".  The reason that Avenue piece shows up there seems to be something odd in RUL 0x10000001.  I'm looking into fixing it.

The next actual "release" will probably just be incorporated into a NAM Essentials update that will basically just fix a few issues, stabilizing the ERHW-over-RHW overpasses (re-wrote hundreds of lines of code for the 4th time ::)) and fixing the issue dtp pointed out with the MIS Orth-Diag-into-Intersection issues, which affected the Road T, OWR T, Avenue +, and RHW-2 T.  RHW Version 4 is still underway as well. ;)

I said "no pics", but I might as well show my "stability test" pic, showing what the improved RULs will allow you to do with the Elevated networks.  Not that anyone will do this, but it should be stable enough to allow it now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F9290%2Frhw020920094vd2.jpg&hash=2cec3aecda9e64d2f5b4ecc544214462df1f3b84)

Also, in order to address the Elevated LightRail overpass issue that was pointed out earlier, I've finished up a "Path Fix 03" attached below--so we're technically at "Version 3.13" now.  Just install to your Network Addon Mod\Rural Highway Mod folder.

And Maarten, excellent, excellent work there!  The European/non-North American users will be very happy!  (For anyone wondering, they're not SA's.  They're a "Eurofied" version of my Default North American texture set that Maarten's been making.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 25, 2009, 12:51:37 PM
Just would like to say that everything looks and reads good. And with that "actual release" we'd be then at 3.2, would we not?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on February 25, 2009, 02:29:41 PM
Will stabilizing the el-rhw allow us to cross it over the wider rhw networks?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 25, 2009, 02:44:58 PM
Actually, that looks like it would be a good way to get an elevated multi-RHW to cross a ground multi-RHW, even though the RHW-8 now provides an alternative to multi-RHW's.  Honestly, I'm surprised to see a development pic of any kind, but maybe the surprise is the point.  :)  It's accompanied by a path fix, too, bringing this from 3.12 to 3.13.  You know what that means.  Unless this gets upgraded to 3.2 soon, one more path fix will be rewarded with a certain dessert (http://sc4devotion.com/forums/index.php?topic=990.msg220763#msg220763) that Joe mentioned earlier.  $%Grinno$% JK
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 25, 2009, 03:05:48 PM
Quote from: Patricius Maximus on February 25, 2009, 12:51:37 PM
And with that "actual release" we'd be then at 3.2, would we not?

Affirmative.

Quote from: wes.janson on February 25, 2009, 02:29:41 PM
Will stabilizing the el-rhw allow us to cross it over the wider rhw networks?

The RUL Stabilization itself won't allow ERHW-over-Wider RHW crossings, but it will lay the groundwork for their addition in a future RHW release.

Quote from: metarvo on February 25, 2009, 02:44:58 PM
Unless this gets upgraded to 3.2 soon, one more path fix will be rewarded with a certain dessert (http://sc4devotion.com/forums/index.php?topic=990.msg220763#msg220763) that Joe mentioned earlier.  $%Grinno$% JK

If someone finds a faulty path between now and whenever the RUL update is put in place . . . then yes.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on February 25, 2009, 04:08:07 PM
Quote from: Tarkus on February 25, 2009, 03:05:48 PM

The RUL Stabilization itself won't allow ERHW-over-Wider RHW crossings, but it will lay the groundwork for their addition in a future RHW release.


So not imminantly?   :D

But with the new stabilization we will be able to cross side-by-side multi rhw4s.. that, along with the rhw8-dual rhw4 transistion, will be an easy work around for crossing the rhw8.

Thanks for the continuing hard work Alex.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 25, 2009, 04:47:24 PM
Oh my Alex, thats quite a mess  :P
Anyway, I know the new RHW will be awesome.

Keep it up
Vince

PS: The transition is almost done :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 25, 2009, 07:03:30 PM
OK, I played for a few minutes this afternoon, and seeded a forest. Only one little part was messed up with the wrong trees (Peg used one of c.p.'s IIDs on one of his trees, though I don't really mind), but then I installed the path fix, and z's RTMT T-RAM stations (asking there next), and now everywhere I see trees is just Peg's Pine trees. Even areas that this afternoon seeded as c.p.'s. Could something in this fix possibly have caused this? I checked and I don't have Peg's God Mode Tree Mod installed, and the aforementioned things are the only things I've installed today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 25, 2009, 08:24:04 PM
Has anyone ever been successful in making an RHW 10 connection?
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on February 25, 2009, 08:37:42 PM
Is J-dub's dual OWR stub fix for RHW-6 90 degree turns the only way to get a functional RHW-6 to make a 90 degree turn?  I tried dragging and successfully dragged out the turn, but the sims would not use it, so I'm guessing its not pathed as Alex mentioned way back.  If J-dub's is the only way, how in the world do you do that?  I can't put the puzzle pieces over the OWR or the OWR over the puzzle pieces!

Chrisnhl:
I had a really hard time with neighbor connections but have found a solution that hasn't failed yet (and i believe i tested on RHW 10 a while ago) and is currently in use for my RHW 8.  First I drag two RHWs for each side of the HW and create a total of 4 connections.  Then I drag perpendicular RHW across them right at the border and bulldoze the excess RHW not right at the tile where the neighbor connection is.  Then, for each border connection (4 in this case) I drag road across two tiles and connect each road with one RHW connection on one side and your actual RHW on the other side.  Here is a simple illustration where 1 are the RHWs you start with creating the connection and dragging across perpendicularly.  Note the middle 1 is not a neighbor connection, but just part of the median I'm assuming you'll have that is part of the perpendicularly drawn RHW.  2 are the roads on the 2 tiles after the 1s and 3 is your RHW 10 that you drag into the road. 

     |1|1|1|1|1|
     ------------
     |2|2|  |2|2|
     ------------
     |2|2|  |2|2|
     ------------
     |3|3|  |3|3|
    
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 25, 2009, 10:06:29 PM
Hi the7train! Thanks alot for your help on this matter.  I think I understand what you are saying but I run a unique network in my region wich includes a fictional HOV lane running in the middle of my rhw.  Heres a pic of what it looks like.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi633.photobucket.com%2Falbums%2Fuu57%2Fchrisnhl50%2F10connection.jpg&hash=a59987ce2ee08e4a24059a85268033db08b3c4cb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 25, 2009, 10:20:33 PM
chrisnhl, you'll need to drag the perpendicular RHW all the way through both the RHW-10 and the dual MIS Ramps/"HOV" lanes in the middle.  The issue is that the traffic needs to be able to enter and exit on the same tile between the Morning and Evening Commute Cycles, and with your current setup, it can't get back to the original tile. 

I've found through trial-and-error that the Wider RHW method I showed in the Readme, in retrospect, doesn't work well.  Here's a better pic:

I ended up using a Road in the very middle part there because I was using an extremely restrictive slope mod when I built that and it was the only thing it would let me do.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F7292%2Frhw022520091.jpg&hash=b793226a9d2c23880ccefbb9c000e717408c043c)

It'll be going in the FAQ shortly.

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 25, 2009, 10:29:05 PM
LOl Im glad I can be part of the reason this is going in the FAQ ! Again thanks for your help.  Here is my new connection, is this what you mean?  Oh and the reason it's not connected in the middle is because it will not let me. is it because of the slope?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi633.photobucket.com%2Falbums%2Fuu57%2Fchrisnhl50%2F10connector2.jpg&hash=974e79d38ec2e75412ae9616b8b7c25b690eadb6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 25, 2009, 11:28:18 PM
OKAY! I actually got it to work using your guys's method which is shown in my last picture!  Thanks again you guys made my day!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 26, 2009, 02:09:16 AM
Quote from: Tarkus on February 25, 2009, 03:05:48 PM
If someone finds a faulty path between now and whenever the RUL update is put in place . . . then yes.
GO GO GO!!!

;D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 26, 2009, 03:10:25 AM
I'll share my method for RHW neighbor connections, which always works for me. I connect roads to the edge of the city, then demolish all but the closest tile to the edge. Then I connect the RHW, and drag an RHW-2 over the width of the roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on February 26, 2009, 05:51:18 AM
Quote

I said "no pics", but I might as well show my "stability test" pic, showing what the improved RULs will allow you to do with the Elevated networks.  Not that anyone will do this, but it should be stable enough to allow it now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F9290%2Frhw020920094vd2.jpg&hash=2cec3aecda9e64d2f5b4ecc544214462df1f3b84)


Hey Alex, this reminds me of the defunct RHW-24.  :D  Back in the day in the RHW's infancy. Hopefully I can find the pic on this thread and post it for people to oogle at. LOL  ;)

-Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 26, 2009, 08:10:57 AM
I'm trying to find the Zoom 1 FSH files for the Non RHW 6-C networks so that i can add lightpoles and such to the other RHW networks, but i cant seem to find them. I can see the textures and such, but since the outer edges of the various RHWs all look about the same, i cant find them.

Is there a way to find them easily? I dont need the FSH itself, just the instance value thats needed to create a T21 from. (The instance value of the zoom 1 FSH)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on February 26, 2009, 12:47:22 PM
Xylo,

Just look up the Zoom 5 textures (ones ending in 4) and then just remember to set the last digit to 0 in when you type the numbers into the properties for specifying the tiles for the T21's. I usually have two copies of the Reader open, one with the mod I am making and one with the files I am searching through.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2009, 03:34:41 PM
Quote from: debutterfly on February 26, 2009, 05:51:18 AM
Hey Alex, this reminds me of the defunct RHW-24.  :D  Back in the day in the RHW's infancy. Hopefully I can find the pic on this thread and post it for people to oogle at. LOL  ;)

Actually, it was the RHW-26.  13 lanes per direction, and it was considered as a possible 8-tile-wide network. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F5351%2Frhw26prototype.jpg&hash=5b6cd8fc037f830630d01554aa16e6e93cd65788)

In my early days being involved with the project, I also sort of get its little cousin, the RHW-18, in-game.  Well, sort of. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F8263%2Frhw18testvd6.png&hash=21092404a3a205326797297a2774c4ac1a4460e0)

I'm not sure if the "Ultra Wides" will ever actually end up being part of the RHW in the future, but it is under consideration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 26, 2009, 03:59:07 PM
Weird, the old RHW-2 texture at the end. Interesting how back then there used to be a right in, right out ONLY design. Too bad we don't have something that looks like that anymore. I have to ask why a real wide RHW was made? I know stuff like this exists in real life, but I seriously wonder why, it just seems to dangerous.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on February 26, 2009, 04:03:53 PM
These kinds of highways really don't exist that much.  If you have been to any major metro areas, if there are that many lanes some of them always end right away because you must exit or there are collector lanes.  You will never see straight up eight lanes for a consistant stretch, Not even in L.A
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2009, 04:13:42 PM
Quote from: chrisnhl on February 26, 2009, 04:03:53 PM
These kinds of highways really don't exist that much. 

Which is why I've cut off the max width at the RHW-10.  The widest around that I'm aware of is I-75 in Atlanta, though that doesn't go above about 16 lanes. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 26, 2009, 04:56:37 PM
Quote from: chrisnhl on February 26, 2009, 04:03:53 PM
These kinds of highways really don't exist that much.  If you have been to any major metro areas, if there are that many lanes some of them always end right away because you must exit or there are collector lanes.  You will never see straight up eight lanes for a consistant stretch, Not even in L.A

This is true.  When a highway gets wider than a "RHW-12" (6 lanes per direction), it usually will transform into a "Multi-RHW" (the only way to make RHWs wider back in the day) and form a collector/express system to make itself more organized and will help reduce traffic swerving between lanes, making it much safer.

I guess its possible a "filler" RHW piece to be made, which contains no shoulders, and could be dragged in the middle tiles of wider RHWs.  I'd assume they could carry 3 or 4 lanes per tile.  If this was made, we would be able to construct wider RHWs.

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 26, 2009, 07:02:46 PM
I know there is a 24 laned highway in the US. I was on PBS. It is extremely dangerous. It was somewhere in the New England coast states.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 26, 2009, 07:16:06 PM
Speaking of dagnerous highways, don'tcha think that an overpass more than 250 meters long with no supports or trusses or anything, as in Tarkus' teaser, would be a bit more dangerous than a 24-lane highway? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on February 26, 2009, 08:27:24 PM
j-dub,
could you explain how you build the rhw 6 90 degree turn using the OWR?  Being that's the only way to get a RHW 6 turn, I'd really appreciate it! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on February 27, 2009, 05:45:03 AM
A sharp 90 degree turn on a freeway is very dangerous imo &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 27, 2009, 06:01:59 AM
Quote from: LE0 on February 27, 2009, 05:45:03 AM
A 90 degree turn on a freeway is very dangerous imo &mmm

If Done Properly its not dangerous at all (wouldnt mind seeing something like this for the RHW 6C actually)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F1559%2Fimg1298ax1.jpg&hash=cd1d041321cf1563395bd6688cb69c5ef24b37b8)

Its the most current image I know of, so just picture it with pavement and lane markings... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on February 27, 2009, 10:06:53 AM
It wouldn't be sharp LEO (definitely not as sharp as Kitsune's picture), it would be a 45 degree turn, followed by some RHW 6 diagonal pieces, and then another 45 degree turn.  So with both 45s its a 90.  Currently, there is a 2x2 tile gap when trying to do this but j-dub has a work around with OWR that'd I'd like to learn how to use.
That would be nice for the RHW 6C Kitsune, but would take a lot of space up
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on February 27, 2009, 02:07:07 PM
My guess is that the layout of the "90 degree" turn that Kitsune showed is to allow for a possible future junction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 27, 2009, 02:42:41 PM
I went to the puzzle pieces and tried about 5 diffrent FSH IDs for the various RHW networks, but i cant seem to find which one of thoose are the deafult FSH that you would use to T21 something, becuse there are different variations of each defualt straight tile that all look the same. How do i know which FSH to use and change the last digit on? I think its one of the values that end with 100 but im not sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 27, 2009, 02:50:58 PM
Quote from: Glazert on February 27, 2009, 02:07:07 PM
My guess is that the layout of the "90 degree" turn that Kitsune showed is to allow for a possible future junction.
Nope, its design for a speed of 110 km/h (68 mph), hence its also slightly banked I believe as people tend to speed in Calgary. Theres another one being built just like it on the other end of the highway as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 27, 2009, 03:51:07 PM
The 7 Train, I stink at explaining things. Maybe if I was not H.F. Autistic I could actually explain right here, but because I can't describe well, not even from multiple pictures alone, doing a video demonstration of this was the only way.

http://www.youtube.com/watch/v/NrtTQ6-ZG9g

This only seems to work best with RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2009, 04:08:03 PM
Quote from: Xyloxadoria on February 27, 2009, 02:42:41 PM
I went to the puzzle pieces and tried about 5 diffrent FSH IDs for the various RHW networks, but i cant seem to find which one of thoose are the deafult FSH that you would use to T21 something, becuse there are different variations of each defualt straight tile that all look the same. How do i know which FSH to use and change the last digit on? I think its one of the values that end with 100 but im not sure.

Some of the extra ones are "darkened" versions for use on puzzle pieces.  The main RHW ground pieces are always in the 100-104 range on the last three digits.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Erzei on February 27, 2009, 10:25:32 PM
Hey Tarkus! Thanks for the latest pathfix.

And i hope to use that euro mod soon!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on February 28, 2009, 06:49:33 AM
Thanks for telling be about that turn, Kitsune. The reason I thought that it might be for a future junction is the 90 degree turn at the end of the section of the M80 motorway to the north-east of Glasgow city centre:

http://maps.google.co.uk/maps?t=h&hl=en-GB&ie=UTF8&ll=55.898609,-4.144421&spn=0.012488,0.038624&z=15 (http://maps.google.co.uk/maps?t=h&hl=en-GB&ie=UTF8&ll=55.898609,-4.144421&spn=0.012488,0.038624&z=15)

That was left while they were working out the remaining route. When it is finished over the next couple of years the motorway will continue straight ahead, and the present stretch at 90 degrees will become a link road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dogma555 on February 28, 2009, 09:06:23 AM
Some areas of the NJ Turnpike near NYC interchanges have to be close to 24 lanes. 4-5 lanes for trucks.. 10 lanes right there. 3-4 lanes for cars, we're up to 18 lanes and if you include the 2-lane accel/decel ramps you are up to 22 lanes of traffic.

Also I just wanted to thank you guys and just say that you guys have done some absolutely fantastic work with this game. I never thought that I'd still be THRILLED to hear about new content for a game that came out in 2003.. but this "game" has definitely extended itself into a full blown hobby of mine.

My only question is if there is some sort of way to separate trucks and cars, again like the NJ turnpike where all cars are separated from trucks.. and on other highways in NJ like the GS Parkway, no trucks are even allowed. I would really be interested in separating cars/trucks and I've done the best I could to artificially create this effect, but its not perfect.. as I am just routing industrial areas to only have access to 1 of the 2 lanes of the expressway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 28, 2009, 09:31:37 AM
dogma555: That would only be possible through Transit Enabled lots. A puzzle piece or draggable network cannot differ between a car and a truck. A "car" path is for cars, trucks, tanks, etc.

Hope this helps,
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 28, 2009, 11:15:01 AM
Im almost done adding barriers and lights to the other RHW networks.  Here is a pic so far:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F359fqdd.jpg&hash=743414101738e146d79997ed675607851feabd26)

I still need to add end barriers, and maybe some more lights to the other side of the 8 and 10.

Im using 4 tile spacing on all of them right now, with defualt maxis light props. If that looks too spaced out i could reduce the spacing some.

Oh and i need to remove that lightpole on the 6C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on February 28, 2009, 01:48:14 PM
xylo, could we have the barriers show up the same way grass textures do: only when another lot is placed next to it?  That would let everyone who doesn't want them in rural areas to not have them. 

I think that 4 tile spacing is absolutely perfect, and the lights are just the right size for the highways.

-sean
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 28, 2009, 02:33:55 PM
Quote from: rushman5 on February 28, 2009, 01:48:14 PM
xylo, could we have the barriers show up the same way grass textures do: only when another lot is placed next to it? 

That would delete its entire purpose.  Xylo is putting barriers on them so we can have a RHW-6C styled barrier on other RHWs that do not have a 1 tile+ median. 

I hope this makes sense to you! 

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on February 28, 2009, 02:58:43 PM
Thos barriers look Great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on February 28, 2009, 03:08:16 PM
Xylox, I think the spacing's too far apart. Look at it at night so you can see the lightcones, you'll see that there would be large gaps between lights. I'd go with every other tile like on the Maxis roads.
And both barriers and lights at the same time is possible, right?
Also, I want the barriers always there. Around here any time there are more than 2 lanes together, there's a barrier in the median. rushman5, if people don't want the barriers then, umm, they should maybe not download them?  &mmm
Oh and xylox, are you going to do each network in a separate dat? So we can, for example, remove the RHW-4 one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on February 28, 2009, 03:29:53 PM
DTP: Yes both barriers and lights at the same time is possible. (It needs some extra editing so i haven't finished it yet) When i finsh there will be three versions you can download:

-Just Lights
-Just Barriers
-Lights and Barriers

I should be done soon, and ill open a beta test thread or something when i am.
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on February 28, 2009, 04:09:59 PM
Good job, Xyloxadoria! I will definitely be using these.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on February 28, 2009, 06:24:04 PM
Will there be lights on the EL-RHW4 as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 28, 2009, 07:28:10 PM
Can there be ground highway to 6C converter added? All other work arounds aside from converting it to RHW 4 and then ground highway doesnt work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on March 02, 2009, 07:02:55 AM
j-dub: thanks so much for your instructional video!  I've built the turn and will test it out with sims today hopefully (thanks to the snow  ;D )

Dogma555: if you search on "no trucks" at STEX there are some downloads you can use to prevent trucks from getting on roads, one way roads and avenues.  So if you use OWRs as part of your on / off ramps, you can prevent trucks from getting on Highways.  I use the NJTP every now and then and think this is a great set up.  Its one of the best highway designs out there imo.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Docs on March 02, 2009, 12:46:44 PM
What I would really like to see, and I'm sure a lot of people after playing with the RHW for a bit will also enjoy, is pre-made interchanges (more along the lines of pre-plotting the exit/entrance lanes, the MIS that would curve around (or raise a level or something) and all you would have to do is insert said road/avenue/etc (maybe as a MMS).

Not only would interchanges become easier to produce, but the complicated ones like an intersecting n-s / w-e rhw-4 cloverleaf system takes up a lot of room (I think mine came out to 24x16, and that was with using the 4 clovers on the outsides, and the inner is a hyperbola. Just hoping =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 02, 2009, 12:58:38 PM
"Pre-made" or "Pre-fab" interchanges take an immense amount of time on the modding end, and for that reason, are very unlikely to ever happen for the RHW.  We'd be talking about a couple months at least for just one. 

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 02, 2009, 01:11:38 PM
Pre-fab interchanges would take a lot of time, as Alex said. Given, the models would take a long time, my DD transition took over a week of hard work for 10 tiles (And I'm me) Anyway, the core idea of the RHW is for realistic(ish), custom, modular interchanges and highways.

Vince

Oh, and for those who want to know, it looks like this: LINK (http://img187.imageshack.us/img187/4027/dd1.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 02, 2009, 03:26:18 PM
What does said transition look like?  ;) :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 02, 2009, 06:03:02 PM
You really do have a talent for transit, and it shows in your work.  Great job, Vince!

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 02, 2009, 06:49:26 PM
Quote from: Docs on March 02, 2009, 12:46:44 PM
What I would really like to see, and I'm sure a lot of people after playing with the RHW for a bit will also enjoy, is pre-made interchanges (more along the lines of pre-plotting the exit/entrance lanes, the MIS that would curve around (or raise a level or something) and all you would have to do is insert said road/avenue/etc (maybe as a MMS).

Not only would interchanges become easier to produce, but the complicated ones like an intersecting n-s / w-e rhw-4 cloverleaf system takes up a lot of room (I think mine came out to 24x16, and that was with using the 4 clovers on the outsides, and the inner is a hyperbola. Just hoping =)

Quote from: Tarkus on March 02, 2009, 12:58:38 PM
"Pre-made" or "Pre-fab" interchanges take an immense amount of time on the modding end, and for that reason, are very unlikely to ever happen for the RHW.  We'd be talking about a couple months at least for just one. 

-Alex (Tarkus)

Don't forget about the 16x16 tile limit :P.  It would be very tough to cram a realistic RHW interchange in such a small area.  Not only does the MIS allow you to exceed this limit, it allows virtually infinite combinations, resulting in some very unique interchanges.


Blue Lightning:  Looking good!  That's some nice work!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on March 03, 2009, 08:04:29 AM
Quote from: j-dub on February 27, 2009, 03:51:07 PM
The 7 Train, I stink at explaining things. Maybe if I was not H.F. Autistic I could actually explain right here, but because I can't describe well, not even from multiple pictures alone, doing a video demonstration of this was the only way.

[
This only seems to work best with RHW-6.

J dub , some very creative work done here &apls

I actually fully tested this out with the RHW-8, its fully functional and the only problems i had were I had
lot of those nasty "unsuitable grade for construction " error messages....

Which I understand is more related to a game bug dealing with building near TE lots and intersections more
than anything else.. Im currently looking into strategies to deal with this issue best..

Anyways this interim solution is much appreciated J- Dub,

Regards, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on March 03, 2009, 08:18:02 AM
Well. Im done with the barriers. For thoose of you who want them, ive attached the Beta to this post. I finshed changing all the light poles to every two tiles becsue it look really dark at every 4, and it still looks dark:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2Fv7uw77.jpg&hash=a00ee08abdef321e7a4f4a3d974d278ff7a642e8)

The high-mast lighthing i used earlier has too wide a base to be used normally on the RHW so im going to BAT some bigger lightpoles for the RHW, (unless there are some i don't know about already done)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 03, 2009, 12:46:46 PM
Xylox, there isn't an attachment...  ???

And does this beta have both barriers and lights, or options for only one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 03, 2009, 01:10:13 PM
Quote from: deathtopumpkins on March 03, 2009, 12:46:46 PM
Xylox, there isn't an attachment...  ???

And does this beta have both barriers and lights, or options for only one?

The beta is barriers only for now.  I'm sure Xylo just forgot about adding the attachment.

I look forward to trying it out!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 03, 2009, 11:19:23 PM
Hello everyone,

I've created a new Puzzle Piece for the Rural Highway Mod: a RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane.
Here are some pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2FRHW-8_to_RHW-6C_transition_with_2_MIS_in_game.png&hash=7a7639029960a1a46877113a10a9c945a8bc6972)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2FRHW-8_to_RHW-6C_transition_with_2_MIS_in_game_paths.png&hash=831b47f66312d62c1fbbe26c1f058b6444f60499)

This is my first Puzzle Piece, I've never created a Puzzle Piece before. In the last weeks I've figured out how to create a Puzzle Piece. Three weeks ago I knew nothing about how to create a Puzzle Piece. Some technical information and questions about my new Puzzle Piece and a list of future Puzzle Pieces, created by me, can be found here (http://sc4devotion.com/forums/index.php?topic=7053.0).

This Puzzle Piece is very useful and increases the compatibility between the RHW-6C, RHW-8 and MIS networks. I've chosen to create a RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane instead of a RHW-8 to RHW-6S transition with a MIS Ramp, because it has the highest possible capacity. (A RHW-6C has more capacity than a RHW-6S.) To my opinion, it's a great addon for the next release of the Rural Highway Mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 03, 2009, 11:27:53 PM
Uh-oh! so that makes two more RHW modders after Tarkus only the second month this year!
Jmvl, granted you probably took alot of hours a day making this, but it seems like you got this taken care of fast, especially that it has textures, a prop, and is pathed. Any more additions are appreciated. That is pretty impressive  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on March 03, 2009, 11:37:17 PM
J-Dub,

The prop is shown because there is a set of stubs for the RHW6C on that side. The draggable RHW6C has props on it via T21's. The draggable stubs are not part of the puzzle piece, but they will appear if the puzzle piece is constructed properly to have draggable stubs.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 04, 2009, 04:07:30 AM
Jmvl: Great  &apls &apls. We have a second modder for the RHW now! The puzzle piece looks good, and although one part of the texture is off a bit, it's a great job for having just done your first one. Are you planning on doing any more?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 04, 2009, 04:57:46 AM
Quote from: j-dub on March 03, 2009, 11:27:53 PM
Uh-oh! so that makes two more RHW modders after Tarkus only the second month this year!
Jmvl, granted you probably took alot of hours a day making this, but it seems like you got this taken care of fast, especially that it has textures, a prop, and is pathed. Any more additions are appreciated. That is pretty impressive  &apls
Thank you for that, j-dub. It took me hours to make this Puzzle Piece (especially because I had to figure out the entire procedure for creating Puzzle Pieces), I was busy with it for two weeks. I'm planning more additions (see below).
Quote from: Patricius Maximus on March 04, 2009, 04:07:30 AM
Jmvl: Great  &apls &apls. We have a second modder for the RHW now! The puzzle piece looks good, and although one part of the texture is off a bit, it's a great job for having just done your first one. Are you planning on doing any more?
Also thank you for that, Patricius Maximus. I'm planning on doing more Puzzle Pieces. Here is a list:
- A RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane (left puzzle piece)
- A RHW-8 to RHW-6C transition (left and right puzzle pieces)
- A RHW-6C to RHW-4 transition with a MIS entrance and a MIS exit lane (left and right puzzle pieces)

I know that the texture is off a bit. I've made the textures just to test the Puzzle Piece and I'm going to change them on another day.

I also need to register some Instance IDs and IntersectionInfo IDs and put my code for the Puzzle Piece in the central RUL 0x10000000-file. Does anybody know with which member of the NAM Team I can talk about reserving Instance IDs, IntersectionInfo IDs and putting my code for the Puzzle Piece in the central RUL 0x10000000-file? Please answer this question here (http://sc4devotion.com/forums/index.php?topic=7053.0), because it is, in my opinion, a little bit off-topic in this thread. Thanks in the advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on March 04, 2009, 08:58:17 AM
would it be possible to make this kind of splitter ramp?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F1585%2Frhw.jpg&hash=751739567ec54fc3810c3aad9febca1ab44514a4)

sorry for bad quality, but it was made in MS Paint
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 04, 2009, 09:16:40 AM
QuoteAlso thank you for that, Patricius Maximus. I'm planning on doing more Puzzle Pieces. Here is a list:
- A RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane (left puzzle piece)
- A RHW-8 to RHW-6C transition (left and right puzzle pieces)
- A RHW-6C to RHW-4 transition with a MIS entrance and a MIS exit lane (left and right puzzle pieces)

That's great news. Those transitions are needed desperately in my regions. I hope when finished it will be released, as either part of RHW 4.0, a 3.x update, or an add-on package.

WC_EEND: I am assuming "RHW-6" would be the C version. It certainly would be possible, but it would take up 3 tiles.
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on March 04, 2009, 10:17:34 AM
Quote from: Patricius Maximus

WC_EEND: I am assuming "RHW-6" would be the C version. It certainly would be possible, but it would take up 3 tiles.

I was actually hoping for an RHW-6S  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 04, 2009, 10:22:47 AM
@Xylodoria: I can make some 20m tall lights for the RHW-10, if you like. This mod looks like my first RHWAM. Maybe your mod is like a new RHWAM... Anyway, it's still nice work!

@jmvl: Stunning! With better texture you puzzle piece would be great, but I assume that you've already planned to do that.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 04, 2009, 10:25:02 AM
Fantastic work!  However, I do have a thought:

The transition seems a bit too 'cramped' for me.  The curves in the middle for the mainlanes are much too severe.  I think a longer, more diagonal lane shift would work much better - and it will also even out the MIS ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 04, 2009, 11:01:44 AM
jmvl, congratulations on making your first puzzle piece!  The first one is always the toughest. ;)  I agree with Ryan (burgsabre87) it might be a little bit cramped.  Also, I'd be happy to improve the textures on it for you.  :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on March 04, 2009, 01:34:44 PM
I would also be very interested in the splitter that WC_EEND suggests. There is a motorway junction near me which uses just such splits/merges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 04, 2009, 01:52:09 PM
jmvl: Congrats! I personally know how hard it its to make puzzle pieces when i started about 2 months ago. Actually, right now I'm working on Double Decker RHW4 over AVE and RHW-FLUPs. I hope it all goes well for you. If you want to, you can take a look at RUL 0x10000002 (http://sc4devotion.com/forums/index.php?topic=2500.0), as it is the Texture Override RUL. If you do need any help, feel free to contact any member of the NAM team (they are very helpful). Also, if you do, you may ask me. Anyway, keep up the good work! :thumbsup: Can't wait to see more awesome work from you. :)

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 04, 2009, 03:11:25 PM
I like WC_EENDs idea but I think the RHW-6 should be a FHW. So the inner 3 lanes of RHw-10 would be FHW and outer 2 lanes would split into Rhw-4.
:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 04, 2009, 04:22:03 PM
I'd say just do WC_EEND's idea just like it is.  It'd basically be the RHW-10 version of the existing RHW-8/Dual RHW-4 Splitter.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on March 04, 2009, 06:12:43 PM
Quote from: Tarkus on March 04, 2009, 11:01:44 AM
jmvl, congratulations on making your first puzzle piece!  The first one is always the toughest. ;)  I agree with Ryan (burgsabre87) it might be a little bit cramped.  Also, I'd be happy to improve the textures on it for you.  :)

-Alex (Tarkus)

I too would like to add my congrats !..JMVL...

For you to come this far this fast is truly remarkable...
Not only that but for functional type players such as myself, ive been dying to have the very
piece which you created ... and no doubt many others feel the same way..
The higher traffic capacity of the RHW- 6 C  over the rhw - 6 S, is why i sometimes favor it,
despite the great flexibility the rhw - 6 S gives you...

Thanks a lot for all your hard work and efforts..,

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on March 04, 2009, 09:54:19 PM
Well i fished the mod without making new lights. If people seem to want it i could make a V2 with bigger lights. They wouldn't be that hard to model (I have one already done form a old BAT somewhere)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2h5mdmu.jpg&hash=924f748780078ff76e1366d7d209bea9c8b2c3f9)
Here is a link to to the fullsize version:
http://i229.photobucket.com/albums/ee171/ChrisLSimpson/RHWOverview.jpg (http://i229.photobucket.com/albums/ee171/ChrisLSimpson/RHWOverview.jpg)

It will be on the STEX and is also attached to the post. (Hopefullly it will attach this time)

MOD Insatallation and Notes

To Install just put the file of your choice into your Rural Highway folder. You can only use one file at a time, this includes the High Mast Lighting mod i released earlier.

Due to a glitch that is not yet solved with T21s, the barriers and lights might not show up on preexisting RHW networks. To fix that, just click on the RHW with your RHW tool, and they will show up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on March 04, 2009, 10:11:51 PM
Quote from: Xyloxadoria on March 04, 2009, 09:54:19 PM
Due to a glitch that is not yet solved with T21s, the barriers and lights might not show up on preexisting RHW networks. To fix that, just click on the RHW with your RHW tool, and they will show up.

Xylo,

There isn't a way around this issue. The game can't load what it doesn't have installed at startup.

-Swamper
Title: Re: RHW (RealHighway) - Development and Support
Post by: andreharv on March 05, 2009, 01:41:58 AM
Nice work jmvl!  This is a much needed addition.  The great thing about making networks from scratch is that you can put in your own personal touch to it.  I like your style.  One thing I have learned is that you should not worry too much about spacial constraints...so make it sssssmooooooth lol.  Textures are going to be the hardest thing to master.  The trumpet interchange was the first interchange I made and it looks like a cracker that someone stepped on (imo) I will revise the trumpet textures btw.  As long as it adds functionality to the game, that's what's more important to me.  I would much rather have a pathed junction than pretty eye candy.  I have yet to learn how to make 2d network junctions.  With that said, keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mcarch on March 05, 2009, 02:19:47 AM
I'm having a problem.  I followed all directions from the Readme to the help here in this thread.  My RHW-6S is connected to my neighboring region... however, cars are not using it.  I've crossed the RHW-2 peice over each side of the RHW-6S (both directions) still nothing happens.  I've also done it where you connect both directions together, and still again, nothing has happened.  Any ideas?  Am I doing something wrong?

Thanks,
mcarch
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 05, 2009, 09:20:31 AM
While you were posting your replies, I was sleeping, so I've to answer a lot of replies.

Patricius Maximus:
Quote from: Patricius Maximus on March 04, 2009, 09:16:40 AM
That's great news. Those transitions are needed desperately in my regions. I hope when finished it will be released, as either part of RHW 4.0, a 3.x update, or an add-on package.
I also need them in my region. (That's one the reasons why I've created it. :D) Of course I will release those Puzzle Pieces when they're ready so that everyone is able to use them.
burgsabre87:
Quote from: burgsabre87 on March 04, 2009, 10:25:02 AM
Fantastic work!  However, I do have a thought:

The transition seems a bit too 'cramped' for me.  The curves in the middle for the mainlanes are much too severe.  I think a longer, more diagonal lane shift would work much better - and it will also even out the MIS ramps.
I agree with that, burgsabre87.
Tarkus:
Quote from: Tarkus on March 04, 2009, 11:01:44 AM
jmvl, congratulations on making your first puzzle piece!  The first one is always the toughest. ;)  I agree with Ryan (burgsabre87) it might be a little bit cramped.  Also, I'd be happy to improve the textures on it for you.  :)

-Alex (Tarkus)
Thank you for your offer to improve the textures! ;) I've sent a PM to you about it.
Blue Lightning:
Quote from: Blue Lightning on March 04, 2009, 01:52:09 PM
jmvl: Congrats! I personally know how hard it its to make puzzle pieces when i started about 2 months ago. Actually, right now I'm working on Double Decker RHW4 over AVE and RHW-FLUPs. I hope it all goes well for you. If you want to, you can take a look at RUL 0x10000002 (http://sc4devotion.com/forums/index.php?topic=2500.0), as it is the Texture Override RUL. If you do need any help, feel free to contact any member of the NAM team (they are very helpful). Also, if you do, you may ask me. Anyway, keep up the good work! :thumbsup: Can't wait to see more awesome work from you. :)

Vince
Thank you for that. Your Double Decker RHW-4 abouve Avenue looks very good! :thumbsup: I don't need the RUL 0x10000002 file right now, but thanks for saying it. Maybe it will be very useful for me in the future.
Xyloxadoria:
Your RHW Barriers/Lights MOD looks great! Good work! :thumbsup:
b22rian:
Quote from: b22rian on March 04, 2009, 06:12:43 PM
I too would like to add my congrats !..JMVL...

For you to come this far this fast is truly remarkable...
Not only that but for functional type players such as myself, ive been dying to have the very
piece which you created ... and no doubt many others feel the same way..
The higher traffic capacity of the RHW- 6 C  over the rhw - 6 S, is why i sometimes favor it,
despite the great flexibility the rhw - 6 S gives you...

Thanks a lot for all your hard work and efforts..,

Brian
Thanks for that. One of the reasons why I've created it is the higher traffic capacity of the RHW-6C over the RHW-6S.
andreharv:
Quote from: andreharv on March 05, 2009, 01:41:58 AM
Nice work jmvl!  This is a much needed addition.  The great thing about making networks from scratch is that you can put in your own personal touch to it.  I like your style.  One thing I have learned is that you should not worry too much about spacial constraints...so make it sssssmooooooth lol.  Textures are going to be the hardest thing to master.  The trumpet interchange was the first interchange I made and it looks like a cracker that someone stepped on (imo) I will revise the trumpet textures btw.  As long as it adds functionality to the game, that's what's more important to me.  I would much rather have a pathed junction than pretty eye candy.  I have yet to learn how to make 2d network junctions.  With that said, keep up the good work!
Thanks for liking my style. Also, the curves in the middle for the main lanes will be smooth. My Puzzle Piece will have a longer, more diagonal lane shift for the main lanes. The textures will be fixed also. Like you, my first priority is a pathed junction with textures, my second priority is a pathed junction with good textures. The texture of your trumpet interchange doesn't look very nice at some places, but that doesn't matter, it's pathed and it works, and that is great!

Also I want to thank everybody else who has congratulated me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 05, 2009, 11:36:19 AM
Good news. I hope progress can be made.

WE_EECD: An RHW-6C like you mentioned would take up 3 tiles, but it is certainly possible to make.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on March 06, 2009, 04:04:24 PM
Just some requests:

- Elevated RHW2, 6C, 6S, 8 and especially 10 (and have the ability to draw el RHW over any network in simcity 4- including RAM (when it is released), SAM, T-RAM (GLR on Road & GLR in Road), GLR in Avenue)
- Double height elevated RHW (and have the ability to have double el RHW over el RHW and all networks as described above)
- RHW Toll Booths
- Euro RHW road texture
- RHW Bridges for ALL networks (including el and double el RHW) with all possible bridge designs (like arches, cantilever etc.)
- RHW 12 (they exist  $%Grinno$% in Australia- the new Gateway Mwy will be 12 lanes)
- Proper neighbourhood connections (have a prop that we place next to a loop connector that hides it behind normal RHW texture)
- RHW T2 lanes and bus lanes
- More transition pieces (RHW2 > RHW 6C, 6S, 10, 12, RHW 4 > RHW 8, 10, 12, and basically all networks to all networks transition (like double height RHW 10 > ground RHW 2 (lol that would be a funny sight!!))

XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on March 06, 2009, 04:39:31 PM
had an idea: take Xylo's original mod (the lights+barriers v1) for the 6, turn it into a starter piece for a pathless network, and boom! modular center barriers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 06, 2009, 05:00:09 PM
A200: Lets go down the list...
- ""
- uh, *ahem*
- Someone can BAT and mod some, I can mod them, maybe BAT
- Check with SA
- As of now, only 4, 2, and MIS can be done conventionally. Maybe if someone finds a workaround, then maybe
- Not likely
- Possible
- Bus lanes can only be done with lots, and thats for an entire tile, not just a single lane or two
- Coming soon(ish)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on March 06, 2009, 05:29:14 PM
Why isn't double height El RHW not possible? you did it for Monorail and Elevated Rail  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 06, 2009, 05:42:02 PM
RHW 6S bridges have been made, check choco's thread, there buried somewhere in there  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 06, 2009, 07:23:14 PM
A200, that's a lot of requests. One thing at a time, my friend. ;)

Rest assured, though.  There will be plenty of new stuff you'll probably like coming to the RHW at some point in the near future. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on March 06, 2009, 10:17:55 PM
 &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 07, 2009, 01:17:46 AM
Well, it would be usefull that the El-RHW and El-MIS can go over all RHW networks (not only MIS, RHW-2 and RHW-4).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 07, 2009, 05:01:21 PM
I am pleased to announce the release of RHW Version 3.2.  This release is strictly a "bugfixing" release coinciding with the NAM March 2009 release and no other new features have been added.

Among the bugfixes:
-All previous path fixes have been incorporated
-RUL Bugfixes addressing some MIS T-Intersections, along with improved stability for ERHW-4/EMIS-over-RHW-4/MIS draggable overpasses

As such, you'll need the NAM March 2009 in order to take advantage of all the improved functionality.  For more info on the new NAM release, read here (http://sc4devotion.com/forums/index.php?topic=7178.0)

LINKS
NAM March 2009--WINDOWS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)|MAC (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)

RHW Version 3.2--WINDOWS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)|MAC OS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432)

-Alex (Tarkus)

Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on March 07, 2009, 05:13:22 PM
o.O  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 10, 2009, 01:24:59 PM
Its about time someone posted....

Anyway, here is a little teaser on what might come later:
MIS-FLUP entrance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F5278%2Fmisflupentrance.jpg&hash=4bbda50c3abb2349ca05b87cde838e5dc44cb085)

RHW-4-FLUP Entrance Day:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F937%2FFLUP0002.jpg&hash=20ccf47b7a262b52bc1542e8d21f818168242d3f)
Night:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F3843%2FFLUP0003.jpg&hash=9e5d0576d3995eced5349628fa583767ede93b8a)

$%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 10, 2009, 01:31:52 PM
Now, that's beautiful work, Vince!  :thumbsup:  I sense a bright future ahead for the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 10, 2009, 01:33:48 PM
A Modder and a BATer wow :thumbsup:
It looks good so far, maybe a little more of a curve at the top and bottom of the ramp?

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 10, 2009, 02:35:40 PM
Those are awesome tunnells :thumbsup: :thumbsup: :thumbsup:

BTW Do they work like big dig tunnels or are they UDI enabled?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 10, 2009, 02:40:33 PM
considering the world Flup is used, then that means its UDI enabled...
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 10, 2009, 03:11:31 PM
 :thumbsup: Nice work! Maybe they'll look better with more sloped entrances. I also think the MIS ramp is a bit too wide, but still great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 10, 2009, 04:11:12 PM
Quote from: io_bg on March 10, 2009, 03:11:31 PMI also think the MIS ramp is a bit too wide, but still great work!
I agree, actually. I think the MIS ramp would look better if it were only as wide as the MIS lane, plus a little bit of shoulder space.

Let me just take this opportunity to praise Alex and the rest of the NAM team for their hard and mostly bug-free work. Y'all rock! That being said, I'd like to make mention of what I hope to see in RHW 4.0. In my highway-building frenzy, I've come across situations where additional diagonal capabilities are needed to build as I'd like to build. Here's an example of what I'm talking about:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aanhrush.com%2Fimages%2Fdiag-diag_rhw-rail.jpg&hash=390a4ae36f5e6f1cdbb9f2dba9ee782a55865a23)

At present, I can't cross this RHW over this railroad, simply because both are diagonal. I also have several diagonal Avenue overpasses I like to build over diagonal RHWs. I'm sure you're already working on this as I post, and I'm familiar with the NAM team adage, "It'll be ready when it's ready," but I just wanted to encourage y'all to consider making diagonal capabilities a priority for RHw 4.0.

In any event, keep up the fantastic work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 10, 2009, 06:10:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F2369%2Frhwoverdiag07pm8.jpg&hash=12d12dd9695089f314834e90fbf7687b63ddc55c)

For the time until the great day that diagonal el-RHW overpasses can be built, I have developed a little workaround [tutorial linkie] (http://sc4devotion.com/forums/index.php?topic=6916.0) that allows a diagonal overpass to be built over networks.  Even though the diagonal el-RHW goes over an Avenue in this pic, the same technique could be applied for Rail as well.  I hope this helps, woodb3kmaster.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 10, 2009, 09:08:21 PM
Thanks, metarvo! That should hold me over until I can build true diagonal overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on March 11, 2009, 05:18:03 AM
The tunnel lights are bright... maybe too bright... $%Grinno$%

You can try toning the brightness down as well as adding a concrete texture to the wall of the tunnel entrance.

As well, I wouldn't be surprised if this was used on other network FLUPs as well.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 11, 2009, 11:58:27 AM
Found a bug: Monorail cannot cross the RHW 6C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 12, 2009, 08:29:07 AM
Quote from: Kitsune on March 11, 2009, 11:58:27 AM
Found a bug: Monorail cannot cross the RHW 6C.

Are you sure?  I got it to cross over the RHW-6C and it functions normally as well.

You might want to take another look and see if all the terrain is level.  If the 3-tiled 6C is on the slightest slope no draggable network can cross it because it is so wide. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 12, 2009, 09:57:23 AM
Nope, its perfectly flat. No traffic was going over it, as soon as the 6C was removed some 30K was going over that stretch. Its odd.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 12, 2009, 02:45:21 PM
I've gotten monorail to cross it too, just not HSRP which I can live with.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2009, 05:17:36 PM
Quote from: woodb3kmaster on March 10, 2009, 04:11:12 PM
In my highway-building frenzy, I've come across situations where additional diagonal capabilities are needed to build as I'd like to build.

Ah . . . what the heck . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F6026%2Frhw020220091.jpg&hash=e4bee7998f374216455fdb3c98d86071e77284f0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F586%2Frhw020520091.jpg&hash=0a41305305f64f468059a01cfffb48f6ec3fdde6)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 12, 2009, 05:27:09 PM
THATS AWESOME! :)

PS Why do diagonal elevated RHWs look squeezed with no shoulders than orthogonal el-RHW's ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 12, 2009, 05:47:43 PM
 :o Coolness!  &apls

Is it imminent? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on March 12, 2009, 05:56:25 PM
Alex you broke down and showed us something!  Also, over my spring break last week I was stopped at a freeway rest area that had a pedestrian bridge over the highway.  As I crossed the bridge, I caught myself thinking, wow, this looks exactly like a RHW-4!  So, I was just impressed by how good you have made the RHW look.  Thanks again!

And Leo, I think I recall reading somewhere that diagonal networks have less space than orthogonal ones - which is why the diagonal avenue looks thinner also.  But maybe someone who knows more or knows why can explain!

- Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2009, 06:03:26 PM
Quote from: deathtopumpkins on March 12, 2009, 05:47:43 PM
Is it imminent? :P

I have sworn off using the "i" word.  I will never hear the end of it if I pick that habit up again. ::)

Thanks for the kind words, guys.  And bthersh, you're correct on the diagonal thing, too. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 12, 2009, 06:03:58 PM
Simpley put, a diagonal network has about 2/3 of the space of a ortho network. In order to keep the newtwork a one tile network, you have to give something up. In this case, we don't want to reduce space on the main traveling lanes, and so the best option is to remove the shoulder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on March 12, 2009, 09:26:34 PM
Quote from: Tarkus on March 12, 2009, 06:03:26 PM
I have sworn off using the "i" word.
-Alex

So it is "Soon" then?  :P
Nice work Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2009, 09:58:17 PM
Quote from: Sartoris on March 12, 2009, 09:26:34 PM
So it is "Soon" then?  :P

No confirmation, no denial.  ;) I will refrain from using any chronological terminology during the development process.  Among the excluded words are the dreaded "i-word", "soon", "close", "completion", "coming soon" and everyone's favorite, "release date".  It will be . . . er . . . "timeless"? :D 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 13, 2009, 03:34:05 AM
wow, thats awesome :o

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on March 13, 2009, 05:19:10 AM
Alex, The I-word is your trademark saying and it will stay yours no matter what. Anyway, I think that dadgren (David) owes you some royalties for using the I word. Just waiting for the completed project though. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 13, 2009, 07:46:53 AM
Quote from: Blue Lightning on March 12, 2009, 06:03:58 PM
Simpley put, a diagonal network has about 2/3 of the space of a ortho network. In order to keep the newtwork a one tile network, you have to give something up. In this case, we don't want to reduce space on the main traveling lanes, and so the best option is to remove the shoulder.

Or maybe to narrow the orthogonal shoulders a bit &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on March 13, 2009, 12:08:24 PM
Quote from: LE0 on March 13, 2009, 07:46:53 AM
Or maybe to narrow the orthogonal shoulders a bit &idea

I do not want to remodel those elevated RHW4 models. I had a hard enough time making them in the first place and getting them into the game. :'(

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 13, 2009, 12:13:54 PM
The diagonal oxerpasses are loking good Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 13, 2009, 02:55:51 PM
After seeing that, does that mean its also going to be possible to put diagonal el rail and monorail over a straight RHW and vice versa?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 13, 2009, 03:40:30 PM
It's nice to see a development pic, Alex.  More diagonals were already one of my most-anticipated and most-predicted elements of RHW 4.0, and this pic serves to reinforce that.  I am not going to even think about release dates this time, but this really does look good, Alex.  :thumbsup:  Of course, it means that my workaround pretty much goes out the window.  ::)  It'll be worth it, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on March 13, 2009, 04:38:48 PM
Quote from: Swamper77 on March 13, 2009, 12:08:24 PM
I do not want to remodel those elevated RHW4 models. I had a hard enough time making them in the first place and getting them into the game. :'(

-Jan

Personally, I don't mind the difference between orthogonal and diagonal EL-RHW4s - I think they look good as they are.  Although I wouldn't mind a smooth curve puzzle piece at some point down the road. :)  But I feel presumptuous even saying that - I am happy as it is and very thankful for all the work you all have put into this project (and all the other projects here), and from what little I know, I am amazed at the amount of time and effort has gone into it all.

- Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 13, 2009, 05:30:16 PM
Oh Alex, it's been said a thousand times already, but you really are a tease!

Seriously, though, thank you for confirming that RHW 4.0 will have more diagonal overpasses. Would it be wrong of me to assume that the team is also working on diagonal X-over-RHW underpasses?

Regardless, keep up the outstanding work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: fivexthethird on March 14, 2009, 09:04:03 PM
In the highway menu, all the RHW pieces are doubled.
But good mod nothingless &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 14, 2009, 09:11:15 PM
Whoa, I missed the diagonal EL-RHW overpasses! Very nice! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 14, 2009, 09:23:27 PM
Quote from: fivexthethird on March 14, 2009, 09:04:03 PM
In the highway menu, all the RHW pieces are doubled.

It sounds like you have a second copy of the RHW installed somewhere in your Plugins folder.  That's the only thing that can cause duplicate icons.  Do a search for "Rural", and delete the one that's not in the Network Addon Mod\Rural Highway Mod folder.

At any rate, 'tis teaser time.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg108.imageshack.us%2Fimg108%2F3614%2Frhw011520092xl0.jpg&hash=ffd7dd86131a68c7b74aba9b7c9efc25df14ba1a)

Not sure anyone needs to be able to do this, but it's there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F2600%2Frhw022320091.jpg&hash=7238d910f4df09afb74febd6fd203fdb0e2fc8ee)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fivexthethird on March 14, 2009, 09:26:09 PM
Quote from: Tarkus on March 14, 2009, 09:23:27 PM
It sounds like you have a second copy of the RHW installed somewhere in your Plugins folder.  That's the only thing that can cause duplicate icons.  Do a search for "Rural", and delete the one that's not in the Network Addon Mod\Rural Highway Mod folder.
[snipped]
And the problem was right in front of my face.
The duplicate was in the network addon mod folder, as RHW.
Thanks.
Also nice pictures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 14, 2009, 09:47:57 PM
O M G Alex...  &apls Now how on earth is that implemented!?
Title: Re: RHW (RealHighway) - Development and Support
Post by: redraider147 on March 14, 2009, 11:52:01 PM
i do believe i saw solid line next to dashed correctly displayed going into one of the curves where i then see double yellow lines...is this an override with puzzle pieces, or is it natural?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 15, 2009, 05:01:45 AM
Ooooh! The intersections are diagonal AND blend nicely!  :thumbsup: And I'm still trying to start my override and intersection ordering stuff.

DTP: IntersectionOrderingRUL; 0x10000001

Keep it up!
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on March 15, 2009, 05:07:11 AM

Did I notice new RHW-2 orthogonal textures on the top pic?? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 15, 2009, 06:21:40 AM
Are those really wide 90-degree curves for the RHW-2?  Maybe I'll be able to stop downgrading to regular Roads for curves now.  Of course, I always welcome more diagonal functionality.  :)

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on March 15, 2009, 06:41:36 AM
I agree with metarvo, no more downgrading to normal road with this! It looks great! I hope 45 degree curves are next. It'll be highly useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 15, 2009, 07:29:35 AM
Looks great, Tarkus. :thumbsup: Wide 90-degree curve Puzzle Pieces for the RHW-2 are a great addon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 15, 2009, 10:18:31 AM
Whoa - nice!! I'd like to hear/see more about the dashed/solid line at the bottom right after that turn on the RHW2, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 15, 2009, 10:29:38 AM
that stuff is :o :o :o, liek :o

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 15, 2009, 12:46:15 PM
Great job on these curves, Alex! They'll be very useful! :thumbsup: And the street crossings look good, too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on March 15, 2009, 12:48:40 PM
Oh wow. Curves and custom lines... Hmm... btw are those new texture dragging variations? =P

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 15, 2009, 01:27:21 PM
That's sweet, Alex.  The diagonal street connectivity will really help with rural RHWs, like you'd see on US 290 in Texas, around where I used to live.

Great job, and keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 15, 2009, 04:36:12 PM
It seems that elevated MIS over RHW is blocking all traffic on the RHW :( I initially thought there's no way this could be a bug and had to be an issue with conflicts with other plugins. So I removed all my plugins, installed the default March 2009 NAM (with Z medium simulator) and the default RHW but still the issue came up. See images below:

With elevated MIS overpass, no work for the sims who eventually become homeless and have to live under the overpass.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbendys.com%2Fwithmis.jpg&hash=942cc8b4b8090e3969ced83bed555c576d704128)

Without elevated MIS overpass, all are happy again
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbendys.com%2Fnomis.jpg&hash=68cfb0136e14be6e392009a4592f78bf0319d972)

Is this expected? I checked the docs and FAQ and couldn't see anything which implied this should happen.

I have tried redrawing the RHW after placing the MIS but it didn't help. MIS over RHW4 also didn't work but RHW4 over RHW, MIS over road and OWR over RHW all allowed traffic on the RHW. I'm current using elevated OWR as a substitute for MIS when it has to cross RHW but obviously would prefer not to :)

Thanks for your great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2009, 04:45:55 PM
Hi bendy-

There was a Version 3.2 update that was recently released that has some path fixes incorporated into it, however, it looks like the Left-Hand Drive version of that path escaped detection until now.  Thank you for finding it!

I've attached the fixed path below.

Edit: The Right-Hand Drive path needed fixing as well, so I've removed this attachment.  See the official Version 3.21 fix two posts below, which will fix both RHD and LHD.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 15, 2009, 05:08:15 PM
those intersections look good Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 15, 2009, 05:12:55 PM
Hi Alex,

Awesome, thanks for that! I love a bugfix that only takes 11 minutes &apls Will test it out when I get home tonight. Are you sure it's only the left hand drive that is problematic? I'm pretty sure I tested the right hand too and that it didn't work either.

thanks again

bendy

update: Actually, when i did the RHD test I just installed the RHD versions of the plugins, didn't do the registry and language updates to make SC be RHD. That possibly could have confused things.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2009, 05:34:05 PM
bendy, you're 100% correct on the RHD one.  I'm not sure how that escaped, but it did.  Thank you again for catching that!  +1 Karma for you as well.

Attached below is an official "RHW Version 3.21" patch, with both the LHD and RHD fixes for the EMIS-over-RHW-2 piece.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 15, 2009, 05:39:20 PM
should I redownload it if i already have the lhd patch fo the lhd game?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2009, 05:43:47 PM
Quote from: darraghf on March 15, 2009, 05:39:20 PM
should I redownload it if i already have the lhd patch fo the lhd game?

No, you'll be fine.  The only change was the inclusion of the RHD path as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on March 15, 2009, 05:55:33 PM
tsk tsk tarkus :P bendy, great save
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 15, 2009, 06:25:33 PM
tarkus: Will this patch fix RHW 4 to 10 as well? I didn't test them all but I think they suffer from the same problem.

mightgoose: thanks for that :) was testing my fancy new interchange and couldn't for the life of me get traffic to use it. all should be good now and I can finally get on with actually building a town ;D i spend far too long on infrastructure  :)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2009, 07:01:01 PM
Quote from: bendy on March 15, 2009, 06:25:33 PM
tarkus: Will this patch fix RHW 4 to 10 as well? I didn't test them all but I think they suffer from the same problem.

Just tested EMIS-over-RHW-4, and it worked fine--same with ERHW-4-over-RHW-2 and ERHW-4-over-MIS.  The Elevated networks can't go over anything wider than the RHW-4 right now, as there's no RULs or Models in place yet.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 16, 2009, 02:19:54 AM
Hi Alex,

I don't think the LHD version is quite there yet unfortunately, at least for RHW2. Just tried it out, and it definately changed how things worked but not for the better. Looks like the LHD version actually has RHD directions going by drawpaths:

Before applying 3.21 patch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbendys.com%2Fpathswithoutfix.jpg&hash=b903f434cc558da50fd9db283bbdeb65d8a895ab)

After applying 3.21 patch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbendys.com%2FpathswithfixNorth.jpg&hash=823160f5defbef6ae174d1f088cab704cf4b81b6)

I tried redrawing both the RHW and MIS overpass after putting it down but it didn't help. I've also tried the first LHD patch you posted and get the same results. And drawing the MIS so cars travel south rather than north is no different. I haven't tested the RHD version.

EMIS over RHW4 works fine though.

thanks!

bendy
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on March 16, 2009, 08:48:59 AM
8.5 hours to export this thing (just the pillar piece)....geesh....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Feb14011237217835.png&hash=091d148b537256c3a8a11f51771312d5b9215839)

off to finish the modding..... ;D

Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on March 16, 2009, 09:15:02 AM
oh no $%Grinno$%

a bugfix doesn't fix... hmm...

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 16, 2009, 10:15:22 AM
Quote from: choco on March 16, 2009, 08:48:59 AM
8.5 hours to export this thing (just the pillar piece)....geesh....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Feb14011237217835.png&hash=091d148b537256c3a8a11f51771312d5b9215839)

off to finish the modding..... ;D



The fabled 6s bridge, awesome. Hopefully when its release a 6c to 6s piece is also around to use...
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on March 16, 2009, 10:31:36 AM
close....this is the RHW10.... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 16, 2009, 10:50:57 AM
Even better :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 16, 2009, 11:44:59 AM
Holy signature bridge, Batman!   &apls  Nice work, choco!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 16, 2009, 12:33:54 PM
Oh geeze, choco, that is an awesome bridge! And I like the style. ;) Anyway, I need to cross a river with a RHW-10 anyway, so this is perfect! I must say it is no fun trying to squeeze 4 RHW-4 bridges in a tight urban space :P

Keep up the good work!
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on March 16, 2009, 04:46:44 PM
Bendy:  It looks fine to me, the yellow line is still on the right side of the driver.  You must have just accidentally flipped the EMIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 16, 2009, 05:29:58 PM
Remanh: Yes, but if you look at the paths on the RHW2 passing underneath the MIS they are pointing in the opposite directions to the paths on the normal RHW2. There is no problem with the pathing on the MIS, it is the RHW2 that has an issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2009, 06:26:22 PM
bendy, it's basically looking like it's got the RHD path on there.  It's been awhile since I've messed around with LHD Paths (I haven't touched them in over a year), and I had forgotten that they'll auto-reverse on the RHW-2 end there.

Try the attached file below and see if this works for you.  My apologies for the inconvenience. :-[ 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bendy on March 16, 2009, 07:36:41 PM
alex:  :thumbsup: 3.22 works a treat! thanks heaps for your work.

One other minor thing which isn't really important. The blue paths are for pedestrian aren't they? So I guess no one can walk under the overpasses? Fair enough too, underneath bridges are dangerous places :)

Now I can stop playing with infrastructure and start playing the game! Unless someone can tell me how to make a tree controller mod.... Still hankering for a Eucalyptus god mode tree mod and am tempted just to do it myself...
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on March 17, 2009, 07:23:30 AM
I'm having a problem with the RHW-4 Bridges.  :thumbsdown: There is a problem with the textures in such the following occurs:
-- Bridge
> texture flow
       ___________________
<<<<<<<<<<<<<<<<<<<<<<<<<<
       ------------------------------
       ___________________
>>>><<<<<<<<<<<<<<<<<>>>>>
       ------------------------------

Hope this helps.   ::) I have Patch 3.21 installed plus all of the other NAM components updated.  ;)

Larry (debutterfly)

P.S. Sorry for no picture, I'm in school right now.  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 17, 2009, 07:31:39 AM
Larry, that could be because you dragged both bridges in the same direction, and then connected the different directions.  The top one's OK because it's all going the same direction, but the bottom's on the fritz because you dragged it in the opposite direction you wanted those lanes to go.

It works the same way for one-way road tunnels, I think.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on March 17, 2009, 10:58:21 AM
I actually did try both directions for the same bridge(bottom bridge): one with the flow... Bulldozed...and one against the flow. Same result as above. The bridge with the correct texture could be drawn both directions resulting in the correct texture(top bridge). Hope this info helps.

Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on March 17, 2009, 11:29:37 AM
 ()what()

perhaps im not understanding correctly.....i believe the textures are added directly to the bridge models, thus they will always display the same direction relative to the paths (and direction the bridge is being drawn).  so if drawing a RHW4 bridge in both directions over water results in the paths in the same direction, then there is a conflicting file somewhere that we'd like to know about.  something doesn't sound right, though.....

an old LHD path file.....old RHW mod.....not sure, but the bridges do work correctly.  :)  they're fundamentally the same as the OWR bridges....
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on March 17, 2009, 01:14:40 PM
Some how got it to work.  :D thanks guys. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on March 19, 2009, 09:18:41 AM
 Is there a fix for the MIS intersecting with road with euro textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on March 19, 2009, 09:37:26 AM
Quote from: carkid1998 on March 19, 2009, 09:18:41 AM
Is there a fix for the MIS intersecting with road with euro textures?

Shadow Assassin once told me that he's working on Euro textures for those intersections, but unfortunately, an updated Euro texture set for the RHW hasn't been published so far. At that time, I was offering to include such textures into the SFBT Euro Road Textures Mod, but as he said he'll cover them, I left them out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 19, 2009, 03:20:40 PM
Maybe it's time to start assuming that he is not doind them. I'd do it if i knew how to but...
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 19, 2009, 03:39:02 PM
Well that would be a safe assumption if we did not know that he is doing them. Many people talk to him in ST Chat or on MSN, and he regularly provides us with updates. I haven't heard from him in a few weeks, but last I heard he was actually pretty far along.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2009, 04:20:45 PM
Though I see SA on MSN from time to time and have talked with him a little, I have no idea how his set is coming along, though it's my understanding he's still working on it.  He hasn't logged onto SC4D in several months, either. 

At any rate . . . time for picage.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F127%2Frhw031320094.jpg&hash=ae3954384936679a38185c574a46c14a4c9bfac6)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on March 19, 2009, 04:25:21 PM
extra crispy  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 19, 2009, 04:26:46 PM
/me likes picage!

Sweet!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 19, 2009, 04:32:54 PM
Not bad at all! I'd recommend a stop bar for the intersection - but other than that it's looking great! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 19, 2009, 04:51:20 PM
Oooh, Alex. Now we're going "I'll want it here and here but not there and there." :P Anyway, keep up the awesome work!

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2009, 04:53:37 PM
Quote from: Blue Lightning on March 19, 2009, 04:51:20 PM
Oooh, Alex. Now we're going "I'll want it here and here but not there and there." :P

Indeedioso . . . may as well sneak another one out . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F1828%2Frhw031320092.jpg&hash=00ecdfeb123d83952f812d39f27ac8a1c16488cb)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 19, 2009, 05:05:00 PM
O_O very nice! I love such flexibility :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 19, 2009, 06:14:26 PM
Looks good. Is it a puzzle piece? There is a very slight brightness difference, which is one of their characteristics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2009, 06:18:14 PM
Patricius Maximus, actually, it's all draggable.  The color shift effect is probably the result of the grooves just before the shift back to normal RHW-2.  I should adjust that--thanks for pointing it out. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 19, 2009, 06:27:46 PM
I JUST noticed that there is not a turn lane at all directions of the intersection. Care to explain how this is possible Alex? I know it has to to with the new Turning Lanes Plugin...
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 19, 2009, 06:47:12 PM
Turning lanes for the RHW-2?  They look so flexible, too.  It's almost like a cross between the RHW and the NWM, and whatever it is, it's great!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 20, 2009, 03:01:41 AM
Well, that should be interesting to see in 4.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 20, 2009, 03:05:07 AM
thats just a tad crazy..... *drooolz* :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: DC0 on March 20, 2009, 12:32:46 PM
Quote from: Tarkus on March 16, 2009, 06:26:22 PM
bendy, it's basically looking like it's got the RHD path on there.  It's been awhile since I've messed around with LHD Paths (I haven't touched them in over a year), and I had forgotten that they'll auto-reverse on the RHW-2 end there.

Try the attached file below and see if this works for you.  My apologies for the inconvenience. :-[ 

-Alex
Could you please explain where this file should be put to?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 20, 2009, 12:35:29 PM
DC0: That file should be placed in your SimCity 4/Plugins/Network Addon Mod/Rural Highway Mod folder
Title: Re: RHW (RealHighway) - Development and Support
Post by: DC0 on March 20, 2009, 01:00:56 PM
Quote from: Blue Lightning on March 20, 2009, 12:35:29 PM
DC0: That file should be placed in your SimCity 4/Plugins/Network Addon Mod/Rural Highway Mod folder
Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 20, 2009, 04:31:30 PM
Lookin' good Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on March 20, 2009, 05:10:09 PM
I'm liking the look of those turning lanes, Alex!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: tahill79 on March 20, 2009, 05:23:25 PM
Choco,
the bridge looks awesome and will be a great addition to the RHW.  thanx.  this will help me to use the 10 a lot more.

Alex
the turning lanes are amazing!!  they look really really good.  thanx again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tuxcore on March 21, 2009, 07:11:53 AM
hello friends, i have a problem with RHW and rail... so i need a solucion for diagonal RHW over Rail.... any idea?

Saludos from Chile!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 21, 2009, 12:36:38 PM
tuxcore: That cannot be done until the next version
Title: Re: RHW (RealHighway) - Development and Support
Post by: tuxcore on March 21, 2009, 12:54:24 PM
a pity ... I would like someone can create a patch for these minimal problems
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on March 22, 2009, 12:51:45 AM

for RHW 4 you can use rail over diagonal one way road and RHW 6 rail over dual diagonal one way road
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on March 22, 2009, 07:31:17 AM
Those turning lanes look great and will add even more realism to rhw-2.

But isn't it common to see the part where the double yellow lines begin to separate with crosshatching? At least in the US it is.

looking forward for more
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 22, 2009, 08:05:44 AM
Quote from: just_a_guy on March 22, 2009, 07:31:17 AM
But isn't it common to see the part where the double yellow lines begin to separate with crosshatching? At least in the US it is.

It really depends on the state.  I tend to base my markings on Oregon and Washington, which generally don't use the crosshatching.  From what I know, it's also generally not used all up and down the West Coast.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 22, 2009, 09:26:35 AM
Crosshatching is common in Virginia but it's not necessarily a rule. I have some ideas in mind that I could use to create a mod to turn the RHW textures into a more Eastern style with crosshatching, and in the RHW-2 x2/RHW-8 merge piece and others where the edge lines curve together I could make them more pointy like in Virginia. Also, in the RHW-2 pieces with the double yellow line rather than the dashed line, the lines are farther apart than they are in VA - their width is the same as their distance apart, and although on the dashed-line sections the dashes have a similar length and gap length, they just look too far apart in-game so I might embark on a more ambitious project to shorten the gaps.

Those are just some ideas, but due to certain projects I'm working on now [see the link in my signature] I have other priorities right now so I'll have to delay any road texture projects. (And I have quite a few in mind.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 22, 2009, 10:22:43 AM
If the RHW-2 turning lanes are draggable, will there also still be the option for no turn lanes? I dont get it ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 22, 2009, 10:35:27 AM
It's not going to be an all-or-nothing setup like with the old road turning lanes plugin. There'll be some sort of trick involving multiple networks to get the turning lanes where you want them, or at least i think that's how they'll be used.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 22, 2009, 12:12:27 PM
Then how does it work?
Quote from: nerdly_dood on March 22, 2009, 10:35:27 AM
It's not going to be an all-or-nothing setup like with the old road turning lanes plugin. There'll be some sort of trick involving multiple networks to get the turning lanes where you want them, or at least i think that's how they'll be used.

Can Tarkus or someone explain please how this would work?

Also the RHW2 curve pics a few pages back, how is there the 3 different road markings?
This is all awesome :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 22, 2009, 01:02:12 PM
LE0: All I have to say is intersection ordering RUL and being very clever :P
Unless Alex gives me permission, I can't say much else.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 22, 2009, 01:05:58 PM
Isn't it RuleOverrides RUL and being very clever?

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 22, 2009, 04:30:46 PM
Well, actually, its both, silly me  $%Grinno$%
IO RUL is the part that initiates it (via dragging a certain network ;) ), and then using Overrides to continue it along the length of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 23, 2009, 07:45:04 PM
More teasers please? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on March 23, 2009, 08:13:34 PM
Quote from: Tarkus on March 22, 2009, 08:05:44 AM
 
Quote from: just_a_guy on March 22, 2009, 07:31:17 AM
But isn't it common to see the part where the double yellow lines begin to separate with crosshatching? At least in the US it is.
It really depends on the state.  I tend to base my markings on Oregon and Washington, which generally don't use the crosshatching.  From what I know, it's also generally not used all up and down the West Coast.

-Alex
hmm... and I thought California was the only state that hardly used crosshatching. The place where there's a lot of it is in east coast though, total opposite to the west.
Oh well, it doesn't really matter though, it still looks good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 25, 2009, 11:19:05 PM
More turn lane-age . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3137%2Frhwturnlanes031920095.jpg&hash=7d7090e31a534e78abf3fa5204ff3bfdc522dffe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7739%2Frhwturnlanes031920099.jpg&hash=a4952cc73a67173d1642b491e925b0ad38cb76f7)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on March 26, 2009, 01:38:48 AM
 :shocked2: wow, this i've wished for in the game for a long time  &apls &apls
This will be a great addition to the game.
(i've been lurking for a long time but now i had to speak :thumbsup:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 26, 2009, 02:34:14 AM
is that a section of doubleMIS going up to the turnlanes? or is it all turn-lane?

it looks awesome, whatever it is :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 26, 2009, 03:13:40 AM
Every time I open this thread I see something awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on March 26, 2009, 03:38:14 AM
Great.  That was on my wishlist  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on March 26, 2009, 04:30:11 AM
 :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 26, 2009, 09:25:06 AM
That looks great, Tarkus! It's a great addition for the RHW Mod. :thumbsup:
In The Netherlands we've also that kind of turning lanes at main highway (this is a English translation of "Autoweg" by Rijkswaterstaat) and motorway exits, like this (http://maps.google.com/maps/mpl?layer=c&moduleurl=http:%2F%2Fmaps.google.nl%2Fhelp%2Fmaps%2Fstreetview%2Fmapplet.html&mapclient=google&ie=UTF8&cbll=53.193296,6.563234&panoid=ucipYIVPz0cqKRKkX6zBfw&cbp=12,166.85047602724018,,0,5&ll=53.193384,6.563172&spn=0,359.986267&z=16) motorway exit (don't worry about the traffic lights). But we also have exits like the 'normal' MIS x Road crossings, like this (http://maps.google.com/maps/mpl?layer=c&moduleurl=http:%2F%2Fmaps.google.nl%2Fhelp%2Fmaps%2Fstreetview%2Fmapplet.html&mapclient=google&ie=UTF8&ll=53.247254,6.582034&spn=0,359.986267&z=16&cbll=53.24611,6.582554&panoid=etiax9ka3XvBr58ZC8Q1eA&cbp=12,354.0668188753023,,0,6.968750000000005) main highway exit.
Will it possible to 'chose' between the 'normal' MIS x Road crossing and the '2-lane' MIS x Road crossing?

By the way, I still haven't my IID's and IntersectionInfo ID's for my Puzzle Piece (http://sc4devotion.com/forums/index.php?topic=990.msg227324#msg227324). I'm looking forward to them, so I can finish my Puzzle Piece. I'm also looking forward to the new textures for it, which you and burgsabre87 are creating. I hope they will be ready soon, so that I can finish my Puzzle Piece. But don't hurry. Maybe it's a good idea to let me (by Personal Messages) know about any process. Thanks in the advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LE0 on March 26, 2009, 10:55:50 AM
A suggestion" For the one where turn lanes MIS ends at road

Quote from: Tarkus on March 25, 2009, 11:19:05 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3137%2Frhwturnlanes031920095.jpg&hash=7d7090e31a534e78abf3fa5204ff3bfdc522dffe)

to center the turn lanes in the middle of the tile?

otherwise good ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 26, 2009, 12:23:17 PM
LE0, there's a very specific reason it's offset and not centered.  If you look at the +-Intersection and compare it to the T-Intersection, you'll notice they're set up the same, except the MIS extends through with the +-Intersection.  It basically has to be set up that way.

And jmvl, to answer your question, the non-turn lane and turn lane versions do in fact co-exist.  The turn lanes are an optional draggable setup, similar type of deal to what I did with the RHW-2 turn lanes, except that I was able to work it out to allow variable length due to the structure of the MIS network.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on March 26, 2009, 02:39:07 PM
I thought you said there'd be no teasers! :D

Absolutely beautiful!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 26, 2009, 04:06:01 PM
QuoteI thought you said there'd be no teasers!

Guess he couldn't resist  $%Grinno$%. Great turn lanes. I'll look forward to using them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 26, 2009, 04:12:20 PM
Resistance is futile.... :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 27, 2009, 12:22:44 PM
Thos turn lanes are looking GREAT!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 27, 2009, 12:58:14 PM
This is almost like a NWM for the RHW.  Good going, Alex!  :thumbsup:  By the way, am I the only one who noticed that RHW 3.2 includes the RHW-8 turns that were reported missing before?  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 27, 2009, 01:09:14 PM
I'll have a special surprise for those turn lanes in two weeks or so, when I get my laptop back.  ;)

Oh, who am I kidding - I can't stand to hold onto secrets.

Coming soon to the MIS turn lanes:

Advance turn lane signage.  Example below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.tfhrc.gov%2Fpubrds%2F05jan%2Fimages%2Fbared9.jpg&hash=4bcac1397f589b5b6bea88936dac2904368c5e74)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsafety.fhwa.dot.gov%2Fintersections%2Fintsafestratbro%2Fimages%2Fui3.jpg&hash=fd42b46036be0867e7b020d7a69b9308ad488ed1)

EDIT:  A familiar place to make a milestone post.  500 - right here!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 27, 2009, 02:23:58 PM
Quote from: Tarkus on March 25, 2009, 11:19:05 PM
More turn lane-age . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3137%2Frhwturnlanes031920095.jpg&hash=7d7090e31a534e78abf3fa5204ff3bfdc522dffe)

One thing I would suggest is to put the turn lane markings on every/every other tile, not just the last one.  Would it also be possible to include a white dashed line where the ramp widens smiliar to RHW exits or turn lanes for streets?  Just my thoughts.

I'm liking what I see here.  All the best with this Alex!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 27, 2009, 03:36:55 PM
I think this would be a great idea too, if its possible. Don't know how you got the turning arrows implemented since these turn lanes are variable length. Is this considered a double override then?

Concept Art ONLY
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F2162%2F13961237441503167347.JPG&hash=55afbb583adf9a48ed4a29796390def322d81927)
Not Finalized

What Hal said about the dashed lines before becoming solid I have seen in my city. In other cases they don't have the road even marked, and just use signs. Then again, at least the turn lanes function.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 27, 2009, 06:15:21 PM
Haljackey, J-Dub: Well, that might be possible with some Override RULing, but be more complex. Or, you could go with a T21.
Alex, I love the turn lanes! :thumbsup:

Just my thoughts,
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: zilfondel on March 27, 2009, 10:15:46 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F571%2Foverpass.jpg&hash=92000c0783be6e0c621f3c0256c2c0cd8c9da13e) (http://img21.imageshack.us/my.php?image=overpass.jpg)

So, I can't get road overpasses over angled 2-lane RHW's to work properly.  The plops for the road overpass won't properly align to the angled RHW-2 (it instead aligns properly for RHW-4) and you can't drag the RHW-2 into the overpass and have it connect.

Newly installed game, March version of NAM, latest RHW, etc.  No conflicts or outdated transit mods.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on March 27, 2009, 11:46:23 PM
Quote from: zilfondel on March 27, 2009, 10:15:46 PM


So, I can't get road overpasses over angled 2-lane RHW's to work properly.  The plops for the road overpass won't properly align to the angled RHW-2 (it instead aligns properly for RHW-4) and you can't drag the RHW-2 into the overpass and have it connect.

Newly installed game, March version of NAM, latest RHW, etc.  No conflicts or outdated transit mods.
First you have to drag RHW and then plop overpass.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 28, 2009, 01:36:41 AM
Haljackey, nice suggestion, but implementation, at least from a draggable standpoint, would be sketchy on having arrows farther out from the intersection.  The way it's currently set up, the intersection type defines the arrows that appear, and that tile is relatively reliably RULed, and the reliability would degrade the farther out you go.  I do have a possible "workaround" idea, though. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: zilfondel on March 28, 2009, 02:00:39 AM
Quote from: Dino007 on March 27, 2009, 11:46:23 PM
First you have to drag RHW and then plop overpass.

You can't plop that kind of overpass for a road over RHW-2 (diagonal).  I tried, and it didn't work.  It won't let you rotate the correct angle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 28, 2009, 12:33:32 PM
Quote from: zilfondel on March 28, 2009, 02:00:39 AM
You can't plop that kind of overpass for a road over RHW-2 (diagonal).  I tried, and it didn't work.  It won't let you rotate the correct angle piece.
Perhaps that's because the required puzzle piece rotation hasn't been made yet. IIRC, the only road-over-diagonal RHW puzzle piece that exists is road-over-RHW-4, but I could be wrong; I'm not at my computer that has all my SC4 stuff on it right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on March 29, 2009, 10:38:04 AM
I was experimenting with GLR in avenue, and when constructing an overpass crossing a RHW-4, the RHW-4 changes to RHW-2 under the light rail.

Light rail only, no problems.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW1.jpg&hash=c53949d1054abc3784f5f8746fa2933b5c6e296d)

On-slope pieces, no problems
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW2.jpg&hash=d64208eee2f4f7b609b66aa01b8494b204a5d9ea)

Problem when both sides of the light rail has a RHW or NAM puzzle piece next to it.(Only one side is no problem)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW3.jpg&hash=0499fa9b8aaf386b49bde2fdadd6e79fa84c1cd2)

(different angle)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW4.jpg&hash=cd53e65842dcfb46bff1de34771f6880068fdcde)

I tried to re-drag both the RHW under and the light rail over, but nothing I do seems to fix it.
Thankful for any help I can get.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 29, 2009, 11:18:48 AM
Owaen: This would be a simple stablility issue. Currently, you would have to move one of the overpasses out one tile.

Hope this helps,
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: zilfondel on March 29, 2009, 03:02:22 PM
Quote from: woodb3kmaster on March 28, 2009, 12:33:32 PM
Perhaps that's because the required puzzle piece rotation hasn't been made yet. IIRC, the only road-over-diagonal RHW puzzle piece that exists is road-over-RHW-4, but I could be wrong; I'm not at my computer that has all my SC4 stuff on it right now.

It does actually!  You just can't plop those tile pieces onto a diagonally-laid RHW.  It orients the puzzle pieces 90-degrees to what its supposed to be.

I think I need to make some more screenshots to illustrate this better...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on March 29, 2009, 03:04:43 PM
Hey Alex loooking real sweetness here with the MIS turn lane!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 30, 2009, 01:55:18 AM
Quote from: Owaen on March 29, 2009, 10:38:04 AM
I was experimenting with GLR in avenue, and when constructing an overpass crossing a RHW-4, the RHW-4 changes to RHW-2 under the light rail.

Light rail only, no problems.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW1.jpg&hash=c53949d1054abc3784f5f8746fa2933b5c6e296d)

On-slope pieces, no problems
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW2.jpg&hash=d64208eee2f4f7b609b66aa01b8494b204a5d9ea)

Problem when both sides of the light rail has a RHW or NAM puzzle piece next to it.(Only one side is no problem)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW3.jpg&hash=0499fa9b8aaf386b49bde2fdadd6e79fa84c1cd2)

(different angle)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FGLR-RHW4.jpg&hash=cd53e65842dcfb46bff1de34771f6880068fdcde)

I tried to re-drag both the RHW under and the light rail over, but nothing I do seems to fix it.
Thankful for any help I can get.


Maybe a OWR overpass (instead of a RHW overpass) could solve your problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on March 30, 2009, 03:55:14 AM
Quote from: mrtnrln on March 30, 2009, 01:55:18 AM
Maybe a OWR overpass (instead of a RHW overpass) could solve your problem.
Noup, it would be still the same. To solve this problem there should be ER over RHW puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 30, 2009, 09:05:05 AM
Let me see if I can be of some help here.

You are attempting to cross three tiles of transit networks over a RHW.  Remember that the RHW network uses the ANT left in the game and thus needs overrides to transform it into another network.  The default ANT was overridden to create the RHW-2 (what you see under the underpass) and puzzle pieces were made to further override this network to a RHW-4, RHW-6C, and so on.

This means without the puzzle piece override, the network will change back into a RHW-2.  Special network over/RHW pieces were made to prevent the network changing back into a RHW-2.  However, since the el-rail you have is dragged and is confined between two other overpasses (doesn't matter if its dragged or plopped), there is no way for the RHW-4 override to reach the el-rail.  The network will default to a RHW-2 on the other side of a network if there are no overrides.

In a nutshell, there is nothing in place to tell the game that you have a RHW-4 beneath your el-rail because of the two overpasses around it.  A similar problem exists for the smooth RHW-4 curves as well (defaults to RHW-2 at the other end.)

You will need to have a override stub tile in pace that comes from the RHW-4 starter piece.  However you cannot place a network over this tile.  You will need to move one (or both) RHW overpasses at least one tile away from the el-rail so a proper override can be initiated.  An example is shown below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wiki.sc4devotion.com%2Fimages%2F8%2F85%2FRHW_3.0_interchange.jpg&hash=d306acb19caf2ca0d81b3115e1c991514ec74a55)

Look at where the RHW-4 overpasses are located and notice a tile between them.  The MIS ramp to the right also works because both tiles around the overpass have been overridden, allowing the RHW-4 to replace the RHW-2 beneath.  You will have to construct your overpass in a similar manner to get the same result.

Anyways I hope this helps!

Best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 30, 2009, 09:16:21 AM
Actually, the solution here is simple--I need to write some code to allow that setup. Shouldn't be too hard to do, fortunately.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 30, 2009, 11:04:31 AM
I like what I see so far! Good work, folks!

In preparing for my next Nyhaven update, I've come across a couple more situations where I need more diagonal possibilities that don't exist yet:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aanhrush.com%2Fimages%2Fincomplete_y.jpg&hash=6c730edeba7fb755e50fa2862965f2b2f05813a9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aanhrush.com%2Fimages%2Fincompletestack.jpg&hash=d57965e7f2703d7475adb08bfbaf0a228704b583)

As you can see, I can't yet complete these interchanges because there are certain Diagonal-over-Orthogonal and Orthogonal-over-Diagonal situations that haven't been defined. (I tested these same situations in isolation and found that they cause reversion to RHW-2.) I don't want to ask for too much too soon, but if you guys have already created RULs and models for these situations, I'd love to get my hands on a little update. If this isn't possible, I understand.

In any event, keep up the terrific work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on March 30, 2009, 11:51:49 AM
Just out of curiosity, I was looking at older posts related to the Big Dig (unfortunate that blahdy has disappeared) and saw a couple of references to URHW, in this context as opposed to using subway lines. Now I know that those plans have been nixed, but I was wondering about the mechanics of the URHW, and why it didn't work. I couldn't find anything about the results of whatever tests whoever was doing ;) so I'm really intrigued about this seeming dead-end. How was it to work? From what little information I can garner (one post here and one or two on ST) it was to be a sort of network of its own. Was it based on subway or somehow the current RHW network via some new tunnel-related/otherwise underground voodoo? Can you elaborate on this?

Thanks,
Wayne
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 30, 2009, 11:55:23 AM
I think what your talking about it an experiment with putting car paths on the subway network, and making cars travel on them, it worked except under buildings and networks, where the cars would jump up to the surface and go and work in the buildings above, and when networks crossed it stopped working altogether, but in very few cases the cars would jump up to the surface and continue on the networks on the surface, so it is unusable with our current limited knowledge of the subway network.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on March 30, 2009, 02:26:11 PM
Thanks for your replies Haljackey and Alex. :thumbsup:

I will use Hal´s workaround until some code has been written  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on March 31, 2009, 06:33:58 AM
Do you think that sometime in the near future that you can connect the RHW to the in game highway system? I would like to ake a six lane bridge but I wont be able to go back to using the RHW 6
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 31, 2009, 07:12:12 AM
I've released the RHW Euro Textures on the STEX!
For anyone who wants to Eurofy his RHW, here you have a mod that does the job.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.stex-server.com%2Flots%2F267328%2F21483%2Fimage001.jpg&hash=014bb32cd4455ee6d923b201bf28b72a5d3367d9)

Wanna have this mod? Get your copy here! (http://www.simtropolis.com/stex/details.cfm?id=21483)

Oh yeah, it's my birthday today  :)! I have sworn to myself that I would finish this mod before or on my birthday. Seems like I kept my promise  ;)

Best,
Maarten

EDIT: LOL! The mod already generated 6 downloads in just 3 minutes
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on March 31, 2009, 07:44:44 AM
Wow, Maarten, your new RHW Euro Textures are great! :thumbsup: They make the game a little bit more "European". Thank you very much!
I've waited a long time for this. Also, congratulations on your birthday and on making these wonderful textures! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on March 31, 2009, 07:50:54 AM

Yesss! Thankyou!!

And I might start a mayor diary today....

U got to eurofy my Rhw!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on March 31, 2009, 08:07:28 AM
Congrats Maarten, and thank you !  I have been waiting for this  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on March 31, 2009, 09:15:12 AM
mrtnrln: Thank you so so much
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 31, 2009, 10:51:19 AM
Maarten, happy birthday, and congratulations on the release!  Fantastic work!  I'm sure you've just made a lot of Euro RHW users' days. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on March 31, 2009, 11:43:35 AM
Nice job, Maarten - and many happy returns on your birthday!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on March 31, 2009, 11:46:46 AM
Uploading presents for others on your own birthday? Sounds familiar... ;)

I'll surely give those a try soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 31, 2009, 12:05:35 PM
Awesome news Maarten!  Hope you are enjoying your birthday!

Is there a place where myself and others can view the new look before we download it?  Perhaps a few screenies would do us good.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: toxicpiano on March 31, 2009, 12:17:31 PM
thanks maarten! (happy birthday)
can anyone posts some closer screens?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 31, 2009, 03:53:33 PM
Quote from: Tarkus on March 31, 2009, 10:51:19 AM
Maarten, happy birthday, and congratulations on the release!  Fantastic work!  I'm sure you've just made a lot of Euro RHW users' days. :thumbsup:

-Alex

And those who are not Euro and prefer the white lines days as well  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on March 31, 2009, 06:06:14 PM
Happy Birthday Maarten  :thumbsup:, i guess we should all get you a present $%#Ninj2 , since you got us one  &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 01, 2009, 12:13:17 PM
Hi everyone-

I have a big announcement to make here . . . a new RHW network addon has been developed. 

Well, have you ever thought that the lanes on your RHW-8s were a bit . . . cramped?  Want to give those sim motorists some extra room by building a "first-class" highway?  Well, you can do that with the Arthur Burkhardt Expressway Project (ABEP), which transforms your RHW-8s into Luxury Lane RHW-4s (RHW-4LL).  The RHW-4LL has been specially pathed to allow the motorists to take advantage of the full width of these new lanes.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F6697%2Fabep040120091.jpg&hash=ab31f1c02f7fae34031fdf4c0e015479b552b8e3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F4707%2Fabep040120092.jpg&hash=3d632cf1ed4a4ccaf0eec37d53a44fcdb41eaf66)

. . .
. . .
. . .
. . .
. . .

Happy April Fools Day! 

But ABEP really does exist.  You can download it below, in fact.  Just unzip the zzz-ArthurBurkhardtExpresswayProject.dat file to your RHW folder and enjoy!

And if you want to uninstall, all you have to do is delete and/or remove the file from your Plugins.  No paint thinner (http://www.youtube.com/watch?v=npqFQfFCDYM) required. ::)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 01, 2009, 12:17:44 PM
 :D :D :D

You're funny, Alex.  Looks more like an airport runway to me.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on April 01, 2009, 12:20:22 PM
 :D :D :D too funny
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 01, 2009, 12:27:43 PM
 :D :D lol Alex... that's a good one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 01, 2009, 01:20:12 PM
Heh, reminds me of a Seinfeld episode. "Wide Lanes".  :P

Nice prank! I may try it out sometime!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 01, 2009, 01:33:49 PM
excelent, thanks for that :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on April 01, 2009, 02:31:17 PM
This is an april fools trick right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 01, 2009, 03:54:57 PM
Now that was a good Laugh!!! Great Kramer is part of the NAM all heck is going to break out now  :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on April 01, 2009, 06:12:40 PM
Wow i totally forgot about april fools! It's funny because I thought "Whaaat is thiiis!?" its a good joke
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on April 01, 2009, 06:20:57 PM
Great, some more room for those dually pickup trucks.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on April 01, 2009, 06:49:58 PM
april fools day was yesterday alex ;) hehehe
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on April 01, 2009, 07:23:52 PM
its April Fool's Day in the U.S. Anyways, very funny
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on April 01, 2009, 07:36:29 PM
Well at least I know where to park some of Tabis' planes!   :P

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on April 02, 2009, 04:00:47 PM
I thought of an idea of how to make variable width RHWs and after talking with tarkus and some other NAM people it seems that it could actully work

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fog98wp.jpg&hash=05c78cd0f7eb4d3656f1e2ea2574abe55c97670f)

Basiclly how it works is that since the existing RHW 6 8 and 10 are two tiles wide, you can add a middle tile to that. If you do, and make it repeatable, then there could be modular width RHWs, Blue lightning showed pathing for the repeat that should work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F1508%2Fog98wppathed2.jpg&hash=e6a1c04d74668cf4f772ca023779f8516690e18e)

So what do you think should this go foward or is having RHWs this wide unrealistic and not worth the time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 02, 2009, 04:27:22 PM
Well, I've always wanted to have a 50 lane freeway in SC4, and this repetitive setup can make it happen!  Many folks play SC4 for stuff that isn't realistic, they just want to have fun.   :P

I'd say go for it.  Using 1 middle tile wouldn't be that bad in realism terms (I'm sure some highways on Earth are 16 lanes wide without any C/E setup), and adding even more can allow you to make a very impressive highway system!   ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 02, 2009, 04:51:14 PM
I'm in favor of any amount of expansion, however unrealistic - IMO the more options, the more possibilities.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on April 02, 2009, 07:04:54 PM
I'd think that we should stick to realism... rarely have I seen freeways that wide... in fact... the widest i've seen is probably only max 16 lanes wide in a express-local configuration (Ontario 401).

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 02, 2009, 07:36:47 PM
Well, I know there is at least a 22 laner in the States somewhere on New England side of the country. This is great idea, and great addition though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on April 02, 2009, 11:14:26 PM
i'd be for it, if it isn't too much trouble for the nam team. those who don't think it's realistic can always opt not to have it in their city
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on April 02, 2009, 11:38:27 PM
Quote from: j-dub on April 02, 2009, 07:36:47 PM
Well, I know there is at least a 22 laner in the States somewhere on New England side of the country. This is great idea, and great addition though.

There's a freeway near Oakland, CA that is supposed to be 20 lanes wide, likely on I-580, and that is without express lanes or local/express lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 03, 2009, 02:12:47 AM
I think we don't need these, I think we need more MIS exits (especially type C), curves and other similar things.
P.S. my 300th post! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 03, 2009, 02:50:18 AM
its all very well and good, but hell, how do they turn corners???? there are plenty of other things that would be much more awesome, and far more practical to work on before these....
Title: Re: RHW (RealHighway) - Development and Support
Post by: grbac on April 03, 2009, 03:27:01 AM
I say we do need those, so go ahead... Even if it is unrealistic, there are a lot of unrealistic stuff already so why not this. But it's not unrealistic. I like it and will use it if made. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 03, 2009, 08:23:04 AM
might be a good thing, means wide intersections only need to be the coresponding outside piece.

though I am not going to be using it so hey... whatever goes.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 03, 2009, 10:17:03 AM
At the same time, mightygoose does make a point about the wider setups needing more curves established such as corner tile diagonal pieces instead of straight tile diagonal pieces which only allow a limited s-turn set up. Since all that extra work was done in 3.0 compared to what you got in 2.0, its all possible features could be worked on the next decade.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 03, 2009, 11:01:19 AM
Quote from: j-dub on April 03, 2009, 10:17:03 AM
its all possible features could be worked on the next decade.

Indeed it could. :D  There's really a million different ways things could go with the RHW in terms of expansion--the potential here is absolutely amazing.  It's also overwhelming, in terms of deciding what to focus my energies on.

If there were to be "Ultra-Wide RHWs" (that's the "official" term I've used for anything beyond RHW-10), unless I can figure out a reliable way, there'd be no curves or diagonals.  It'd basically be like the RHW-10 is now. 

The actual modding required to make an orthogonal version of what Xyloxadoria has proposed, though, is actually not very difficult.  The key to making it work is more modularity.  The way I've designed the regular "wider" RHWs with the ramp interfaces, so they only cover one tile of width, would actually allow those same ramp interfaces to be used on the Ultra-Wides without modification. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 03, 2009, 12:12:56 PM
I move we replace the word "Ultra" with "Über".

It sounds so much cooler, and makes this whole project unböring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on April 03, 2009, 02:53:28 PM
Perhaps Über-wide could be 20-lanes and up  ???. Anyway, I'm for modular-width RHWs, as it wouldn't be too much work for the NAM team, and existing ramps could be used with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on April 03, 2009, 04:26:37 PM
Well... in that case... we'll stick to a 22 lane limit (depending on tile capacity). But seriously... do you really need a freeway to take up that much space? Mass transit would work a lot better in that situation.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: aaaling on April 03, 2009, 04:46:34 PM




YES!!!!!!!!!!!!!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 03, 2009, 05:21:39 PM
Not to be impatient, but it seems my last post has been ignored amid the excitement caused by the new Euro textures and the Ultra-Wide RHWs. To bring it to the team's attention again:

Quote from: woodb3kmaster on March 30, 2009, 11:04:31 AM
I like what I see so far! Good work, folks!

In preparing for my next Nyhaven update, I've come across a couple more situations where I need more diagonal possibilities that don't exist yet:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aanhrush.com%2Fimages%2Fincomplete_y.jpg&hash=6c730edeba7fb755e50fa2862965f2b2f05813a9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aanhrush.com%2Fimages%2Fincompletestack.jpg&hash=d57965e7f2703d7475adb08bfbaf0a228704b583)

As you can see, I can't yet complete these interchanges because there are certain Diagonal-over-Orthogonal and Orthogonal-over-Diagonal situations that haven't been defined. (I tested these same situations in isolation and found that they cause reversion to RHW-2.) I don't want to ask for too much too soon, but if you guys have already created RULs and models for these situations, I'd love to get my hands on a little update. If this isn't possible, I understand.

In any event, keep up the terrific work!

While I would normally snip images from quotes, I feel they need to be included here to show what I need. In particular, the images show that I specifically need the following pieces:

Diagonal Elevated RHW-4 over Orthogonal RHW-4
Orthogonal Elevated RHW-4 over Diagonal MIS
This may not be the place to make this request, but I also need a basic set of RHW-4 FLUPs.

Let me just reiterate that I do not in any way mean to pressure you folks into making these pieces ASAP. After taking those pictures, I built a temporary diagonal overpass at the site of the first image using OWRs. Nevertheless, I'd be happy to sign up as a tester if it means getting the newest RHW features sooner.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 03, 2009, 05:26:36 PM
Zack, sorry for missing you there earlier.  :-[  At any rate, all of the things you've suggested are actually in the works in one form or another, and will be coming soon to an RHW near you. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 03, 2009, 05:28:43 PM
Great to hear, Alex! Thanks for the speedy reply.

Again, if the RHW team needs/wants another tester, I'd be happy to sign up.

Have a nice day!

Edit: 100th post! Yay!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 03, 2009, 09:24:37 PM
Oh Alex,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Flibrary%2Fcitiesxl%2FHighway_800Logo.jpg&hash=33499abaa283cd5799af97c30f8d0e9607f09a91)

That get your attention?  If so you might want to read more here (http://www.simtropolis.com/forum/messageview.cfm?catid=383&threadid=106359&enterthread=y). You may very well have helped to inspire it.

It seems as though the RHW project has spanned beyond SC4.  To what extent however I do not know.  I'm sure we will see more detailed pics as its development continues, just like you are doing for RHW 4!

All the best,
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on April 04, 2009, 05:42:56 AM
Hello everyone,

The second and final version of the RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane Puzzle Piece is completed now. Special thanks to Alex (Tarkus), who made its wonderful North American textures. Here are some pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw6cmisrampstyleaxd_in_game.png&hash=1f52fbb64e4a15c060311407e01d50526519eda2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw6cmisrampstyleaxd_in_game_paths.png&hash=76348c297685c7c7ee05aa2283951704240ec507)

My "to do" list is a little bit shorter now:
- A RHW-8 to RHW-6C transition (left and right puzzle pieces)
- A RHW-6C to RHW-4 transition with a MIS entrance and a MIS exit lane (left and right puzzle pieces)
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on April 04, 2009, 05:49:35 AM
That is simply orgasmic  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on April 04, 2009, 05:58:37 AM
@Jmvl: Why do the paths look so weird? Some paths just cross from lane to lane, giving a weirdish look to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on April 04, 2009, 06:08:44 AM
Quote from: Korot on April 04, 2009, 05:58:37 AM
@Jmvl: Why do the paths look so weird? Some paths just cross from lane to lane, giving a weirdish look to it.
Well, that's because cars are able to switch to another lane while driving over the Puzzle Piece. Because cars can't switch to another path in another tile, I had to make extra paths, just like it's done on the RHW-6C, RHW-8 and RHW-10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on April 04, 2009, 07:45:03 AM
That's awesome.  It looks much better than the original version, and is definitely something that I would use!  Thanks for your work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on April 04, 2009, 08:12:49 AM
Wow.

That was really fast =O

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 04, 2009, 08:20:25 AM
Wonderful! This should be really useful! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 04, 2009, 09:37:16 AM
Fantastic work, jmvl!  Sorry for not being able to help out this go-round!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on April 05, 2009, 05:37:06 AM
That is amazing JMVL. It looks perfect! &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xyloxadoria on April 05, 2009, 08:03:15 AM
Quote from: jmvl on April 04, 2009, 05:42:56 AM
My "to do" list is a little bit shorter now:
- A RHW-8 to RHW-6C transition (left and right puzzle pieces)
- A RHW-6C to RHW-4 transition with a MIS entrance and a MIS exit lane (left and right puzzle pieces)

The 6-C is one puzzle piece for both sides, wouldn't that mean that the left and right sides would have to be together in one, or do you have a different way of doing it?

However you are doing it, it looks great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on April 05, 2009, 08:12:56 AM
i've noticed that it's become possible to have three networks on a tile...SO, would it be possible for

1. HIgh elevated rail over RHW-over-RHW

2. HIgh Elevated Rail over MIS-over-RHW or vice versa

3. Same as 1 and two, but with monorail

Just ideas... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 05, 2009, 08:23:12 AM
Quote from: bob56 on April 05, 2009, 08:12:56 AM
i've noticed that it's become possible to have three networks on a tile...SO, would it be possible for

1. HIgh elevated rail over RHW-over-RHW

2. HIgh Elevated Rail over MIS-over-RHW or vice versa

3. Same as 1 and two, but with monorail

Just ideas... ;)

as far as i was aware you can only have two networks on each tile... something to do with 16 possible path transitions between tiles a la hexidecimal,
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 05, 2009, 08:25:37 AM
mightygoose: yeah, that little annoyance has been over-rul'ed (:D) by Chrisim and Jonathan, RE: TRAM+rail intersections or FLUP's I think

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 05, 2009, 08:31:23 AM
The limit was the RUL file wouldn't accept three different networks, in T-RAM this was El-Rail (GLR), Road, and Rail, for Rail viaduct over T-RAM.
But we can have as many different path types as we like, for example the standard orth Tram in Road piece has El-Rail(GLR), Rail (GLR UDI), Car, and Pedestrian.

High Elevated Rail over RHW over RHW, only counts as two networks, because RHW and RHW are the same. (Though how are you thinking of having RHw under RHW under El-Rail?)

High Elevated Rail over MIS-over-RHW would also only count as 2 because MIS is still the RHW network(in RULs the RHW is called Dirtroad), all RHW 'networks' use the same network tool.


Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on April 05, 2009, 08:57:18 AM
I was thinking of RHW-over-RHW piece, with high-el-rail on top
Maybe like this...SOrry for the paint pic, It's all I have as of now...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F2705%2Fquestr.jpg&hash=f7e3a34eaea4335f90dcde0e64ce64dff8436b87)

I would only need this for overpasses. I like el-RHW and RHW, and I would love to use this, without having to transfer an RHW to ave, road, ect.

Hope this clarifies! Again, these are just ideas. THey don't have to be made!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on April 05, 2009, 09:05:54 AM
I haven't been here for a day, so I've to answer some replies.

bthersh:
Quote from: bthersh on April 04, 2009, 07:45:03 AM
That's awesome.  It looks much better than the original version, and is definitely something that I would use!  Thanks for your work.
You're welcome.
allan_kuan1992:
Quote from: allan_kuan1992 on April 04, 2009, 08:12:49 AM
Wow.

That was really fast =O

- Allan Kuan
Thank you for saying that! ;) I though I was slow, there was a month between finishing the first and the the second version.
burgsabre87:
Quote from: burgsabre87 on April 04, 2009, 09:37:16 AM
Fantastic work, jmvl!  Sorry for not being able to help out this go-round!  :)
Well, you haven't to say "sorry" for that, Alex (Tarkus) has already made the textures. If you like to help with the textures of my two next Puzzle Pieces, I think it's a good idea to contact Alex. I've sent a PM to him about my new planned Puzzle Pieces. For any future questions, feel free to contact my by PM. ;)
Xyloxadoria:
Quote from: Xyloxadoria on April 05, 2009, 08:03:15 AM
The 6-C is one puzzle piece for both sides, wouldn't that mean that the left and right sides would have to be together in one, or do you have a different way of doing it?

However you are doing it, it looks great.
Well, there is a different between a "left" and a "right" version of a Puzzle Piece.
Have a look at this schematic example for the RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane Puzzle Piece:
Left:      Right:
XXXXX   XXXXX
XXXXX   XXXXX
XXXXX   XXXXX
XXXXX   XXXXX
  XXXX   XXXX

As you see, the left version has no occupied tile at the bottom left and the right version has no occupied tile at the bottom right of the Puzzle Piece. That's the difference. Also, thanks for you compliment. ;)

Also, I thank everybody else who has complimented me.

About bob56 ideas, maybe some of these combinations are possible (but not all, like Warrior said). The ideas are great, but I think it is very much work to make all this new combinations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 05, 2009, 09:20:35 AM
Wow, how forgetful I can be,
I forgot to put in my last post, how amazed I am to see the puzzle so soon, your a genius for working it all out so fast. :thumbsup:
100% perfect, a little touch up on the edges of the alphas and it will 110% perfect. :)

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 05, 2009, 01:36:02 PM
Quote from: jmvl on April 05, 2009, 09:05:54 AM
[snip]

Xyloxadoria:Well, there is a different between a "left" and a "right" version of a Puzzle Piece.
Have a look at this schematic example for the RHW-8 to RHW-6C transition with a MIS entrance and a MIS exit lane Puzzle Piece:
Left:      Right:
XXXXX   XXXXX
XXXXX   XXXXX
XXXXX   XXXXX
XXXXX   XXXXX
  XXXX   XXXX

As you see, the left version has no occupied tile at the bottom left and the right version has no occupied tile at the bottom right of the Puzzle Piece. That's the difference. Also, thanks for you compliment. ;)

Aren't the left and right versions of this puzzle piece just mirror images of each other? Taking this into consideration, do you have to make a whole new set of paths etc. for the other version, or can the paths for this version just be flipped? I would imagine that the two versions can be combined into one tab-entry in the puzzle piece rotation ring, is that right?

Great work, by the way. I can't wait to see your next puzzle pieces!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 05, 2009, 01:52:45 PM
Well, there is a "Transpose" command in RUL 0x10000000 that automatically mirrors pieces, but for some reason, whenever you put a Puzzle Drag Starter on the end of a piece, like an MIS Ramp starter, it causes the "Transpose" function to not work properly, requiring a separate instance. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 05, 2009, 02:14:41 PM
Alex,
To flip a piece with a Puzzle Drag Starter you need to make flipped versions of the 10000001 RULs.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 05, 2009, 02:16:33 PM
Quote from: Warrior on April 05, 2009, 02:14:41 PM
Alex,
To flip a piece with a Puzzle Drag Starter you need to make flipped versions of the 10000001 RULs.

Jonathan

Why didn't I think of that after all these years? :D  Thanks for the tip, Jonathan!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 07, 2009, 02:46:41 PM
Suddenly a hush has fallen on this thread. The team must be hard at work...

BTW: Reply #5000 according to the forum!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 07, 2009, 02:59:27 PM
It tells me you're number 5,001... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 07, 2009, 03:13:59 PM
Sorry if someone else has already suggested this, but I was wondering if it would be possible to change the appearance of ground highways to better match RHW-4. I like to use highway bridges and tunnels, especially while RHW is still short on orthagonal/diagonal crossings, wide RHW crossings, and bridges but the RHW-4/highway transitions and narrow maxis lanes look all crappy. Given the apparent difficulties with RHW tunnels and wide RHW bridges this seems like it might be the most effective solution from an aesthetic standpoint. Having long, parallel wide RHW suspension bridges seems a little unrealistic looking anyway. Just a thought I'd had for a bit. Thanks to everybody for all your hard work, it is sincerely appreciated!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 07, 2009, 05:37:35 PM
Quote from: nerdly_dood on April 07, 2009, 02:59:27 PM
It tells me you're number 5,001... :D

Look at the reply count from the NAM forum - it says there are (at the time of this post) 5003 replies. There's some kind of bug affecting reply numbering within long threads...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 07, 2009, 05:53:34 PM
Quote from: woodb3kmaster on April 07, 2009, 05:37:35 PM
Look at the reply count from the NAM forum - it says there are (at the time of this post) 5003 replies. There's some kind of bug affecting reply numbering within long threads...

I think that's probably due to the Sticky post.  It kind of causes some variance in the actual post count.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on April 08, 2009, 12:20:14 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.shrani.si%2Ft%2FG%2Fht%2F2WBi3tZp%2Frhwproblem.jpg&hash=30507eee6218389d69e09905b83bf66d92b19860) (http://www.shrani.si/?G/ht/2WBi3tZp/rhwproblem.jpg)
()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: hanzo708 on April 08, 2009, 03:00:42 AM
great!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: hanzo708 on April 08, 2009, 03:13:40 AM
Great!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: A200 on April 08, 2009, 03:15:23 AM
What is so great? O_O it is a picture of an error, Euro RHWs are already released  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 08, 2009, 04:41:42 AM
It's an error, occurring when you try to intersect an orthagonal road with a diagonal MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 08, 2009, 04:53:19 AM
Quote from: A200 on April 08, 2009, 03:15:23 AM
What is so great? O_O it is a picture of an error, Euro RHWs are already released  :thumbsup:
I think he wants to say that the RHW is great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on April 08, 2009, 09:22:04 AM
Quote from: mrtnrln on April 08, 2009, 04:41:42 AM
It's an error, occurring when you try to intersect an orthagonal road with a diagonal MIS.
Where exactly is the error? Why shouldn't zebra's appear in this case?
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on April 08, 2009, 09:59:03 AM
The MIS changes into a road at the intersection.  Without the euro textures this is much more visible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on April 08, 2009, 10:57:51 AM
It doesn't look like a road to me, only the zebra crossing shouldn't be there, as I just happen to remember that any piece of the RHW isn't pathed for pedestrians.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 08, 2009, 11:36:52 AM
It looks like an avenue piece with a diagonal crossing to me ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 08, 2009, 12:12:23 PM
It's basically just some weirdness with the Orthogonal Road/Diagonal MIS T-Intersection.  It is definitely more noticeable with the default North American textures, too--it's kind of one of those "incomplete" features. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fedorr on April 08, 2009, 02:05:16 PM
Quote from: A200 on April 08, 2009, 03:15:23 AM
What is so great? O_O it is a picture of an error, Euro RHWs are already released  :thumbsup:
Euro RHW-textures are released where can I find them? I am a frequent visitor of the forum (at least 3 times a week) but i have not yet seen a new release of Eurotextures for RHW 3.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on April 08, 2009, 02:18:42 PM
Quote from: fedorr on April 08, 2009, 02:05:16 PM

Euro RHW-textures are released where can I find them? I am a frequent visitor of the forum (at least 3 times a week) but i have not yet seen a new release of Eurotextures for RHW 3.0.

Do a search of the STEX for 'mrtnrln'. I'd give the link, but I can't login to Simtropolis at work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on April 08, 2009, 02:20:27 PM
The link is in the stickied post the first one under Optional/Recommended RHW Add-Ons
Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 08, 2009, 04:26:35 PM
Well, here is the fruit of many hours of modding:
I present to you, RHW4 FLUPs.
All of the current pieces (note, the empty tile between the entrance piece and grass piece is the transparent piece):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F4530%2Frhw4flupsteaser3.jpg&hash=28f1f53a45bf7eac24cb2d50cf13a5e25270be4c)
They are fully functional too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4163%2Frhw4flupsteaser2.jpg&hash=9ef4c85558c046be7f333f52fdf39cedbf0e5d53)
And if your wondering "How in the world do I check which direction the RHW is going?", here's your answer:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F232%2Frhw4flupsteaser1.jpg&hash=30e8215669f47d1e4df17b36dc5810a8b8cb1db6)

:D

Vince

NOTE: These models are NOT final, and the textures are only temperary until I find those darkened textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 08, 2009, 04:29:17 PM
the concept is very cool but the models are abit of a let down... fantastic effort ofn the modding it is great  to see it working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on April 08, 2009, 04:32:02 PM
Well... the concrete needs more of a texture... but fascinating... I'd love to use those soon =)

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on April 08, 2009, 04:46:10 PM
Hello BLue...

     I think BOTH the appearance and the modding aspects of these are just fantastic !!
You put a lot of time and hard work into this and it certainly shows,,

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 08, 2009, 09:01:13 PM
Blue Lightning, your time is very valuable doing that for everyone. I think this continues what Bhlady originally was going to do with the RHW, until policy change halted RHW underpass development. I actually like what I see. The one thing that strikes me the most is the extra cement tile in the back. I don't know if that other tile could be dropped, but I know it can be modeled without going that far, like 4 tiles long because this really reminds me of the old RHW underpass I had made,
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F9254%2Frhwunderpassoldstyle.jpg&hash=0d5b8fc1250513abc19ff2a4dbcbba6f746fbc6a) (http://img91.imageshack.us/my.php?image=rhwunderpassoldstyle.jpg)
[/IMG] (http://g.imageshack.us/img91/rhwunderpassoldstyle.jpg/1/)
especially with the half chevron signs at the bottom, but that was based off the old RHW. I can see MIS entrances being done, as you wouldn't need more RHW under-pieces. This may be hard, but do you also think you could make your FLUPs diagonally?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F143%2Fbigdig45.jpg&hash=ad7798ab6d5c779e8b52745922bb09ce55fb6f88) (http://img144.imageshack.us/my.php?image=bigdig45.jpg)
(//) (http://g.imageshack.us/img144/bigdig45.jpg/1/)
I mean this is a little more detailed, but I think something original can be done to resemble this while not copying.
(yes that is indeed the old big dig model rotated 45 degrees in my game but that project seemed to perish)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 08, 2009, 09:08:20 PM
all I got to say here is interesting!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: grbac on April 09, 2009, 06:39:37 AM
Great work Blue Lightning, I believe we should thank you all for your hard work and effort.:thumbsup: I second that diagonal FLUPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 09, 2009, 05:00:59 PM
Awesome! This is just what I need. Any chance you'll make a RHW-4 under RHW-4 or RHW-4 under diagonal ElRHW-4 piece? Those would let me complete one of my interchanges. Nevertheless, take your time :-) I'm content to wait for perfect pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 10, 2009, 02:15:35 PM
I have a request for the next release: make elevated networks able to cross RHW-8 and -10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 10, 2009, 06:27:53 PM
Some stuff like that is in the works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 11, 2009, 12:13:37 AM
Thank god, I have a RHW10/RHW4 T interchange that at one point has to convert to parallel RHW4 to let the EMIS go over. And it's ugly as heck.
Title: Re: RHW (RealHighway) - Development and Support
Post by: aaaling on April 11, 2009, 12:46:11 PM
Where do you get blahdy's Boston Big Dig Lots?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on April 11, 2009, 02:00:49 PM
Isn't there a download link in the appropriate thread? (IE: not this one)
Search: No, non that I can see.
Will do STEX search once ST is available.
Edit: Bingo, though they aren't available on the STEX, they are on the LEX here [linkie]. (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=942%5B/url) Remember: You have to register separately on the LEX to download anything from it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Livin in Sim on April 11, 2009, 03:29:42 PM
Hello, RHW Gods,  ;D

I'm using the wide RHW's and loving it.  They're perfect for my larger city, so much more attractive and realistic than the Maxis highways.  I've ventured into diagonal territory, and gotten to the point on an RHW-8 that I've mastered placing the diagonal curves, then diagonal puzzle pieces.  Now I want to go back to the orthogonal direction.   In other words, I want to make a full 90 degree turn, heading north-south from my original east-west direction.  Do I place another curve piece??  I can't seem to place a curve after the diagonal puzzle piece, it won't connect.   ???  I know it's sometimes hard to get them to show the right configuration using home and end keys.  Is it possible to make a full 90 degree turn with RHW-6-8-10?  I looked back thru the thread a bit, hope I haven't asked a question that's already been answered.   If, so, sorry!  &blush

Thanks for your help.
--Liv
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 11, 2009, 04:13:11 PM
Liv, I'm glad to hear you're enjoying the new wider RHW functionality! :) 

As far as doing 90-curves with the Wider RHW diagonal pieces, it's not possible yet.  There'd need to be an additional filler piece made.  Hope that answers you're question!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Livin in Sim on April 11, 2009, 05:22:30 PM
Hey, Tarkus.  Yep, that's what I was driving  ;) at.  It's on to Plan B, then.  Thanks for the nice quick reply!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 11, 2009, 05:57:19 PM
Though j-dub did post a workaround using OWR as a filler for that missing piece. It's a video that can be found on youtube, though I don't remember his username on there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2009, 02:43:16 PM
Been awhile since pic-age.  Something that's been messed around with.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F2051%2Frhw020920091.jpg&hash=c52484bc85244fe880d477c3b57beb1af9af50f3)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 14, 2009, 05:31:28 PM
Stunning!

[as usual] :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on April 14, 2009, 06:25:38 PM
Oh.. I have at least a dozen places where that will be very useful. I love the texture on the elevated parts.

Is this.. dare I say.. imminent? (I KID I KID  ;D)

Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 15, 2009, 05:20:18 AM
This will be useful! Great work! (I hope you'll put more pics, I really enjoy them)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on April 15, 2009, 07:16:19 AM
That's awesome, Alex! :thumbsup: It's definitely something that I would use in my region!
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on April 15, 2009, 09:00:41 AM
Another very useful puzzle piece. It looks great! But i've thinking, isn't it possible to put guard rails right before the bridge section on those onslope pieces? Just for the sake of realism.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 15, 2009, 05:22:16 PM
Hehe, a little more teaser, no? :P

Mightygoose: Models a letdown? See below.

Allan: see below too :P

Brian: Thanks :)

J-Dub: Well, look below too. :P Also, I am trying to rotate my model right now and RUL a diagonal piece, but that likely won't be for a while.

Pat: Well, its gonna get even more interesting. ;)

grbac: Thanks, diagonals will come soon.

woodb3kmaster: Thats on the list ;)

Anyhoo, teaser time!

First, the model:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Frhw-flups_new_model_in4.jpg&hash=2ee74b35363108533ceaa51a9319367b7c0386cc) (http://www.majhost.com/gallery/vz1234512/SC4/rhw-flups_new_model_in4.jpg)

Now, some ingame pics:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F3879%2Frhw4flupsteaser5.jpg&hash=543ec764a2c76007359b6aa36bcb9bec8d1711e5) (http://img23.imageshack.us/img23/3879/rhw4flupsteaser5.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F4531%2Frhw4flupsteaser4.jpg&hash=81988b3c4dadcf8eed688e8c29df33c69d991078) (http://img24.imageshack.us/img24/4531/rhw4flupsteaser4.jpg)

NOTE: The model is slightly off because of a LOD problem. I am re-rendering as soon as I can

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2009, 05:28:03 PM
Vince, awesome work there!  I'm glad to see all the RHW-FLUPs underpass pieces are working there!   :thumbsup:

I just have one suggeston with the model--it's got a little bit of a gap there between the entrance and the ground RHW-4 roadway.  Relatively easy to fix. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityPimp13 on April 15, 2009, 05:32:06 PM
Looks great Blue Lightning!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 15, 2009, 06:05:43 PM
Looking better and better Vince!  Glad to see its fully functional!

FLUPs FTW!   8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 15, 2009, 07:13:28 PM
Looks good, Vince (although I might make the concrete texture a bit darker)! This is just what I need! Thanks also for letting me know about those FLUPs I asked for. Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 16, 2009, 07:15:30 AM
Awesome modeling  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on April 16, 2009, 09:06:59 AM
looks great, although I'd personally lose the traffic lights
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 16, 2009, 10:49:07 AM
Looks much better now! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on April 16, 2009, 11:18:01 AM
Yes, I'm playing around with underpasses right now, so more options are always nice.  Good work, Vince!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 16, 2009, 02:05:53 PM
More ramp interface-y goodness.  Textures still need some work--darkening, namely--but the basic concept is in place.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F5702%2Frhw041620091.jpg&hash=9205850a34a26c49fd3b6cbe433de12043b7f0bf)

And yes, there's some unusual stuff with the starters here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F9963%2Frhw041620092.jpg&hash=d3ca1b66ea105ad3e874dd8185e4cc769ae3daa7)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 16, 2009, 02:11:53 PM
that stuffs droolingly good looking Alex, cant wait for more :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 16, 2009, 02:22:38 PM
That's great! Ramps of this type are really useful!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on April 16, 2009, 02:33:10 PM
This would be quite useful for me, Alex.  I recently ran into a situation where I needed to make a turn with a RHW-10 immediately after an exit.  Since the widest RHW that can go diagonal is RHW-8, I had to transition it to RHW-8 to make the turn, but the transition ate up valuable real estate.  This ramp gets around this limitation, so that's why I think this is a great idea.  Good job!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on April 16, 2009, 02:47:05 PM
It looks to me like this will be an excellent new feature to allow for accel/decel lanes for RHW-8 and RHW-6S...  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 16, 2009, 02:47:57 PM
:o Wow, that is SO gonna be useful! I think this is cool. Oh, having fun with starters i see? :P Hmm, but then how does the 6S inside turn into the inside of a RHW 8 without having a blocker or another starter?

Vince

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 16, 2009, 02:53:47 PM
Thanks, guys--glad to hear you like the new interfaces! :thumbsup:

Quote from: Blue Lightning on April 16, 2009, 02:47:57 PM
Hmm, but then how does the 6S inside turn into the inside of a RHW 8 without having a blocker or anotehr starter?

Good question.  There will be some new override code involved, though it only exists in my head at the moment.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on April 16, 2009, 03:27:52 PM
Amazing Alex
-Rainyday
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 16, 2009, 04:55:08 PM
Just what I was looking for.  Nice work, Alex, I love the new ramps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 16, 2009, 07:08:13 PM
Whoa, Alex!  Those ramps just scream for one of these:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.aaroads.com%2Ftexas%2Ftexas100%2Ftx-183a_sb_exit_003_06.jpg&hash=8763393206f31f41f0aa00496412f244a689936f)

Giggity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: grbac on April 17, 2009, 03:53:44 AM
Great starter pieces Alex, hope you'll put that what's in you head in the game as well. Superb work on those FLUPs Vince. Thanks for replying.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on April 17, 2009, 06:56:38 AM
This is a great Puzzle Piece, Alex! This would be very useful. :thumbsup:

By the way, I'm looking forward to the textures for my new Puzzle Pieces, so that I can create my two other Puzzle Pieces. I hope they will be ready soon, but don't hurry. Maybe it's a good idea to let me by Personal Messages know about any process. Thanks in the advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 17, 2009, 06:43:58 PM
Wow. Some more exit only lanes. I know some people who needed those. I happened to go over an interstate today on my bicycle and noticed that much lanes where eventually the 5 lanes ended to ramps.
And Ryan, your not going Quagmire on us here, are you?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 17, 2009, 07:00:06 PM
Quote from: j-dub on April 17, 2009, 06:43:58 PM
And burgsabre, your not going Quagmire on us here, are you?

Like Quagmire, you never know what I'm going to do next.   :P

Everyone - please call me Ryan, by the way.   :)  Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeronij on April 18, 2009, 06:56:42 AM
Please, keep the discussion focused in topic. Thank you.

The non discussion related posts has been moved here: http://sc4devotion.com/forums/index.php?topic=7615.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on April 21, 2009, 09:28:35 PM
Vince I truly enjoyed seeing the RHW FLUP  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on April 22, 2009, 01:49:11 AM
I don't know if you have this in the pipeline already, but it would be awesome to see a Maxis Ground Highway to RHW 6C transition piece.

Right now, I have to go from MGH to RHW-4 to RHW-6C.  :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 22, 2009, 09:01:30 AM
I absolutely agree. A lot of others are stuck that way too. You would not be the first to be in dire need of such a transition. Instead of what your saying about having to go RHW-4 between, which is no sense to me, instead I have used the on slope Maxis highway piece, then chopped off the slop at the end of the ground highway, so that the RHW-6 starter piece can go next to it. The cars will use it then. In my case its not as bad looking, since I don't have to deal with those narrow Maxis walls, and have shoulders for both ground and rural highways, but there still are the paths that are not exactly the same on the ends when the two highway types meet up. Considering how Maxis Ground has had re-texturing that at least the new Euro version looks like the Euro RHW, a transition is more then necessary. Someone did try to model such a piece before, but only time will tell if this is possible. With what has been done already, you know it could.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 23, 2009, 01:18:11 AM
Yeah, it was me that modeled the MHW-RHW-6S piece before, but I have no idea how to put it in-game. Here are some posts about the subject:

Quote from: mrtnrln on June 29, 2008, 01:32:13 AM
Wow, a pic of the El-RHW  &apls

Can you do something about this transition (you see the HRS mod on the right with SA textures, thats just maxit highway)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F4238%2Fnieuwestad2jan001214727ut4.png&hash=09b5abeb36fd12f267e1babad4a4b2a33a8b3999)

Quote from: mrtnrln on August 25, 2008, 05:43:15 AM
Well, here you have one (My first gMax transit model! It took me only 20 minutes to make it.):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F3107%2Fhighwaytorhw6piecehy8.jpg&hash=c2ad09ecdbf78c5b0cfd1cad7f001994e852e6dd)

I've attached the model itself at the bottom of the post. And it does have all the requirements of a transit model (less than 500 polygons, divided in 16x16m pieces), except I don't know how to render a True3D in gMax. Maybe this can be usefull for the RHW.

I hope you'll like it!
Maarten

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on April 25, 2009, 07:08:32 PM
Hey uh... Are ther going to be any RHW EL-6c, 6s, 8, and 10? And also could it be possible to HAVE A RHW 6-10 turn all the way to the right or left? Because mine only goes to the left/right and then can only go back to the right/left.

Driftmaster
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 25, 2009, 07:26:46 PM
Driftmaster07, eventually on both counts.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on April 26, 2009, 04:29:58 PM
Any plans for RHW-6S to RHW-6C?  Or I am just blind in finding such a transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 26, 2009, 10:11:17 PM
TEG24601, yes, there are indeed.  Thanks to videosean for the textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F808%2Frhw042620091.jpg&hash=e49ac4f824c5b08042627f1444b8878e82c5af05)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 01, 2009, 12:30:33 AM
Double post. ::)  I think this is merited.

Attached below is an RHW Version 3.23 patch, which fixes the Diagonal Road-over-Diagonal RHW-4 puzzle pieces.  The Elevated Road paths were both going the same direction. 

All the fixes from the 3.22 patch are included, so if you didn't download 3.22, you'll be fine just getting 3.23.  And if you had 3.22, it won't really matter whether or not you remove it.

Just unzip to your Network Addon Mod\Rural Highway Mod folder.

Thanks to ramseyazad for finding this issue!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 01, 2009, 12:37:59 AM
Thank you, Tarkus.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CaptCity on May 01, 2009, 08:15:34 PM
Yes, Tarkus, thank you. Seems to have fixed the issue.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 02, 2009, 05:18:35 AM
Thanks Tarkus!
-Darraghf
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 03, 2009, 10:50:31 AM
Thankyou! Also could you make a RHW 8-6 Transition with a RHW MIS ramp? And same thing for a RHW 10-8 Transition?

Driftmaster07
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 05, 2009, 01:58:14 PM
Hmm, it seems there's another path related bug. The monorail over RHW6C Median tile has no paths.

Anyhoo,
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: ashton23 on May 07, 2009, 09:27:13 AM
When i try to install version 3.2 it always goes to my 3.0 installer
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on May 07, 2009, 09:32:10 AM

it probaly is the 3.2 installer not the 3.0 one.

It's the same with the NAM essentials name(it says 2007)

Hope that helps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ashton23 on May 07, 2009, 09:44:41 AM
Wow your smart &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 07, 2009, 09:59:42 AM
Version 3.2 is just a minor update and is primarily bugfixes, so there wasn't really that much point in changing the stuff in the installer.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Owaen on May 07, 2009, 11:21:18 AM
I get this texture problem when using the "ITC Euro TRM For the RHW 3.0" by mrtnrln.
The glitches only appears in the smooth curves. (Edit : I don't get the glitch when using standard US textures)
Anyone else have this problem? Any suggestions to solve it?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi446.photobucket.com%2Falbums%2Fqq189%2FOwaen%2FRHW-Problems%2FEuro-texture-glitch.jpg&hash=edcbe13bea74ef847d982fe6ca83d69242204152)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 07, 2009, 12:05:30 PM
I've never had that problem and I use that textures mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 07, 2009, 12:17:41 PM
I have the same problem that Owaen described.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on May 07, 2009, 12:40:42 PM
I have this too and it's just a setting in the S3D file that hasn't been changed, it should happen with the US version as well.
It will be changed when someone gets round to it.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on May 09, 2009, 11:59:19 AM
Dunno if it's been fixed in one of the patches (I'm not sure I have applied them all) but when I try to use the diagonal RHW-4 type A ramp, it terraforms a deep hole into my landscape...

Also, on some of the puzzle pieces (notably the Elevated Avenue / EMIS intersection), I'm not sure if I'm placing them correctly because the yellow bits are nearly invisible even after placement. (Just due to them being so small.)

Also, any tips anyone has on creating a fully accessible 4-way RHW interchange would be helpful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on May 09, 2009, 12:20:24 PM
Quote from: writingliberty on May 09, 2009, 11:59:19 AM
Also, any tips anyone has on creating a fully accessible 4-way RHW interchange would be helpful.
Simple and functional:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F7089%2Fe1may7051240189895.png&hash=e22ddcec6e553426b7b34f11abb2518480dc0c17)

You can do essentially the same thing replacing the RHW-2 with RHW-4.

Also here's another one you can do if you don't mind a stoplight:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg362.imageshack.us%2Fimg362%2F5386%2Fe1may7051240190276.th.png&hash=8928d051aa2ec32b56139a767f0141739a36f885) (http://img362.imageshack.us/img362/5386/e1may7051240190276.png)

An improved version of the same intersection:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F6965%2F200905091233301280x1024.th.png&hash=ae00d17ba0c8e2bcc4c9dc7c117004864cc17db4) (http://img413.imageshack.us/img413/6965/200905091233301280x1024.png)

BTW kinda off topic, but why did the NWM thread get locked?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 10, 2009, 02:51:38 PM
Writingliberty, you may want to look more at the show us your intersection thread for that.

Time for a useless fact, there used to be a half-clover leaf interchange on my way to school, but they got rid of the loop ramp on one side all together, so they could replace it with a just a traffic light only on that one side, and not use separate direction exit ramps instead.

about the NWM thread, they probably would tell you its because unless until developmental progression otherwise
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2009, 03:39:12 PM
Quote from: writingliberty on May 09, 2009, 11:59:19 AM
Dunno if it's been fixed in one of the patches (I'm not sure I have applied them all) but when I try to use the diagonal RHW-4 type A ramp, it terraforms a deep hole into my landscape...

Yes, the infamous "sinkhole" issue.  More than likely a ConsLayout problem in the RUL File.  I didn't adjust them in any of the patches, so it's almost a certainty it's still there.  I'll put it on my list.

Quote from: doorknob60 on May 09, 2009, 12:20:24 PM
BTW kinda off topic, but why did the NWM thread get locked?

One of my fellow staff members locked it, with my okay.  There were a few reasons, namely that it wasn't really serving any real productive purpose at this juncture.  The thread will be unlocked once there's been a release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 10, 2009, 04:41:16 PM
So... There might be a release soon?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2009, 04:59:07 PM
Quote from: Driftmaster07 on May 10, 2009, 04:41:16 PM
So... There might be a release soon?

I didn't say that. ;) 

Let's keep this thread on topic. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F1360%2Frhw040520092.jpg&hash=f25238b903aa58843f729002c6805f7140df78db)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 10, 2009, 06:59:49 PM
Quote from: Tarkus on May 10, 2009, 04:59:07 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F1360%2Frhw040520092.jpg&hash=f25238b903aa58843f729002c6805f7140df78db)

Since you never described this I had to quote your picture.   ::)

Nice S-cuve!  Any chance we can see MIS stubs on the end rather than the default RHW-2?  That would make it much easier to drag!  (I know its pre-alpha right now, but one can dream!)

Keep up the good work, as per usual.
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on May 10, 2009, 10:32:29 PM
I had a thought.... what about a cloverleaf 270 ramp that can connect to a ground RHW on one end and elevated on the other? Or at least comes out as an MIS on one end and EMIS as the other, with a very shallow slope all the way around as it curves?

We have quite a few (older) highways built like that around here.

Also, I know this could possibly be done playing with slopes (though it's hard to place ramps on them), a lot of the so-called "elevated" highways around here are actually built on berms, rather than pylons. But the MIS exit ramps (even the wide type A one) want to force the terrain to be the same height as the highway, so they can't accurately represent the exits from these "berm" highways (which start sloping downward as soon as the lanes seperate).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on May 10, 2009, 11:49:50 PM
Quote from: Tarkus on May 10, 2009, 04:59:07 PM
I didn't say that. ;) 

Let's keep this thread on topic. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F1360%2Frhw040520092.jpg&hash=f25238b903aa58843f729002c6805f7140df78db)

-Alex
Nice man  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 11, 2009, 05:33:08 PM
OK. Anyways that is GREAT!!!!!!!  :thumbsup: (the MIS Ramp)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 12, 2009, 09:51:24 AM
Great job! :thumbsup:
I've got a question, though - is there a chance for RHW ploppable intersections to be made some day (like the maxis highway ones but of course bigger) - like Ts, cloverleaves...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on May 12, 2009, 10:10:26 AM
Quote from: io_bg on May 12, 2009, 09:51:24 AM
Great job! :thumbsup:
I've got a question, though - is there a chance for RHW ploppable intersections to be made some day (like the maxis highway ones but of course bigger) - like Ts, cloverleaves...?

I believe Alex had said in an earlier post that this was most likely not to happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on May 12, 2009, 10:19:15 AM
the entire idea of the MIS was developed so 1) prefab interchanges wouldn't have to be made, allowing for 2) more versatility.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 12, 2009, 10:42:03 AM
All this looks absolutely awesome and I can't wait to get my hands on the RHW v4.0!

Incidentally, welcome to the page of the hi-res texture!

(256x256 - dimensions of hi-res textures.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 12, 2009, 12:09:59 PM
Quote from: io_bg on May 12, 2009, 09:51:24 AM
Great job! :thumbsup:
I've got a question, though - is there a chance for RHW ploppable intersections to be made some day (like the maxis highway ones but of course bigger) - like Ts, cloverleaves...?

As Ryan stated, Alex did mention earlier that there would likely not be any full ploppable interchanges, as that would mainly defeat the point of the MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 12, 2009, 01:24:10 PM
Okay, thanks for the reply.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ramseyazad on May 13, 2009, 12:09:33 PM
Is it actually possible to make rhw-6s turn 90 degrees?  If so, how?  Are there puzzle pieces missing, or are the ones there just teasers?  If you've done it, can you post a pic and explain how?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 13, 2009, 12:18:32 PM
Quote from: ramseyazad on May 13, 2009, 12:09:33 PM
Is it actually possible to make rhw-6s turn 90 degrees? 

It isn't yet, at least not without an awkward workaround.  That'll be fixed with Version 4.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ramseyazad on May 13, 2009, 01:36:22 PM
I'm glad I'm not just going crazy. . . I found the puzzle pieces and thought I was somehow not bright enough to work them out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on May 13, 2009, 02:12:07 PM
Progress looks good, keep up the good work  :thumbsup: I like the smooth MIS curves :)

Off topic, look what I logged in to see :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F9159%2Fsc4d1337.png&hash=02e3a9c05fc1731b76d73dca3d137c1ac0272f3b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 13, 2009, 06:47:43 PM
I finally got sick and tired of over used maxis highways, so I am developing cities using RHW and the MIS ramps, and I have 1 question.

Is it going to be possible to ever create more than one offshoot ramp for the MIS?  I ask because I want to create a cloverleaf intersection, but do not want more than 2 off ramps for each side of the highway.  I want the traffic leaving/entering the RHW to use just the MIS ramps

Sorry for the crappy drawing, but this shows what I am trying to say
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.villagephotos.com%2Fp%2F2003-5%2F187806%2Fpicture.jpg&hash=a92eca3c5739674d552a65414e563faa5ca541cd)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 13, 2009, 07:04:26 PM
I'm almost certain what you're describing is possible in the current (and several past) versions of the RHW... MIS Y-splitters or the RHW4-MIS splitter would allow you to build that interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 13, 2009, 08:00:53 PM
Quote from: deathtopumpkins on May 13, 2009, 07:04:26 PM
I'm almost certain what you're describing is possible in the current (and several past) versions of the RHW... MIS Y-splitters or the RHW4-MIS splitter would allow you to build that interchange.

I've tried it with what you described, and every time I go to connect the two ramps, I end up with it shifting to a 2 lane RHW and I can create off shoot ramps, but not the way I need to join them up

EDIT:  Never mind.  I finally got it to go, I used a starter piece just before the ramp to join, and it seemed to take it.

Thanks for the help
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on May 13, 2009, 08:38:18 PM
Quote from: choco on May 12, 2009, 10:19:15 AM
the entire idea of the MIS was developed so 1) prefab interchanges wouldn't have to be made, allowing for 2) more versatility.

I understand this, but after seeing Hapleburg(sp)'s RHW eyecandy interchanges, I wouldn't mind a few prefab interchange pieces, especially for tight areas and cloverleafs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: onlycoop on May 13, 2009, 10:01:08 PM
This is the best Cloverleaf i have come up with so far i think. I may have another one but can't remember right now.
Quote from: mike3775 on May 13, 2009, 06:47:43 PM
Is it going to be possible to ever create more than one offshoot ramp for the MIS?  I ask because I want to create a cloverleaf intersection, but do not want more than 2 off ramps for each side of the highway.  I want the traffic leaving/entering the RHW to use just the MIS ramps

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F8679%2Fclover.jpg&hash=0c0603c32ea43ccbd43bd3b566a513277737b044)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 13, 2009, 10:51:25 PM
Thats actually a smarter way to do it, but from what I have seen in reality, alot of the times, they do it where the right turning ramp isn't so far, because they put the exiting ramp, right after the ramp that has traffic entering, so its closer to make a right turn, rather then the loop ramps that go the other direction, but you have way too close of a call with traffic fighting to weave in and out at high speeds. The design pictured I also have been on. In this case it should be a 30mph ramp, but the hard part is merging. This design there is more space between the ramps entering and exiting, much better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 14, 2009, 04:53:39 AM
This is what I use in the cities where I know I will have high traffic.  Although it has tight turns, I have an offramp from I-94 in my town that was recently reconfigured to include a tight turn to slow drivers down.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.villagephotos.com%2Fp%2F2003-5%2F187806%2Finterchange.jpg&hash=51ea831f4698d9911153ed839511d41bb1bcf2eb)

And I am finally getting the hang of the RHW.  I no longer get impatient with the plopping of the offramps like I used to, since I now know how far from the edge of a city they can be to not ruin the RHW that is already laid out, and finally figured out how to lay the MIS ramps without having issues as well
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 14, 2009, 08:55:01 AM
Hey guys, I don't mean to be rude, but this thread isn't a place to post your RHW creations.  Please leave it open for development, questions and discussion.

But there are some places specifically designed for showing off your work.  Some include:
Show Us Your Interchanges! (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=89089&enterthread=y)
Show us your... Intersections. (http://sc4devotion.com/forums/index.php?topic=252.0)
RHW- Show us your pics! (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=86364&enterthread=y)


Its best to leave this thread clutter-free so it can be more organized for Alex.

Nevertheless, nice creations!  That's an interesting way to make a cloverleaf, using the RHW-2/MIS splitters helps you make smoother curves.  Nice work!   :thumbsup:

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: onlycoop on May 14, 2009, 09:56:16 AM
Sorry i was going to ask if the reverse of the (RHW-4/Dual MIS-1 Splitter-Style A) is going to be made like the (RHW-2/Dual MIS-1 Splitter-Style A) has. As you can see the out is the RHW-4 has it flipped over like the Rhw-2 but does not has the flip with traffic going in the same way. I don't know if what i'm thinking is going to be a Style-B. Becuase it would be a inside turn but it's just the pathing and lines being reverse on each of the RHW-4 ones to get what i'm thinking of.
  Just a idea, I've had a few times when trying to make things were i could of used something like that, but don't know if many ppl are using these splits but i like them and use them when i can. Can't wait to see what you guys make next thanks and keep it up. :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F8946%2Fnewhavenjan700124231889.jpg&hash=f05ea71d846899074b1282015ffc2259db95cf17)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 14, 2009, 10:19:30 AM
Sorry about my post Haljackey.   
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on May 14, 2009, 10:32:13 AM
Quote from: mike3775 on May 13, 2009, 06:47:43 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F2449%2Fport27sty12691242316499.png&hash=bf005b017a0a5990c37d2c04ed291c3add3001d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F2511%2Fport27sty12691242316579.png&hash=cff1ddd1bc3e0a6cd4efa4c7a9fa87533bc17842)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F1064%2Fport27sty12691242316618.png&hash=3fee6ce429bc60dcf1d0421efe64c53d876d8fec)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on May 14, 2009, 10:41:08 AM
Is there going to be RHW-2/MIS and RHW-4/MIS splitter with MIS going paralel to each other?
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 14, 2009, 02:28:38 PM
Could we possibly have dual RHW exits? Like an MIS ramp on either side of the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2009, 02:37:50 PM
Quote from: Driftmaster07 on May 14, 2009, 02:28:38 PM
Could we possibly have dual RHW exits? Like an MIS ramp on either side of the RHW?

There already are on the RHW-2.

And onlycoop, yes, those are planned.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 14, 2009, 07:25:07 PM
I might be wrong, but Driftmaster07 if you meant something like the RHW-2 dual sided ramp, but a RHW-4 version with traffic going the same direction, I don't know if that exists, but to me that seems kind of dangerous, and could not think of something existing in RL.

And it also seems what Hal said that should be in the show us your interchange thread, keeps coming into this development thread. I mean its one thing to post one example in response to proove what already has been developed, but the issue is when it leads to a traffic jam of follow-ups.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blackedemon on May 15, 2009, 10:42:01 AM
Quote from: j-dub on May 14, 2009, 07:25:07 PM
I might be wrong, but Driftmaster07 if you meant something like the RHW-2 dual sided ramp, but a RHW-4 version with traffic going the same direction, I don't know if that exists, but to me that seems kind of dangerous, and could not think of something existing in RL.

I can think of two major freeway-interchanges where this occurs, both in my city. They are not an exact replica to the parallel-exit 'dual-sided ramp' set-up the RHW-2 presents, for the number of lanes is more than this, but the concept is the same. The aforementioned freeways have been rebuilt to allow exiting on both sides for one direction. These exits reach and initiate the same road to ease peak-hour congestion caused by merging and weaving, and therefore improving traffic flow. I agree that it is a strange set-up but it certainly does exist, albeit rare, and far less dangerous than the weaving and merging that used to be present. :)

I apologise for my off-topic response.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 15, 2009, 01:19:58 PM

A double-sided onramp would indeed be dangerous indeed if it's parallel traffic. But I can see the merit of a double-sided offramp so it can ease congestion more efficiently.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 17, 2009, 05:05:08 AM
Yeah like the one for RHW 2 but not the diagonal ones. Just the Parallel. Edit: For RHW 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 17, 2009, 10:50:50 AM
It might also be nice to be able to plop a left-side exit in the same section as a right-side entrance, and vice-versa.  I've seen many of these in my travels, and while some have been replaced in recent years, I can see their merit in a limited sense.  It would also be nice if it were possible to have a limited set of exits that included the ramps to EMIS on the same piece to save space, but that seems more like a pipe dream.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 17, 2009, 05:56:38 PM
Quote from: TEG24601 on May 17, 2009, 10:50:50 AM
It might also be nice to be able to plop a left-side exit in the same section as a right-side entrance, and vice-versa. 
That is one thing that is guaranteed to produce a mind-bending number of accidents, it's like weaving on steroids.

Quote from: TEG24601 on May 17, 2009, 10:50:50 AMIt would also be nice if it were possible to have a limited set of exits that included the ramps to EMIS on the same piece to save space, but that seems more like a pipe dream.
That's something I wouldn't mind having, it would be a nice way to save space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 17, 2009, 06:06:40 PM
Quote from: TEG24601 on May 17, 2009, 10:50:50 AM
It would also be nice if it were possible to have a limited set of exits that included the ramps to EMIS on the same piece to save space, but that seems more like a pipe dream.

I think having the EMIS transition attached directly would end up being a bit unwieldy, but I have some other ideas currently in the works that would allow that exact sort of setup.

-Alex

Edit: Here's the results of those ideas:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F2943%2Frhw051720091.jpg&hash=31f3fb42647e261703f71d02b662301eb559fc8b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on May 17, 2009, 09:24:57 PM
interesting concept u made alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 19, 2009, 06:29:41 PM
Im not sure if this is the right place to post this question but... I have seen some people with a RHW interchange where the drivers turn onto a BIG roundabout it looks awesome but can someone tell me how to make one or show me a tutorial.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 19, 2009, 11:43:11 PM
Can you post a picture, please?
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 20, 2009, 07:18:26 PM
Ok. I cant post an ingame pic cause i dont know how 2 make 1 an i dont have an albms folder. but let me find one...  ()testing()
Title: Re: RHW (RealHighway) - Development and Support
Post by: onlycoop on May 20, 2009, 07:39:40 PM
Is this kinda what your talking about?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F5685%2Fnewcityfeb6281242873064.jpg&hash=df63beab4e98761da943afea883fa0b6ee5d4263)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 20, 2009, 08:22:38 PM
Not really. BUT after searching for THREE hours ( :-[) I did find one pic from Patricus Maximus.
http://img210.imageshack.us/img210/3062/56006145il7.jpg
It is called a turbine interchange. If someone can point me to a tutorial on how to make one that would be great!

Thanks,
Driftmaster
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 21, 2009, 02:07:43 AM
I think there's no tutorial yet for building this interchange. But maybe you can re-create it if you observe the picture closely and try to see what kind of pieces are used.

EDIT:
Here's my first try of creating a turbine interchange (click for full resolution):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F5876%2Fturbineinterchange.jpg&hash=3788eed88f47491f7de609b7e15bffe82901c751) (http://img20.imageshack.us/img20/5876/turbineinterchange.jpg)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 21, 2009, 05:21:10 AM
making interchanges is not that hard if you just experiment with it.

I recreated many interchanges on here just by downloading the picture and printing it up as a guide in itself.

It may have taken me awhile, but I finally got it down.


Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 22, 2009, 02:58:31 PM
back to scheduled programming please :D $%Grinno$%

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 22, 2009, 03:26:33 PM
Quote from: allan_kuan1992 on May 22, 2009, 02:58:31 PM
back to scheduled programming please :D $%Grinno$%

Indeedus.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F3396%2Frhw052220091.jpg&hash=e38f121e274594fc1324fb52b91a6149edf4cd5d)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 22, 2009, 03:32:55 PM
Oooh yay... :D just that minor texture bug, but this will be a real nice feature!

And nice turbine Maarten!
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 22, 2009, 04:48:01 PM
Ooh! To the right was that a gentle slope RHW puzzle piece I saw?

Drift
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 22, 2009, 08:16:41 PM
Quote from: Driftmaster07 on May 22, 2009, 04:48:01 PM
Ooh! To the right was that a gentle slope RHW puzzle piece I saw?

Actually, that's just an ERHW-4 going up a slight incline. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 23, 2009, 04:19:28 AM
Thank-you Alex. I can't wait until I get the chance to use those pieces. They are essential to me
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 23, 2009, 06:11:03 AM
Oh! My bad!  :-[ Although is there any chance there might be though?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 23, 2009, 08:01:02 AM
al, you need to do is get a slope mod that is compatible with the rhw like the one in the FAQ.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 23, 2009, 11:09:23 AM
No I meant like a El-Rhw 4 - RHW 4 transition but a smoother slope than the current one.

Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 23, 2009, 01:04:14 PM
You can improvise your own by using an embankment and the on-slope puzzle piece in combination with a slope mod. It requires some extra room on the sides for the embankment, but it's better than nothing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 23, 2009, 04:01:18 PM
When Version 4.0 comes out, will it have the wide avenues, or are they coming out separately? I know there is no release date, but how much longer should it take? Just asking.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 23, 2009, 04:05:38 PM
Quote from: CityMaster563 on May 23, 2009, 04:01:18 PM
When Version 4.0 comes out, will it have the wide avenues, or are they coming out separately? I know there is no release date, but how much longer should it take? Just asking.

The wider avenues are not part of the RHW project, but rather the NWM.  I really have no idea how long either will really take--that'd be tantamount to giving a release date. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 23, 2009, 04:20:32 PM
it's my first time posting here, and I only have 1 question:
How do I post a sreenshot of Simcity 4 in the forum, or other pictures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 23, 2009, 04:34:21 PM
Welcome CityMaster563! To post a picture, upload it to an imagehost (like photobucket, imageshack, etc), then get the direct URL of the image. Click the Image button here in the forum, and paste the URL between the two tags.

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 24, 2009, 01:03:03 AM
Hello everyone,

The RHW-8 to RHW-6C transition is completed now. Special thanks to Alex (Tarkus), who made its wonderful North American textures. Here are some pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2FRHW-6C_to_RHW-8_transition_in_game.png&hash=fb8076d3ff836c5fd411e4d260cc3b93114b8546)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2FRHW-6C_to_RHW-8_transition_in_game_paths.png&hash=b629f61684a2b5dae2ddbe1b08f30f64c9fa2aa1)

I've just one Puzzle Piece left to do, namely the RHW-4 to RHW-6C transition with a MIS entrance and a MIS exit lane.

Also, welcome to SC4 Devotion, CityMaster563!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2009, 01:06:35 AM
Excellent work as always, jmvl!  I know I'll have plenty of places to use that piece myself. :)

Work is progressing on the draggable ERHW-4-over-RHW-4 Diagonal Overpass Combinations as well.  It's rather difficult RULing, and it's not the most stable setup right now, but it's coming along quite nicely.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F9250%2Frhw052420091.jpg&hash=0cf018a33af8d340146b7ee313fc6a631e66679c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 24, 2009, 01:39:19 AM
Also, excellent work as always, Alex! :thumbsup: I'll definitely use these new draggable ERHW-4-over-RHW-4 Diagonal Overpass Combinations in my region.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 24, 2009, 05:39:08 AM
jmvl: Awesome work! I think I might have to use more 6C myself now :-[

Alex: Oooh, no more converting to OWRxOWR for those kind of overpasses (now I can build my super-secret giant interchange). Wonderful work :thumbsup:

Anyway, I have a development of my own....
(Click for full)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Frhw8r_teaser001.jpg&hash=ed9bee91263ac96745753e9628dfafd72665efe0) (http://www.majhost.com/gallery/vz1234512/SC4/rhw8r_teaser001.jpg)

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: edonsuffinos on May 24, 2009, 06:05:32 AM
nice!I like it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 24, 2009, 07:19:34 AM
Teasing, yet pleasing.  ;)  Just the additions in diagonal functionality alone will make RHW 4.0 as anticipated of a release as 3.0, if not more.  Good work, Alex!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 24, 2009, 08:31:47 AM
Is that a RHW-8C? Sweet!
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 24, 2009, 09:01:30 AM
:o Good Work! I love it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 24, 2009, 09:12:12 AM
jmvl:  Its always great to see further RHW-6C connections, great work!  It also looks a little funky since you are using the Euro textures with an American transition.   $%Grinno$%  Keep at it!   :thumbsup:




Alex:  Nice job!  I'm happy to see progress on the el-RHW.  Knowing that it has further diagonal capability will make it more useful, especially for flyover ramps.




Vince, excellent work!

Is the extra lane "overhanging", or is it the same width of the RHW-6C? (3 tiles)

Also, the shoulder looks a bit wide, but I'm sure that will be fixed as you continue to work on it.


I'm really liking what I see here! 
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 24, 2009, 09:17:54 AM
mrtnrln: Close, but its actually the 8R ;)

Haljackey: The extra lane is on the same tile, and only the shoulder is on the extra tile (so 4-5 tiles depending on setup). Capacity and functionality wise, its similar to the RHW4 and 6S deal. It has the same capacity as a 6C. I'm still playing with the alpha of the shoulder, so it should be thinner soon.

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 24, 2009, 09:37:11 AM
Quote from: Haljackey on May 24, 2009, 09:12:12 AM
jmvl:  Its always great to see further RHW-6C connections, great work!  It also looks a little funky since you are using the Euro textures with an American transition.   $%Grinno$%  Keep at it!   :thumbsup:

Maybe I should use the American textures in the future while making a picture to put on the forums. &idea Or I need some Euro textures for my Puzzle Piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 24, 2009, 01:36:10 PM
I'm just wondering about something we forgot to add in 3.0


OBJECT:  Elevated RHW-4 to Elevated Highway conversion

I mean, there is one for RHW-4 to ground hwy. Why cant there be an elevated conversion? It's great if u have to place an elevated interchange and u don't have room for an interchange using RHW parts. So can you all try to build that form of conversion?
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on May 24, 2009, 01:43:13 PM
You can use the ELAVE-ELHWY puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 24, 2009, 02:21:28 PM
Excellent work Joris, Alex, and Vince! As always, your contributions are much appreciated! One question for now: is RHW 4.0 anticipated to contain RHW-4/ERHW-4 diagonal on-slope transitions or wide-radius ERHW-4 turns? That would be of great help for realistic appearance in those giant interchanges we're all scheming up! Thanks again!

-Noah
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 24, 2009, 02:54:58 PM
I have been wondering...
Is version 4.0 going to have elevated RHW 6, 8,and elevated RHW 10 Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F3400%2Felevatedrhw6.th.png&hash=b0e01f6d2fcfc341bfc8d35dcca58c8bdc3e2f2a) (http://img35.imageshack.us/my.php?image=elevatedrhw6.png)
That's a picture of an elevated RHW 6.
I think that there should be Maxis highway over RHW puzzle pieces, and RHW over RHW puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on May 24, 2009, 06:12:06 PM
Quote from: CityMaster563 on May 24, 2009, 02:54:58 PM
Is version 4.0 going to have elevated RHW 6, 8,and elevated RHW 10 Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F3400%2Felevatedrhw6.th.png&hash=b0e01f6d2fcfc341bfc8d35dcca58c8bdc3e2f2a) (http://img35.imageshack.us/my.php?image=elevatedrhw6.png)
That's a picture of an elevated RHW 6.

Well.. I don't see any elevation on this picture... these are just guidrails that are installed on the Highway... you can see something like this in Europe, for example on the german "Autobahn" as you can see here:
http://blog.lastro.cc/img/cr257.jpg

Btw. good work! I love the new RHW :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 24, 2009, 06:45:34 PM
Actually that is Elevated cause you can see a bit of the pylings underneath.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 24, 2009, 06:59:40 PM
This is how an elevated RHW 8 would look like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F1088%2Felevatedrhw8.th.png&hash=186ab0b45b60271b5977a0d4faf8063d95b64228) (http://img36.imageshack.us/my.php?image=elevatedrhw8.png)

and I think that there should be ground highway over elevated RHWs, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9550%2Fmaxishighwayoverelevate.th.png&hash=17f3f9fb325056989a563c1bb2fafa3a23600d3b) (http://img43.imageshack.us/my.php?image=maxishighwayoverelevate.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 24, 2009, 07:17:05 PM
Are you photoshopping those images?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 25, 2009, 01:55:58 AM
Yes I'm intrigued to find out how you did that. Tell me more please?
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 25, 2009, 06:58:58 AM
I just have ideas.
If we have wide RHWs, then how about making the Maxis Highways more than just
3 lanes on each side. In real life, urban highways can be 4 lanes on each side like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F5136%2F8lanemaxishighway.th.png&hash=dcde8f978e7982f949701e50c5950872e920b00f) (http://img34.imageshack.us/my.php?image=8lanemaxishighway.png)
How about the avenues in the NWM:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F4906%2Fave6.th.png&hash=6c569838806354260b72d44247da016ad42025b2) (http://img34.imageshack.us/my.php?image=ave6.png)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F1857%2Fwideavenues.th.png&hash=b994054c540e0bf943575e4b5d96c793ca00f2be) (http://img34.imageshack.us/my.php?image=wideavenues.png)
Sorry if this is off topic, but I think we should have a road with two lanes on each
side with the double yellow line dividing it as shown in the picture only one tile wide.
good for those overcrowded downtown areas. ;D
I love the Rural Highway Mod! I've built them in almost every city!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 25, 2009, 07:03:52 AM
There's such a 1 tile road in the NWM thread. But I don't thing wider maxis highways are a good idea. They're just ugly, some of their interchanges are ugly... I'd prefer the RHW instead of the maxis highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 25, 2009, 07:10:24 AM
Yeah, I understand about the Maxis Highways, but in the NWM, the one tile road only has 2 lanes on one side, and 1 lane on two sides.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 25, 2009, 07:25:17 AM
MHWs (Maxis highways) and avenues are different than the RHW and NWM. The NWM and RHW are based upon one-tile network (The NWM actually uses the Road-network and the RHW uses an unfinished network). We know how we can mod one-tile networks with puzzle-piece overrides. This technique is used for the RHW, SAM, STR and NWM. But with MHWs and avenues, it's a whole different story, because these are two-tile networks, and I don't think anyone has figured out yet how to make puzzle-piece overrides for those networks. If you want to change a thing of these networks (like a 4-lane MHW), you must change the whole network, and that's hard stuff. There are literally hundreds of S3D models for the MHW (that's one thing I found out when making the HRS mod, and still a lot is not finished). So I think, a lot of this will remain a dream.

There you have the true purpose of the RHW: making highways, narrower and wider than the MHWs

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 25, 2009, 11:12:44 AM
Amazing!  :o But one question... Are they photoshopped?  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 25, 2009, 12:07:36 PM
A small point, but ground over elevated doesnt work.... unless you live in an Escher-ian universe :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 25, 2009, 12:09:26 PM
Here's how an AVE-6 intersections should look like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F1309%2Fnwmintersection1.png&hash=b33684563ee71d4526f4997bc2cd51f9dda51c3a) (http://img37.imageshack.us/my.php?image=nwmintersection1.png)
RHW version 3.2 has Avenue over RHW, road over RHW, OWR over RHW, and
Rail over RHW puzzle pieces, so why not add RHW over RHW puzzle pieces? ;D
Elevated RHW-6 over RHW-8:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F1207%2Felevatedrhw6overrhw8.png&hash=76df0b614872af167d0602e17b7eea652ba86f4f) (http://img39.imageshack.us/my.php?image=elevatedrhw6overrhw8.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 25, 2009, 12:43:16 PM
Nice photoshopping but in real life such big stoplight would collapse ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 25, 2009, 01:05:44 PM
Quote from: Driftmaster07 on May 25, 2009, 11:12:44 AM
Amazing!  :o But one question... Are they photoshopped?  ???
Yes, they are Photoshopped.  ;)
I used paint.
now you all know. ;D
I really think that all those exept for the wider Maxis highways should
be in the NWM, and RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2009, 01:23:46 PM
Quote from: CityMaster563 on May 25, 2009, 01:05:44 PM
I really think that all those exept for the wider Maxis highways should
be in the NWM, and RHW.

They will . . . eventually.  It just takes time and a lot of RUL coding.  It'll be awhile before we can get to some of them.  Just be patient--you never know when we'll spring this stuff on folks.   ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 25, 2009, 02:05:18 PM
Quote from: io_bg on May 25, 2009, 12:43:16 PM
Nice photoshopping but in real life such big stoplight would collapse ;)


No. They won't collapase. I lived in VA Beach ,VA. And at one inter section, there are poles with 7 traffic lights on it. And are hurricane-resistant.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 25, 2009, 02:10:38 PM
Maybe it has 2 supports then?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 25, 2009, 02:30:25 PM
Hate to veer off topic, but after living in a state that has 7 signals on an overhanging pole above the hwy, it only has one pole on the side, I caught it on camera. You wouldn't see signals on wires if they were real heavy. Wires do need two poles. There is a traffic light thread somewhere if we want to go more into that there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2009, 02:45:19 PM
Quote from: j-dub on May 25, 2009, 02:30:25 PM
There is a traffic light thread somewhere if we want to go more into that there.

There is indeed--thanks for bringing that up, j-dubHere (http://sc4devotion.com/forums/index.php?topic=5136.0) is the thread. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 25, 2009, 05:46:46 PM
mrtnrln: Well, I can prove you wrong. ;) It is actually possible:
(Its my override, vid, and texture too)
Linkie (http://www.youtube.com/watch?v=qxus2sBhGg8)

$%Grinno$%
Vince

And indeed, we do have some traffic lights with very long arms. They just have slightly thicker poles than usual.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 26, 2009, 06:11:42 AM
Nice job, Vince. I thought no one had found out how to do that, but you proved me wrong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 26, 2009, 08:58:30 AM
Ask DTP. He lives in VA Beach
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 26, 2009, 01:20:32 PM
Ask me what?
And I live in Hampton, not VA Beach.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 26, 2009, 06:14:35 PM
Now... To get back on topic. Are any of  CityMaster563 ideas going to be fufilled?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2009, 08:17:06 PM
Quote from: Driftmaster07 on May 26, 2009, 06:14:35 PM
Now... To get back on topic. Are any of  CityMaster563 ideas going to be fufilled?

See my post toward the top of the page. ;)

Quote from: Tarkus on May 25, 2009, 01:23:46 PM
They will . . . eventually.  It just takes time and a lot of RUL coding.  It'll be awhile before we can get to some of them.  Just be patient--you never know when we'll spring this stuff on folks.   ;)

In due time, my friend.  In due time.

-Alex


Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on May 26, 2009, 08:19:12 PM
Quote from: Tarkus on May 26, 2009, 08:17:06 PM
In due time, my friend.  In due time.

-Alex

I like how you quoted and responded to yourself there. Too much RULing make Alex go crazy?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2009, 08:37:59 PM
Quote from: wes.janson on May 26, 2009, 08:19:12 PM
Too much RULing make Alex go crazy?

I was attempting to reiterate my earlier post and reply to Driftmaster at the same time, but now that you mention it, that post does look a little funny. ::)  Actually, it's been S3D manipulation the past day or so more than RULs. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 27, 2009, 04:11:46 AM
Isn't there a new tool for that?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 27, 2009, 05:09:39 AM
In the NWM, is the AVE-6 going to
be able to go over the RHW?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9852%2Fave6overrhw6.png&hash=a72c140ee51d6a75418bc95e2e6dfdfb4a3472ff) (http://img14.imageshack.us/my.php?image=ave6overrhw6.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 27, 2009, 05:16:07 AM
CityMaster563: There are a lot of things and features of the NWM that are uncertain. The whole project is even kept pretty secret. The answer to you question will be: we have honestly no idea, because the whole NWM is developed (if development hasn't stopped yet) behind the scenes.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 27, 2009, 05:43:00 AM
Could I just add that this is the rhw thread and not the nwm thread.
-Darraghf
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 27, 2009, 12:42:52 PM
The NWM thread has disappeared, so it has to be done here, and the question is also related the RHW, so I say it fits here, until we can go to the NWM thread.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 27, 2009, 12:50:35 PM
Well this isn't the RHW/NWM thread. The teams wants it secret until the first release becaue many people were demanding new pics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 27, 2009, 01:02:47 PM
While the recent requests pertain to both the RHW and NWM, I think asking whether a certain NWM network will have X-over-RHW puxxle pieces is more related to the NWM. If people want to ask questions about anything related to the NWM, they can always start a new thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on May 27, 2009, 02:18:21 PM
Well I know we are going off-topic here, I have to agree with the above post. If the NWM thread is locked, it is locked because they do not want any more questions and requests, for now anyways. This thread is for the RHW and not the NWM.

Can we please go back on topic now?

-Darra (Darraghf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on May 27, 2009, 05:38:37 PM
The radio dial here likes to move too much. :D  (attempts to re-tune the radio)

But anyway, as others have already said, this is the RHW thread and discussion should be limited to that only. I can see why you were talking about the NWM (with the NWM 6-AVE over RHW 6), but at the moment the NWM project is on hiatus and judging by the the thread posts it could be like that for a few more months at the best. It'd be more understandable to talk about interfaces with existing networks, and I'd refrain from posting about something that won't be released for some time until definite progress has been made.

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on May 28, 2009, 01:36:42 PM
Real quick on-topic question and comment.

The question is if there is a plan for a El-RHW4 -> El-Maxis HW conversion piece.
The comment is that, in the mean time, it's possible to end the El-RHW right against an El-Ave->El-MHW. So, if the first won't be done, please don't change the paths for the El-RHW end piece.

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 28, 2009, 01:41:06 PM
What's wrong with the El-AVE to FHW transition piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on May 28, 2009, 01:47:02 PM
Quote from: deathtopumpkins on May 28, 2009, 01:41:06 PM
What's wrong with the El-AVE to FHW transition piece?
It looks quite ridiculous. Here's a picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1585%2Frhw.jpg&hash=ec994e96852d451b1df96ece93a7da842b3bb550)
Cosmetically, it's a mess. It works, technically. But, if I'm not mistaken, the Ave also has lower capacity, which in a high-traffic situation (which this will very soon be), will be a cause of unneeded congestion. So as far as priorities are concerned, this is pretty low. It'd be nice, but it's not urgent. I'm just curious if it was in planning at all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2009, 01:52:44 PM
Quote from: simzebu on May 28, 2009, 01:36:42 PM
So, if the first won't be done, please don't change the paths for the El-RHW end piece.

The end piece on the ERHWs won't be changed, fortunately.  It was set up the way it was to make things easier with connecting the EMIS with the Elevated NAM Puzzle Piece/EMIS Intersection pieces, and they also make it possible to use an ERHW-4 to connect into the NAM AvenuexRoad/OneWayRoad + and T Intersection pieces as well (instead of using Elevated OWR puzzle pieces).

I can easily add in an actual draggable ERHW/Maxis Elevated Highway transition, but it'll probably end up looking essentially the same cosmetically.  Generally, Maxis Highway/RHW interfacing is a very low priority, though I've fixed some of the overpass/underpass stuff for Version 4.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 28, 2009, 01:55:41 PM
I think any way it could be changed cosmetically would not look even a bit better. FHW is just hideous to begin with though IMO...
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on May 28, 2009, 02:08:59 PM
Just an idea or two...

How about a series of on/off ramps which have a built in ground-elevated conversion? (Like an ERHW off-ramp that drops down to a ground level MIS, or vice versa)

Another "cool" would be an ERHW equivalent of the type B on/off ramps, as well as a 180 degree (diagonal to diagonal) MIS ramp which slopes between ground and elevated so that it could be used with the two B-style ramps to create a truly circular (inside) cloverleaf ramp.

I don't know if this one is possible, but another would be a ramp like the current RHW-4 wide type A (the one where it comes out to the second tile to the side) which does NOT force the ground level flat (so the ramp itself could ramp up or down to intersect with a crossing route that is either up or down slope, rather than needing to be spaced farther away from the cross-route so the MIS can seperately tackle the slope). - this last one is based on the way many highways in and around San Diego were built, either above or below the surrounding streets by use of berms or canyons. Neither the highway or the crossing street is technically "elevated", but they are at different levels and the ramps slope up or down (as needed) as soon as they seperate from the highway.

Also... I have no idea how to make them, but I have a couple ideas (based on real-world highways) for another style of ramps, and something else that I'm not even sure is doable but would be really cool. If anyone wants to know...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: genemc777 on May 28, 2009, 02:32:46 PM
I really do like the RHW and everything but i think that the Maxis Highways are better for like the downtown areas and around the city because they take up less real estate, you can make bridges with them, and they have more lanes on the elevated version. But on the ground version, RHW wins hands down.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 28, 2009, 03:13:59 PM
RHW can make bridges ;) Though as for the urban/suburban/other, I use it all around since to me it looks waay better than maxis hwy anyway, but thats just opinion.... More types of ERHW are in the works/planned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 29, 2009, 12:38:11 PM
Quote from: writingliberty on May 28, 2009, 02:08:59 PM
Just an idea or two...

How about a series of on/off ramps which have a built in ground-elevated conversion? (Like an ERHW off-ramp that drops down to a ground level MIS, or vice versa)


Actually that reminds me of something similar back in the day:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Framppreviewri1.jpg&hash=90e8dc3391ffda57c80de5ba2e53b5eb1e6ed478)

Is this what you are requesting?  This was one of Alex's first modding attempts at the RHW.

As for your other requests, I think something similar to those are in the works, but only Mr. Puzzle Piece can officially confirm this.

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2009, 01:30:15 PM
Haljackey, that pic brings back a lot of memories. :)

Actually, as I recall, that particular pic (which would have been from January 2007) was mainly to check to see if the old MIS Ground-to-Elevated transition was lining up with the original RHW-4/MIS Style A Interface design that mjig_dudy supplied (at that time, the only design planned).  I don't remember ever an actual Ramp Interface/Ground-to-Elevated combo being planned, and in fact, the Ground-to-Elevated transition was broken into several pieces initially as part of that prototype (from back on Page 2 of this thread):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F4704%2Frhwmisindpieces7uo.jpg&hash=30a4a566a51d3a8e39d44f2f854860b24a058c7f)

writingliberty, I agree with you that the the slope flattening situation is probably one of the trickiest things to work around when building modular interchanges with the RHW, and I speak from experience as someone who uses an extremely restrictive slope mod.  The problem is actually the starter drag stubs.  Fortunately, there's a few ideas floating around that show promise in terms of alleviating that issue, which you'll possibly see in Version 4.

The main issue with adding more ERHW ramp interfaces is that new models will have to be made.  Thus, it's not likely that any new ramp interfaces will be added to that network for awhile.  The loop ramp idea has been in discussion for awhile, too--basically the same thing there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 29, 2009, 01:55:03 PM
Is a RHW 8 & 10c possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 29, 2009, 02:13:26 PM
The letter "C" means compact, for example the RHW6C is on 3 tiles intstead of 4. RHW 8 and 10 are wider so I don't think they would look realistic on 3 tiles. (especially the RHW 10)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 29, 2009, 02:19:13 PM
Well look back a page or two and you'll see the equivalent of an RHW-8C: The RHW-8R, being developed by Blue Lightning.
Title: Re: RHW (RealHighway) - Development and Support
Post by: simzebu on May 29, 2009, 02:39:05 PM
Quote from: Blue Lightning on May 28, 2009, 03:13:59 PM
RHW can make bridges ;) Though as for the urban/suburban/other, I use it all around since to me it looks waay better than maxis hwy anyway, but thats just opinion.... More types of ERHW are in the works/planned.

The only problem (and the only reason I use MHW anymore) is that RHW can't do bridges right next to each other, and it can't do any elevated bridges (yet). So above, where I needed to fit a bridge into a very tight space, I needed the FHW so that I wouldn't have to go down to ground level (even with E-RHW bridges, I'd need to go down, since the ground is 30m below the highway there, not 15), move one direction over a tile (actually, 2 tiles due to the way the canal set is made) go over the canal, bring them back together, and then bring them back up. But I agree, MHW is way too ugly and unrealistic for me to use for any real distances or interchanges anymore.
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on May 29, 2009, 03:00:44 PM
Haljackey, Alex... that pic is basically (from what I can tell) one of the variations of what I was talking about, yes. Would allow for the ramp to connect to the crossing road (street, avenue, etc) without using two seperate pieces for the ramp + elevation...

I'd volunteer to help, but I've got an old machine, I'm not very good at graphics and there's folks around with a lot better resources (and experience), so I'd better stay out of it.

I love a lot of what you've been able to do with the RHW so far. Would like to see the elevated RHW and/or MIS be able to cross ground RHW on the diagonal, but... well, maybe next version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: writingliberty on May 29, 2009, 03:03:02 PM
Quote from: io_bg on May 29, 2009, 02:13:26 PM
The letter "C" means compact, for example the RHW6C is on 3 tiles intstead of 4. RHW 8 and 10 are wider so I don't think they would look realistic on 3 tiles. (especially the RHW 10)

Maybe he meant a RHW-10C on 5 tiles (the regular RHW-10 takes 6)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 29, 2009, 03:08:17 PM
No the current RHW-10 takes 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 29, 2009, 04:05:38 PM
Yes, so the RHW10"C" would be 5 tiles like the proposed 8"C". However, since a 3 tile wide RHW10 would look unrealisitic, it would likely be implemented like the 8R.

The 8R has the same capacity as the 6C because of the way the lanes/paths are situated (same situation as the RHW4 and 6S). However, the 10R would be truely wider. It is 5 tiles wide and has a higher capacity of the RHW8S, 10S, and 6C.

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 29, 2009, 06:27:48 PM
How about diagonal RHW-4,6, and 8C? Can there be diagonal RHW Cs?
can you make a curve with RHW Cs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 29, 2009, 06:46:34 PM
RHW4C will never exist, 6C might be able to curve, 8C does not exist (do you mean: "8R"?) However, when you are referring to the RHW6, do you mean 6C? 6S can already curve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on May 31, 2009, 02:00:55 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F9859%2Fboloravia16jan011243759.png&hash=e5da6b842233a06b13ab888ba0af9e3c26045973)
Always when i make a bridge with RHW i can get them to go each way! How do i solve this problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 31, 2009, 02:06:21 AM
drag from the other direction?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 31, 2009, 02:07:43 AM
Drag one bridge in the other direction. That should solve the problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on May 31, 2009, 04:59:58 AM
just a question: is it normal that it is impossible to correctly plop 2 Elevated heavy rail over RHW8 puzzle pieces without going completely mad?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 31, 2009, 05:19:08 AM
Quote from: WC_EEND on May 31, 2009, 04:59:58 AM
just a question: is it normal that it is impossible to correctly plop 2 Elevated heavy rail over RHW8 puzzle pieces without going completely mad?

No, WC_EEND, this isn't impossible. I've just tried it:

Step 1: Make one side of the RHW-8 and put the Rail over RHW-8 Puzzle Piece on it. Make sure that the "place cursor" covers the two outside lanes of the RHW-8.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frail_over_rhw8_1.png&hash=9aca5053ccd903ce6f726b049b7d2828bf7f4d0a)

Step 2: Make the other side of the RHW-8 and put the Rail over RHW-8 Puzzle Piece on it. Again, make sure that the "place cursor" covers the two outside lanes of the RHW-8.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frail_over_rhw8_2.png&hash=fdf5590123954a61a185b84768dff6d7f22227b6)

Step 3: You're done, your rail overpass is there.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frail_over_rhw8_3.png&hash=85610e6afd3fb4fce5a7e0dab32f34a26a98967e)

I hope that answers your question.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 31, 2009, 05:28:56 AM
Another trick I do is to have a piece of elevated rail next to the highway as well, which helps line up the piece somewhat as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on May 31, 2009, 05:44:54 AM
thanks for the small tutorial jmvl :thumbsup:

Quote from: mike3775 on May 31, 2009, 05:28:56 AM
Another trick I do is to have a piece of elevated rail next to the highway as well, which helps line up the piece somewhat as well.

well, I tried that and it didn't help in any way
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexist on May 31, 2009, 08:16:28 AM
mmm i hear people talk about heavy rail and elevated heavy rail? whats the differents.
i mean in the normal maxis rail called heavy rail?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 31, 2009, 09:06:24 AM
Heavy rail is what you drag with the rail tool. Elevated heavy rail is the elevated rail viaduct pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 31, 2009, 09:25:04 AM
Hello everyone,

The RHW-4 to RHW-6C transition with 2 MIS Ramps is completed now. Special thanks to Alex (Tarkus), who made its wonderful North American textures. And especially for haljackey: this time I'm not using European textures with American ones. :D Anyway, here are the pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw4misrampstyleaxd_in_game.png&hash=7493983b468d102d4c1013c8f3771caaab1d4c0c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw4misrampstyleaxd_in_game_paths.png&hash=909f34f4b64cfa68e82766a957bd6175a2426619)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 31, 2009, 09:27:33 AM
The left part of your piece seems a bit too large and so it doesn't connect with the RHW-4 well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on May 31, 2009, 09:33:34 AM
You're right, Maarten. Thanks for notice that. ;) I'm going to ask Alex an improved texture right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 31, 2009, 09:40:05 AM
So, um, when are you going to be releasing these completed pieces?  :P I have some places I could really use them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexist on May 31, 2009, 09:46:23 AM
Quote from: deathtopumpkins on May 31, 2009, 09:40:05 AM
So, um, when are you going to be releasing these completed pieces?  :P I have some places I could really use them.

yeah and are all these new pieces also in the euro texture mod for rhw?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 31, 2009, 10:36:40 AM
^ No, of course. Somebody will have to make the textures for them. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on May 31, 2009, 12:45:11 PM
Could we have working El RHW over RHW? My network underneath converts to RHW 2 when it passes over. Even if it is only a puzzle piece for the overpass could we still have one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 31, 2009, 12:46:49 PM
Isn't it there already? Is the section of RHW after the overpass long enough, IE: 5-8 tiles?
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 31, 2009, 12:53:19 PM
Yeah, and how about RHW over RHW, or Maxis highway over RHW?
every time I try to make an elevated RHW 4 over RHW 6 or wider, the highway below becomes 2 RHW 2s.
Also, I really could use Elevated RHW 6,8, and 10. Are there going to be Elevated RHW 6,8, and 10???  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 31, 2009, 12:55:52 PM
From that I conclude that these overpasses haven't been made, yet. As for El-RHW 6,8 or 10: I don't know if they're going to be made, but, as all of these are 2 tiled networks, and only 2 of them have the capacity of 2 RHW-4's, you could just use 2 RHW-4 side by side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2009, 01:25:22 PM
Quote from: Driftmaster07 on May 31, 2009, 12:45:11 PM
Could we have working El RHW over RHW? My network underneath converts to RHW 2 when it passes over. Even if it is only a puzzle piece for he overpass could we still have one?

If you're talking about Orthogonal ERHW-over-RHW, it should be fixed if you've got the March 2009 NAM and RHW 3.2.  If you're referring to any sort of diagonal combination, those haven't been done yet.

That being said, I've considered making puzzle pieces for some of these overpass setups, though, as a "failsafe".

Quote from: CityMaster563 on May 31, 2009, 12:53:19 PM
every time I try to make an elevated RHW 4 over RHW 6 or wider, the highway below becomes 2 RHW 2s.
Also, I really could use Elevated RHW 6,8, and 10. Are there going to be Elevated RHW 6,8, and 10???  ()what()

ERHW-4 over Wider RHWs haven't been created yet.  As I've mentioned at least a few times in the past three pages of the thread, ERHW-6, 8 and 10 are planned, but it might be some time.

Quote from: deathtopumpkins on May 31, 2009, 09:40:05 AM
So, um, when are you going to be releasing these completed pieces?  :P I have some places I could really use them.

They'll be in the next RHW release.

And Maarten, thanks for pointing that glitch out . . . I'll get it fixed.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 01, 2009, 06:03:02 AM
Thats what I meant. I need ELRHW-4 over the wider networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2009, 04:15:18 AM
You can use one-way roads instead of RHW 4 :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 02, 2009, 05:15:34 AM
Quote from: io_bg on June 02, 2009, 04:15:18 AM
You can use one-way roads instead of RHW 4 :)


Whenever I do that, I always get improper pathing

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.villagephotos.com%2Fp%2F2003-5%2F187806%2Fwrong%2520paths.jpg&hash=8b8e28986c2af03e13b195424675602778e91f16)

Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2009, 05:21:10 AM
Don't worry, the paths are the same with other pieces of that kind One way over X. This "method" just saves space in the menus because there's no need for two pieces (one in one direction and another in the opposite direction).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 02, 2009, 12:29:43 PM
That is normal. It saves room in the RUL rings and also reduces the amount of work the user has to do. Traffic will flow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 02, 2009, 02:12:07 PM
Quote from: io_bg on June 02, 2009, 05:21:10 AM
Don't worry, the paths are the same with other pieces of that kind One way over X. This "method" just saves space in the menus because there's no need for two pieces (one in one direction and another in the opposite direction).

Quote from: Blue Lightning on June 02, 2009, 12:29:43 PM
That is normal. It saves room in the RUL rings and also reduces the amount of work the user has to do. Traffic will flow.

Thanks for the heads up.  Whenever I build anything involving the RHW, I always use the drawpaths cheat to make sure I did it correct, and always seeing that made me always just use tunnels when intersecting a wider RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on June 02, 2009, 03:12:49 PM
Hi,

I keep getting these with diagonal RHW, is this going to be fixed in the next version?

Thanks!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F7058%2Faaaf.jpg&hash=c37f4a2dd15e3603119088a32a24c9eada7542fe)

btw sorry about the people, apparently there's a big event :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2009, 04:02:23 PM
bob56, to answer your question, yes.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on June 02, 2009, 04:11:28 PM
I have noticed that RHW digs pretty deeply into hills, can you have an optional version that has a bit more slope tolorance?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2009, 05:01:31 PM
Quote from: RebaLynnTS on June 02, 2009, 04:11:28 PM
I have noticed that RHW digs pretty deeply into hills, can you have an optional version that has a bit more slope tolorance?

The RHW mod itself actually doesn't modify the slope of the network in anyway. 

A long time ago, the mod did include a modified Network Tuning Parameters Exemplar, which was designed to speed up network draw before the end stubs had paths on them, but that was taken out in the Version 2.0 release in January 2008. 

Unless you've got a Slope Mod installed, it's going to be using the default Maxis settings from SimCity_1.dat, which are just like the default Maxis settings on other networks--extremely tolerant. 

If it's digging in, you've got a slope mod installed somewhere in your Plugins that modifies the RHW slope.  The best solution would be to experiment with other slope mods until you find one you like.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on June 02, 2009, 05:40:39 PM
Quote from: RebaLynnTS on June 02, 2009, 04:11:28 PM
I have noticed that RHW digs pretty deeply into hills, can you have an optional version that has a bit more slope tolorance?

Becca: You might want to try out Adam's (Ennedi) slope mods, which are available on the LEX.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on June 02, 2009, 07:29:02 PM
I do have a slope mode (x2), but I think it was made before RHW. I never thought it might be the problem, thanks everyone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metalheadfromny on June 02, 2009, 07:48:57 PM
I cant get a screen shot of this, for whatever reason it's not working. However, sometimes when I place a diagonal exit on the RHW4 it digs an infinitely deep hole on one tile. The paths still work properly, it just looks really bad. Any input on this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 02, 2009, 07:49:51 PM
It's a known problem. Just plop a road tile next to where you're going to place the ramp then bulldoze the road tile after.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metalheadfromny on June 02, 2009, 07:54:18 PM
Oh, simple fix. lol, Thanks a lot.
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on June 06, 2009, 08:12:13 AM
So I got back from Europe like a week and a half ago and noticed the traffic lights in Germany, Austria, and Czech Republic signal like old U.S. Trafic lights when going from red to green. Anyway, Alex, I like how you've been up-to-date on bug fixes. Hope this doesn't sidetrack you from other projects.  ::)

-Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 07, 2009, 07:24:45 PM
Are El RHW 2s gonna be possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 07, 2009, 07:30:24 PM
More likely than not. It's just a reskin of the ELRHW-4 support pillar models and a new starter piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 07, 2009, 07:45:58 PM
Driftmaster07:  The El-RHW-2 is currently in development.  I'm going to assume it will be included within the next two releases.




One new addition I'd like to see:

Diagonal MIS/avenue intersection texture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F6436%2Fclipboard01.png&hash=629b25056af2bbd79b02635c6a08567d89c8be85)

Simple, but useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2009, 08:36:19 PM
The ERHW-2 is indeed planned, but it's more than likely going to be the release after the next.

And Haljackey, I like that idea . . . it'd come in handy for me as well.  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 08, 2009, 06:24:06 AM
OK. Also will more El-RHW (6s, 6c, etc.) be included in the next update?
Title: Re: RHW (RealHighway) - Development and Support
Post by: daeley on June 08, 2009, 06:26:24 AM
Quote from: Driftmaster07 on June 08, 2009, 06:24:06 AM
OK. Also will more El-RHW (6s, 6c, etc.) be included in the next update?

no
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on June 08, 2009, 11:58:37 AM
Quote from: Haljackey on June 07, 2009, 07:45:58 PM

One new addition I'd like to see:

Diagonal MIS/avenue intersection texture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F6436%2Fclipboard01.png&hash=629b25056af2bbd79b02635c6a08567d89c8be85)

Simple, but useful.

I was thinking the same thing.  :thumbsup: It would also be nice to have diagonal-MIS to ortho-road. ;) Alex, will turn-lanes for MIS be in the next release?  ::)

-Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on June 08, 2009, 12:27:28 PM
My wishlist for next RHW version

RHW2 Curves
RHW2+1 with Curves
RHW2+1 On/offramps
RHW2 roundabout (like the small road roundabout)
RHW4 Roundabout (same as AVE but different textures)
MIS Road T intersection
MIS Curves



Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 08, 2009, 12:55:33 PM
Quote from: metasmurf on June 08, 2009, 12:27:28 PM
My wishlist for next RHW version

RHW2 Curves
RHW2+1 with Curves
RHW2+1 On/offramps
RHW2 roundabout (like the small road roundabout)
RHW4 Roundabout (same as AVE but different textures)
MIS Road T intersection
MIS Curves


Seconded! This is exactly what I'm hoping for.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on June 08, 2009, 01:34:49 PM
QuoteMy wishlist for next RHW version

RHW2 Curves
RHW2+1 with Curves
RHW2+1 On/offramps
RHW2 roundabout (like the small road roundabout)
RHW4 Roundabout (same as AVE but different textures)
MIS Road T intersection
MIS Curves


Seconded! This is exactly what I'm hoping for.

Yes! and don't forget mis over mis over rhw4 or double elevated mis or how ever you call it
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on June 08, 2009, 06:24:28 PM
I also have a wishlist for the next version:
Elevated RHW 2, 4, 6, 8, and 10.
Maxis Highway over RHW puzzle pieces.
Wide Radius RHW 2 , 6, 8, and 10 curves.
RHW 6, 8, and 10 bridges.
RHW over El RHW Pieces.
RHW 12.
Diagonal Starter pieces.
Can the diagonal RHW 6, 8, and 10 be draggable?
whole 90 degree wide radius curves, not just 45 degrees.
I always wondered, Why can't we just plop the entrance and exit ramps for all types of highways?
Instead of RHW 6 entrance ramp, or RHW 8 Exit Ramp, how about one type of ramp that works for RHW 4, 6, 8 and 10? Widening the highways would be a lot easier because I don't have to tear down all the ramps.
That's what I hope to see in the next version. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 08, 2009, 06:29:24 PM
CityMaster:  Alex (Tarkus) and his RHW team are some of the best transit modders this game's ever seen.  They've done many great things, and have more up their sleeve.  However, there are some things they just can't do, some of which are on your list there.

Don't get high expectations - you're likely to be let down if you set the bar too high.


Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on June 08, 2009, 07:11:17 PM
I know, they are just ideas. So which of my ideas aren't possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 08, 2009, 07:42:06 PM
Quote from: CityMaster563 on June 08, 2009, 07:11:17 PM
I know, they are just ideas. So which of my ideas aren't possible?

Just guessing, but here's what I think probably isn't possible:

Draggable diagonal wider RHWs (i.e. 6S/C, 8, 10)
All-purpose ramp pieces
RHW over Elevated RHW (this is really a semantic issue - RHW without any modifiers = ground RHW, which obviously can only go under elevated networks)
Quite possibly, RHW-6S & -8 bridges, and definitely RHW-6C bridges

In addition, I have the following comments on other items on your wishlist:

You include Elevated RHW-4, which already exists (albeit in limited form). If you mean that you want expanded El-RHW possibilities, Alex has already posted teasers on previous pages of things the El-RHW will be able to do in v4.0.
Alex and the other RHW modders have already decided that RHWs wider than the RHW-10 will not be made.
Having smooth 90-degree curves isn't really necessary, since you can use a pair of smooth 45-degree curves to do the same thing. If you want them to take up less space, we run into a realism issue - how big are real highways' turning radii?

I don't want to sound like a party-pooper; it's just that some things are beyond even the awesome abilities of Alex & Co. Nevertheless, I also hope for certain additions to this mod that might not be possible until v5.0 or later. You just never know, especially now that we so rarely see any progress updates. Improvements are definitely coming to the RHW - just keep waiting and it'll come eventually!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 08, 2009, 07:52:08 PM
Zach's right.  I almost forgot to mention the NAM Team's quasi-official motto:

"We like to surprise people."
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 09, 2009, 05:58:58 PM
Well, as Ryan and Zach have said above,

a: Some things just arent possible.
b: We love to suprise people ;)
c: Wider RHW's will probably not be made.
d: One-puzzle-piece-for-all pieces are not possible.
e: Theres enough stuff to do for us to make for a few years, let alone a few months.

We do really try our best to make these mods, but remember, even our skills have limits. RL can also be a big factor. We all lead regular lives that we have to take care of. But be assured that we will keep on churning out our work.

BTW, RHW6C bridges are next to impossible (but possibly [just barely] possible) due to the fact that its a 3 tiler. Bridges can only be 1 or 2 tiles.

Regards,
Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2009, 12:50:55 AM
I think Vince and Zach summed stuff quite well, but I may as well add my own "line item" input on the wishlists as well.  I've been probably a bit too quiet here. :D

metasmurf
RHW2 Curves--Will be in Release 4.
RHW2+1 with Curves--Orthogonal prototype is built, some work done on diagonals, but still needs a little work.  Release 5 at the earliest.
RHW2+1 On/offramps--Release 5-6, most likely.
RHW2 roundabout (like the small road roundabout)--Not planned--scaling would be a bit small.
RHW4 Roundabout (same as AVE but different textures)--Not planned, though RHW connectivity with Avenue Roundabouts is planned for a future release.
MIS Road T intersection--Will be in Release 4.
MIS Curves--Will be in Release 4.

CityMaster563
Elevated RHW 2, 4, 6, 8, and 10--Will not be in Release 4, but planned for a future release.
Maxis Highway over RHW puzzle pieces--Puzzle pieces are not planned, but draggable underpasses will be phased in beginning with Release 4.
Wide Radius RHW 2 , 6, 8, and 10 curves--RHW-2 curves will be in Release 4, Wider RHW curves will not, but are planned for a future release.
RHW 6, 8, and 10 bridges--6S, 8 and 10 under development, will be in a future release.  6C bridges appear to be impossible, though.
RHW over El RHW Pieces--Not possible--how can you have a ground network over an elevated network? :D
RHW 12--Not planned.
Diagonal Starter pieces--Planned, may or may not be in Release 4.
diagonal RHW 6, 8, and 10 draggable--Under development, Release 5 at earliest.
whole 90 degree wide radius curves, not just 45 degrees--RHW-2 and MIS 90-curves planned for Release 4.  Not planned for other networks on grounds of realism.
I always wondered, Why can't we just plop the entrance and exit ramps for all types of highways?--Network overrides on puzzle pieces appear to be impossible, unfortunately.

I still don't have an entirely firm idea for what Release 4 will contain.  It may end up being relatively small, simply to keep the ball rolling.  I've got a bit of an RL patch coming up myself as well.

At the very least, jmvl's new ramp interface and transition pieces will be included, along with the infamous "missing piece" for the RHW-6S and 8 diagonals, plus some additional intersection and overpass setups for the RHW-4 and ERHW-4.  There's a possibility at least some of the turn lane content and a couple other things may make it in as well.

Hope that clears things up!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 10, 2009, 05:15:22 AM
Thanks Tarkus for clearing that up. I cant wait!  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 10, 2009, 06:37:50 AM
Take your time.


I'm slowly getting used to RHW, so as long as I get enough time to get used to what I have now, I am happy  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on June 10, 2009, 08:17:00 AM
Quote from: Tarkus on June 10, 2009, 12:50:55 AM
CityMaster563
Elevated RHW 2, 4, 6, 8, and 10--Will not be in Release 4, but planned for a future release.

I'm pretty sure that E-RHW4 already exists ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on June 10, 2009, 08:34:57 AM
What about double EL mis?
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on June 10, 2009, 09:11:46 AM

MIS is already avaliable elevated. RHW 2 is planned to be elevated
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on June 10, 2009, 10:40:23 AM
I know, I mean double elevated so we can build MIS over MIS over RHW4. So we can build something like this!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F9127%2Fknooppunt.jpg&hash=433da15f37674c29c5847a18476286a0380704b2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on June 10, 2009, 12:10:29 PM
mtg: That would be awfully hard to do. I don't even know if it is possible. t's unlikely that you'll see something like this in SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on June 10, 2009, 01:11:21 PM
a double MIS is possible....but not likely anytime soon. 

doesn't anyone wanna be surprised by the next release?   &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on June 10, 2009, 01:20:07 PM
Quotedoesn't anyone wanna be surprised by the next release?   Mmmm

haha, it's just everybody is so full of ideas, but almost nobody knows how to mod them self (including me :'()
wish there was a good tutorial on that......
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on June 11, 2009, 01:08:07 AM
Another thing that would be awesome is MIS splitters so we can do something like this (maybe not as extreme)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5391%2Froundabout2om4.jpg&hash=10f39fd4fe61c254875e451313d896f7f56bf600)
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on June 11, 2009, 01:11:42 AM
Quote from: choco on June 10, 2009, 01:11:21 PM
a double MIS is possible....but not likely anytime soon. 

doesn't anyone wanna be surprised by the next release?   &mmm

I do, I like surprises
Title: Re: RHW (RealHighway) - Development and Support
Post by: aaaling on June 11, 2009, 09:43:47 AM
Quote from: choco on June 10, 2009, 01:11:21 PM

Originally posted by: choco:

a double MIS is possible....but not likely anytime soon. 

doesn't anyone wanna be surprised by the next release?   &mmm

I don't!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 11, 2009, 11:02:33 AM
Metasmurf, that is so curved beyond belief to game limitations, but I think a not so curved version, but similar straighter, yet still curve-able version of the picture you showed is possible to replicate the concept with the current RHW. The MIS can split up already in 2 ways. The regular MIS doesn't have a splitting piece, but Tarkus' design for splitting the MIS without a lane before the turn off, involved straight segments, with one direction angling off on an angle. That way it can easily be drawn. I prefer having the extra lane to turn off before hand though. Avenue Roundabouts would have to be used on the right though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Need4Camaro on June 12, 2009, 07:48:18 AM
I was just wondering for the RHW "Loop Connectors" for RHW4,6,and 8 - Would it be possible to build it so that even when you put the intersections through the RHW, when it detects that conditional intersection, it will retain the default texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2009, 12:45:30 PM
Need4Camaro, unfortunately, there's not a way to set the RULs up to detect whether or not a transit tile is next to a Neighbor Connection.  If something like that were to be implemented, it'd end up having implications for those intersections even when they're not being used as Loop Connectors.

I do, however, have some good news.  I've effectively managed to create a series of puzzle pieces that allow for full functionality, but hide the Loop Connector and disguise the "Nicole Richie Effect".  They will be included in RHW Release 4.  In my testing thus far, they've proven extremely effective and they are very easy to use.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 12, 2009, 05:42:09 PM
Quote from: Tarkus on June 12, 2009, 12:45:30 PM
I do, however, have some good news.  I've effectively managed to create a series of puzzle pieces that allow for full functionality, but hide the Loop Connector and disguise the "Nicole Richie Effect".  They will be included in RHW Release 4.  In my testing thus far, they've proven extremely effective and they are very easy to use.

-Alex

Now that is great news
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 13, 2009, 11:55:40 AM
No. That is EXTREMELY GREAT NEWS!!!!!!!!!!!!!!!!!!!!! I hate the loop connector looks but now we can get rid of them! (sort of)   &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on June 13, 2009, 01:28:53 PM
Quote from: Tarkus on June 12, 2009, 12:45:30 PM
"Nicole Richie Effect".

I'm excited to hear about the new puzzle pieces, but what the heck is this "Nicole Ritchie Effect" that you're talking about?

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on June 13, 2009, 01:35:01 PM
I have been hoping to hear something like this for a long time  ;D Great to see you were able to get it off the ground and working no less.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 13, 2009, 02:11:16 PM
The "Nicole Richie Effect" (NRE, for those acronymically-inclined) is a mildly amusing side-effect of the Loop Connector method of building Neighbor Connections.  Here it is in action:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F8695%2Frhw061320091.jpg&hash=9d796a8a78a5cdfed7a3a7ca8329e866762bdadf)

As you can see, one of the vehicles is on the wrong side of the freeway--just like Nicole Richie (http://en.wikipedia.org/wiki/Nicole_Richie#Legal_problems) on California State Route 134 a couple years ago.

-Alex



Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on June 14, 2009, 05:57:20 AM
thanks for clearing that one up  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 14, 2009, 06:02:06 PM
OFF TOPIC ALERT! Ok maybe not so off topic but doesnt anyone notice that the RHW thread picture thing is an X at the top of the page?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 14, 2009, 07:39:49 PM
Uh, no. I haven't seen an x, now that you mention it, where did the RHW graphic go? but if it turns out someone is changing their graphic design again...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 14, 2009, 09:01:57 PM
Quote from: j-dub on June 14, 2009, 07:39:49 PM
but if it turns out someone is changing their graphic design again...

I'm not.  Imageshack is just being silly for some reason.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 15, 2009, 09:42:19 AM
Oh. Hopefully it will be fixed soon.  ;D Its fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on June 18, 2009, 08:59:27 PM
How about a puzzle piece that turns RHW-2 into parallel MIS ramps (without one of them shooting out diagonally)? Not a priority, but I'd use it in a few spots for sure. It might look a little funny though because of turning one tile into two, but i's still use it. And also another thing I'd like to see is Diagonal RHW-4 to OWR transition (when I try it it turns into a road first and looks horrible and doesn't work right, it's just bad). Can't wait till the next release :D Oh yeah and maybe kinda a combo of the B type and C type ramps where it adds a new lane (like the C ramp) but instead of the MIS coming out parallel it comes out diagonal (like the B ramp). Hope that's not too much to ask, I know you're really busy, but yeah, these pieces would be useful to me :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on June 19, 2009, 02:55:53 AM
Well, doorknob60, the RHW-2 into 2 parallel MIS ramp Puzzle Piece is also a Puzzle Piece where I'm looking for. I'm definitely going to create that Puzzle Piece your talking about. Of course I'm also going to create a RHW-4 to 2 parallel MIS ramp Puzzle Piece. I hope Alex (Tarkus) can give me some textures, IIDs and IIIDs soon. I think these Puzzle Pieces will be very useful and I hope I can include them in the next RHW release.

What about the diagonal RHW-4 to OWR-transition, I think it probably will be fixed in the next release.
I think the D ramp interface type (a combo of the B and C type) are probably not in the next release. But you can also make this kind of ramps by placing a C type ramp interface and dragging the MIS diagonal from the Puzzle Piece, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw_4_to_6s_mis_diag.png&hash=b9753ffcaf2ef4a2d913122879bfd6831d3a86b7)

Hope that's answers your questions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 19, 2009, 06:46:40 AM
Quote from: jmvl on June 19, 2009, 02:55:53 AM
I think the D ramp interface type (a combo of the B and C type) are probably not in the next release.

Well, I doubt that, because when I made the RHW Euro TRM, I came across this unused texure:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F3675%2Frhw4rampd.png&hash=2116af37fd6eaffea467d254c8685aacfd01711b)

... and here's the Euro version :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3675%2Frhw4rampd.png&hash=8463cb3a73d4ab93dc7a429948fcd4ce2a03a454)

The textures are there, but there are neither S3D files, nor pathing files, nor anything else that points to the exsitsance of this puzzle piece. I hope Alex will release it in the next version.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on June 19, 2009, 01:09:01 PM
Quote from: jmvl on June 19, 2009, 02:55:53 AMI think the D ramp interface type (a combo of the B and C type) are probably not in the next release. But you can also make this kind of ramps by placing a C type ramp interface and dragging the MIS diagonal from the Puzzle Piece, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw_4_to_6s_mis_diag.png&hash=b9753ffcaf2ef4a2d913122879bfd6831d3a86b7)

Hope that's answers your questions.
That's what I do right now, but it doesn't look as good and takes more space than what the type D textures mrtnrln just posted would be, but I can wait. Nice to hear about the parallel MIS and the diagonal RHW-4 to OWR transition though, those would help me in a few spots :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 22, 2009, 04:03:55 PM
doorknob60, to answer your question, Type D interfaces are planned for a future release.  They'll be in Release 5 at the latest.

And now that the June 2009 NAM is out the door, work will be recommencing here on the RHW. 

As you may or may not have heard, the Missouri Department of Transportation has opened the first ever Diverging Diamond Interchange (DDI) (http://en.wikipedia.org/wiki/Diverging_diamond_interchange) in the United States earlier today, at the Interstate 44/Kansas Expressway interchange in Springfield, MO (http://www.modot.org/springfield/major_projects/Greene/DivergingDiamondPhotos.html).  And to commemorate this project, an MIS/Avenue DDI Interface Puzzle Piece has been created, so you'll soon be able to build your own DDIs.

I'm still tweaking the design and the textures right now, but this will give you a taste of what's to come.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F2668%2Frhw062220091.jpg&hash=b1509a05dfe83cf31bf9f7b90032dbbaaeaeda6c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 22, 2009, 05:13:43 PM
Geesh Alex, I never suspected this one!  Excellent job with the "switch".  :)

I'm not sure this design will increase capacity in-game, but it sure does look neat!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on June 22, 2009, 05:14:10 PM
Why does it seem like it has a very high chance of becoming the scene of many, many accidents... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 22, 2009, 05:25:06 PM
Looks cool though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 22, 2009, 05:49:40 PM
Oh, yes!  Teasing, yet pleasing.  :)  I'm looking forward to this one, Alex.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 22, 2009, 06:13:56 PM
Also will that be included in the next RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: ebina on June 23, 2009, 05:19:18 AM
Attached a compatibility patch for the RHW bridges. This is needed for LHD members only.

After installing the June 2009 version of the NAM Essentials RHW bridges stop functioning in LHD versions of the game because of a new rule added into the Network INI. If you have the same problem as shown in this picture please install the attached patch. No need to rebuild bridges.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F5625%2Frhwbridgesmissingpaths2.jpg&hash=310f2673ca5b40b744fb29f0c362aa01a7fca544)

EDIT:
Removed patch file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on June 23, 2009, 10:23:46 AM
Thank you Tarkus. That puzzle piece will be so useful to me!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 23, 2009, 12:10:39 PM
I am reporting a possible RHW bug.  In my game, I've noticed that the RHW-4/MIS-1 Exit Ramp Style B with a northwest-bound MIS ramp exiting off a westbound RHW-4 is missing and is replaced by a RHW-4/MIS-1 Entrance Ramp Style A Diagonal with a northwest-bound MIS ramp entering a northwest-bound RHW-4.  By the way, my game is RHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on June 23, 2009, 12:28:17 PM
Tarkus... I'm curious if this configuration might work (it is attached below).

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sky Guy on June 24, 2009, 09:41:59 AM
Ok first off great work!

Now I dont know if im missing something, but i keep seeing "New RHW textures" that are grey. Are they ready to download yet or are these for one of the older versions?

Quote from: Tarkus on May 27, 2007, 08:25:46 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9529%2Frhw805272007dj4.jpg&hash=41caa0a88a5ec9342dab530fd277e52ce8ccefdd)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 24, 2009, 10:11:34 AM
metarvo, that's an odd bug.  I'll have to check into it.

allan_kuan1992: I rather like that setup--I think it could be useful.  Thanks for the suggestion!

Sky Guy:  Thanks for the kind words, and to answer your question, those are not new RHW textures, but rather, extremely old RHW textures.  That Wider RHW prototype there was built in May 2007 using slightly modified versions of the RHW textures that came in the original RHW release (Release 1.2) back in 2005.  That set was discontinued shortly after that pic, during development on Release 2 in 2007-2008, and given that the RHW has grown so much since that set ceased development, it's missing pretty much everything.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sky Guy on June 24, 2009, 11:12:03 AM
Thanks Tarkus. Is there anyway you can have two versions of RHW at the same time to get those textures or is anyone developing a greyish texture mod for the new one? Thanks so much!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 24, 2009, 02:40:48 PM
As far as running two different RHW versions at the same time, you'd run into issues, as the RUL Files would conflict quite heavily.  The Instance ID system between the two is also different.  In less technical terms, you'd get a lot of weird bugs and many features implemented in the past 4 years (including the MIS) simply wouldn't work.

And as far as a grayer texture set, there's been a few people who have started and then quickly abandoned doing one.  There seems to be at least a few folks interested in it, so perhaps in the future one will show up.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on June 24, 2009, 02:47:08 PM
I do know what's involved in making a new texture set but I'm all wrapped up in automata modding for the moment so it'll be quite some time before i can get around to making a RHW set to my satisfaction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on June 25, 2009, 09:40:26 AM
Could the Texture set be optional? I like the new one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on June 26, 2009, 01:05:07 PM
I doubt that anyone would want to create them for the minority that want to use them. I for one, prefer the darker textures as they look more realistic where I live.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shysoo on June 27, 2009, 06:06:06 AM
 &apls Good mod...
Title: Re: RHW (RealHighway) - Development and Support
Post by: yutian on June 28, 2009, 09:05:57 PM
 :)Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on July 01, 2009, 10:25:46 AM
I seem to be having a slight problem with the RHW 3.2 right now. I want to connect the RHW-4 and the diagonal MIS piece shown using the B-style ramp:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg170.imageshack.us%2Fimg170%2F1516%2Frhwissue1o.jpg&hash=52d8fb6c9eee574cce009a17e1f60fa95f1867f7)

However, when cycling through the various entrance and exit directions, it doesn't seem to be available. In fact, cycling through once from this direction:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F8818%2Frhwissue2.jpg&hash=b6dd1023c063348cee9c8b318b6d1bfbd111cd53)

Yields this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F7430%2Frhwissue3.jpg&hash=84d4321fe126440d10bba3f375e4de9fda57f73e)

Also, while cycling through the directions in the A-style diagonal ramps, I noticed that a particular direction of an entrance ramp was missing. Naturally, the piece in question is the same one that shows up when cycling through the B-style directions.

I've tried un- and reinstalling the NAM and RHW numerous times, used the NAM Cleanitol file, and cycled through the other various RHW interchanges, transitions, etc. to look for the missing piece, but so far I've had no luck. I'm not sure if this is a problem that anyone else might have had or is previously, addressed in this thread, but any help will be greatly appreciated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 01, 2009, 10:38:43 AM
Try hovering the B-exit directly over your RHW-4 where you want to have the exit ramp and see if that helps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on July 01, 2009, 10:39:03 AM
Actually, I think that second picture you showed us is the piece.  Just press the home and end buttons a few times to rotate it and get an exit instead of an entrance. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on July 01, 2009, 11:21:15 AM
Thanks for the replies, guys.

Quote from: nerdly_dood on July 01, 2009, 10:38:43 AM
Try hovering the B-exit directly over your RHW-4 where you want to have the exit ramp and see if that helps.

I already tried that, unfortunately. It only shows the entrance ramp for that direction of traffic. When I try it over the opposite-bound lanes, though, it cycles between the exit and entrance ramps without a problem.

Quote from: pilotdaryl on July 01, 2009, 10:39:03 AM
Actually, I think that second picture you showed us is the piece.  Just press the home and end buttons a few times to rotate it and get an exit instead of an entrance. ;)

Yes it is, but it's not facing the correct direction for me. When I do rotate through the directions, it seems to skip the direction that I am really needing and instead gives me the A-style diagonal ramp shown in the third picture, which is the confusing part.

It's a minor problem, really; I can just use an A-style exit for the ramp. However, I need to know if it's just an issue with how I installed it or if anyone else is also encountering this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 01, 2009, 11:38:38 AM
I believe it has been pointed out before somewhere, it is a mistake in the controller file. All the NAM's have to be updated for it to be fixed.

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 01, 2009, 12:26:53 PM
I can confirm what Joe said.  There was an error in some of the RUL copying between the controllers when compiling the final build that caused that.  The problem is very easy to fix, but it requires updating the NAM Controller file again.  We had been waiting to see if there were any other issues floating around with anything NAM-wise, though, before doing anything on that end, so we don't have to re-update everything multiple times.

And speaking of that end of things, I realize things have been a little quiet here on this thread . . . that's because I've been working on actually re-writing/re-organizing the RHW Override RULs.  It's not really much to look at in-game, particularly but once you finally get your hands on it, you'll find that things are a great deal more stable.  The way things will be set up with the new RULs will also aid greatly in adding a few anticipated features as well. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on July 01, 2009, 06:23:17 PM
Nice to see you're still working on it Alex.. wouldn't want us to have to start cracking the whip.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: quackmofro on July 01, 2009, 07:19:29 PM
Quote from: JoeST on July 01, 2009, 11:38:38 AM
I believe it has been pointed out before somewhere, it is a mistake in the controller file. All the NAM's have to be updated for it to be fixed.

Joe

Quote from: Tarkus on July 01, 2009, 12:26:53 PM
I can confirm what Joe said.  There was an error in some of the RUL copying between the controllers when compiling the final build that caused that.  The problem is very easy to fix, but it requires updating the NAM Controller file again.  We had been waiting to see if there were any other issues floating around with anything NAM-wise, though, before doing anything on that end, so we don't have to re-update everything multiple times.

All right, I understand now. Thanks! And excellent work as always.
Title: Re: RHW (RealHighway) - Development and Support
Post by: City on July 02, 2009, 02:32:15 PM
I love the RHW. Trust me, it is a revolution.  &apls  :thumbsup:

Now, here's what I think we should have in the RHW.

1. RHW MISC (divided MIS ramps close together), 4C, and 8C
2. Standard Freeway ramps to MIS
3. RHW-8 to 6 (one lane comes off into a MIS ramp)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 02, 2009, 02:59:43 PM
City,

1. RHWMISC might be made. 4C will most likely not (theres little to compact it even more), and 8C does not exist, but there is the 8R which is similar.
2. Not sure
3. That is either being made or is planned

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: SusanMarie1956 on July 02, 2009, 03:26:47 PM
Since the computer crashed (again) and I've restored SC4 back only using the latest NAM controllers and RHW 3.23, I'm experiencing two things. The first as mentioned above that the "B" exit will not orient itself to the highway in one particular direction. (Southbound) It doesn't happen all the time but in certain parts of the maps.
I've delibertly kept things to a minimum until I build a more permanent backup solution should the computer go belly up again. 

So I'm pretty sure it's not a conflict with other pieces of SC4 that are used in the game.

The other problem happens on the B exit of the RHW 6S... A lot of traffic used this ramp. You can see the cars approaching that section of highway, and then they disappear. Only to reappear on the MIS. Minor issue, I know, but it bugs me. Any speculations? Or is a result of the Nam Controllers again?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 03, 2009, 03:32:51 AM
There's a small bug in the NAM Controller, which I have fixed already. If there aren't any more bug reports, I'll upload an update this weekend.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 03, 2009, 08:55:24 AM
I would like to announce that I have made my first puzzle piece for the RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FNewCity-Jan12001246635943.png&hash=7ecd2ff4909cae7f978fb345a3d9e419821c3f85)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FNewCity-Jan8001246635928.png&hash=59bcbb55870b6ce814622d80f46a5248f4ba0ada)
It's a piece that I have found a number of uses for in my cities, including center exits or an HOV entrance.
Textures and modding were all completed by me with the valued aid of Vince (Blue Lightning).

EDIT: And now here's a shot of it used in an actual built city, illustrating one of its uses:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FGlendale-Apr15311246638440.png&hash=ac7e8ada3d40ba45d862dbe8e7f421acfe5781a9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 03, 2009, 08:58:27 AM
Connor (deathtopumpkins),

Congrats! I guess my hours (more like 2 1/2 days :P ) of teaching you this stuff wasn't in vain! :thumbsup:

I personally would love to use such a piece also in my cities. And you really do have a talent for creating new textures from an existing set (and probably from scratch too).

Yay!
Vince

EDITHey, it got you a K-point, Vince.  Thanks for your hard work! -DE
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on July 03, 2009, 09:03:00 AM
excellent work!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on July 03, 2009, 09:08:23 AM
Oh wow, that looks phenomenal!
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on July 03, 2009, 09:09:34 AM
Congratulations! You're really coming along in the modding world. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 03, 2009, 09:26:55 AM
DTP, excellent work!  Those markings get my stamp of approval.  Well done, and I can't wait to see what you come up with next!

EDIT:  Would a setup like this for the RHW-8 & 10 be possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on July 03, 2009, 09:48:48 AM
That looks amazing deathtopumpkins, Welcome to the world of modding! You'll make a great addition to this project!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 03, 2009, 09:54:29 AM
Thanks everyone!  :)

Ryan: Possibly.  ;) It would be easier if there were an 8C or 10C, but I'll mess around with some textures later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 03, 2009, 10:02:26 AM
Congratulations on creating your first Puzzle Piece, deathtopumpkins. :thumbsup: Thanks for making this Puzzle Piece, I know plenty of places where I can use it. Also good work on the textures, they look great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 03, 2009, 10:16:51 AM
that is a seriously awesome piece :), its also a quick way to diagonals :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on July 03, 2009, 10:19:11 AM
whoa  :o

thats really nice... i got plans for it already
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 03, 2009, 11:29:24 AM
I was just thinking of this yesterday!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 03, 2009, 12:55:36 PM
DTP, congratulations on your first puzzle piece!  You seem to have everything figured out--it looks phenomenal!  I think it'll be really a very useful addition to the RHW-6C, too.   :thumbsup:  +1 Karma for that, too.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 03, 2009, 02:12:49 PM
Nice job, DTP.  :thumbsup:  It really looks like it can save space in some situations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on July 03, 2009, 02:24:10 PM
D.T.P., I love it and will use it.  There is one interchange on I-94 similar to this near Miller Park in Milwaukee and one just like it on U.S. 41 in northern Ill.  It's a space saver indeed, especially on "older" roads.  :)  Keep up the great work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on July 03, 2009, 08:29:46 PM
Excellent.  A Compact Left Exit, just what the doctor ordered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: lf420 on July 03, 2009, 11:43:50 PM
&apls
DO WANT

Very well done. Can't wait to use this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 04, 2009, 01:32:18 PM
Hello!

I've made a texture for a RHW-2 to MIS sidesplit, however, I'm not very good in puzzle piece making.

Here is the texture (euro):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW_mis_split2.png&hash=f991e901cd8d702fb1e05aa9ed382e28d0adef93)

Fell free to use it, and if someone wants the PSD file, tell me and I'll upload it!  ;)

- riiga
                                     ______
EDIT: The dimensions are: |  |  |  |
                                        |_|

Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 04, 2009, 01:47:37 PM
Great job DTP and riiga! &apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on July 05, 2009, 03:40:22 AM
DTP,

       Has to be one of the best if not THE best debut's for someone entering the world of Transit Modding with
a huge splash !  Rest assured this puzzle piece will see heavily usage by those even somewhat interested in the
RHW Mod.. But even more than that its nice to know that now others besides your good friends , finally get
a chance to see what your capable of.. I would also like to thank Vince (the blue lightning) for all the help he gave
you in the development of this great new puzzle piece.. the 2 of you sure make a great modding team !

Thanks Much DTP for all the time you spent working on this, and the great addition this will be to RHW Mod..  &apls

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: beutelschlurf on July 05, 2009, 05:04:27 AM
moin Tarkus, moin deathtopumpkins, moin RTMT Team,

i would like to make my coment to the pic before, ... :P i really missed that one!
"$Deal"$ "great" ... "just great"
... you guys doing a lot to add more realism to SC4!  :thumbsup:

b_schlurf
Title: Re: RHW (RealHighway) - Development and Support
Post by: tristan4eva on July 06, 2009, 01:58:38 PM
Could somebody please make a Elevated RHW over roundabout puzzle piece like there is one for the normal Maxis Elevated Highway
It will be a great addition to the NAM in my opinion :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 06, 2009, 06:55:21 PM
tristan4eva, that piece is planned for eventual inclusion.  Not sure when, though.  I have plans to add at-grade RHW/Avenue Roundabout functionality in as well.

Made a breakthrough last night as well--I figured out RUL 0x00000014, which had evaded me for quite some time. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 06, 2009, 07:03:03 PM
There are smooth curves planned for RHW6 and 8 and MIS, aren't there? These are some things I am very excited to use. Something else interesting would be a 5x5 roundabout for RHW-2, where the lane transitions very smoothly to the roundabout, these are somtimes used on the main roads here in NZ, perhaps I could work on some textures for some such thing. Also something similar thats 6x6 for RHW-4 would be cool.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on July 06, 2009, 07:25:12 PM
RUL 0x00000014???? Neighbour Tile Rules? Does that mean.....naw , it can't :thumbsup:

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 06, 2009, 07:39:14 PM
What is RUL 0x00000014?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on July 06, 2009, 07:56:35 PM
Read previous post....

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on July 06, 2009, 08:06:22 PM
dtp...

...don't look at me- I promised I'd never tell anyone your real name, but it appear the secret is, err... out...

I know exactly how you felt when you fired up the game and that first puzzle piece worked- experienced it just a little less than a year ago myself.  With folks like Alex (Tarkus), Jonathan and Vince (Blue Lightning) around as mentors, I've never found learning anything so hard to be so enjoyable.  I'll throw a K-point in on top of Alex's- it's well deserved.

Now you'll have to figure out how to cope with wanting to do 100 fantastic things when you only have time for two or three.  It's a wonderful dilemma, my friend.


David




Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 07, 2009, 01:58:16 AM
man someone better shot that darn boy who let the cat out of the bag for DTP's name lol..... DTP dont worry you will be allways DTP unless you prefer other wise :D

Anywho I do have to say there DTP that is simply stunning piece of work you have created wow!!! BTW need any other beta testers lol

patrick
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 07, 2009, 09:41:35 AM
Oh okay. So... We might have working neighbor connections?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 07, 2009, 10:50:02 AM
We already have workarounds for neighbour connections, but I assume soon these will be obsolete
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 07, 2009, 01:35:44 PM
Actually, the RUL 0x00000014 stuff has nothing to do with neighbor connections.  RUL 0x00000014, or the "Supplemental DirtRoad RUL", is basically an Individual Network RUL that, in combination with RUL 0x00000013, handles the placement of the base RHW network.  0x00000013 defines the basic pieces based upon CheckTypes, and 0x00000014 handles single-network overrides within a 25-tile area. 

My reason for going into RUL 0x00000014 has to do with issues involving certain RHW/RHW diagonal intersection setups.  The way Maxis implemented Diagonal Roads, OWRs and RHWs going across multiple instances of the same network running in parallel is really very awkward and makes it near impossible to get a solid handle on the RUL 0x10000002 overrides.  I've spent countless hours fighting them.

This is how the game draws a diagonal RHW going across 4 parallel Orthogonal RHWs. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F3281%2Frhw070720093.jpg&hash=577db59bbd51beecf3b8b90dc625c0f70b4c7cb4)

It's an absolute mess.  The Diagonal/Diagonal Crossing of 2 parallel RHWs is even messier.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F9149%2Frhw070720092.jpg&hash=fc44af28c8322b442f9a28a8dbd67f59b2230981)

Here's what 3 parallel Orthogonal RHWs looks like after I've made my adjustments in RUL 0x00000014.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F6721%2Frhw070720094.jpg&hash=b9d5550cc6c1790147eefb07e463a837cdddab21)

Now, those setups probably don't look all that useful with just RHW-2s, but imagine those RHW-2s overriden to other RHW types--for instance, that 3 parallel setup above as an RHW-6C with a diagonal ERHW-4 flyover crossing over it.  Stuff that probably would be virtually impossible for me to do with just RUL 0x10000002 given just how much Maxis wonkiness there is there in the default setup.  So, essentially, I'm going in at a more basic RUL level that operates on a larger scale and forcing the game to cooperate, making the eventual overrides easier and more stable.

You might be a little disappointed now, thinking that your hopes for better neighbor connections have been thwarted.  Alas, though, that's not the case--I've done a little something with RUL 0x10000000.  May as well finally reveal this pic . . . I've done some rather clever stuff here that won't be readily apparent.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F4406%2Frhw070720095.jpg&hash=1484fdbb774c96c295a681f81ebbe6dc0a58c3bb)

Goodbye loop connector.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on July 07, 2009, 01:46:30 PM
Is that a puzzle piece that hides the loop connector? I was never bothered with the way it ususally looked (I tend not to develop all the way to edges of my tiles), but now my OCD is going to notice it on a constant basis.

Well done!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: z on July 07, 2009, 01:49:17 PM
Those original diagonal RHW crossings look just like what the game does with diagonal crossings of parallel subway lines that are running right next to each other.  Is there any chance that your work could be applied to cleaning that up as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on July 07, 2009, 02:09:50 PM
YES!!! NO LOOP CONNECTIONS!!!!!  &apls &apls


(plus all the other awesome adjustments you've made) Great job! Can't wait to try myself! I could see huge implications of this
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 07, 2009, 07:09:12 PM
Quote from: bob56 on July 07, 2009, 02:09:50 PM
YES!!! NO LOOP CONNECTIONS!!!!!  &apls &apls

I second that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: York554 on July 07, 2009, 08:46:07 PM
Excellent Work DTP...I can't wait to see what you make next ! You have great
potential :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on July 07, 2009, 09:52:59 PM
It's awesome DTP  :o, keep the excellent work  :thumbsup:.
It's time that Tarkus have a minion. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 08, 2009, 12:13:09 PM
that makes me drool. you sir are a duuuuuuuuude

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 08, 2009, 12:29:38 PM
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG

Utterly amazing! Neighbor connections, better diagonal connectivity, and new RHW-2 textures!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 08, 2009, 01:17:54 PM
I'd like to add my congrats here as well.  Simply put, there's some fantastic work going on here.

Excellent job DTP on your first puzzle piece!  And Alex, seems like luck was on your side when tweaking with the RUL files.  Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 08, 2009, 01:51:19 PM
Someone mentioned fixing up the subways earlier. Water lines are afflicted with the same diag/ortho disorder of sorts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 08, 2009, 04:24:18 PM
Hey if those are new RHW - 2 Textures is it really any different than the Maxis road? I like the old textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 08, 2009, 06:36:50 PM
Very interesting. The more control, and the more stable it is the better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 08, 2009, 08:56:06 PM
New RHW - 2 textures!? They're awesome!
No more loop connectors!? Also awesome!
Better diagnal functionality!? Yet again awesome! I bet this will also make your life easier too.

Great Progress :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 08, 2009, 10:59:30 PM
Quote from: Driftmaster07 on July 08, 2009, 04:24:18 PM
Hey if those are new RHW - 2 Textures is it really any different than the Maxis road? I like the old textures.

I'm gonna have to agree with this. Most RHW-2s around here (you know what I mean :P) have dashed lines.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F212v67c.png&hash=5de5e5ab8dd703ffbfe7e93ba3c03a0da724e5ac)

Of course around hills and near turns and whatever one/both of the sides will turn solid. You know what I mean, but double solid lines 100% of the time just doesn't look realistic. I'd rather have it the way it currently is. I like the looks of everything else though, especially the end of loop connectors (or for me, transferring to AVE or Maxis HW) and DTP's piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 09, 2009, 03:04:51 AM
Thanks for the kind words, guys.  And as you may know now, DTP's officially a NAMite now. ;)

To answer a few questions:

Quote from: wes.janson on July 07, 2009, 01:46:30 PM
Is that a puzzle piece that hides the loop connector?

Yes, that's exactly it.  It also eliminates the difficulty of building Loop Connectors on slopes, which is tricky if you've got a restrictive slope mod installed.

Quote from: z on July 07, 2009, 01:49:17 PM
Those original diagonal RHW crossings look just like what the game does with diagonal crossings of parallel subway lines that are running right next to each other.  Is there any chance that your work could be applied to cleaning that up as well?

Yes, absolutely--thanks for bringing that up.  The coding is very similar, and it's just a matter of changing a few IIDs.  Once I've got the RHW stuff sorted out, I plan on copying it to other networks.

Quote from: Driftmaster07 on July 08, 2009, 04:24:18 PM
Hey if those are new RHW - 2 Textures is it really any different than the Maxis road? I like the old textures.

Quote from: doorknob60 on July 08, 2009, 10:59:30 PM
I'm gonna have to agree with this. Most RHW-2s around here (you know what I mean :P) have dashed lines.

First off, doorknob60, serious props for using US-97, my all-time favorite highway.  :)

As far as the striping on the RHW-2 goes, there will actually be some options.  You may remember my pic I showed awhile ago with the three different striping patterns on the RHW-2.  I'll have more to say on that soon.

riiga, thanks for the texture, too--that's a great idea for a piece.  I may see about running up a matching US version of it. 

And joelyboy911, that's an interesting concept there--I've been considering making some sort of a "weaving/deceleration approach" piece for awhile now, too, which I'm guessing is similar to what you're talking about?

I'll be back with more soon.  There's some interesting stuff around the corner . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 09, 2009, 03:46:49 AM
Yes. Since I live in a small city in a small country my experience of highways is minimal, so I dont know exactly what you mean by "weaving/deceleration approach", but I like using roundabouts as intersections, and the avenue and road ones, on top of having non-matching textures, also seem to small in diameter to me, and I never liked the layout of the lines very much on the ave one, but this is not the place to discuss these.

Perhaps this is what you mean already, but another good piece would be RHW-2/road intersections where there are turning lanes for traffic making a left (LHD) turn. IE they don't have to stop and make an abrupt 90 degree turn. We also have something interesting here in kiwiland which goes like this: And yes, the number 1 road in the land is a single carriageway at this point.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FSH1int.jpg&hash=190da2a958fd7542ceb53aaf2ced72c9bdef9887)

1. A long section of median strip for deceleration/queueing-it continues well beyond the threshold of the image.
2. Turning lane
3. An accelleration strip in the middle of the road for vehicles to use for merging into the stream of traffic.

-Note also the wide curves at the entrance to State Highway 46.

This is a large roundabout on State Highway 50A
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2Fsh50arndbt.jpg&hash=b32a04d4d67898f10d3dafeb9f3019e85d2dca1e)
Notice how wide all the curves are.

Sorry for the bad Google Earth screenies.
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on July 09, 2009, 07:49:36 AM

3 pattern options?? I don't remember that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 09, 2009, 10:08:39 AM
It wasn't mentioned specifically (not that i remember) but he's shown us screenshots of a RHW-2 with the standard American texture set with a dashed centerline, a double solid centerline and a double dashed/solid centerline. (These are used in the USA and other countries to indicate where on 2-lane roads overtaking is allowed, restricted to one side of the road, or prohibited entirely)
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 09, 2009, 01:32:53 PM
Quote from: Tarkus on July 09, 2009, 03:04:51 AM
First off, doorknob60, serious props for using US-97, my all-time favorite highway.  :)

As far as the striping on the RHW-2 goes, there will actually be some options.  You may remember my pic I showed awhile ago with the three different striping patterns on the RHW-2.  I'll have more to say on that soon.
Nice, not sure if I remember that (probably seen it, just forgot), but sounds good :) Also I couldn't help using US-97 because I live like a mile away from it :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on July 09, 2009, 04:20:46 PM
Hey, how do you get the RHW6/8/10 to go diagonal
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 09, 2009, 05:08:30 PM
Quote from: packerfan386 on July 09, 2009, 04:20:46 PM
Hey, how do you get the RHW6/8/10 to go diagonal

You have to use puzzle pieces for it to work right (I know that from experience). They're in the menu somewhere. Not sure what it's called, but it's there (in the Highway menu).
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 09, 2009, 05:24:51 PM
Quote from: doorknob60 on July 09, 2009, 05:08:30 PM
Not sure what it's called, but it's there (in the Highway menu).

Its under RHW curve puzzle peices. They cannot yet go 90 degrees. Only 45 degrees, like this...

_______
           \
            \
             \__________

Or something like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 09, 2009, 09:12:10 PM
Also, the RHW-10 can't go diagonal in v3.2, although that might change when v4.0 is released (perhaps Alex can confirm?).
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 09, 2009, 10:26:36 PM
(making an estimated guess here) Considering we just saw double yellow lines, your not going to tell me that you figured out how to do multiple RHW-2 dragged variations are you? That would be awesome if it could be done. At first double yellow lines were just puzzle pieces, but it looks like there are so many double yellow lined RHW's there. The stripped lined RHW you could pass other cars in UDI that way, but if those ended up being in pieces instead, I don't know if that would still be possible, where as double yellow lined piece shouldn't allow passing other cars in the opposing lane.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 10, 2009, 12:46:48 AM
This is extremely off topic, but I'm excited :) And it has a RHW in it, so I don't think it's too off topic. Say hello to my very first ever custom SC4 content :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi25.tinypic.com%2F14b87cp.png&hash=53f7020d2183a8628eb80193633500a5e43d869f)

It's not perfect (no transparent base, looks a little weird at the I-1 sign), but it's good enough, and now hopefully my stupid sims won't get lost.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on July 10, 2009, 02:16:48 AM
creative sign there doorknob, maybe in the future u can release a basic sign pack RHW users &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 10, 2009, 08:19:11 AM
Quote from: riiga on July 04, 2009, 01:32:18 PM
Hello!

I've made a texture for a RHW-2 to MIS sidesplit, however, I'm not very good in puzzle piece making.

Here is the texture (euro):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW_mis_split2.png&hash=f991e901cd8d702fb1e05aa9ed382e28d0adef93)

Fell free to use it, and if someone wants the PSD file, tell me and I'll upload it!  ;)

- riiga
                                     ______
EDIT: The dimensions are: |  |  |  |
                                        |_|


Riiga, I got a little surprise for you...  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw-2_to_mis_sidesplit.png&hash=58b726966b2fd3031e2e43369e891e98dc238334)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 10, 2009, 08:27:57 AM
Well Doorknob, I got some better news, in the future you will be able to put signs like that closer to the RHW6, because there will be revision on that network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on July 10, 2009, 09:03:15 AM

OOOooh! A revision eh? Does it make the RHW-6 1 tile wide?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 10, 2009, 09:43:10 AM
Quote from: jmvl on July 10, 2009, 08:19:11 AM
Riiga, I got a little surprise for you...  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Frhw-2_to_mis_sidesplit.png&hash=58b726966b2fd3031e2e43369e891e98dc238334)

Nice work!  :thumbsup: &apls

However, it looks like I made the texture at the MIS a little bit too wide. Do you want me to correct it, or will you do it yourself?

:)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tilarium on July 10, 2009, 09:56:29 AM
Wow, I stop reading for awhile and come back to see so much awsome work being done.  DTP, that piece is amazing!  I can't wait to get it and use it in my cities.  Would it be possible to also do an raised version of it aswell?  Picturing in my mind an raised highway with the center line then lowering down with Riiga's awsome split to MIS at the end on grown level.... to awsome for words!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 10, 2009, 11:13:12 AM
Quote from: carkid1998 on July 10, 2009, 09:03:15 AM
OOOooh! A revision eh? Does it make the RHW-6 1 tile wide?

My impression is that the lanes would be shifted out from the median, so that while still being 2 tiles to a side, more of each tile would be used by the highway, with less being wasted space on the outer tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 10, 2009, 11:24:59 AM
Quote from: nerdly_dood on July 10, 2009, 11:13:12 AM
My impression is that the lanes would be shifted out from the median, so that while still being 2 tiles to a side, more of each tile would be used by the highway, with less being wasted space on the outer tile.
would that not make it harder to link to RHW4 and the like, surely the current system should be left in too :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 10, 2009, 11:31:10 AM
Quote from: j-dub on July 10, 2009, 08:27:57 AM
Well Doorknob, I got some better news, in the future you will be able to put signs like that closer to the RHW6, because there will be revision on that network.

Very nice :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 10, 2009, 03:00:56 PM
In case anyone is wondering what said new implementation looks like, here's a sneak preview.

http://www.youtube.com/v/Vb9BKWN-oew

The RHW-3, when implemented, will likely be set up the same way.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on July 10, 2009, 03:11:57 PM
Alex, that's amazing news! Great work on this and everything else going into version 4.0!   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 10, 2009, 04:04:42 PM
Wow. Thats really cool. Can you zone in the adjacent tile (where you dragged EL-rail in the video)?.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 10, 2009, 04:31:53 PM
I can already imagine many uses for that, nice job Alex &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 11, 2009, 01:31:53 AM
YAY, that makes a lot of sense, thankyou very much :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on July 11, 2009, 03:58:22 AM

I especially like how the RHW seems to extend under the El-rail
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 11, 2009, 10:57:33 AM
Thanks to some great work done by jmvl, the texture I posted some days ago is now a puzzle piece. Hopefully it'll make it to the next RHW release.  ;)

For now, I hope a screenshot showing the usage will do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Frhw-2_mis_split_ingame.png&hash=9582cc7e8e7db7bbc3344f3f18e7e994539e5916)

As you can see, you'll be able to create very compact interchanges.

(Also, there are no North American textures made yet.)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 11, 2009, 12:55:21 PM
Riktigt snyggt riiga! :thumbsup: (very nice riiga)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 11, 2009, 01:43:14 PM
What I'd like to see personally is an RHW Y-split piece, so that a road could split into two MIS ramps (a flipped diamond with an X shape, think):

 || ||
|| ||
|| ||
//   \\


The branches at the bottom could feed into an MIS inside exit ramp (RHD left exit/LHD right exit).

The top "trunk" could turn into a normal two-lane road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 11, 2009, 01:46:32 PM
So, you want what Riiga created, but with diagonal exits?
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 11, 2009, 03:13:58 PM
The new RHW-3 implementation will make thisngs a lot easier. I've never liked the empty space there. It doesn't look good in dense areas.

Two great new puzzle pieces too, it's great! Both will make things easier in dense areas. Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 12, 2009, 04:40:04 AM
Quote from: Tracker on July 11, 2009, 01:43:14 PM
What I'd like to see personally is an RHW Y-split piece, so that a road could split into two MIS ramps (a flipped diamond with an X shape, think):

 || ||
|| ||
|| ||
//   \\


The branches at the bottom could feed into an MIS inside exit ramp (RHD left exit/LHD right exit).

The top "trunk" could turn into a normal two-lane road.

You mean like this?  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW_MIS_Y_split.png&hash=342b625331deec40d7a2ca93bd08f827e794507d)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 12, 2009, 04:44:56 AM
Hey riiga, that looks really nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 12, 2009, 06:43:45 AM
So now we only need

\       _ _ _ _ 
  \     /
   \   /
    | |
    | |
    | |
    | |

Ortho/Diag
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 12, 2009, 06:55:39 AM
Have wide angle and fractionally angled RHW-2 pieces been looked at yet? Does anyone know if it is possible to get FARHW-2 by some sort of draggable system, where you go 2 across, one up, and it automatically changes, like how diagonal streets work, but for fractional angles?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 12, 2009, 07:21:29 AM
Quote from: metasmurf on July 12, 2009, 06:43:45 AM
So now we only need

\       _ _ _ _ 
  \     /
   \   /
    | |
    | |
    | |
    | |

Ortho/Diag

Said, and done!  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW_MIS_Y_Side.png&hash=0b5e81a0e719be8163fb21a3d39fe07d3a93049f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW_MIS_Y_Side_flip.png&hash=ed1cb02e0256df3706e95e01046ddd4d54500056)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on July 12, 2009, 08:21:46 AM
Now all we need is for those textures ot be modded into puzzle pieces. jmvl..... or deathtopumpkins!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 12, 2009, 11:55:53 AM
Thanks, Riiga!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 12, 2009, 01:01:39 PM
Thankyou Rigga :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on July 12, 2009, 02:58:17 PM
Hi all, great work here. These new pieces look very useful for creating more compact interchanges.
Something I would like to see added in v.4 (thats if it hasn't already, and we already have orthogonal MIS/diagonal MIS intersection) is an orthogonal MIS joining to a diagonal MIS, Like this:

   /
  /
/|
/ |
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on July 12, 2009, 04:14:34 PM
Man all these new pieces are hard to keep up on.  Not that I am complaining any, I love them

Is there a limit to how many pieces you can put in the tab trick?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2009, 04:45:37 PM
Quote from: mike3775 on July 12, 2009, 04:14:34 PM
Is there a limit to how many pieces you can put in the tab trick?

There is, but it's quite high, fortunately--especially now that we've figured some stuff out.

Dexter, to answer your question--yes:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F213%2Frhw071220091.jpg&hash=34b1a3623d25eac7068046f3bb7ca580a952f5fe)

And jmvl and riiga--excellent work--thanks!  You guys are quick! :thumbsup:

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 12, 2009, 04:52:01 PM
Quote from: Tarkus on July 12, 2009, 04:45:37 PM
There is, but it's quite high, fortunately--especially now that we've figured some stuff out.

Dexter, to answer your question--yes:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F213%2Frhw071220091.jpg&hash=34b1a3623d25eac7068046f3bb7ca580a952f5fe)

And jmvl and riiga--excellent work--thanks!  You guys are quick! :thumbsup:

-Alex



Woot I've been waiting for that for for quite a while now, just forgot to mention it :) Man I can't wait till the next release, but I guess I'll have to. Actually, don't release it right now because my motherboard just died and I'd be mad if it came out and I couldn't use it :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 12, 2009, 05:39:28 PM
Which are the base pieces ortho and diag RHW-2 I need to look at to make a RHW-2 Roundabout texture? and how should the piece be implemented? I mean, exactly which pieces are needed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on July 12, 2009, 10:12:56 PM
Actually, diag/diag MIS is already usable with v3.2.

Tarkus, that looks awesome, can't wait for v4.

Riiga, sweet! All we neeed now are American textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on July 12, 2009, 11:00:56 PM
Thank god its high, because the rate this team is putting out new pieces, it sure needs the room  :)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Leodido on July 12, 2009, 11:03:49 PM
This mod is really nice, good job guys!
I have a small question tho, I'd like to do the simplest form of highway for my rural area (that means a one tile road going both sides) as I understand this can be done simply by using the draggable RHW, instead of using a starter piece. I could that with no problems but I could not figure anyway to make wide curves? The wide curve RHW only contains pieces for RHW2 to more lanes.

Hope someone can enlighten me ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2009, 11:05:16 PM
Wide curves for the RHW-2 (the network you are referring to) are currently still in development, but should be included in the next version (4.0).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2009, 11:38:13 PM
Quote from: joelyboy911 on July 12, 2009, 05:39:28 PM
Which are the base pieces ortho and diag RHW-2 I need to look at to make a RHW-2 Roundabout texture? and how should the piece be implemented? I mean, exactly which pieces are needed?

Base pieces?  Well, it'll likely be implemented with 0x5e004b00 (orthogonal), 0x5e004d00 (orth-diag bottom) and 0x5e000c00 (orth-diag top) as the underlying pieces. 

And speaking of those RHW-2 curves, here's the 45-degree curve.  Still may need a little color adjustment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F8281%2Frhw071220092.jpg&hash=0fa1bb11287c21a94f4b784713ccd1b280b6a966)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Leodido on July 12, 2009, 11:49:54 PM
Oh okay, awesome thank you :)
Really awesome work by the way

Another question, I'm not sure if this is the place to ask but I've stolen a pictures that someone posted a while back picturing an issue with the RHW euro texture mod:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffiles.getdropbox.com%2Fu%2F703641%2FEuro-texture-glitch.jpg&hash=1f2c914604fcbdd24caf9315349fd138d4ad911f)

I have the exact same issue, is there anyway to fix it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 13, 2009, 08:08:18 AM
As I believe was noted a bit back... No. Sorry but it will be fixed eventually I guess.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2009, 06:29:33 PM
As part of the RUL Override re-write, I've been adding some stuff in for some new crossings:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F4527%2Frhw071320092.jpg&hash=16ec5a3c547d829dc776dbd87c992ec388b84d1b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F3473%2Frhw071320091.jpg&hash=7c588cfc4a59bec73e2b7c51c5d5385f0533fd77)

I've also got GLR (and Rural GLR) At-Grades in place in the various diagonal combinations with the RHW-2.  Here's the DxD (Diagonal x Diagonal):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F2123%2Frhw071320093.jpg&hash=f3e1abf463e1d9d15d9624b80825dc09a5be2667)

The Monorail/RHW-4 overpasses will be going in as soon as I decide on IIDs.

More to come soon . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on July 13, 2009, 06:45:04 PM
Ooh! Diagonal crossings... and more dashes on the diagonal RHW-4... Those lines always have seemed a bit sparse...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2009, 09:14:41 PM
But wait, there's more . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg115.imageshack.us%2Fimg115%2F3311%2Frhw071320094.jpg&hash=935857d95125cbf03f78f9ebd9508443ec6be4e2)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 14, 2009, 02:11:30 AM
Oh, one point: I see that you should make a little change in the FAQ section. You have question 16 two times ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 14, 2009, 05:57:51 AM
Yeah I never noticed that! I cant wait for the new RHW4 textures though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 14, 2009, 10:31:07 AM
Alex, your diagonal elevated rail overpasses and GLR crossings look great! :thumbsup: I know some places in my cities where these overpasses come in handy.

Anyway, I think this will come in handy too (thanks to riiga for the great looking european textures :thumbsup:):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Fpreview_rhw4_to_2mis_all_paths.png&hash=6f7d56ac4cf9044a347a054a2b552a5da27dc32d)

(I used the "DrawPaths" cheat just to show you how the vechicels will drive.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 14, 2009, 10:38:55 AM
Great job as always, jmvl! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 14, 2009, 11:11:34 AM
That'd be useful for tollbooths (EZ-Pass lanes and such).

Nice work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 14, 2009, 11:51:42 AM
Did someone say tollbooths?

(I haven't textured some parts yet, that will come in time. Any suggestions would be nice)
Clicky!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Fthingy01eletronic.jpg&hash=2909769ab3139889be1eabb4809946b5be549f74) (http://www.majhost.com/gallery/vz1234512/SC4/stuff/thingy01eletronic.jpg)

Vince

EDIT: oh I forgot, I will be making seperate Euro and Default versions. I cant forget all those euro fans :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 14, 2009, 11:59:10 AM
Very nice tollbooths Vince, I'll use them for sure!  :thumbsup:

Any plans on making European versions aswell?

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dino007 on July 14, 2009, 12:13:34 PM
Quote from: jmvl on July 14, 2009, 10:31:07 AM
Alex, your diagonal elevated rail overpasses and GLR crossings look great! :thumbsup: I know some places in my cities where these overpasses come in handy.

Anyway, I think this will come in handy too (thanks to riiga for the great looking european textures :thumbsup:):
http://www.jmvl.nl/serv/fimg/preview_rhw4_to_2mis_all_paths.png

(I used the "DrawPaths" cheat just to show you how the vechicels will drive.)
That's exactly what I need!  &apls :thumbsup:Can you make this also for RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 14, 2009, 12:15:50 PM
Blue Lightning, great job! I already can't wait to have them ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 14, 2009, 12:29:36 PM
Quote from: Dino007 on July 14, 2009, 12:13:34 PM
That's exactly what I need!  &apls :thumbsup:Can you make this also for RHW-2?


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-2_MIS_dual_trans.png&hash=ece3348b9079edecfc8e8442ad58175ea37a03a3)

Here's the texture, since I don't have a pic of the puzzle piece ingame.  ;)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on July 14, 2009, 12:32:30 PM
jmvl and rigga: Nice on all the new pieces, they will be used a lot :)
Blue Lighting: Woot those look nice

Man every day I come on here and there's like 2 new puzzle pieces :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 14, 2009, 05:24:35 PM
Looking good, Vince!  For real-world inspiration, head over to Flickr and search "toll booth".  Works for me every time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 15, 2009, 02:45:03 AM
Great work on the tollbooths, Vince! They look fantastic. :thumbsup: I think these tollbooths will probably be LOTs. If these tollbooths will be LOTs, will the paths on the RHW-4 be correctly? I ask this because I've a problem with all one-way road tollbooths from other "tollbooth" releases: the paths on these LOTs are incorrect. Maybe this is a limitation of the game, but I hope it isn't. Here's a picture showing the incorrect paths on a random one-way road tollbooth:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jmvl.nl%2Fserv%2Ffimg%2Ftollboths_owr_incorrect_paths.png&hash=a46dbff2e282514b33ce1ebc79ab8d37c9fb057b)

Also, is there a possibility to make bigger tollbooths (for RHW-6C, RHW-8, RHW-10), or is this impossible, because you simply can't transit enable these LOTs with these networks?

Anyway, keep up the great work! I'm looking forward to see more. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on July 15, 2009, 04:34:04 AM
toll booths looks great, vince!

there's more functinality coming in the future folks....the MIS bridges have been fixed from the previous version, which now has a proper pillar after removing the T21 prop....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Mar17001246574670.png&hash=98bc987bd944838960bab3a14fa05401dec2eac3)


UV map parameters were left unchanged so the new pillars match the already included models, so the junction is seamless..... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 15, 2009, 05:09:53 AM
Jmvl,

I use those exact tollbooths. I added bi-directional pathing to it (attached below). Also, yes, my tollbooths will have custom paths.

Vince

NOTICE: This file does not replace the origional. Just unzip into the same directory as your installation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 15, 2009, 05:20:15 AM
Vince,

It's nice to know that your tollbooths will have custom paths (finally a tollbooth where I can UDI through in the outer lane). I'm very curious about how you did the bi-directional pathing, but unfortunately the attachment is missing. Thanks for adding the attachment!

By the way, this is my 64th post. I believe I'm now a "Forums Citizen". :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on July 15, 2009, 05:31:13 AM
Quote from: Blue Lightning on July 14, 2009, 11:51:42 AM
Did someone say tollbooths?

(I haven't textured some parts yet, that will come in time. Any suggestions would be nice)
Clicky!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Fthingy01eletronic.jpg&hash=2909769ab3139889be1eabb4809946b5be549f74) (http://www.majhost.com/gallery/vz1234512/SC4/stuff/thingy01eletronic.jpg)

Vince

EDIT: oh I forgot, I will be making seperate Euro and Default versions. I cant forget all those euro fans :P

That looks awesome, I am quite a fan of the RHW! Will there also be wide toll stations like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.spiegel.de%2Fimg%2F0%2C1020%2C188676%2C00.jpg&hash=8e8086c2ae9bc8e94f4802956c1ae7b58fc0859e)

???
Thanks and best regards,

Uli
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 15, 2009, 08:14:57 AM
Blue Lightning:

It's good to see someone making toll booths for the RHW! Here's my thought's:
   Your models are good! But you should consider changing a lot of the textures. Getting realistic textures may be time consuming but it's really worth it.
   I just checked, your not finished. that's ok.

   You should alos scale down the model. It's too big compared to other buildings. You should plop your toll booth next to the maxis toll booth to compare.

It's looking good though. Keep it up!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 15, 2009, 08:36:59 AM
Ew, thats arguable, because everyone knows if you compare the Maxis highway to the RHW6, well we know which is bigger. So I don't exactly agree with Maxis' scaling.

Blue Lightning, I understand they are not finished, but the roof, and the support be were what your going to texture later right? The only other thing is left hand drive users. I guess that shouldn't be too hard to flip the models around with the mirror option in gmax, instead of having to do it again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 15, 2009, 08:44:16 AM
u.mueller: I'm thinking about making a full size toll plaza sometime.

just_a_guy: IMO the size is pretty realistic, or its just the HD preview on the booths throwing things off. But as j-dub said, Maxis' scaling is kinda screwy. In real life there are no toll booths like that.

@All the rest: Thanks!

Vince

EDIT in responce to J-dub: Correct, I am trying different texture for the roof, RFID boxes, etc. for LHD users I can just flip it (save the signs, those require moving).

Also, I need some input on the light posts. I plan on having them a dark painted metal type (similar to what it already is but textured)

EDIT2: Oh yes, we can make wider RHW tollbooths (at jmvl's Q)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 15, 2009, 10:32:25 AM
Blue Lightning : Good job on the MIS and RHW-4 tool booths. Is there a chance that you will be making toll booths for RHW-6,8,10, and EL-RHW?  'Cause the MIS tool booths will be great for creating RL toll hwys. Also, can u all make those ramp traffic lights? My mom told me that San Diego, CA has them on their freeway on ramps. And the city I live close to ; Knoxville, Tennessee. Has lights on their MIS ramps. But anyways, good job on those toll booths.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swamper77 on July 15, 2009, 03:17:04 PM
Quote from: Monorail Master on July 15, 2009, 10:32:25 AM
Blue Lightning : Good job on the MIS and RHW-4 tool booths. Is there a chance that you will be making toll booths for RHW-6,8,10, and EL-RHW?  'Cause the MIS tool booths will be great for creating RL toll hwys. Also, can u all make those ramp traffic lights? My mom told me that San Diego, CA has them on their freeway on ramps. And the city I live close to ; Knoxville, Tennessee. Has lights on their MIS ramps. But anyways, good job on those toll booths.

Adding metering signals to the ramps should be done with mods that are separate from the RHW mod itself. Not all areas or countries use metering signals on their onramps. Also every area is a little different on how they setup the metering signals. Some use a normal stoplight assembly with a bar over the road, and others use stoplights on vertical posts (called standards). Making such mods a default part of the RHW install would be unfair to those who make rural or European cities that don't use metering signals.

-Jan
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 15, 2009, 06:08:46 PM
I have to say that those are some pretty cool tollbooths!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on July 15, 2009, 06:22:57 PM
Man, I've missed a lot! riiga ,jmvl awesome job! Alex, I guess I mis-understood what Rul14 controlled, nevertheless,it's an very cool accomplishment! Vince, you know how I feel about the booths and your signs! It still amazes me how much has been done with this project over the years...never thought I would see many of these additions! Keep it coming!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on July 15, 2009, 06:31:35 PM
Blue Lightning,
   Excellent toll booths.    They look almost modular, which would be very kool for thr RHW.   It could be made to look like any of the highway running across the top of Illinios, Indiana, and Ohio  I80/I90.      Probably the interstate I know best.   LOL



---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 01:39:34 AM
With regards to those toll booths: They look superb, but would it be possible to have a version with signs in Kilometres per Hour, rather than miles. I'm being picky, I know, but lots of (sensible) countries use the metric system. I would suggest using 90 kph as the slowed down speed. 100 (in NZ) is the standard open road speed limit.

Heres something I had a go at making:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FIntersection.png&hash=9ad58ea56b108068f44cba879552d14b375bad58)

Its just a texture, obviously, If it's of a good enough standard to be included in RHW someone will have to path it, or teach me how.

To explain this intersection: Two busy roads, intersect, one is busier than the other, so is given priority. The turning lanes allow easy left turns (In New Zealand, for N. America and Europe right turns), with space to decelerate into/accellerate out of the turn. At some stage (soon) turning lanes will be added into the median of the main road, in a configuration like I showed earlier. I will also get onto those roundabouts - If you think this texture is good enough.

Edit: I think there might be a slight alignment issue on the vertical road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on July 16, 2009, 03:05:31 AM
Actually if you were going to have the slow-down speed as 90kph, you can expect accidents. Here in Ireland, the speed gradually decreases from either 120 or 100 to 80, then to 50 and then the lowest speed of 30kph, then after the toll booth the speed limit is back to normal after lane merges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 03:15:30 AM
Well, his one says slow down to 65 mph, so I would guess that this is even faster than 90 kph, in fact its 104, so... But you are totally right of course. At the end of the day, however - it makes no real difference, the toll booth looks cool either way. In fact there are nearly no toll booths in NZ. The most prominent is one which you are meant to pay in advance, and then cameras see your number plate and someone (or maybe its a computer?) checks whether you have paid or not. I can't remember if they installed a coin pay at the side of the road or not, but I remember that you were able to pay by calling or text messaging... This is the same government which at the same time is telling people not to do those things while driving.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 16, 2009, 04:05:26 AM
Very good texture joelyboy911!  &apls

I'll probably make a Euro version, if that is OK?

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 04:12:07 AM
Thank you very much. Of course it's OK!

But there was an issue with the vertical road being off centre, so I will just go and get the fixed one.

EDIT: Here it is:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FIntersection.png&hash=9ad58ea56b108068f44cba879552d14b375bad58)

And the RHD Version.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FIntersectionUS.png&hash=02529c87034c98a87acd5aa37fde8440b62c0cf8)

I could implement something similar for at-grade crossings of RHW-2 and RHW-4, as well. And If you are ever doing RHW-3 - Count me in for textures - We here in NZ have heaps of these along SH1, in short sections known as passing lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 16, 2009, 04:36:00 AM
Quote from: joelyboy911 on July 16, 2009, 04:12:07 AM
... And If you are ever doing RHW-3 - Count me in for textures - We here in NZ have heaps of these along SH1, in short sections known as passing lanes.

RHW-3, also know as 2+1 road is very common where I live. I'd love to have RHW-3 with passing lanes and intersections!
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 04:51:07 AM
I can't wait. (I can of course.... figure of speech) I am also eager to see how you make this as Euro texture. I used that mod for a long time, and only recently switched back - I'm not totally sold on either.

***EDIT***

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FEmptyRoundabout.png&hash=25508362fca1d7c13f555d13fe57ca3756d257e4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FFutureRoundabout.png&hash=0411466023957653db91ab5f6253c8bd2b7b837a)

Am I still using an outdated RHW? I see your RHW-2s with these solid double lines?
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on July 16, 2009, 07:00:29 AM
Blue Lightning: That's good news on the toll booths!

joelyboy911: Nice textures. I daresay that RHW2 roundabouts could be put to good use in the city I am currently building.

I did not read the entire thread, as it is quite long, but I saw something about diagonal style 'B' exit/entry ramps somewhere. Now, that is exactly the puzzle piece I need for a specific entry ramp on the RHW I am building. However I cannot seem to find it. Has it not yet been released? ()what()

EDIT: Found the culprit here [linkie] (http://sc4devotion.com/forums/index.php?topic=1444.msg255481#msg255481).

Anyways, I quite enjoy using the RHW. It is so much more flexible than the standard Maxis highway!
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 07:05:26 AM
Thanks u.mueller. I also intend BATting some centre lots for them with signs etc, if they are ever made into puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 16, 2009, 09:41:28 AM
Those would be awesome puzzle peices!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 16, 2009, 09:50:52 AM
Quote from: u.mueller on July 16, 2009, 07:00:29 AMI saw something about diagonal style 'B' exit/entry ramps somewhere. Now, that is exactly the puzzle piece I need for a specific entry ramp on the RHW I am building. However I cannot seem to find it. Has it not yet been released? ()what()

EDIT: Found the culprit here [linkie] (http://sc4devotion.com/forums/index.php?topic=1444.msg255481#msg255481)
I have the same problem with that B ramp!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2009, 05:38:54 PM
Quote from: joelyboy911 on July 16, 2009, 04:51:07 AM
Am I still using an outdated RHW? I see your RHW-2s with these solid double lines?

I've been creating a new texture set that will more than likely be included in RHW Version 4.  I've attached the new RHW-2 texture below in 256x256 (Hi-Def) PNG format.

Those textures you've done thus far look fantastic, joelyboy911!  I think my RUL 0x00000014 experience will help out with those. ;)  I'd be careful about stop lines, though--they tend to introduce some complications with mirroring if they are built into the texture.  I've been thinking that modeling the stop lines and using T21 exemplars may be the best way to implement those.  I actually did an experiment with that technique awhile ago, and it worked--just haven't had time to mess with it much since:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F6875%2Fu359wn1.jpg&hash=9bbec1746f470deded412b8b2ddf296ab037f299)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 16, 2009, 06:46:01 PM
as far as getting rid of the loop connectors is concerned, has that also been implemented with the larger rhw 6-8, etc. or is it merely with the rhw-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 16, 2009, 07:35:40 PM
OK, It looks like the roundabout can stay mostly as-is, but I guess the entry points will have to be re-done. The intersection with slip lanes will need to be totally redone, I think.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 16, 2009, 08:23:48 PM
RHW-6C might be the only network that (somewhat even) works without a loop connector. (The middle tile is bidirectional, which means traffic can use it normally.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 17, 2009, 12:06:05 AM
Quote from: kings_niners on July 16, 2009, 06:46:01 PM
as far as getting rid of the loop connectors is concerned, has that also been implemented with the larger rhw 6-8, etc. or is it merely with the rhw-4?

Currently, only the piece for the RHW-4 is done, but it'll get implemented on all the one-way RHWs (MIS Ramp, RHW-6S, RHW-6C, RHW-8, RHW-10, ERHW-4, EMIS) when everything is said and done.  While as Tracker points out that the RHW-6C middle tile is bi-directionally pathed, I still intend to include an RHW-6C piece, so as to relieve the "stress" put on the middle tile.

The RHW-3 will not need one when it is added, as all the pathing is contained on one tile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 17, 2009, 02:53:18 PM
awesome, thanks for clarifying that for me alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 18, 2009, 07:27:26 AM
I've now finished my European version of joelyboy911's RHW-2 intersection.

Here's the RHD version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-2_Intersection.png&hash=e5adc5c2ed84ce1800d376b8dc97a86508fdb0c4)

and here's the LHD one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-2_Intersection_LHD.png&hash=069564cdba2bc858df688af6f9134faec27e013b)

Your feedback is appreciated! :)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on July 18, 2009, 07:30:16 AM
Looks excellent!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 18, 2009, 09:07:59 AM
I had a go at creating textures for the RHW-3, based on this road just outside my hometown:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F1%2F1d%2FMMLNorr1.JPG%2F300px-MMLNorr1.JPG&hash=1a1ca5ca79dbefdf60185b45a615c52cabaac117) (http://upload.wikimedia.org/wikipedia/commons/1/1d/MMLNorr1.JPG)

Here's the result:

2 tiles (with space for a barrier)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_Euro_2_tiles.png&hash=66f33e43b2ddaddb1282c7660008eecb956efc98)

and 1 tile (no barrier)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_Euro_1_tile.png&hash=c3f354d1a680dd4e49488917df05d3f93732656f)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 18, 2009, 11:34:11 AM
I've just completed another Path Fix for the RHW, Version 3.24, which is attached below.  It primarily fixes some issues with the One-Way Road and Elevated One-Way Road intersections with MIS Ramps. 

Thanks to Karsten (Schleicher68) for pointing them out!

Just unzip this file to your Plugins\Network Addon Mod\Rural Highway Mod folder.  All previous Version 3.2-era path fix patches are incorporated into this release, so you don't need to go searching for those if you have them already.  You do not need to worry about deleting any old path fixes you may have, as this one will load after.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 18, 2009, 11:34:28 AM
Now I can hopefully build those "budget motorways", thanks riiga  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 18, 2009, 12:30:21 PM
Quote from: riiga on July 18, 2009, 09:07:59 AM
I had a go at creating textures for the RHW-3, based on this road just outside my hometown:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F1%2F1d%2FMMLNorr1.JPG%2F300px-MMLNorr1.JPG&hash=1a1ca5ca79dbefdf60185b45a615c52cabaac117) (http://upload.wikimedia.org/wikipedia/commons/1/1d/MMLNorr1.JPG)

Here's the result:

2 tiles (with space for a barrier)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_Euro_2_tiles.png&hash=66f33e43b2ddaddb1282c7660008eecb956efc98)

and 1 tile (no barrier)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_Euro_1_tile.png&hash=c3f354d1a680dd4e49488917df05d3f93732656f)

- riiga
I think this should be on this page, too! Great job, riiga! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 18, 2009, 02:07:33 PM
Look what we've got here:

The texture for a RHW-3 Lane Shift (with stubs, so the actual size is 1x3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_Lanes_Shift_med_stubbar.png&hash=e55bd098220fd79ca89c967c802580f930943784)


EDIT:

Here's a RHW-3 to RHW-2 transition (with stubs, actual size is 1x3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-3_RHW-2.png&hash=03dd4764e03b515bd9ef2f508fc7bbf422cfa12d)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 18, 2009, 02:19:27 PM
thats looking awesome Rigga, how about a RHW2->3 and a RHW4->3 ?

Joee
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 18, 2009, 07:25:44 PM
Riiga you are amazing!  :o :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 18, 2009, 09:00:55 PM
I always thought the RHW-3 would have one lane in each direction plus a suicide lane (inside turn lane used by each direction of traffic):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1033%2Frhw3concept.png&hash=73b8209743ff23dedf408e347f3cfb1d08a2d1ed)

(Not to scale, not actual textures)
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on July 18, 2009, 09:13:13 PM
To all of the modders,

Excellent work you guys are doing. Eventually we will enjoy playing the game when we get new mem and a hard drive. You all have peaked our interest in RHW's. ()borg()
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 18, 2009, 09:54:25 PM
@Tracker. I would probably want to call that a medianised RHW-2. Which could possibly be made too. I might would very much like to work on textures for it.

Today I worked on newer, better, bigger (seriously, they're HD) textures for the RHW-2 system: We have a Roundabout (http://i597.photobucket.com/albums/tt56/joelyboy911/EmptyRoundabout-1.png), a 4 way Intersection (http://i597.photobucket.com/albums/tt56/joelyboy911/RHW-2Intersection.png)
and an all new T-Intersection (http://i597.photobucket.com/albums/tt56/joelyboy911/RHW-2TIntersection.png)

I was also thinking about basic textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FRHW-2B.png&hash=65454a2a6313e2b4e26d07db541356d4949c70db)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FRHW-2A.png&hash=136659ff5bc149b57e1cef99513b9f12cfdabc93)

These are the main types of markings we would see here in NZ as well as the double yellow lines, and I was wondering if it was possible to use one tile as a transition, and starter piece with two different overrides at the ends? This would allow easy transitions. Wide Radius Curves would not usually need to be retextured as yellow lines mean no passing, which is often the case around bends. As I see it only the Ortho, diag, 45 degree and 90 degree pieces as well as X and T intersections would need to be made and overridden. I do, however still realise the enormity of the amount of work that this would require.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 18, 2009, 10:59:07 PM
joelyboy, absolutely fantastic work here!   :thumbsup:  Those textures are just stunning, and I'm sure the Kiwis out there will be glad to see NZ RHW textures.  To answer your question about the different striping patterns, what I implemented in the first Alpha Build for RHW Version 4 was a series of "cosmetic" RHW-2 puzzle pieces, similar to the NAM Rural Roads Plugin that David (dedgren) released back in March. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F7265%2Frhw071820091.jpg&hash=2133df200c980c986ecc87094e325f52c5b97049)

That appears to be the most feasible way, at least for right now.  There are a limited number of "false intersections" for starter pieces available, and I've still got a few other new RHW networks planned.

And riiga, those textures are absolutely fantastic, too--I'm very impressed.  :thumbsup:

I'm absolutely ecstatic to see so many folks eager to create new textures and RHW content--it's kind of how I always envisioned things.  I'm planning to continue doing what I did with the new HD RHW-2 orthogonal texture and let more of those out, since it seems to have had such a positive result.  Keep an eye out here. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 18, 2009, 11:01:22 PM
I was also wondering if you've ever seen anything like that T-Intersection in the US? And could you also upload or send to me the diagonal updated RHW-2 Texture. Mostly I want to make the diagonal entrances for the roundabout, however, if the road is exactly the same width (is it?) I suppose that could be acieved by rotating the present texture. As for the puzzle pieces for centre line variability there could some sort of optionality, perhaps there are two puzzle pieces and any two from whatever selection can be chosen. So, I as a kiwi, can choose the two I created, but Driftmaster as an American can choose the types you just showed. Others could be submitted.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2009, 12:37:25 AM
Quote from: joelyboy911 on July 18, 2009, 11:01:22 PM
I was also wondering if you've ever seen anything like that T-Intersection in the US?

I can't think of an example off the top of my head at the moment, but it looks familiar--I'm sure there probably is at least one over here.

I've attached the new RHW-2 diagonal below, too.

And as far as your thought on the center line pieces, basically, that's it exactly.  It would work just like the Rail Viaduct options or the various texture replacement mods (like the Euro mod) out there.

-Alex

Edit:  Is that . . . what it appears to be?!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F5818%2Frhw071920091.jpg&hash=d831dbfa644db53d3d9ff69dffa27486d91d4da4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 19, 2009, 01:12:11 AM
QuoteEdit:  Is that . . . what it appears to be?!
Superb!!!! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 19, 2009, 01:15:33 AM
Cool. I'm about to update the roundabout now.

EDIT: Here we go:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FEmptyRoundabout-2.png&hash=d02c3c9ec982af16bea76d233f88420c2ac0b9de) (http://i597.photobucket.com/albums/tt56/joelyboy911/EmptyRoundabout-2.png)

Please, Click for the full resolution.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 19, 2009, 01:47:57 AM
Alex, thanks for the path fix (the next time I'll flip the paths instead of mirroring the models). Also, great work on those textures, joelyboy911 and riiga. They look amazing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 19, 2009, 02:37:49 AM
I'm not really sure if I should redo all my previous work as HD, or just make my textures HD from now on? Or maybe stick to SD?  &Thk/(
What difference does it make?

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 19, 2009, 03:52:08 AM
Well, when you're using HD textures there's more detail in zoom level 5 and 6 than when you're using SD textures. Also, at zoom level 6 your textures will look much better when you're using HD textures instead of SD textures.

HD textures have a resolution of 256 x 256 pixels and SD textures have a resolution of 128 x 128 pixels. That means that a HD texture (256 x 256 pixels) has 4 times more pixels than a SD texture. So, when you're making HD textures, this will take 4 times more time than making SD textures.

Edit:
If you decide to redo all your work as HD, please notice that there will be a visible difference in quality between your (HD) textures and the other (SD) European textures for the RHW Mod. For the best results, the other European textures should also be redone as HD. I don't know who is going to do this, but I can tell you one thing: redoing the other European textures as HD is very much work.
Edit ends

I hope this answers your questions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 19, 2009, 07:11:36 AM
So, here's my first HD texture:

The RHW-2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-2_HD.png&hash=4434ff287010c4e2322955b2c8f80c1c48b8436c)

And surprise, surprise! The Euro version of joelyboy911's T-intersection
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_RHW-2_T-Intersection.png&hash=ab20564fa757f5322c9c1e91e2f783d54efe9ee4) (http://s705.photobucket.com/albums/ww55/anonymson/?action=view&current=RHW-2_T-Intersection.png)
(click for larger image)

EDIT:
Here's a version without sliplanes
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_RHW-2_T-Intersection_No_slip.png&hash=a221bea4a52d5a6c04dc9f65520f730fcdb06c9c) (http://s705.photobucket.com/albums/ww55/anonymson/?action=view&current=RHW-2_T-Intersection_No_slip.png)

By request from metasmurf, I made this single tile four lane highway. However, I doubt that it'll be implemented..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-4_1_tile.png&hash=b100380543169bff31f736d71d3c18c684563e24)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on July 19, 2009, 08:58:41 AM
Quote from: Tarkus on July 19, 2009, 12:37:25 AM
Edit:  Is that . . . what it appears to be?!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F5818%2Frhw071920091.jpg&hash=d831dbfa644db53d3d9ff69dffa27486d91d4da4)
Is that a SPUI?!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 19, 2009, 10:55:00 AM
What is a SPUI? I only now that word being a street somewhere in the Netherlands, I don't remember which city.
I assume you mean that it is some sort of diamond interchange, because that is what it looks like.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 19, 2009, 10:58:48 AM
SPUI means Single Point Urban Interchange (hover over the text ;) )
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmvl on July 19, 2009, 11:00:24 AM
A single-point urban interchange (SPUI) is a special type of a motorway on/off-ramp, mostly used in urban areas in North America. You can read more about it here (http://en.wikipedia.org/wiki/Single_Point_Urban_Interchange).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 19, 2009, 12:15:51 PM
Wow, Alex!  Nice work on the underpass SPUI.

Now let's see an overpass one.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 19, 2009, 12:23:20 PM
I must say that I like the single-tile 4-lane highway. That'd be a good cheap option for upgrading two-lane roads in urban areas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on July 19, 2009, 12:30:23 PM
Very nice SPUI.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 19, 2009, 01:37:59 PM
A SPUI?! My RHW dreams are coming true before my very eyes! Fantastic work, Alex! I can't wait to put this new feature to use.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 19, 2009, 04:48:58 PM
Me  too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on July 19, 2009, 05:24:22 PM
Quote from: Tracker on July 19, 2009, 12:23:20 PM
I must say that I like the single-tile 4-lane highway. That'd be a good cheap option for upgrading two-lane roads in urban areas.

That's why I requested it. There's been several wide 2 lane roads being converted into 4lane urban roads with only a line as seperator in my hometown. There are even cheap "motorways" like this, 16m wide without shoulders, but with railing in the middle.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fa%2Fa5%2FRv51b.JPG%2F800px-Rv51b.JPG&hash=f9bb52df86b302980146b67da39fc5693b665c63)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2009, 08:48:15 PM
Quote from: Ryan B. on July 19, 2009, 12:15:51 PM
Now let's see an overpass one.  :P

I still need to make a few additional puzzle pieces to connect everything up on the Avenue end, but here you go. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F115%2Frhw061720092.jpg&hash=0bd05a29e134952faf06b6bcb571c7add5c3ee7b)

I can confirm will be a few different SPUI pieces included with RHW Version 4, as will the DDI (Diverging Diamond Interchange) piece I showed awhile back.

joelyboy911 and riiga, you guys have outdone yourselves again!  Those textures are looking spectacular!

And metasmurf, it's funny you bring up a "medianless" RHW-4 . . . I happened to be playing around with this the other day.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F9580%2Frhw071920092.jpg&hash=c13bca7c3cf7a02e9d3bba7508d8330688cf2cbf)

It's basically aligned so as to act as an overhang, ala the RHW-3 and the new implementation for the RHW-6S, except on both sides.  I came up with it in thinking about having "auxiliary lanes" on the RHW-2 for ramps.  We've also got these on high-volume mountainous highways here in Oregon (namely US-26 going over the Coast Range toward Seaside and Cannon Beach).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 19, 2009, 09:11:07 PM
Quote from: Tarkus on July 19, 2009, 08:48:15 PM
joelyboy911 and riiga, you guys have outdone yourselves again!  Those textures are looking spectacular!

I don't remember doing anything new, but thanks!  :P

However, I do want to get to work on something else. Are there wide radius curves already in existence for MIS? I would like to see a 2x2 and maybe some of 3x3, 4x4, and 5x5 90 degree turns. I think the present draggable diagonal transition is OK but while I'm at it I can easy enough whip some of those up. I would also need to know which textures to look at in reader, or have attached some new ones if this is applicable.

I have sort of come to the end of my ideas as far as new puzzle piece textures goes, I think so if anyone has some good ideas, I would be glad to hear them. I could also work on RHW-3 and any other things, if my input is wanted by the RHW team. (However my holidays just finished, so my free time is limited once again.

I was also wondering, is that Medianless RHW-4 (Tarkus's) on two tiles? And is it absolutely, totally, 100% impossible to get extra capacity into a single tile?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 19, 2009, 10:25:27 PM
I really, really need to get SimCity back so that I'll be able to use this wonderful stuff, Alex.

Say, it looks like I need to update the SPUI signal I did:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F7199%2F1809ho1.png&hash=b5873d6adee0e2c92e8d6a5794bd5a7e8eb3252d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on July 19, 2009, 10:27:48 PM
Quote from: joelyboy911 on July 19, 2009, 09:11:07 PM
I don't remember doing anything new, but thanks!  :P

However, I do want to get to work on something else. Are there wide radius curves already in existence for MIS? I would like to see a 2x2 and maybe some of 3x3, 4x4, and 4x4 90 degree turns. I think the present draggable diagonal transition is OK but while I'm at it I can easy enough whip some of those up. I would also need to know which textures to look at in reader, or have attached some new ones if this is applicable.

I might be wrong, but didn't David (dedgren) whip up a 90 degree MIS texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 19, 2009, 10:29:46 PM
MIS smooth curves have already been done in 45 and 90 degrees, and I believe S-curves. But not in the different sizes mentioned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 19, 2009, 10:42:24 PM
What size 90 degree pieces have been done?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 19, 2009, 10:45:21 PM
I'm not sure the dimensions as they're not in the alpha build I have.  ;) Have to wait for Alex to answer that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2009, 12:19:04 AM
Quote from: joelyboy911 on July 19, 2009, 09:11:07 PM
I don't remember doing anything new, but thanks!  :P

The diagonal roundabout entrance. :) 

The 90-degree MIS curve that is completed is a 5x5, the same dimensions as the Road Wide Radius Curve puzzle piece.  There's a 2x2 currently in the works as well.  They were built using special models developed by smoncrie that bend the orthogonal texture into a curve, which you can learn more about here (http://sc4devotion.com/forums/index.php?topic=112.msg215980#msg215980).

And as far as the Medianless RHW-4 I showed, it is a 1-tiler with an overhang on each side, and if implemented as an RHW-based puzzle drag override, it'd have the same capacity as an RHW-2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 20, 2009, 12:44:36 AM
QuoteThe diagonal roundabout entrance.   

Oh yeah. I must have forgotten!  :D

So theoretically using that method, (the link didn't really tell me about how it was done, btw) the only textures needed are the base, and intersections for a new network, the rest can be made by bending the base? That is cool.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 20, 2009, 01:33:07 AM
How about puzzle-piece-based accelleration/decelleration lanes for the RHW, which you can plop on the existing RHW, just like Dedgren's Rural Roads.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F529%2Frhw4adlanearrowcopy.png&hash=3fd75346f8485313ccfde25d6ba4391f4e8dcce7)
RHW-4 Splitter

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F40%2Frhw6sadlanearrowcopy.png&hash=6694786d966cea8786fb0d47e09c4aa210ff5da5)
RHW-6S

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F5783%2Frhw8adlanearrowcopy.png&hash=95f9f41c986fbcc12e63bc357e92bcd9d5874084)
RHW-8 Splitter
(The arrows are optional)

Or how about a lane reduction arrow?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6747%2Frhw4arrowlanereductionc.png&hash=3f4f9a9f7e64a75b7b91b64d22e2c39ee94e7f62)

Maybe this can be an interresting idea for the RHW...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on July 20, 2009, 02:13:02 AM
I like your idea, adds more realism
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 20, 2009, 03:37:11 AM
Nice SPUI Alex!  &apls

And I like your idea Maarten!  :thumbsup:

Anyway, here's the Euro verison of joelyboy911's RHW roundabout:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_RHW_roundabout.png&hash=a5e0712d87395de59b0c0d90d86bf4b7d0ac7590) (http://s705.photobucket.com/albums/ww55/anonymson/?action=view&current=RHW_roundabout.png)

Feel free to suggest changes or improvements to any of my textures.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 20, 2009, 03:59:01 AM
Riiga, I think your textures can't be made better than this!
I also like mrtnrln's idea, this will add realism to our RHWs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 20, 2009, 08:09:51 AM
Yeah, great stuff going on here! Will all this be included in V4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2009, 10:27:27 AM
Quote from: mrtnrln on July 20, 2009, 01:33:07 AM
How about puzzle-piece-based accelleration/decelleration lanes for the RHW, which you can plop on the existing RHW, just like Dedgren's Rural Roads.

Great minds think alike . . .

Had this sitting around as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F7056%2Frhw072020091.jpg&hash=f3aeed503bf3fd4f58e8c8f41c47e1dac2a08ce7)

I may add more dots onto the line, though.

riiga, those textures are looking superb as well!

Quote from: Driftmaster07 on July 20, 2009, 08:09:51 AM
Yeah, great stuff going on here! Will all this be included in V4?

Good question . . . I don't have a definite answer yet, though I am starting to get a clearer idea of what all will be included, and it's quite possible. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 20, 2009, 02:28:27 PM
I like the SPUI! Are you going to add crossalks and sidewalks on it? Becuase the normal avenue bridge has sidewalks and it would look wierd if just the SPUI piece had them missing.

Great work everyone!
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on July 20, 2009, 05:06:48 PM
Is there a part to split a RHW-2 into parallel MIS's or have I just missed it somehow...? I was just wondering..
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 20, 2009, 05:13:45 PM
Quote from: Tarkus on July 20, 2009, 10:27:27 AM
Good question . . . I don't have a definite answer yet, though I am starting to get a clearer idea of what all will be included, and it's quite possible. :)

-Alex

Yes! All this would make a great addition!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi587.photobucket.com%2Falbums%2Fss315%2FDriftmaster07%2FRiyadh-Oct29311248036331-1.jpg&hash=be53a30b58f589d006bc13a440e46c3dfece8c61)
Quote from: zakuten on July 20, 2009, 05:06:48 PM
Is there a part to split a RHW-2 into parallel MIS's or have I just missed it somehow...? I was just wondering..

Actually There isn't. Hopefully it will be included in RHW V4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2009, 05:43:33 PM
Quote from: zakuten on July 20, 2009, 05:06:48 PM
Is there a part to split a RHW-2 into parallel MIS's or have I just missed it somehow...? I was just wondering..

jmvl made one a couple weeks ago--it'll be included in Version 4.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: asd195 on July 20, 2009, 07:11:41 PM
i want to jump back to the multi rhw city connections. I tried to make the connection but it wouldn't let me go across the median so i didn't and it looked ok but the people didn't go to work. when i tried to get it across the median and it did work but then a rhw-4 went across with a rhw-2 on each side.   can some one give me a step by step tutorial
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 22, 2009, 11:49:42 PM
asd195, it sounds like you've almost gotten it.  You need to break the RHW-4 override before the loop connector somehow--I generally stick back-to-back RHW/Road transitions in, such that the roads going across the border are RHW-2s instead.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on July 23, 2009, 05:56:16 AM
Whoa, I've only been missing for a very short while, and yet so much has happened it this thread. Well done guys on all of your advancements!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 23, 2009, 02:42:17 PM
has there been any progress made on elevated rhw-4 over say, an rhw-6,8 etc.?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 24, 2009, 05:07:04 PM
My previous post seems to not have made it through, so I reiterate what I was going to ask. I have been on vacation for the past few months, so I have been somewhat out of touch with this project. What is the progress so far on RHW 4.0? Could I have a list of the most important features to be included?
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 24, 2009, 10:44:54 PM
Are the RHW-4 textures due to be updated in version 4.0? If so can I see the new versions, if not what is the IID of the basic texture? I am going to start work on a 6x6 roundabout.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 25, 2009, 01:59:22 AM
Quote from: darraghf on July 23, 2009, 05:56:16 AM
Whoa, I've only been missing for a very short while, and yet so much has happened it this thread. Well done guys on all of your advancements!

Thanks for the kind words, Darragh!  I'm a bit amazed myself, even. :D

Quote from: kings_niners on July 23, 2009, 02:42:17 PM
has there been any progress made on elevated rhw-4 over say, an rhw-6,8 etc.?

I haven't started on that yet.  I'm still in the midst of a complete overhaul of the override code for the entire mod, so it may be awhile before I get to those.

Quote from: Patricius Maximus on July 24, 2009, 05:07:04 PM
What is the progress so far on RHW 4.0? Could I have a list of the most important features to be included?

Well, it's still very much underway right now, and it'll be awhile before I officially know what will be included.  There's a lot of different stuff being worked on right now, and the Override RULs and textures are being re-built from the ground up.  The SPUIs, the Diverging Diamond and more diagonal intersection/overpass stuff are very likely to be going in, though.  There may also be some turn lane stuff.

Quote from: joelyboy911 on July 24, 2009, 10:44:54 PM
Are the RHW-4 textures due to be updated in version 4.0? If so can I see the new versions, if not what is the IID of the basic texture? I am going to start work on a 6x6 roundabout.

Yes, they are due to be updated.  I've attached the new RHW-4 orthogonal below.

A few small developmental things underway . . .

I've managed to finish off the RHW-4/GLR At-Grade Crossings.  Orthogonal x Diagonal, Diagonal x Orthogonal and Diagonal x Diagonal are done now on the RULing end.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F4769%2Frhw072520091.jpg&hash=2d117181b7e5834a389f8aba91ee119f68898537)

And some preliminary work on joelyboy's roundabout.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F3817%2Frhw072520092.jpg&hash=5a87a902285cceb02e53cea3e69b741aaa640de4)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 25, 2009, 06:32:51 AM
Ooh, looking good.

QuoteWell, it's still very much underway right now, and it'll be awhile before I officially know what will be included.  There's a lot of different stuff being worked on right now, and the Override RULs and textures are being re-built from the ground up.  The SPUIs, the Diverging Diamond and more diagonal intersection/overpass stuff are very likely to be going in, though.  There may also be some turn lane stuff.

That's the kind of report I was looking for. Thanks for that, and saving me the trouble of reading 50+ pages of this thread (which can be hard on the eyes). I've seen the SPUI from the previous page, and I am thrilled at its probable inclusion. And also diverging diamonds? It all sounds wonderful to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 25, 2009, 06:36:40 AM
Looks pretty cool! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 25, 2009, 08:57:29 AM
My RHW Euro Mod has been in development hell for much of this year... it's been sitting on my hard drive for almost a year, so I blew some dust off the PSD files and worked on them some.

But hey... here are some new pics of what's been done tonight on the RHW-2 as it's the network in particular that needs harmonization with my mod.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6821%2Frhwpic001.jpg&hash=efa27f1e7395bbb19141e368eb37511db42fc266)

Road transition and type B ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4111%2Frhwpic002.jpg&hash=be096ba8a083c83c8e8a51452a51c142a110ad2c)

Rail crossings were one of the first things done for the RHW-2 tonight.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F89%2Frhwpic003.jpg&hash=a53dcb4f6a51eb04b2e72133e7db66cd0e5797fc)

A couple more rail crossings. It's obvious textures need to be done for more pieces.

--SA
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 25, 2009, 08:59:39 AM
Yeah! I hoped you'll make your textures for RHW 3.0, and I was waiting. Great  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 25, 2009, 09:00:51 AM
Good to see you SA, and great to see the Euro mod. It is looking fantastic :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 25, 2009, 09:10:52 AM
Neat! Looks like I can finally use the RHW in full effect soon. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 25, 2009, 09:20:43 AM
Oh, and one more question - is it possible to make somehere in future curves for RHW-2 (or it is and I just don't know that)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 25, 2009, 09:49:26 AM
Daniel, it's great to see your Euro mod back in action--those textures look fantastic as usual!

Quote from: kbieniu7 on July 25, 2009, 09:20:43 AM
Oh, and one more question - is it possible to make somehere in future curves for RHW-2 (or it is and I just don't know that)?

Yes, wide radius curves will be coming to the RHW-2 and the MIS as part of the Version 4 release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 25, 2009, 01:31:45 PM
Thanks for answer  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 27, 2009, 04:09:17 AM
Is this what you think it is?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2FBATs%2Fnew_city-_teh_bridge02.jpg&hash=50f3a6a8738df7c338480448229d8850a2b0bf73)

Expect more coming soon ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 27, 2009, 04:16:10 AM
An elaborate hoax?  :D

Nah, must be a functioning RHW-6C bridge of some sort! Cool.
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 27, 2009, 07:18:33 AM
RHW-6C bridge? That's great. Nice development!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 27, 2009, 03:09:11 PM
Awesome, a RHW-6C bridge! Great job, Vince! I'd love to hear more about how you were able to get that working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 27, 2009, 03:16:30 PM
Oh, and next time one more question to SA :D Is it possible to make dashed lines instead solid lines on straight sections in this euro-tesxtures set? Mostly on straight sections passing is allowed  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 27, 2009, 03:36:36 PM
Well I might as well show what else I've been hiding :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2FBATs%2Fbridgetest2-mwahahahaha01.jpg&hash=18747a8388736e7aac519b8608d39b49252b40f5) (http://www.majhost.com/gallery/vz1234512/SC4/BATs/bridgetest2-mwahahahaha01.jpg)

woodb3kmaster/Zack: If your wondering its a pair of dragged RHW bridges, one with an overhanging model with half the 6C texture and the other with the other half of the texture. The paths overhang and the end/beginning pieces have crossover paths as well as a path that links with the special puzzle piece I have made. However UDI wont work on the inside paths (you'll drop to the ocean floor, good way to do underwater UDI though) so UDI is stuck with the two outside lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 27, 2009, 11:09:23 PM
QuoteOh, and next time one more question to SA Cheesy Is it possible to make dashed lines instead solid lines on straight sections in this euro-tesxtures set? Mostly on straight sections passing is allowed

I can do that... though Alex (Tarkus) is doing cosmetic puzzle pieces that'll allow such a thing. Would that be better, or would you prefer the cosmetic pieces to have solid double lines?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 28, 2009, 02:31:30 AM
In my opinion the better way would be dashed lines for default straight, and solid for this cosmetic puzzle pieces  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 28, 2009, 02:44:58 AM
Well, I am basing the RHW textures off what I see as familiar to me, which is the double solid lines. Though I can set it up in such a way that you can mix and match solid and dashed lines using those puzzle pieces that are currently in development.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 28, 2009, 03:07:59 AM
SA: Your euro textures are looking good.
Blue Lightning: That 6C bridge is great, and much-needed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on July 28, 2009, 05:54:33 AM
wow Blue!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on July 28, 2009, 05:55:30 AM
Quote from: Patricius Maximus on July 28, 2009, 03:07:59 AM
SA: Your euro textures are looking good.
Blue Lightning: That 6C bridge is great, and much-needed.

Indeed! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 28, 2009, 09:02:20 AM
Quote from: Blue Lightning on July 27, 2009, 03:36:36 PM
Well I might as well show what else I've been hiding :P

Amazing bridge! I'm looking forward to see this one in game and what ever else the likes of Threestooges (Matt) and choco come up with...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 29, 2009, 07:24:34 AM
*whistles innocently*

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F3572%2Ffamisandrhwpic.jpg&hash=ad7a3f51212be0a677bc3c39c7dd91347116521d)

alternate image link if the above is being slow (http://www.majhost.com/gallery/shadowassassin/rhwstuff/famisandrhw_pic.jpg)

I learnt how to make puzzle pieces.  ;D

Thanks to Blue Lightning for giving valuable help, particularly when making the actual S3D files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Albus of Garaway on July 29, 2009, 07:29:48 AM
Wow, SA. Those look amazing! I'd say those textures are as good, if not better, than the originals. Thanks for your hard work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 29, 2009, 07:43:08 AM
Yeah, FARR-MIS pieces.  ;D  You are doing great work. But will be puzzle RHW-4+MIS -> RHW-6, to make acceleration lines?
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on July 29, 2009, 07:49:37 AM
Wow! Looking good! The arrows on the ramp look just like the ones here in the UK! I only just noticed they are FAR!

Ryan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 29, 2009, 08:07:01 AM
QuoteYeah, FARR-MIS pieces.  Grin  You are doing great work. But will be puzzle RHW-4+MIS -> RHW-6, to make acceleration lines?

Technically, they're FAMIS-1 pieces.

And the ramp is a Ramp Type E :p

As for RHW-4+FAMIS > RHW-6... that is on the checklist. I want to get the FAMIS basic set useable (ie. transitions to normal MIS etc etc) before I continue adding new ramp types.
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on July 29, 2009, 08:13:22 AM
Daniel, that is an awesome surprise there !! The FAMIS is looking fantastic !!
-Arthur.

(more surprise like that ?? )
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on July 29, 2009, 08:29:33 AM
I like surprises! They're great, just like FAMIS. I would definitly use them!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 29, 2009, 10:40:37 AM
Oh man!!! :o :o :o

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 29, 2009, 10:55:40 AM
 :o I'm speechless...
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on July 29, 2009, 01:02:57 PM
I wonder if there are plans to make some pieces so i can finish this  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi444.photobucket.com%2Falbums%2Fqq161%2Fswat-medic%2FSimcity%2FCupperdaley-Aug26121248897559.png&hash=906cdf860ffb1c27a3ae4fa41222cf66c4380ccc)

Looking very good Daniel, and the rest of the team! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2009, 03:49:45 PM
Well, first of all, I'd like to make an announcement--as you probably could guess, Daniel (Shadow Assassin) will be returning to the NAM Team and the RHW Project.  Welcome back--and excellent work on those new pieces!

And Blue, fantastic work on figuring that RHW-6C bridge implementation out!  That's a very nifty method you've figured out, and the model looks great, too!

And Jake (swat-medic), Hi-El-Rail over RHW pieces are on the list.  Should be relatively easy to add once I get a free moment--I've been wrestling the Orthogonal ERHW-4-over-Diagonal RHW-4 RULs. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 29, 2009, 06:31:39 PM
Quote from: Tarkus on July 29, 2009, 03:49:45 PM
I've been wrestling the Orthogonal ERHW-4-over-Diagonal RHW-4 RULs. :)

-Alex

Now that's music to my ears...

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 29, 2009, 08:56:55 PM
Good. What about the HSR and High Monorail pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on July 30, 2009, 12:11:59 AM
If I may chime in...

First of all, it is a delight to read upon the excellent progress made in this thread regarding RHW development every day! :thumbsup:

As there has already been a wave of questions pertaining to needed pieces for the next RHW version(s), I could definitely use more basic pieces such as orthogonal / diagonal ERHW/EMIS pieces, smooth RHW/MIS curves (45°/90°/180°/270°).

Also I was wondering if it were possible to make curved ramp pieces for RHW? My imagination draws a 6x6 puzzle piece with a 90° curved ramp...

At any rate whatever you choose to release with next versions of RHW, keep up this splendid work!

Cheers,
U :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on July 30, 2009, 06:23:37 AM
Wow Blue Lightning, that bridge looks great!  I just have a question on functionality.  Since you said its two separate RHW4 bridges, will that mean it will only have capacity of RHW4 going each way instead of RHW-6C?  Either way its phenomenal work and looks great!  Also, are you working on RHW-8/10 bridges too?
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on July 30, 2009, 06:35:41 AM
Quote from: Monorail Master on July 29, 2009, 08:56:55 PM
Good. What about the HSR and High Monorail pieces?


HSR related questions should be asked in the HSRP topic (http://sc4devotion.com/forums/index.php?topic=2089.700)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 30, 2009, 06:38:05 AM
Quote from: Shadow Assassin on July 29, 2009, 07:24:34 AM
*whistles innocently*

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F3572%2Ffamisandrhwpic.jpg&hash=ad7a3f51212be0a677bc3c39c7dd91347116521d)

alternate image link if the above is being slow (http://www.majhost.com/gallery/shadowassassin/rhwstuff/famisandrhw_pic.jpg)

I learnt how to make puzzle pieces.  ;D

Thanks to Blue Lightning for giving valuable help, particularly when making the actual S3D files.

So, you learnt how to make puzzle pieces? That's good news, and the puzzle pieces look very good as well. I also welcome your return to the NAM and RHW teams.

Quote from: swat-medic on July 29, 2009, 01:02:57 PM
I wonder if there are plans to make some pieces so i can finish this  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi444.photobucket.com%2Falbums%2Fqq161%2Fswat-medic%2FSimcity%2FCupperdaley-Aug26121248897559.png&hash=906cdf860ffb1c27a3ae4fa41222cf66c4380ccc)

Looking very good Daniel, and the rest of the team! :)

Ah, I have had that same feeling many times. RHW 3.0 cured most of my missing sections, but there are inevitably a few. I hope that the pieces you need will be included in 4.0, as I could use them myself  ;D.
Quote from: Shadow Assassin on July 29, 2009, 08:07:01 AM
Technically, they're FAMIS-1 pieces.

And the ramp is a Ramp Type E :p

As for RHW-4+FAMIS > RHW-6... that is on the checklist. I want to get the FAMIS basic set useable (ie. transitions to normal MIS etc etc) before I continue adding new ramp types.

FAMIS? What a good acronym that is. You NAMers sure have a talent for it (but then, in my city journal at ST I have the "FTAI", so it might not be a rare talent, but I might just have it myself).
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on July 30, 2009, 07:17:52 AM
Quote from: Tarkus on July 29, 2009, 03:49:45 PM
Well, first of all, I'd like to make an announcement--as you probably could guess, Daniel (Shadow Assassin) will be returning to the NAM Team and the RHW Project.  Welcome back--and excellent work on those new pieces!

And Blue, fantastic work on figuring that RHW-6C bridge implementation out!  That's a very nifty method you've figured out, and the model looks great, too!

And Jake (swat-medic), Hi-El-Rail over RHW pieces are on the list.  Should be relatively easy to add once I get a free moment--I've been wrestling the Orthogonal ERHW-4-over-Diagonal RHW-4 RULs. :)

-Alex

Very good to know!  Good luck on the creation process  ()stsfd()


I tried a little retexturing myself.. didn't go as planned. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi444.photobucket.com%2Falbums%2Fqq161%2Fswat-medic%2FSimcity%2Fwoo2222-1.jpg&hash=7388073a24ce329fda2a2267c6edbf98888250e6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on July 30, 2009, 08:18:54 AM
I have been working on a Cosmetic Mod to make RHW puzzle pieces look better.  It makes them a little better at zoom 5, a fair bit better at zoom 4, and a lot better at zoom 3.

This picture shows the puzzle pieces as they originally looked at zoom 4, and then as they look with the mod.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHWCosmeticZoom4.jpg&hash=26997b4526a42e833b216b1f320f3028196ec53b)



This picture shows the puzzle pieces as they originally looked at zoom 3, and then as they look with the mod.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHWCosmeticZoom3.jpg&hash=e0ce403d2908ac1ada59d547f8f85a7ee9f394cb)



The mod improves many of the RHW puzzle pieces but not yet all of them.  I hope that it will be added to the next RHW version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 30, 2009, 11:24:36 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Fsquee.jpg&hash=3ebcea589d59753fce5dad7bccfcf24a0e550d8d)

;D

More to come soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on July 30, 2009, 11:29:25 AM
Ouch...these last posts by SA & Smoncrie are hot! Look great both of you!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on July 30, 2009, 11:30:54 AM
As you said Daniel.  Squee.

smoncrie: Looking very nice, a much ndeded improvement.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 30, 2009, 11:37:09 AM
I'm in love with SA's intersection ::) $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on July 30, 2009, 11:46:17 AM
Excellent work, Daniel ! That intersection is fabulous !

Quote from: Shadow Assassin on July 30, 2009, 11:24:36 AM
More to come soon.
I hope that, I hope that....  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 30, 2009, 11:47:18 AM
Great work, guys! :) The Road Overpass needs an Euro Texture fix, though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on July 30, 2009, 11:51:07 AM
I was thinking just the same thing
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on July 30, 2009, 11:51:52 AM
Awesome.  :thumbsup: I can't wait for them  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 30, 2009, 11:58:12 AM
Quote from: Shadow Assassin on July 30, 2009, 11:24:36 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Fsquee.jpg&hash=3ebcea589d59753fce5dad7bccfcf24a0e550d8d)

;D

More to come soon.

Dan, welcome back!  It's a pleasure to have you back! 

This?  Is realism.  Just needs signs.  :P

EDIT:  I just saw the signals on the ramp intersections.  Nice work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on July 30, 2009, 01:16:06 PM
That's absolutely fantastic!

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 30, 2009, 01:16:59 PM
Quote from: BigSlark on July 30, 2009, 01:16:06 PM
That's absolutely fantastic!

Cheers,
Kevin
I am inclined to agree. FANTASTIC!!!

Thankyou so much :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on July 30, 2009, 02:00:41 PM
Oddly enough you're putting the Rural back into the Rural Highway Mod. They look superb.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on July 30, 2009, 04:45:56 PM
I agree. It looks fantastic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on July 30, 2009, 06:48:56 PM
Sweet ! He back with more textures!
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on July 30, 2009, 09:53:27 PM
great to see you back Dan, and that is looking prrty swift :)

-dave
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on July 31, 2009, 02:19:24 PM
OMG!!!!!!!!!! That looks so realistic! And cool!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 31, 2009, 06:55:25 PM
OMG! Is that.....an upcoming option in RHW 4.0? Optional traffic lights at offramp x road,OWR, ave intersections? 


Oh yea, Is there a new pic about the EL-RHW4, EL-MIS going above RHW-6 and up? I seem to have a problem with that. Whenever I have to make a EL-RHW/MIS crossing with a RHW-6 and up, I have to use OWR puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 01, 2009, 01:37:07 AM
Quote from: Monorail Master on July 31, 2009, 06:55:25 PM
Oh yea, Is there a new pic about the EL-RHW4, EL-MIS going above RHW-6 and up? I seem to have a problem with that. Whenever I have to make a EL-RHW/MIS crossing with a RHW-6 and up, I have to use OWR puzzle pieces.

There isn't.  Haven't even started on ERHW-over-Wider RHW overpasses yet.

I did, however, manage to get this working somewhat decently tonight:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F3151%2Frhw080120091.jpg&hash=4cd1410032fb818483ce437487c54334fe224937)

More to come soon . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 01, 2009, 01:53:43 AM
FAMIS Parclo time! ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Ffamis_parclo.jpg&hash=53430145a66d728a17dc13c53ee5356b84186b44)

More pieces to come soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on August 01, 2009, 02:47:03 AM
Very nice, Very nice indeed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on August 01, 2009, 02:49:24 AM
Awesome! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 01, 2009, 06:23:53 AM
Tarkus: Awesome!!!

Shadow Assasin: Perfect!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 01, 2009, 07:14:53 AM
Dan, that is exactly what I imagined a partial cloverleaf interchange in SC4 looking like.  Well done!
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on August 01, 2009, 07:24:55 AM
Daniel, the only thing that came up to my head is WOW !  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Splime on August 01, 2009, 07:39:14 AM
Wow, all this new RHW stuff is amazing! One thing though, if we're going to have FAMIS, will we have FARHW soon?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 01, 2009, 01:15:24 PM
Suggestion for RHW-6CE (elevated): a starter piece for the median and then a starter piece for each of the sides. The RULs for going over other RHW networks would be screwy, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 01, 2009, 02:49:55 PM
Tracker: Funny that you mentioned that....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Ferhw6c_i_declare_another_win.jpg&hash=14829bb035095602db3c2ab54c85774cd4f034f0)

Though I dont think the seperable starter would be a good idea, as it does make things a little more complex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on August 01, 2009, 03:51:50 PM
Tarkus, thanks so much!  I wasn't sure that was going to be implemented in version 4.0.

Daniel, congrats!  Looks very nice. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 01, 2009, 04:24:01 PM
 &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 01, 2009, 05:53:50 PM
AMAZING!!! Finally something other than El RHW 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 01, 2009, 07:53:58 PM
Here's hoping for a release soon, maybe....

Labor Day?

Christmas at the latest, c'mon, you can't keep us drooling here for much longer. There will come a point at which there's nowhere to stand for all the drool...among other things.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 01, 2009, 07:57:00 PM
I'll get a mop... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on August 01, 2009, 08:12:08 PM
Speaking of seperable starter pieces, did anyone else realise that with one more override and a few more puzzle pieces we could have RHW's of infinite width...

EL-RHW-6 looks superb, btw.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 01, 2009, 08:28:45 PM
Actually, no. Please explain, this sounds intruiging.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 01, 2009, 08:49:14 PM
Like a RHW 12, 14, 16, 100.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 01, 2009, 08:58:37 PM
Blue, you are officially awesome!  Whoever said "lightning doesn't strike the same place twice" has obviously never read the RHW thread and seen your work. :D  (Sorry, couldn't resist that one. ::))

Quote from: joelyboy911 on August 01, 2009, 08:12:08 PM
Speaking of seperable starter pieces, did anyone else realise that with one more override and a few more puzzle pieces we could have RHW's of infinite width...

Yes, I've been thinking about that since Xyloxadoria posted a diagram here a few months ago proposing such a feature.  It looks feasible in a lot of regards--the only possible issue would be figuring out the diagonals.  The overpass puzzle pieces could easily be modularized, and the way many of the Wider RHW MIS Ramp Interfaces are laid out, they could actually be re-used (without modification) on Ultra-Wide RHWs.  ("Ultra-Wide" is the "official" term I've used to refer to anything wider than the RHW-10.)

Quote from: dragonshardz on August 01, 2009, 07:53:58 PM
There will come a point at which there's nowhere to stand for all the drool...among other things.

Well, as much as development has heated up lately, it'll probably evaporate. :D  

Let's not get carried away thinking about release dates here, though.  Besides, you'll soon have other . . . distractions . . . here in the NAM world. ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on August 01, 2009, 09:07:11 PM
I know I sound like a broken record...but I am amazed at what this project has become!  &apls  So many new things happen everyday! This is definitely what Maxis wished they had accomplished!

Vince! Excellent job,again! Alex...I'm so glad that you were able to keep this going for so long as now you have so much "new blood" to get even more jammed in!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 01, 2009, 09:13:03 PM
Quote from: Tarkus on August 01, 2009, 08:58:37 PM
Let's not get carried away thinking about release dates here, though.  Besides, you'll soon have other . . . distractions . . . here in the NAM world.

True, true, but a release would be great. And by other distractions, do you mean that possibly, maybe, there might be a release of the NWM?

Quote from: Driftmaster07 on August 01, 2009, 08:49:14 PM
Like a RHW 12, 14, 16, 100.

Ok, RHW-12, -14, and -16 makes sense. But RHW-100? That's crazy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 01, 2009, 11:02:36 PM
Quote from: dragonshardz on August 01, 2009, 09:13:03 PM
And by other distractions, do you mean that possibly, maybe, there might be a release of the NWM?

Nope.  I mean this (http://sc4devotion.com/forums/index.php?topic=8460.0). ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: projectadam on August 02, 2009, 04:04:41 AM
I do not know if only having 6 hours of sleep in the past 48 hour and travelling 16 hours in that timeframe is taking its toll on me but does anyone have any suggestions for connected the two MIS paths in the following picture. If I try to connect them, it sends the elevated RHW down to the ground and connects to the MIS pieces. Any help would be appreciated

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F272%2Frhwhelps.jpg&hash=ec01d7d7416e90da4c9d07e54f20414bad613568)
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on August 02, 2009, 04:21:35 AM
The thing with overrides of the same network is that, well, they override eachother. Thats why you need puzzle pieces to connect GLR to El-Rail. Therefore, you need a puzzle piece for this spot. I'm not 100% certain if one exists (I'm more of a OWR tunnel man for these types of scenario) but logically, you would think one would have been created.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 02, 2009, 06:01:34 AM
Quote from: joelyboy911 on August 02, 2009, 04:21:35 AM
The thing with overrides of the same network is that, well, they override eachother. Thats why you need puzzle pieces to connect GLR to El-Rail. Therefore, you need a puzzle piece for this spot. I'm not 100% certain if one exists (I'm more of a OWR tunnel man for these types of scenario) but logically, you would think one would have been created.
There is some overrides in place for Elevated RHW over MIS, but diagonals arent ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on August 02, 2009, 06:36:40 AM
Quote from: JoeST on August 02, 2009, 06:01:34 AM
There is some overrides in place for Elevated RHW over MIS, but diagonals arent ;)

Yeah, the only way i know of is to straighten the diagonal RHW, then the MIS should be able to drag under and work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 02, 2009, 08:21:00 AM
...Actually, you won't even have to worry about that. Pretty soon, because RUL14 has been cracked, you'll be able to do diagonal-diagonal crossings, even with different overrides, much more easily now.

Just wait and see. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 02, 2009, 08:41:30 AM
The problem with that is that it will be released with RHW v4 at the soonest, with can be next year to the extend of my knowledge.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on August 02, 2009, 10:09:15 AM
Im sorry, did you just say that the next version of the RHW will be released sometime next year?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 02, 2009, 10:12:38 AM
It will be released once it's ready - see #3 in the stickied posting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chrisnhl on August 02, 2009, 10:28:14 AM
I realize that but korot just stated that it will be next year as far as they know and im wondering if what he was talking about was the next version or a different one.  Im not asking when but Im just curious if were looking at months or years here. Very greatful for all the fabulous work btw!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 02, 2009, 11:27:32 AM
I'll just reiterate what Andreas said.  None of us (myself included) can give any sort of a timeline or hint as to how long it'll take, because we honestly have no idea.  Any purported "release dates" you may hear from others are merely speculation. 

Quote from: Shadow Assassin on August 02, 2009, 08:21:00 AM
you'll be able to do diagonal-diagonal crossings, even with different overrides, much more easily now.

The Diagonal-Diagonal stuff is going to still be a bit finicky in terms of a draggable setup, unfortunately, despite my best efforts.  What projectadam has shown should be possible, but if you're looking to drag two parallel Diagonal ERHW-4s over two parallel Diagonal RHW-4s in a close configuration, you'll likely run into trouble, because Maxis screwed up that configuration so much that it'd take me ages to fix it.  Fortunately, I am planning a few "failsafe" puzzle pieces for that particular situation, and will likely be adding Prevents RULs to make the wacky situations impossible to draw, so as to require folks to use the puzzle pieces in those circumstances.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 02, 2009, 11:58:56 AM
Another suggestion, this time new ramp styles:

4-D: The ramp turns off perpendicular to the highway. This would be beneficial for, say, a parallel road interchange.
4-E: The ramp is a loop ramp and turns 180° (opposite direction, like a cloverleaf).
4-P: A combination ramp that spawns a parallel road or RHW-2 and acts as an on-ramp and off-ramp.

I'll get a rough drawing of the concept for 4-P, because it's hard to visualize.
Title: Re: RHW (RealHighway) - Development and Support
Post by: projectadam on August 02, 2009, 12:24:43 PM
You people keep doing what you do; when the pieces are out, they will be out. Who would have ever thought that when this game was released that certain talented individuals would even be trying to solve problems like this. I am still amazed with how this game has evolved and just wanted to again state my appreciation for the amount of hard work and resources you put in. KEEP UP THE GREAT WORK!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sincitybaby on August 02, 2009, 01:09:42 PM
Hey Tarkus (Alex).  I have a great idea that I thought of the other day. I was noticing that when I layed down my RHW that at first it had no traffic.  In my city I placed it as an interstate.  So I got traffic flowing on it but there was no traffic flowing the other way due to morning and evening commutes.  It had 330 cars on it but showed little traffic.  But on a simple street next to it there was a constant stream of traffic even though only 8 cars used it.  This made me wonder if there was any way to modify the network so that even if there was not much traffic, it could show some traffic.  Because in RL there are always cars on Interstates and other highways while there is minimal traffic on a residential street.


Thank you for reading and thank you for this amazing mod!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 02, 2009, 02:03:08 PM
I believe you could use a traffic generator for that, if you'd like to see more traffic on your RHWs.  Look on the STEX & LEX for 'em.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 02, 2009, 04:47:57 PM
Quote from: chrisnhl on August 02, 2009, 10:28:14 AM
I realize that but korot just stated that it will be next year as far as they know and im wondering if what he was talking about was the next version or a different one.  Im not asking when but Im just curious if were looking at months or years here. Very greatful for all the fabulous work btw!

Well, the thing is: We're not a company that has to meet a deadline. Even if we do some good planning and know how much free time we might have over the next few weeks or months, nobody knows which obstacles might occur, and since nobody is perfect, an error could be detected later, causing a lot of work to fix everything until it works as intended. Then there are other times when we're simply don't have the desire to work on SC4, but rather enjoy a movie or doing a barbecue with some friends - so yeah, it's done when it's done, and not even we know the date. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Citywolf on August 02, 2009, 05:03:23 PM
Sorry, I don't know if I'm right here but I need some serious help with draging RHW-6S to be a curve like the inner curve shown here on one of Haljackeys pics

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi540.photobucket.com%2Falbums%2Fgg343%2FJackeyHal%2FTerraInternationalAirport-Dec600123.jpg&hash=27064d51a0b90b68fbe1cd8948645024bc91be05)



I just tried and tried but I'm probably too dumb for this. The only results i got were ...funny stuff like that:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F871%2Frhwerror01j.jpg&hash=3ca03a3ef35a761f10207ef4f50bc542d5e86f33) 
&mmm

Could someone post a short "how-to-do" tut or a video or at least explain it to me, please?

Thanks,
Citywolf
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 02, 2009, 05:37:48 PM
Citywolf, first of all, welcome to SC4D!  To answer your question, the RHW-6S curves as shown in that first pic are not draggable.  There's a series of puzzle pieces toward the end of the TAB Loop under the RHW Curves button (you can quickly access them by going backwards through the loop with Shift-TAB).  There, you'll find RHW-6S and RHW-8 curves and diagonals.

Hope that helps!

Jayson (sithlrd98) and projectadam--thanks for the all too kind words.  I had no idea I'd be able to keep this project going as long as it has--it's been a long road (pun fully intended) :D, but worth it.  And I'm just ecstatic to have such a talented group of folks on board now:

Blue Lightning
choco
deathtopumpkins
jmvl
Shadow Assassin
smoncrie
Swamper77

A hearty round of applause for all of them! &apls

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 02, 2009, 09:42:03 PM
Ahh, but Alex, you must remember that none of this would be possible without you!  &apls


And to show that I'm earning my place on that list...

RHW-6S smooth curves anyone?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi188.photobucket.com%2Falbums%2Fz194%2Fdeathtopumpkins%2FOuter-9.png&hash=bffbb9c1b8a86c22ac714fbc4a7e3a4b2ce8ce05) (http://i188.photobucket.com/albums/z194/deathtopumpkins/Outer-9.png)
[Click for full HD-sized version ;)]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 02, 2009, 10:19:32 PM
Alex: Well we have to thank you quite a bit too, for you're the one who keeps it all together, works the hardest, and we probably wouldn't be here withoute you ;)  &apls

DTP: Awesome texture work, seems like you pretty much have the hang of inkscape now. Now all you have to do is get it ingame :P

Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on August 03, 2009, 12:24:20 AM
Great work everyone! This keeps getting better and better! Smooth RHW-6S curves are more than welcome! Also looking forward to more over- and underpass possibilities! :thumbsup:

Keep up the great work!

BR,
U.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on August 03, 2009, 02:03:46 AM
Hi
would it be possible to create some compakt interchange ramps for RHW2?
like this(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F%5Burl%3Dhttp%3A%2F%2Fwww.ld-host.de%2F%255D%255BIMG%255Dhttp%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F818d9880c9136249c1a6a14d63bbe6d1.jpg&hash=ec4106f6ad680e4f66da9cae5b025fa31f98990b)[/URL][/img]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Citywolf on August 03, 2009, 02:06:40 AM
Quote from: Tarkus on August 02, 2009, 05:37:48 PM
Citywolf, first of all, welcome to SC4D!  To answer your question, the RHW-6S curves as shown in that first pic are not draggable.  There's a series of puzzle pieces toward the end of the TAB Loop under the RHW Curves button (you can quickly access them by going backwards through the loop with Shift-TAB).  There, you'll find RHW-6S and RHW-8 curves and diagonals.

Hope that helps!

Jayson (sithlrd98) and projectadam--thanks for the all too kind words.  I had no idea I'd be able to keep this project going as long as it has--it's been a long road (pun fully intended) :D, but worth it.  And I'm just ecstatic to have such a talented group of folks on board now:

Blue Lightning
choco
deathtopumpkins
jmvl
Shadow Assassin
smoncrie
Swamper77

A hearty round of applause for all of them! &apls

-Alex



Thank you for the welcome! Didn't notice that it is my first post because I registered quite a while ago.^^
And thank you for your help but unfortunately my problem isn't solved yet. :(

All i get with the puzzle peaces of the curves section are directions from 0° to 45° and then back to a 0° angle like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F3553%2Fclipboard02gfm.jpg&hash=b69e0e9213572d0cc95d3ccf85855a151a455df2)

But what I meant is that I need a direction change from a 0°  to a 90° angle. To get the traffic flow from northwards to westwards (or northwards to eastwards). But it's not possible for me to do so with the puzzle peaces and I have the newest version of the RHW project or am I simply missing some puzzle peaces?


Thanks,
Citywolf
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 03, 2009, 04:11:50 AM
Citywolf: As the FAQ in the stickied post states,

Quote17. How do I make a 90-degree curve with the RHW-6S and RHW-8?  Is it possible?

It is not possible at this time with Version 3.2.  This capability will be incorporated into RHW Release 4, however.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Citywolf on August 03, 2009, 04:14:21 AM
Quote from: Blue Lightning on August 03, 2009, 04:11:50 AM
Citywolf: As the FAQ in the stickied post states,


So Haljackeys picture is photoshopped? :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 03, 2009, 04:22:45 AM
citywolf: Well I belive the inner curve was dragged, however it does not function and I belive they have now been made impossible to drag (prevent RULs)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 03, 2009, 05:07:04 AM
Quote
4-D: The ramp turns off perpendicular to the highway. This would be beneficial for, say, a parallel road interchange.
4-E: The ramp is a loop ramp and turns 180° (opposite direction, like a cloverleaf).
4-P: A combination ramp that spawns a parallel road or RHW-2 and acts as an on-ramp and off-ramp.

All of these ramps will be able to be done with puzzle pieces in 4.0... so no additional ramp types, apart from FAMIS, will be added, to my knowledge.

For instance, 4-D can be done with either a Ramp Type A combined with a MIS 90 degree curve or a FAMIS Ramp Type E combined with a FAMIS long inner curve piece.

4-E, same thing, except with a 90 degree curve piece added on the end.

4-P... not sure what you're suggesting here... but can probably be done with an existing A-type ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Citywolf on August 03, 2009, 05:09:49 AM
So, I guess the only possible solution is to turn the RHW-6S to a RHW-4 make a curve and transform it to a RHW-6S again once it goes straight.^^ Well, I hope a RHW-6/8 90° curves will be implemented in Version 4 :P. However thanks for your help anyway  :thumbsup:

And before I forget to mention it: The RHW project rules, you guys doin' a great job here.  &apls



Citywolf
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on August 03, 2009, 05:16:38 AM
Citywolf if you read Alex's FAQ on the top of each page you will notice that Alex has mentioned there will be wider RHW curved incorporated into 4.0. ;)

-Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Citywolf on August 03, 2009, 05:30:43 AM
Yes, and I'm looking forward to it.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 03, 2009, 09:53:19 AM
Well there is a workaround you can use in the meantime that involves some of the avenue puzzle pieces i believe, but I do not know it off the top of my head.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 03, 2009, 03:18:26 PM
Quote from: Tarkus on August 01, 2009, 11:02:36 PM
Nope.  I mean this (http://sc4devotion.com/forums/index.php?topic=8460.0).

Oh. Well, that's cool too. Laying the groundwork for the NWM?

I haven't read the thread yet, so correct me if I am wrong.


EDIT: Read the thread. I was wrong. Something for the SPUIs Alex showed off not too long ago.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Schleicher68 on August 04, 2009, 03:19:13 AM
 :thumbsup:  For the German-speaking! Here is a summarized version of aid to the RHW!
http://www.simcityplaza.de/content/view/492/172/ (http://www.simcityplaza.de/content/view/492/172/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: smoncrie on August 04, 2009, 10:05:45 PM
I have started work on a new puzzle piece, the RHW-10 Orthogonal "S":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-10OrthS.jpg&hash=5cbd71bcdd57b8865733fda14bda51c6c3a1c992)


This puzzle piece was created using a totally new technique that I have developed.  I call puzzle pieces created with this technique "MORPH Curves".  With this new technique the puzzle piece uses only one or two textures that are morphed to the correct shape for each puzzle piece tile.  Since it uses so few textures, it is easy to use texture (Euro) mods or adapt it to different transportation networks.

Just as a demo I will change the two RHW-10 textures to RHW-6S and then to RHW-4 to get:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-6SRHW-4DEMO.jpg&hash=b2c8d8bfd9db656647523870dc6e018155dcdadc)

Since I just changed the textures and did not actually create new puzzle pieces, the drag starter tiles at each end did not change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 04, 2009, 10:42:37 PM
Sounds cool, smoncrie. Must be much easier than creating new pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on August 05, 2009, 04:54:16 AM
i wondered why ya call 'em MORPH curves......thats simply awesome!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on August 05, 2009, 05:13:59 AM
....and those MORPH Curves are awesome Smoncrie! Makes so many things possible...

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 05, 2009, 06:24:33 AM
Cool!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 05, 2009, 06:28:38 AM
Mighty MORPHin' Curves? 

I like.  Nice work, smoncrie!
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 05, 2009, 08:40:09 AM
I was really bored yesterday, so I made this texture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_Tull_21.png&hash=8fa1637a2bf41e219776dc865aeb4bf4d69977dd) (http://s705.photobucket.com/albums/ww55/anonymson/?action=view&current=Tull_21.png)
(click for full resolution)

It's a European Toll Booth texture for the RHW-2. :)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on August 05, 2009, 08:44:39 AM

Wow, can't wait to see that as a tollbooth! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 05, 2009, 10:24:28 AM
Quote from: Ryan B. on August 05, 2009, 06:28:38 AMMighty MORPHin' Curves? 
Mighty MORPH'ing Power Curves more like :D

Fantastic smoncre

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 05, 2009, 04:30:42 PM
whoa, I love these. Awesome work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 05, 2009, 06:11:59 PM
Looks awesome! Each day I can't wait for RHW 4.0. I have made some really cool interchanges that I can't wait to show you, but they're on the SimCity-dedicated computer...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on August 06, 2009, 02:21:31 AM
i think there needs to be more ramp options for the wider RHW's, we have a million of them for the RHW 4 but only two options for the 8 and 10. Can't wait for those toll booth's though. it'll bring in a lot more cash for me $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 07, 2009, 10:08:32 AM
Quote from: kings_niners on August 06, 2009, 02:21:31 AM
i think there needs to be more ramp options for the wider RHW's, we have a million of them for the RHW 4 but only two options for the 8 and 10.

I agree fully there.  There likely will be some included in the next release. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on August 07, 2009, 10:49:21 AM
Quote from: Ryan B. on August 05, 2009, 06:28:38 AM
Mighty MORPHin' Curves? 

I like.  Nice work, smoncrie!

And they can do a lot more! Making most of my mods obsolete...but its worth it!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 11, 2009, 12:34:32 PM
Hi there,

did I understand it right that creating a RHW-6 over RHW-6 overpass is impossible without using avenue puzzle pieces for the overpass? Like in the following picture I would like to have an overpass between the two RHW-6:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F3449%2Fneuestadt29mai061250018.png&hash=d2cda0b72ffc96480cf9d77f124dcf1800aad170)

or here

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F3449%2Fneuestadt29mai061250018.png&hash=361134dab5315f61b554aaf865e84810603c9201)

Thanks for your advice!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 11, 2009, 01:24:33 PM
Umm... those are RHW-4. Use the draggable RHW overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on August 11, 2009, 01:40:44 PM
Quote from: Rady on August 11, 2009, 12:34:32 PM
[...]

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F3449%2Fneuestadt29mai061250018.png&hash=d2cda0b72ffc96480cf9d77f124dcf1800aad170)
[...]


Hi,
may I take Rady's posted image as a queue for a question? Would it be possible to make filler pieces like the 1x1 filler pieces in the STR to deal with reverting back to RHW-2 pieces between to wide curve sections? Because I think right now it is a nightmare plopping a 90° curve...

Just a question! ;D

Cheers,
U.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 11, 2009, 02:12:27 PM
Quote from: u.mueller on August 11, 2009, 01:40:44 PM
Hi,
may I take Rady's posted image as a queue for a question? Would it be possible to make filler pieces like the 1x1 filler pieces in the STR to deal with reverting back to RHW-2 pieces between to wide curve sections? Because I think right now it is a nightmare plopping a 90° curve...

Just a question! ;D

Cheers,
U.
Good suggestion, I could use them for sure!


Anyway,
here's what I've been making all day, a toll plaza texture for the RHW-4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_Tull_11.png&hash=284ae79e7e804e2cd957a1fb74f5132d142b9490) (http://i705.photobucket.com/albums/ww55/anonymson/Tull_11.png?t=1250025079) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_Tull_lastbil_11.png&hash=3b38e199d649d9e86b694107679ef0714df8942a) (http://i705.photobucket.com/albums/ww55/anonymson/Tull_lastbil_11.png?t=1250065696)
(click for full resolution)

The texture is based on an old texture I found browsing Haljackey's SC4 Archives (http://sc4devotion.com/forums/index.php?topic=4575.0).
Hopefully someone could make something useful out of the texture I made. :)

EDIT: There's now an additional texture with a truck/lorry lane.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 12, 2009, 03:27:29 AM
Quote from: deathtopumpkins on August 11, 2009, 01:24:33 PM
Umm... those are RHW-4. Use the draggable RHW overpasses.

Well, ähem .. you're right .. ;D It used to be a RHW-6 but since this is a intersection it changed to a RHW-4 after the exit piece ...
With "draggable RHW overpasses" you speak of the elevated MIS starter piece? Or the basic RHW-4 starter piece? 'Cause I tried both of them but didn't manage to cross BOTH parts of the RHW-4. It would work out for the first 2 lanes (e.g. that one heading to the left), but would create a normal crossing with the second 2 lanes.

I'll give it a try and provide a picture in case I fail again (which I expect to be the case, to be honest ..  :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 12, 2009, 06:21:39 AM
The draggable RHW overpasses would be the ERHW4 (15M) and the EMIS (15M). The transition pieces can be found near the end of the transition button and the starter pieces near the end of the starter piece button.

If the overpass does deconvert, simply place another starter piece and connect them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on August 12, 2009, 12:55:06 PM
riiga : I like those RHW-4 toll plaza textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 12, 2009, 09:47:58 PM
Rady,

In addition to what Blue Lightning is saying, none of this will work, unless there is the same opposing starter/transition piece on all sides after the intersection, and then when you drag over, they should be correct.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on August 18, 2009, 06:02:52 AM
Hi Everyone,


I just started to get back into Sim City 4 again and I really love the RHW set!  It's great and adds a totally new level to the game that wasn't there before.

I have one small request to add and a problem which I was wondering if there was a solution to.

My request: possibly add a GLR/Avenue overpass option over RHW (for now I have to split off my GLR and do an elevated rail crossing which is neat but irritates my hurried passengers :D )

My problem is that I cannot seem to build a RHW 6S or 8S diagonal curve completely.  I mean, I can start it but I can not complete it and join it (ultimately making a 90 degree turn).  No matter what I do, I can't seem to get all the pieces to fit.  I've spent 2 hours at this and am wondering if I am doing something wrong.  If this is possible, could someone be so kind as to make a tutorial on how to do it?

If this is a limitation of the RHW that's okay but if it's not, would someone be so kind as to walk me through it.  I'm about ready to pull out my hair!

Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 18, 2009, 07:34:58 AM
GLR-in-avenue overpasses will most likely come eventually, but not in the immediate future. ;)
As for RHW-6S and 8 curves, according to the FAQs in the sticky post at the top, you can currently only do 45-degree or S-curves. The missing piece to complete a 90-degree curve will be included in the next release. However, there is a workaround out there, but I don't know it off the top of my head.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 18, 2009, 10:32:45 AM
@mrgisa: you might check out these two threads:

1) http://sc4devotion.com/forums/index.php?topic=6805.0

--> due to me beeing obviously numb I wasn't able two get this to work ... ;D  possibly yu will have more luck :thumbsup:

2) http://sc4devotion.com/forums/index.php?topic=5612.0
View the "rhw curve 001" video --> this one worked out for me, but has a lack in terms of graphics, as you will soon discover &mmm

However, it works :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on August 19, 2009, 03:16:04 AM
Quote from: deathtopumpkins on August 18, 2009, 07:34:58 AM
GLR-in-avenue overpasses will most likely come eventually, but not in the immediate future. ;)
As for RHW-6S and 8 curves, according to the FAQs in the sticky post at the top, you can currently only do 45-degree or S-curves. The missing piece to complete a 90-degree curve will be included in the next release. However, there is a workaround out there, but I don't know it off the top of my head.

Great news to hear on both accounts.  I really like the glr/avenue pieces and they find a lot of use (passenger wise as well) in my capital city.  Since I can't build tunnels with the RHW (yet? :) ) the only way to go is with overpasses but by all means, it's not a demand and I'll be grateful to see it someday, whenever that is.  Besides, I like having to branch out as it adds a challenge to the route (and makes it interesting when I drive them from time to time ;) ).

Quote from: Rady on August 18, 2009, 10:32:45 AM
@mrgisa: you might check out these two threads:

1) http://sc4devotion.com/forums/index.php?topic=6805.0

--> due to me beeing obviously numb I wasn't able two get this to work ... ;D  possibly yu will have more luck :thumbsup:

2) http://sc4devotion.com/forums/index.php?topic=5612.0
View the "rhw curve 001" video --> this one worked out for me, but has a lack in terms of graphics, as you will soon discover &mmm

However, it works :thumbsup: :thumbsup: :thumbsup:

TY very much for the links Rady!  I tried using google to find them but I was probably too specific.  What I might do in the meantime is just have the RHW convert to avenue (going from north to south) and then do the same on the RHW going from west to east and then have them link up near a downtown of sorts.  I could also use the ground/elevated highway pieces but that'd defeat the purpose of the RHW.  I'll check out those links now...

Thank you both for your help!


Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on August 19, 2009, 10:23:45 PM
I didn't manage to read all of the thread, and I want to know if there is a RHW-6S to RHW6C conversion piece being made. I hate narrowing my highway then widening it again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 19, 2009, 10:25:09 PM
Don't worry, there is.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on August 19, 2009, 10:56:05 PM
I was playing around with the RHW last night in hopes of making a huge highway system where a North/South and an East/West RHW would interconnect in a huge under/overpass.  The N/S would be 6S plus a 4w merge under a 4w overpass, but I couldn't seem to drag a highway over anything larger than a 4w.  Am I correct in assuming that it is impossible to have an overpass/underpass with anything larger than a 4w at this time?  I tried to look on the forums for pictures of these kind of interchanges without success.  I did see conversions to avenues...am I guessing correctly if I assume that's a temporary solution?  If it is possible, could someone kindly provide a picture (or shoot a link to one to me? :) ).  If it is not possible, will it become possible someday in the future (in that there be pieces made for these kind of interchanges?).  I really hope so as I know others like myself would love to make huge highway interchanges and it would look (and act) odd to have to merge a 8s network into a 4W network just for an under/overpass...


Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 20, 2009, 01:52:58 AM
Gisa, I had the same problem, pls. check out this thread

http://sc4devotion.com/forums/index.php?topic=990.msg266396#msg266396

Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on August 20, 2009, 01:57:52 AM
Hi Rady,


Talk about under my nose!  Thanks, I'll try that out later tonight. :)


Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 20, 2009, 03:19:50 AM
Quote from: mrgisa on August 20, 2009, 01:57:52 AM
Hi Rady,


Talk about under my nose!  Thanks, I'll try that out later tonight. :)


Gisa ^^
Gisa, obviously we're battling the same problems at the moment, it's just that I'm a few minutes in front of you  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on August 20, 2009, 04:03:19 AM
It seems that way.  Makes me feel kinda stupid though... %confuso

Thanks for your help.  I hope to play around some more with the RHW tonight.  Might have to wait till the weekend...


Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: secretformula on August 20, 2009, 12:20:58 PM
I have a rhw issue that I hope somebody could help me with. Nobody uses my rhws unless their is no othway to go to work. I use traffic simulator Z
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 20, 2009, 12:28:14 PM
Quote from: secretformula on August 20, 2009, 12:20:58 PM
I have a rhw issue that I hope somebody could help me with. Nobody uses my rhws unless their is no othway to go to work. I use traffic simulator Z
That's possibly because your rhw is the longest connection between your sims and theyr work? Or is this rhw amidst your sims? Can you post a picture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on August 20, 2009, 01:14:45 PM
I'd like to make a request. What about a 2-lane exit ramp from RHW-6C, 8, and 10? Kinda like the RHW-6S off/on ramp split into 2 RHW-4s. But instead, like RHW-6C splits into 3 lanes (RHW-6C) and a RHW-4, RHW-8 split into 3 lanes (RHW-6S) and RHW-4, also RHW-10 split into RHW-8 and RHW-4? I would like this because one of these days(in game wise) there will be a nasty bottle neck on the RHW to MIS ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 21, 2009, 05:21:53 PM
I kind of have a request: RHW-6C wide curve/90°. Right now, you have to use RHW-4 to bend your RHW-6C at all (diagonals I don't expect).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 22, 2009, 03:08:49 AM
How about a RHW-6C diagonals? There's enough room in the median of a diagonal RHW-4 to put two extra lanes in the middle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: secretformula on August 22, 2009, 09:11:58 AM
None of my sims use the RHW, especially on neighborhood connections. I have made the loop back connection but still nothing. I use the medium traffic sim Z
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2009, 10:50:31 AM
Quote from: secretformula on August 22, 2009, 09:11:58 AM
None of my sims use the RHW, especially on neighborhood connections. I have made the loop back connection but still nothing. I use the medium traffic sim Z

What does your RHW setup look like?  A few pics would help me determine what the source of your issue is.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: secretformula on August 22, 2009, 11:45:59 AM
The connection on the industrial city
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi798.photobucket.com%2Falbums%2Fyy263%2Fsecretformula1994%2FRHWConnect1-Dec27011250966361.png&hash=a0d877856877b5006251a46e9598e4e464331560)
The interchange in the industrial city
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi798.photobucket.com%2Falbums%2Fyy263%2Fsecretformula1994%2FRHWConnect1-May11021250966118.png&hash=8a167eaef0e69bb8899e7c3bca4743aeed79b908)
The connection in residential city
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi798.photobucket.com%2Falbums%2Fyy263%2Fsecretformula1994%2FRHWConnect2-Jan10141250966225.png&hash=f1846471d31d8607a98e9a6ef6c9e327421e085f)
The interchange in residential city
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi798.photobucket.com%2Falbums%2Fyy263%2Fsecretformula1994%2FRHWConnect2-Jan7141250966202.png&hash=5d75db012ce4a07ce971e4d6b34a39db687c4fd7)
Thanks in advance
-Nigil
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 22, 2009, 11:47:57 AM
You have given us three identical pictures, thus, that doesn't exactly help.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on August 22, 2009, 11:49:51 AM
That loop connector is not set up right. Check the faq and go to the link to the loop connector tutorial and follow all of the instructions.

EDIT: Here's the tutorial in this post by tarkus a few pages back

Quote from: Tarkus on March 02, 2008, 06:13:58 PM
Sorry for the double post, but I think it is worth it in this case. ;)

I'd like to reveal a different workaround for neighbor connections with the RHW-4, which will work on RHW-4s with any width of median as well, and it can currently be done with RHW v20.  This came after several conversations I had with Tropod and jplumbley, and this would not have been made possible without their input.

The reason the neighbor connections are not working on the overriden RHWs is because there needs to be a physical network loop at the connection, in order for cars to realize that they can use the RHW to reach the next city tile (and for vehicles on the other side to realize they can enter the tile), and the RHW-4 also needs to be "de-converted" to an RHW-2 somehow. 

The best way to accomplish this is to transition from RHW-4 to Road on each side of the RHW, just before the edge.  Since there isn't an RHW-4/Road transition piece, the RHW-2/Road transition piece will appear.  The RHW-2 can then be dragged out of the resulting Road stub.  Right next to the edge, on the final row/column of tiles, an RHW-2 needs to be drawn perpendicularly between the two sides of the RHW that is heading into the neighbor connection.  (While technically any network will work, all other options have lower speeds/capacities, and will greatly diminish the number of vehicles that will use the connection.)

Here is what the finished product looks like.  As you can see, there's a healthy flow of cars going into the neighbor connection.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F4378%2Frhwneighborconnectorfixgp7.jpg&hash=6d23d6ba92adabe98ed1c478e5fe37cb63b5c468)

There are a couple aesthetic issues that result, the most obvious being the deconversion and the loop connector, the other being that they way the connection ends up working, traffic in the left lanes will cross onto the wrong side of the freeway for one tile at the connection via the loop connector.  Thus far, I haven't figured out a way to prevent the "Nicole Richie on I-5" effect, and it may be unavoidable (fingers crossed that's not the case).  But, more importantly, your neighbor connections will now work.

Note that this only applies to the RHW-4 at this time.  I am planning to see if I can implement some other solution for the other RHW variants for the next version, and perhaps make this a little bit less weird-looking with some RUL action.

Hope that was useful for you all. :)

-Alex (Tarkus)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 22, 2009, 11:52:29 AM
Daraghf, the left connection is 2 way, however, if the other side is mirrored, it won't be 2 way on the other side (difficult to explain), and thus it can indeed be the problem. However, what is an aq? I assume you meant FAQ?

Regards,
Korot

Edit: Daraghf fixed typing error, before I finished my post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on August 22, 2009, 11:56:56 AM
Both the left and right connections are meant to be 2 way according to my what alex has stated in the tutorial above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 22, 2009, 12:00:19 PM
Ah yes, I use another way, one that I can't remember right now and I unfortunately don't have the time to start up the game and find out.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: secretformula on August 22, 2009, 12:02:41 PM
So is this correct thanks for the help.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi798.photobucket.com%2Falbums%2Fyy263%2Fsecretformula1994%2Frhwconnect2-Mar3001250967725.png&hash=7742c0ec73839799722801f4780cf51ca91dc225)
-Nigil
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 22, 2009, 12:04:06 PM
Yes, that should work.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: secretformula on August 22, 2009, 12:11:13 PM
It did thank you very much for your help
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on August 22, 2009, 04:16:33 PM
I think you could convert to avenue before the transition to make it work, couldn't you?
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on August 22, 2009, 06:09:02 PM
I convert to maxis highway for my connections, it works fine every time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2009, 06:30:23 PM
Of course, it'll all be a moot point when Version 4 comes out with the special neighbor connector pieces. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 23, 2009, 04:12:59 AM
Yes, but unfortunately, since we don't know when that is going to happen, we have to use these, non aesthetic pleasing, workarounds. What type of pieces will there actually be?

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 24, 2009, 11:13:35 AM
 ::)

Click it for full.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2Fflexfly_teaser_240809_01.jpg&hash=c8b06aaa3e4d922d83e0bf3c2ae7fd21500e2e5c) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/flexfly_teaser_240809_01.jpg)

:D

More info will come later...... ;)

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 24, 2009, 11:20:33 AM
A picture tells a thousand words: :shocked2:

That is truly outstanding!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on August 24, 2009, 11:21:36 AM
I'm just speechless  :o

Today i'll declare AWESOME day in the Universe
Title: Re: RHW (RealHighway) - Development and Support
Post by: swat-medic on August 24, 2009, 11:23:57 AM
Alex is speechless!  :D

Congrats Vince, outstanding work. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on August 24, 2009, 11:28:02 AM
Wow......I am speechless as well Vince! This is excellent and very cool  &apls

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on August 24, 2009, 11:28:13 AM
:o :shocked2: Where the hell is my jaw...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 24, 2009, 11:29:20 AM
Alex: TBH I was holding off any info from the public and NAM Team to pull an epic surprise :P Just a little payback from the teasing you've done us. $%Grinno$%

TmiguelT: lol, thanks

Jake: Which is the result I was looking forward to :P Thanks!

EDIT: more replies

Jayson: Thanks!

io_bg: On the floor I'm guessing? :D




Hmm, I think I should post some info now :P

As the image URL states, the name of my little creation is called "FLEXFly" which is short for FLEXible FLYover. Not only does it act as a flyover ramp, it also can serve as a EMIS (15M) 90 Wide Radius Curve.

This is all one puzzle piece. Not 14, not 72, just one. One puzzle piece can do all that, hence the name FLEXFly. (Though I must admit its heavy on the RULing end, its sitting at ~400 lines of RUL2 as of now)

There is no visible EMIS starter piece, however by simply dragging off one of the two anchor points (the tiles at the end of the curve) it intiates a EMIS override so its also compact and in the future allows you to cross an RHW of infinite width with thousands of possibilites.

Anyways thats all for now.

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: simmaster07 on August 24, 2009, 11:37:15 AM
Someone help me, I can't raise my jaw.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 24, 2009, 11:48:55 AM
Quote from: Blue Lightning on August 24, 2009, 11:29:20 AM
epic surprise

Where have I heard that phrase before? :D

It was indeed epic, too.  I don't mind the payback one bit--I rather enjoy the teasing, especially when it's something this awesome. :)  

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sithlrd98 on August 24, 2009, 11:55:04 AM
Quote from: Blue Lightning on August 24, 2009, 11:29:20 AM
(Though I must admit its heavy on the RULing end, its sitting at ~400 lines of RUL2 as of now)

Amateur! ;D Just kidding , can't imagine how you are keeping that all straight! That is crazy and very awesome!

Jayson
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 24, 2009, 02:56:34 PM
 :o i must have that :D

cant believe you did that lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 24, 2009, 03:05:12 PM
An elevated MIS curve over an RHW?  It looks like this could even cross the wider RHWs, like the RHW-6, 8, and 10.  Of course, this also avoids the necessity to use two rather sharp 45-degree turns to make a 90-degree EMIS curve.  Nice work, Vince!

&apls

Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on August 24, 2009, 03:14:56 PM
Truly the next step in the highway revolution!  Nice work, Vince!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on August 24, 2009, 03:15:47 PM
This is really moving us into "things we hadn't even thought of asking for" territory.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on August 24, 2009, 03:46:23 PM
Vince,

You have taken the rhw to unchartered waters for sure with this !!
What an exciting time this is for the community, with young modders like you and DTP,
churning out new content.. There is no telling or no way to predict what your capable
of coming up with in the next months and years.. it is truly an exciting time for all of us !!
In my mind your potential to create new content is virtually unlimited..


brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on August 24, 2009, 03:46:59 PM
Quote from: Glazert on August 24, 2009, 03:15:47 PM
This is really moving us into "things we hadn't even thought of asking for" territory.

It sure is!

Utterly marvelous!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on August 24, 2009, 04:33:48 PM
it is wonderful &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on August 24, 2009, 05:03:44 PM
Vince, I am truly in shock and awe! FLEXFly is the most incredible thing that no one was asking for. Is there a 45-degree version in the works, too?
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 24, 2009, 05:38:38 PM
Quote from: Blue Lightning on August 24, 2009, 11:13:35 AM
::)

Click it for full.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2Fflexfly_teaser_240809_01.jpg&hash=c8b06aaa3e4d922d83e0bf3c2ae7fd21500e2e5c) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/flexfly_teaser_240809_01.jpg)

:D

More info will come later...... ;)

Vince

:shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2: :shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 24, 2009, 06:07:35 PM
Holy smokes! That makes me want RHW 4.0 even more!
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on August 24, 2009, 07:55:23 PM
Amazing  :o Truly awesome &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 24, 2009, 08:00:51 PM
FLEXFly is awesome. All we need now are ERHW-4 smooth curves (90 & 45), and MIS curves as well.

Not to mention ERHW-6 through 10. And curves for those. And curves/draggable diagonals for RHW-6 through 10. And the list just goes on.

Seriously, though, that is absolutely AWESOME!
Title: Re: RHW (RealHighway) - Development and Support
Post by: u.mueller on August 24, 2009, 11:32:02 PM
Quote from: Blue Lightning on August 24, 2009, 11:13:35 AM
::)

Click it for full.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2Fflexfly_teaser_240809_01.jpg&hash=c8b06aaa3e4d922d83e0bf3c2ae7fd21500e2e5c) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/flexfly_teaser_240809_01.jpg)

:D

More info will come later...... ;)

Vince

YES! :thumbsup: ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on August 24, 2009, 11:39:09 PM
Oh,....My....[insert prolific deity in here] :o

that is like magic :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 25, 2009, 12:43:13 AM
Now THAT's a usefull addition to the RHW (and this piece will be very usefull when building Whirlpool or T-Stack-interchanges)  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on August 26, 2009, 06:51:26 PM
Yeah I have about oh... I don't know... 30 places I could use THAT. ;D :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on August 27, 2009, 02:27:42 AM
Quote from: Glazert on August 24, 2009, 03:15:47 PM
This is really moving us into "things we hadn't even thought of asking for" territory.

More like "things we thought better than to ask for because we thought they were impossible"  :o  I would guess that RHW4 is about a year off, and insane stuff like this will make it worth twice that wait.  I'm blown away!

&hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on August 28, 2009, 01:05:07 PM
now if only we can have fly-over over fly over ramps ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: gianthaiku on August 30, 2009, 01:44:07 PM
i look forward to using that
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on August 30, 2009, 01:57:26 PM
Awesome curves  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 31, 2009, 09:19:33 AM
I just wanted to pop in and say you guys have done some amazing work since I last checked.  What progress!

As always, I look forward to seeing more "screenies" and development details.  Keep up the fantastic work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on August 31, 2009, 07:05:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi234.photobucket.com%2Falbums%2Fee71%2FDragonshardz%2FJentaithrel-Mar29071251344022.png&hash=cea43eeb80d12f4f1b2856eadca9d23d066c454c)

In this photo, Sims aren't using this overpass even though there is a perfectly good diamond interchange just off screen. Instead, they drive to the edge adapter for the RHW and turn around. I've tried everything to get Sims to use it, but to no avail. I think it has something to do with the two-way pathing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 31, 2009, 07:16:05 PM
Quote from: dragonshardz on August 31, 2009, 07:05:01 PM
In this photo, Sims aren't using this overpass even though there is a perfectly good diamond interchange just off screen. Instead, they drive to the edge adapter for the RHW and turn around. I've tried everything to get Sims to use it, but to no avail. I think it has something to do with the two-way pathing.

That is fixed with the Path Fix Patch.

And Haljackey, welcome back!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 31, 2009, 10:04:54 PM
Funny but now I ended up with an RHW that is not used by my sims:

I connected my city tile to the industrial city tile both with an "normal" and an rural highway. As for the city connection, I transferred the RHW-6 to an RHW-4, then to an oneway-road, then normal ground highway. (So there should be no "loop-connector" problem).

However, all of my sims are using the normal highway that is located a few tiles south of the RHW to drive to the industrial city. At first I thought that there might be aproblem with the interchange (MIS-avenue-crossing), but the pathing looks ao, and I already saw some (to be more precixe: ONE) automata (the construction truck) drive on the RHW. (I also checked the pathing for the compete route, it looks ok.)

Here's a pic of the intersection I thought might be buggy:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F2870%2Ftancooncity3nov19125164.png&hash=e409e4924f2b731c1208d8ea4c6dfe85f70d056b)

And here's the overall situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9174%2Ftancooncity17jun2212516.png&hash=bcc750f8345cc5401dfb72b5d34c4c9e85c032e2)

Oh, and sorry for this pic - that seems to have to do something woth the "lost city tile" problem im battling at the moment. So the right half of the picture should be on the left side, as this is the "normal" higway proceeding to the neighboring city tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 31, 2009, 10:22:57 PM
Rady, as I recall, one of the RHW-6S Ramp Interfaces had a pathing issue--it might have been the Type A one that you're using.  It was fixed in the Version 3.2 release back in March, though.

The Avenue/MIS setup you have there is problematic as well--it's one of those intersections you're not really supposed to be able to build, and will be disabled in Version 4.  Normally, those sorts of things just result in weird automata jumping, but still function, but the paths look so misaligned in that case that it may be severe enough to cause an issue as well. 

Also, it's possible your neighbor connection setup may still have some issues.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on August 31, 2009, 10:58:01 PM
I had a strange issue with the diagonal RHW-4 offramp. When placing it over an existing diagonal RHW, it dug a really deep hole (I think right down to the lowest possible) at the side of the MIS ramp. This did not occur on the onramp equivalent (actually, it might have been the other way around, I'll need to check), and nor did it occur if I demolished the section of the highway before placing the puzzle piece. Its not really a huge problem, but it's very strange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Leodido on August 31, 2009, 11:43:12 PM
Very nice stuff guys! Can't wait to get my hand on them :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on September 01, 2009, 04:14:37 AM
Quote from: Tarkus on August 31, 2009, 10:22:57 PM
The Avenue/MIS setup you have there is problematic as well--it's one of those intersections you're not really supposed to be able to build, and will be disabled in Version 4.  Normally, those sorts of things just result in weird automata jumping, but still function, but the paths look so misaligned in that case that it may be severe enough to cause an issue as well. 
-Alex

Thanks, ineed this was the problem. I changed the connection to MIS --> Oneway-Road --> Avenue, now my SIMs are racing over the RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on September 01, 2009, 01:30:10 PM
Quote from: joelyboy911 on August 31, 2009, 10:58:01 PM
I had a strange issue with the diagonal RHW-4 offramp. When placing it over an existing diagonal RHW, it dug a really deep hole (I think right down to the lowest possible) at the side of the MIS ramp. This did not occur on the onramp equivalent (actually, it might have been the other way around, I'll need to check), and nor did it occur if I demolished the section of the highway before placing the puzzle piece. Its not really a huge problem, but it's very strange.

No sure but I think you are supposed to plop them individually. This happended to me once and I plopped it individually (not on top of RHW 4) and it worked fine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 01, 2009, 02:22:48 PM
Quote from: Tarkus on August 31, 2009, 07:16:05 PM
That is fixed with the Path Fix Patch.

-Alex

Alex, thanks for that info, I'll make sure to download it when I get home.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on September 01, 2009, 07:35:23 PM
hey alex i have an inquery that i'd like answered if you have time; will the next version have left hand entrances, exits for the rhw 8, 10? i'm trying to model several freeways like that of I-110 through La where you have an elevated rhw-4(carpool lanes) in the median of an rhw 10 but i have to have the rhw-4 intersect with the rhw 10 somehow. thanks for your time. and if any one has time to make an elevated rhw-4 carpool piece, that'd be pretty cool too. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 01, 2009, 07:51:23 PM
Joel, it sounds to me like you've run into the infamous "sinkhole" issue.  It's a RUL-related issue having to do with how the CheckTypes are set up on that piece.  It's on my list, though I haven't gotten around to it yet.

And kings_niners, good question.  More left exits are planned.  I can't say for certain whether those will be in Version 4, but it's a possibility.  Especially given that there's been some interesting developments in ramp interface technology lately . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on September 01, 2009, 08:46:12 PM
Infamous? I've never heard of it before..... Is it confined to the LHD version of the mod?

Anyway, I can get around it fairly easily so it'll be alright.

Also, I was wondering, I think I may have suggested it somewhere else, but is anyone planning a MIS ramp to connect to maxis ground highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 01, 2009, 09:04:47 PM
No, it's not just an LHD issue. My game is RHD and I ran into it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on September 02, 2009, 06:02:58 AM
Hey tarkus, for some reason I'm unable to download the new update for June 21st, 2009. When I click on it, it gives me another window but no place to download from.
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on September 02, 2009, 06:07:19 AM

Do you have a seperate LEX login? If it's a path fix, it will be attached to the bottom of the post!
Title: Re: RHW (RealHighway) - Development and Support
Post by: asd195 on September 02, 2009, 01:58:50 PM
i love to see a inside version of the c ramp and a rhw 10 split  into 6c and 4
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 02, 2009, 04:22:48 PM
Erm...Alex, I can't download attachments due to the group I'm in. Got a Rapidshare link or something for that Pathfix?

Check your PMs. ;-) -Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on September 03, 2009, 03:03:32 AM
Hello,

I encountered a problem with building rail overpasses over the RHW-6. I found the puzzle piece in the railroad menu, but no matter how I try it won't let me build the overpass. First, I tried to plop the puzzle piece over the existing RHW-6, but it wont align with the existing RHW. Then I tried to put the puzzle piece first and then connect the RHW-6 by dragging it towards the puzzle piece - but the RHW wont connect to the puzzle piece.

I tried the same for the other RHW railroad overpass puzzle pieces available (e.g. RHW-2) but with the same result. Given that the RHW-6 e.g. occupies tile 1 and tile 2 the the puzzle piece always ends up on tile aside (e.g. on tile 2 and 3):

(RR denoting the three lanes of the RHW-6, PP the puzzle piece)

RR
RR
RR
RR
RR
PP
RR
RR
RR

Any suggestions on what I'm doing wrong?
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on September 03, 2009, 03:25:01 AM
It is a bit wacky at first (and frustrating) but it is one tile off. You must place it carefully to get the hand of it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on September 03, 2009, 06:35:41 AM
Quote from: Driftmaster07 on September 03, 2009, 03:25:01 AM
It is a bit wacky at first (and frustrating) but it is one tile off. You must place it carefully ot get the hand of it!


ooooookayyy ... gonna give it a try

thx!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 03, 2009, 09:39:37 PM
I have Photoshop. If I make an RHW-4C texture (4 lanes on 1 tile), how wide do the lanes have to be and what is the size for the texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kiwispanker on September 08, 2009, 04:38:00 AM
Quote from: Tracker on September 03, 2009, 09:39:37 PM
I have Photoshop. If I make an RHW-4C texture (4 lanes on 1 tile), how wide do the lanes have to be and what is the size for the texture?

I am no expert, but I have worked with RHW images to make custom textures in photoshop before. I've lost most of my files when my laptop decided to take a coffee bath, but I did manage to quickly make up a 2x1 texture (meaning two tiles) for a 4 lane highway. See here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9341%2Frhw4c.jpg&hash=6b066441665263d647f880d36568763ba94bc147)

But you want to make a "super" compact 4 lane highway on only 1 tile. So let's do the math (and hopefully others could catch any mistakes I make). First off, one tile is 128 pixels (it has been a long time since I've created textures, but I'm sure that's right). It also appears that the solid white and yellow lines are each 2 pixels thick; the lane divider line appears to be only 1 pixel thick, but casts a shadow of 1 pixel on each side, making it 3 pixels thick. So, 2 white solid lines, one yellow line (because you won't have a median I suppose for this compact tile), and two white dotted lines, that means your lines will account for 12 pixels of the texture's overall thickness. That leaves you with 116 pixels for lane distribution; Four lanes will need to be 29 pixels each. Counting the amount of pixels on the texture I provided above, each lane takes up 41 pixels (if you don't count the dotted lane shadows).

I really don't know what you are trying to make, but I guess you could just decrease the size of lanes from 41 to 29 pixels and you'd be set. Well, wait a minute and I'll try and do that real quick on Photoshop.

Ok, did you wait? Good. Here's the modified texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F2673%2Frhw4c1x1.jpg&hash=6e6e4f9967d385191b1a2f14d45813d5e2cc5266)

It looks pretty compact: no shoulders or median. This is my first post on sc4devotion so I hope this all works. PM me if you want the psd files, I'll email them to you. Otherwise you could just download the jpeg files I put here. Good luck.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 08, 2009, 05:19:49 AM
At least here in Sweden (and prolly rest of Europe) we have something called "narrow motorway". It can be as narrow as 16,5 meters. There's also a 18,5 and a 21,5 version.

To illustrate

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fa%2Fa5%2FRv51b.JPG%2F800px-Rv51b.JPG&hash=f9bb52df86b302980146b67da39fc5693b665c63)
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on September 08, 2009, 06:44:56 AM
I haven't seen one of those before, doest look that safe to be honest. What's the speed limit on those things?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 08, 2009, 06:49:07 AM
I think this idea would be best used for compact diagonals, rather than orthos.

It could potentially mean that avenues could directly be upgraded to RHW-4 within the same right-of-way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 08, 2009, 06:56:50 AM
Well, can't you do that already if you just use a tile of OWR at the conversion point?  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 08, 2009, 07:05:12 AM
I'm not sure what you're saying about the tile of OWR... but having compact diagonals would make the RHW otherwise identical to an avenue, and it's pretty easy to drag out... however the RULs may pose to be a little challenging.

The RHW-6 and 8 diagonals are examples of that challenge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 08, 2009, 07:07:58 AM
Oh, I'm sorry--- I missed the diagonal part. Ignore my first post, derp me.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 08, 2009, 07:23:33 AM
Quote from: WC_EEND on September 08, 2009, 06:44:56 AM
I haven't seen one of those before, doest look that safe to be honest. What's the speed limit on those things?

In Germany, there would be crash barriers (or Jersey barriers) in the middle, then they'd allow 120 km/h at least. If there aren't any barriers, the limit is 100 km/h here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 08, 2009, 07:46:21 AM
Quote from: WC_EEND on September 08, 2009, 06:44:56 AM
I haven't seen one of those before, doest look that safe to be honest. What's the speed limit on those things?

I would guess that the speed limit is 110 km/h (68 mph), since this is usually the case on motorways here in Sweden.

- riiga


EDIT: Found a Wikipedia article

"Skyltad hastighet blir dessutom 110 km/h och bygget blev klart i slutet av 2007" = The speed limit is 110 km/h and the construction of the road finished in 2007
Link to article: Riksväg 51 (http://sv.wikipedia.org/wiki/Riksv%C3%A4g_51) (in Swedish)
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on September 08, 2009, 07:55:15 AM
thanks for the swift reply guys, (and sorry for going offtopic) because all motorways I've seen so far (except the one on Crete, which is basically an RHW-2 widened to an RHW-4 near major cities) feature atleast 2 metal or concrete barriers with grass in the middle
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on September 08, 2009, 12:47:49 PM
Quote from: WC_EEND on September 08, 2009, 06:44:56 AM
I haven't seen one of those before, doest look that safe to be honest. What's the speed limit on those things?

As riiga stated, 110km/h is the usual. Its true that they aren't very safe, since the lanes are pretty narrow. Overtaking a truck on these roads in winter can be pretty scary, since there isn't much room.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on September 08, 2009, 01:48:54 PM
Not sure if I've seen something about this (not about to search nearly 300 pages!), but is a medianless RHW-4 type thing in development? Different than the narrow motorway thing posted above. This is what I'm after kinda, there's lots of these around here :) I'm sure Alex will appreciate my highway choice :P I'll give two examples just for the heck of it, and to show that South side of Bend > North side of Bend :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi26.tinypic.com%2Fqx5big.png&hash=146de53ec3ccf72fc5c76179851be291ad30ee27)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2h6vlau.png&hash=4a84702fbcdb0c72581883f854653fddac02a98f)

Something like that would surely come in handy :) Also great work on those Flexthings (sorry I already forgot the name :( the 90° curve overpasses), can't wait to use them :D

EDIT: Well, I seem to have somehow missed this, looks like exactly what I'm looking for actually, although as I understand it, its only development so far is the texture, but I'd like to see it sometime :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9341%2Frhw4c.jpg&hash=6b066441665263d647f880d36568763ba94bc147)

Maybe with the ability to do standard turn lanes as well as interchanges (sorry they recently put a barrier on the interchange I would've used for this pic and the street view isn't old enough)?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2Fhrhkpd.png&hash=53ad5684438a216a19ff429b261d3ac6b62ebf39)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 08, 2009, 05:57:30 PM
Now that I see a mockup, it is too compact, but the fact that RHW-4 diagonals are so wide...it could be a simple idea (but I realize I can't do the textures merely because I don't know the scale) for urban RHW-4 diagonals...I do want to see a (slightly narrow, though) 4 lane draggable road, but that'd be best in the NWM category.
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on September 09, 2009, 05:10:05 PM
RHW4 should be meadianless to begin with... do you have a plugin installed that erects barriers on the straight RHW4 tiles?

- Allan Kuan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gaston on September 10, 2009, 03:45:59 PM
Quote from: allan_kuan1992 on September 09, 2009, 05:10:05 PM
RHW4 should be meadianless to begin with... do you have a plugin installed that erects barriers on the straight RHW4 tiles?

- Allan Kuan

Allan,
    That would be the standard maxis highway.


---Gaston
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 10, 2009, 06:47:01 PM
Doorknob, Alex did propose turnlanes for RHW already. And I got to say, that Dalles California HWY, looks more like the NWM, except with an asphalt shoulder on each side. However, turn lanes are considered. When I first saw, it came as a surprise to me.

As for a one tile RHW-4, at one time, there was an old RHW-2 texture that had shoulders a car lane wide which touched the edge of the tile on each side. Now, the technology is there to do an overhanging shoulder so while its possible to do a RHW-4 on one tile, lets just say that most of us probably don't like how standard maxis highways are that narrow, and that may be the reason for ruling the concept out on the RHW. When the MIS came out, the RHW-2's shoulder no longer touched the edge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: iowndisciti on September 11, 2009, 02:33:44 PM
 the only other problem i had with the preveious RHW was the fact that i could not merge traffic from one side of the freeway if the freeway was divided into two parts. do you guys think you could fix this by adding a 1 way bridge thats able to cross across the new RHW. this will also add one temporary lane to the RHW.
( i know you guys dont really do RHW [ or do you]  but that would also be a good idea for the new avenues too)
examples:
without my example

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa110%2Fbombshells1125%2FRHW2.jpg&hash=896a2b4db1591b4298d9989bda85334f08d904f6)



with my example


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa110%2Fbombshells1125%2FRHW4.jpg&hash=c0d401058ef39578e6438031a2ed36abd03ddae7)
hopefully, you guys will make an rhw that can connect to an maxi highway, that would be awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 11, 2009, 02:39:43 PM
What you've drawn is already perfectly possible, albeit a tad space-consuming, but will be even more possible with the next release containing FlexFly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 11, 2009, 02:48:43 PM
iowndisciti: Take a good look here (http://sc4devotion.com/forums/index.php?topic=990.msg269687#msg269687)

Vince

EDIT: Oh, and Alex, could you add this (http://www.simtropolis.com/stex/details.cfm?id=22444) to the "Optional/Recommended RHW Add-Ons" list? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2009, 02:55:35 PM
Quote from: Blue Lightning on September 11, 2009, 02:48:43 PM
EDIT: Oh, and Alex, could you add this (http://www.simtropolis.com/stex/details.cfm?id=22444) to the "Optional/Recommended RHW Add-Ons" list? :P

Done--thanks for reminding me. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: iowndisciti on September 11, 2009, 03:18:08 PM
Quote from: Blue Lightning on September 11, 2009, 02:48:43 PM
iowndisciti: Take a good look here (http://sc4devotion.com/forums/index.php?topic=990.msg269687#msg269687)

Vince

EDIT: Oh, and Alex, could you add this (http://www.simtropolis.com/stex/details.cfm?id=22444) to the "Optional/Recommended RHW Add-Ons" list? :P


are you serious? is that in teh current editon or the uppcoming addition?


(sorry,  i had an outdated version)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on September 11, 2009, 05:56:25 PM
I was wondering if it would be possible to create a ramp/elevated ramp/bridge system for the RHW2.  That must sound strange but I like using them out in my farmlands and I'm not sure how to go about it when they intersect.

I apologize if this has been asked before but what would the advantage be in using a rhw2 compared to a road?

:)

Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2009, 08:17:12 PM
iowndisciti, the FlexFly system is not in the most recent public release (Version 3.2), but is planned for the next (Version 4.0).

And mrgisa, to answer your first question, Elevated RHW-2s are planned for a future release.  As far as the advantages of the RHW-2 versus a Road, the RHW-2 has a higher capacity and speed than the Road network.  Depending on what traffic plugin you're using, the increase in capacity is going to be between 175% and 250%.  I don't know the speed figures off the top of my head, but the RHW-2 speed is generally about double Road speed to the best of my recollection.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrgisa on September 12, 2009, 02:41:36 AM
Thank you very much for the excellent answer Tarkus!

:)

Gisa ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 12, 2009, 01:01:28 PM
This may be overstepping, but we definitely need to see some elevated RHW-2; even if for just overpass puzzle pieces.  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: harcy on September 13, 2009, 11:18:14 AM
Very nice good job
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 13, 2009, 08:40:58 PM
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 14, 2009, 12:51:55 AM
I think bridges for RHW 6C will be impossible because there is no network which is 3 tiles wide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on September 14, 2009, 01:03:22 AM
hmm... Something overhanging could be done with two one tile networks one tile apart. Of course it would only function as 2x RHW (RHW-4), so it would essentially be eyecandy. However, it would be worthwhile eyecandy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on September 14, 2009, 03:35:34 AM
...and already has.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2FBATs%2Fbridgetest2-mwahahahaha01.jpg&hash=18747a8388736e7aac519b8608d39b49252b40f5) (http://www.majhost.com/gallery/vz1234512/SC4/BATs/bridgetest2-mwahahahaha01.jpg)

Vince (Blue Lightning) showed one on page 278 (http://sc4devotion.com/forums/index.php?topic=990.5540).
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on September 14, 2009, 04:30:02 AM
Could we have a puzzle piece where the RHW 10 Splits into two RHW 6? I've seen them, and I could really use them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 14, 2009, 09:51:42 AM
Quote from: Tracker on September 13, 2009, 08:40:58 PM

  • RHW-2 and RHW-6C in elevated format
  • New RHW-6S on a single tile (already shown in video!)
  • FLEXFly, the first MIS flyover system ever
  • Bridges based on RHW-6C
  • Puzzle pieces to improve neighbor connection development
  • An RHW-10 S-shift piece
  • A 90-degree curve piece for RHW-6S and 8
  • Fractional-angle MIS
  • Diagonal interface improvements
  • SPUI pieces using TuLEP systems
  • smoncrie's RHW Cosmetic Mod to improve appearance of puzzle pieces
  • A diverging diamond interchange piece
  • Various MIS/road configuration interfaces
  • RHW-2 and MIS wide curves

You forgot one big one--one that's been my primary focus during much of the development process.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F4069%2Frhw020220093yw9.jpg&hash=e8b83011562252aa27a8111c9e8b03574a8537e5)

Some of those ones on the list may or may not get in, though I'd suspect most.  There's actually a couple others that haven't been shown yet.  One's a real game-changer. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 14, 2009, 10:22:21 AM
Hey guys, some excellent progress going on here!  I'm liking the bridge and flyover developments.  Keep at it!

I recently stumbled upon some great RHW tutorials on Youtube.com.  They even feature commentary and move at a good pace.  The creator of these videos (Asteconn) has granted me permission to share them here.

Please allow me to embed a couple of them in my post.  I hope that's all right with you Alex.  ;)

http://www.youtube.com/v/ftaX14yRcBA&fmt=18

http://www.youtube.com/v/m5vDnEd6l2U&fmt=18

You can see more of Asteconn's RHW video tutorials Here (http://www.youtube.com/user/Asteconn).

Alex, feel free to add these to the main sticky post if you think they will help RHW users.

-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 14, 2009, 01:36:37 PM
Quote from: Haljackey on September 14, 2009, 10:22:21 AM
I hope that's all right with you Alex.  ;)

Absolutely! :thumbsup:  These are some great videos here--thanks for letting me know about them, and thanks to asteconn for making them!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on September 14, 2009, 01:41:45 PM
:o a diagonal avenue x avenue intersection?! wow!! &apls

But of course we already had that...

In all seriousness, I'd love to have more diagonal RHW functionality. Great work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on September 14, 2009, 03:05:46 PM
This is just what I've been waiting for. Kudos to you and your team, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 15, 2009, 05:13:27 PM
The Rural has been banished, I see!

Reminds me of a clan I came across once. Their full name had been banished in favor of their acronym.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 15, 2009, 10:59:00 PM
So what will the R stand for now?

Real?
Realistic?
....I'd go on, but that's all I got.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 15, 2009, 11:16:07 PM
I remember when debating the R's stand for came up before. But this time, the Rural has officially been crossed out by big boss. I think we could just go with calling it MIS, instead of how we called it Rural Highway with Modular Interchange System. The MIS is no way rural alone, its more of a regional highway system, since it can go through all sorts of developments, anyway. However, in any event, the RHW always begins as a rural highway, then it can turn into a regional interstate later. I still call those country roads the Rural Highway for that reason, they were the old, gray, dashed line roads that had a shoulder running through the fields. But, to this day, the color is more recent, compared to regular Maxis roads. So it seems the Rural aspect is more forgotten now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2009, 11:34:59 PM
Just to clear up any confusion . . . the acronym is going to stay "RHW".  What the acronym stands for is the part that is changing--namely, the "R".  'shardz, I think you're on the right track. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on September 16, 2009, 12:12:25 AM
As long as old-style rural functionality for RHW 2 and RHW 4 doesn't get removed, I don't care what it's called~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 16, 2009, 12:38:06 AM
Oh, nothing will get removed. It's just a rebranding, for marketing purposes. You see, the powers that be (ie. the NAM team) decided to undertake a process of updating the various projects in the NAM, in order to dynamically bring the mod into 2010.

There, enough marketing buzz words for you? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2009, 05:33:38 AM
"Realistic" seems a good replacement to me for "Rural", because I use it a lot in urban areas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 18, 2009, 04:35:46 AM
I don't care about changing the "rural" to "realistic" (or something similar), since I and most other people use the term RHW to refer to this mod, which will remain unchanged.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 18, 2009, 11:34:56 PM
I have a bit of an issue, and don't know if anyone else has the problem...

Whenever I try to place a southbound RHW-4 B-Type Ramp, I instead get a northwest bound diagonal onramp, and vis-versa.

I'm on a Mac, and it happens regardless of if I'm on Tiger, Leopard, or Snow Leopard and my Intel or PPC Mac.

Not a big deal, but thought you should be aware.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on September 18, 2009, 11:49:17 PM
I remember that that bug has already been mentioned here, and I'm pretty sure that one of the path fixes solved the problem. You do have the latest version + patch?

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 19, 2009, 12:40:24 AM
TEG24601, the problem you're facing was a RUL-bound issue that involved a mis-copying in the piece definition in the previous NAM update controller.  It is fixed with the July 2009 NAM update, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2009, 12:45:55 AM
Double post . . . but I have development to show. ;)

I've been working on revising the Diverging Diamond Interchange puzzle pieces to get the ramp geometry a bit better.  The piece now sits on a 6x3 footprint, with one tile cutouts on either side at the top and bottom, and is designed to connect to an RHW-4 on the ends.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1534%2Frhw092020091.jpg&hash=d6b3d878a1ad37da58cd6cdd618273913bed73bb)

I still have a few minor adjustments on the textures, plus stop points and some T21ing.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 20, 2009, 01:07:07 AM
Quote from: Tarkus on September 19, 2009, 12:40:24 AM
TEG24601, the problem you're facing was a RUL-bound issue that involved a mis-copying in the piece definition in the previous NAM update controller.  It is fixed with the July 2009 NAM update, however.

-Alex

I do have the July RHW and July NAM updates, and I just re-installed them, and I'm still having the issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on September 20, 2009, 01:17:21 AM
@Tarkus/Alex wow :shocked2:, that Diverging Diamond Interchange puzzle piece is amazing  &apls &apls &apls

EDIT: welcome to page 291 :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2009, 01:52:54 AM
Quote from: TEG24601 on September 20, 2009, 01:07:07 AM
I do have the July RHW and July NAM updates, and I just re-installed them, and I'm still having the issue.

I've just checked the controller included in the July 2009 NAM Essentials (which is the same file that's in the July NAM).  The bug has been fixed in it, so there's likely an outdated controller with the bug in it laying in your Plugins somewhere.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on September 20, 2009, 02:03:13 AM
I don't really get the Diverging Diamond Interchange puzzle piece. Perhaps it is just part of an overall interchange. Otherwise it seems to be a way of switching from Left-Hand Drive to Right-Hand Drive but in one direction only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 20, 2009, 02:19:01 AM
Quote from: Glazert on September 20, 2009, 02:03:13 AM
I don't really get the Diverging Diamond Interchange puzzle piece. Perhaps it is just part of an overall interchange. Otherwise it seems to be a way of switching from Left-Hand Drive to Right-Hand Drive but in one direction only.

Here's a Wikipedia article (http://en.wikipedia.org/wiki/Diverging_diamond_interchange) for more info.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on September 20, 2009, 06:06:47 AM
Thanks for the Wikipedia link, mrtnrln. That does make it clear now. I think I will probably stick with roundabouts at such points though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 20, 2009, 04:56:50 PM
Quote from: Tarkus on September 20, 2009, 12:45:55 AM
Double post . . . but I have development to show. ;)

I've been working on revising the Diverging Diamond Interchange puzzle pieces to get the ramp geometry a bit better.  The piece now sits on a 6x3 footprint, with one tile cutouts on either side at the top and bottom, and is designed to connect to an RHW-4 on the ends.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1534%2Frhw092020091.jpg&hash=d6b3d878a1ad37da58cd6cdd618273913bed73bb)

I still have a few minor adjustments on the textures, plus stop points and some T21ing.

-Alex

Fantastic. I love it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on September 21, 2009, 04:10:53 AM
I'm confused about the diverging diamond puzzle piece. I understand the concept of the diverging diamond, but I don't understand some of the road markings on your piece. In the USA, the triangles represent yield or give way do they not? So what, then do the single lines and double lines across some of the lanes show? I can see that there are some more places that need yield markings, or are the double white lines for where there are supposed to be traffic lights? If so, are the double lines on the left hand side exit of the intersection redundant? I don't presume they are for pedestrians to cross.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on September 21, 2009, 06:30:29 AM
Single lines are "stop lines" / "stop bars", and represent where traffic must stop.  Double lines are crosswalks.  Vehicles must also stop before entering the crosswalk.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pilotdaryl on September 21, 2009, 09:02:30 PM
I believed this is configured so, to avoid pedestrians blocking some of the yield lanes they cross traffic as well and then go over the freeway in the median.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on September 21, 2009, 09:07:45 PM
But I question whether pedestrians are allowed onto a motorway interchange in ordinary situations? And RHW doesn't allow ped traffic in the game anyway, does it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2009, 11:32:17 PM
Quote from: joelyboy911 on September 21, 2009, 09:07:45 PM
But I question whether pedestrians are allowed onto a motorway interchange in ordinary situations? And RHW doesn't allow ped traffic in the game anyway, does it?

Well, at that point, they're not crossing a motorway but simply a surface street and ramp beginnings/ends, which is not really any different than you'd have at a standard diamond interchange.

As far as the in-game functionality goes, the pedestrian movements are all on tiles that are declared as Avenue in the CheckType definition for the piece.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on September 21, 2009, 11:34:53 PM
Ah... OK. I suppose the layout actually does make sense.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 22, 2009, 03:24:29 AM
It'll take a pedestrian quite a while to cross all those ped crossings. Looking at that design, there are four traffic lights, with alternating red/green phases, so depending on how long the green phases are, a person will have to wait four times for a green light. Fortunately, there are usually not that many pedestrians near a highway onramp (even in developed areas), so this is acceptable. Personally, I'd still build two roundabouts instead of such a diverging diamond, though.  %confuso  I was quite surprised to see SPUI's popping up in Germany recently, though - I always thought this was a very American design as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 22, 2009, 04:59:12 AM
The diverging diamond is an interesting design, but I think we Europeans will never use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 22, 2009, 06:13:23 AM
Quote from: mrtnrln on September 22, 2009, 04:59:12 AM
The diverging diamond is an interesting design, but I think we Europeans will never use it.

Even though it was the French that invented it?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on September 22, 2009, 07:21:55 AM
Well, France was always different.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 22, 2009, 08:25:34 AM
Quote from: Shadow Assassin on September 22, 2009, 06:13:23 AM
Even though it was the French that invented it?  ::)

Ah, that explains a lot  $%Grinno$% (just kidding!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 22, 2009, 04:40:46 PM
If there were a version of this piece that was just the different directions switching sides...I could have an interesting idea for a two-level non-cloverleaf fully-directional highway interchange...
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 28, 2009, 10:54:58 PM
Quote from: Tarkus on September 20, 2009, 01:52:54 AM
I've just checked the controller included in the July 2009 NAM Essentials (which is the same file that's in the July NAM).  The bug has been fixed in it, so there's likely an outdated controller with the bug in it laying in your Plugins somewhere.

-Alex

I found it.  I forgot to replace the Right Hand Drive file.

However, now that I updated, I cannot build any RHW Bridges.  I just get the message that it cannot be built on this terrain type.  I have in the past been able to build RHW Bridges.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Xcathdra on October 02, 2009, 11:32:22 AM
I am new here, so I appologize if this question has been asked / answered / what not... First off love all the ideas you guys are working on.

My question is this:

Is there, or will there be, any water bridges created for the 6 or 10 lane highway pieces?

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on October 02, 2009, 11:34:00 AM
Yes, those are actually under development right now. Don't know when they will be released though.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on October 08, 2009, 12:21:16 AM
So, the road to the RHW seems to be long and winding  :P

Yesterday I struggled to build an elevated RHW-4 exit-/entrance ramp but utterly failed ...  :thumbsdown:

For whatever reason there might be, the game would let me place the exit-/entrance puzzle piece in only two positions:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6896%2Felrhw1.jpg&hash=f8be3ed58b8816491a3bada0394c88c876a4cf51)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F9119%2Felrhw2.jpg&hash=f69c25714f09e56a5d767b544468d2f41612a8ab)

This is the overall situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F9472%2Felrhw3.jpg&hash=9d77b6f6482fcec24a0f0a4db92b0be3938a1561)

When placing the ramp on open ground, I get all four positions (left/right exit/entrance ramp) by rotating the piece. However once I put it on my existing el-RHW-4, I only get the two possibilites shown above.   %confuso

And there is definitely no starter piece in that section of the RHW.

So - is it that the el-RHW-ramps cannot be placed on top of the existing RHW (unlike the other exit pieces e.g. for the RHW-6 or so)?  ()what()

Hmmmmm .. any suggestions are warmly welcome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 08, 2009, 12:31:13 AM
I noticed this bug too in the testing stages of the RHW 3.0. Both the RHW-4 and El-RHW-4 A-style ramp are stuck in those positions.

There is only one thing you can do to solve this issue:
- demolish the part of RHW where you want to place your ramp.
- build the ramp
- connect the ramp to the rest of the RHW

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on October 09, 2009, 07:10:32 AM
OK, let me state that I really like the way the RHW looks once it's finished. However, at the very moment I'm just seconds from attaching some explosives on that stuf ...  &hlp &hlp &hlp

Might someone please help me with creating simple onramps (at least I would expect that to be simple, but reality proved otherwise, so that's why I ended up here):

First problem: Why cannnot I create one 90 degree (or two 45 degree) bends with the elevated MIS?

I start with that
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F7272%2Felmis1.jpg&hash=971592decd5e2786331a9eca43bf0d346930d50a)

but end up with that

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7352%2Felmis3.jpg&hash=edfb339f1cda820cad7984e1b70c59f61fd48c83)

or that
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F8789%2Felmis4.jpg&hash=cd001572deb46b9b43b4b82f73eff572c81c7e10)

Second problem: For gods sake - what's this????  :'( :'( :'( :'(

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F2286%2Frhwramp1.jpg&hash=862e7bfb0291fcbfcf053180eec8fb530c61d5e6)

So ... not exactly how I would like my weekend to start ...   &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: allan_kuan1992 on October 09, 2009, 07:50:16 AM
just refill and start again =O or restart the game. those pieces are known to do that sometimes.

You might not be dragging enough override for situation 1 with the diagonal curve. on the other hand that other sharp curve you can't do at the moment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on October 09, 2009, 09:15:04 AM
You are dragging the 45 curves wrong, you are making a diagonal > straight intersection not curve. You need to either bulldoze the tile I circled or drag the straight bit from that tile in the first place.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2Felmis3.jpg&hash=26ce0ee098cceabe647079f94357f0a94c877bdc)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2009, 10:01:43 AM
Also, there's no RULs supporting a sharp 90-degree Elevated MIS bend, unlike the ground network.  There's no models for one, and thus, there's no RULs.  It'll likely have a prevent blocking it in the next release.

And as far as the "sinkholes" on the diagonal MIS Ramp Interfaces, that's been a known bug for awhile.  It has to do with how the RUL entry is set up.  There are ways around it.

With regards to the difficulty of placing the ERHW/MIS Ramp Interface, I've had the same issue myself but haven't figured out what was going on there.  My initial hypothesis is that it's something to do with the starters on the ends (which, while convenient for network continuation, make pieces harder to place in general), but will need to investigate.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 09, 2009, 10:45:09 AM
Yeah, I have had my fair share of the old diagonal giant ramp sink hole, that takes forever to refill. My experience, the diagonal ramp piece always is placed first, then dragged afterwards. Placing the piece over the existing RHW seems to make the sinkhole.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on October 09, 2009, 12:51:50 PM
Thanks to all. It's good to hear that it's not only me beeing the problem  :D

Meanwhile I discovered that dragging the RHW is kind of - well, interresting. I naively thought I can just drag a RHW-4 roundabout ... well it took me some two hours to figure out how to do this. And now it doesn't even look like "round". It's more like an RHW-4 egg. Depending on how you drag and how the end looks like you might or might not drag on into a specific direction .. fortunately I have time this weekend 'cause it's raining ...

Oh - and let me tell you winter is coming. I know 'cause my city decided to freeze a second ago .....


Edit Okt-10: Ok, just to show you the result of your advice (as a kind of "thank you"):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F1078%2Finterchange1.jpg&hash=85595d14c42dbc490e0209163a8b5e7d40d6cb9d)

Obviously not the best interchange, but .. my first one.  ;D ;D

It's hard to guess how much space you will need ... I still need to fugure out under which conditions the MIS converts back to a RHW-2 ... that matter didcost me some time when creating those MIS overpasses ....

I will post that in the "show us your intersections" thread to get some comments on improvement ...

Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on October 10, 2009, 09:52:57 AM
I love the RHW Modd, and everyone here on the NAM team is doing a great job.

I have one problem though, I have SA's Euro textures from v2.0 installed, but I can't find them to get them uninstalled, as I don't like how they are conflicting with the new textures. Also as soon as I open my general downloads folder- not SC4 Plugins, it exits it out and CTDs, so does anyone have any advice. Also, the texture files are not in my plugins folder...

Sorry if this is a little irrelevant...

Any Help?

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on October 10, 2009, 11:00:29 AM
I had this mod installed, too, and removed it meanwhile for the same reason. In my installation they were located in the Network Addon Mod\Rural Highway Mod directory. It was some kind oz "zz_*" file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 10, 2009, 08:44:59 PM
It is indeed a zz_* file and should have installed into that directory, unless you installed it elsewhere, though I made it clear that the file would not work as effectively unless it was installed in a folder after the RHW mod.

Ethan - check any and all folders that load after the NAM in the plugins root directory. You may have to split your plugins folder in half and do a binary search (basically using a process of elimination by dividing folders in half for as many times as is needed).

Alternatively, delete your NAM folder and reinstall. If the mod's still appearing, then it's in another folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 11, 2009, 01:08:09 AM
As ever good work Alex (Tarkus), :thumbsup:
can u see us a little preview of RHW v4, plz?? :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on October 11, 2009, 06:13:29 PM
Thanks, Daniel.

Deleting the NAM folder worked! I knew the texture file was in there!

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 11, 2009, 06:15:49 PM
Quote from: vinlabsc3k on October 11, 2009, 01:08:09 AM
As ever good work Alex (Tarkus), :thumbsup:

Thanks!

Quote from: vinlabsc3k on October 11, 2009, 01:08:09 AM
can u see us a little preview of RHW v4, plz?? :'([/size][/font]

Well, you already have been seeing a preview of it here, and at this moment, I don't really have anything new to show on my end for the RHW. Please be patient--good things come to those who wait. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on October 14, 2009, 07:45:06 AM
I have placement problems with the on/offramp pieces. Say that I want style B for all on/offramps in an interchange. Now, for some reason I'm able to place three of these successfully, but when I try to place the last exitramp, it's simply impossible because when I try to tab to get the right one, it wont show up. Any ideas? Btw, this doesn't only occur with the style b, but also with the diagonal ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2009, 09:52:44 AM
metasmurf, sounds like the old controller file is rearing its ugly head in your game.  Make sure you've got the most recent one (July 2009, which can be obtained either through the update or the NAM Essentials package), and there's not an old conflicting one sitting in there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 14, 2009, 12:56:51 PM
Some PR shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8946%2Ffarhwpreview001.jpg&hash=928a2780c9c1e4dbe799183396b1143c6686f89b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8094%2Ffarhwpreview002.jpg&hash=fdeac9f616d5a8237e9231328a7688b33bf0dc76)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F2347%2Ffarhwpreview003.jpg&hash=d48f4b4625a836a7a121e9cb32543e987f6f29dd)

I'm such a tease, aren't I?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on October 14, 2009, 01:14:49 PM
Yes you are! :D Looks good shadow! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 14, 2009, 01:20:12 PM
Oh lordy... FA-RHW and FA-MIS... &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 14, 2009, 02:12:50 PM
OMG, looks awesome! I want it too! :'(  :D
Edit: why not bring these pics to the new page?
Quote from: Shadow Assassin on October 14, 2009, 12:56:51 PM
Some PR shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8946%2Ffarhwpreview001.jpg&hash=928a2780c9c1e4dbe799183396b1143c6686f89b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8094%2Ffarhwpreview002.jpg&hash=fdeac9f616d5a8237e9231328a7688b33bf0dc76)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F2347%2Ffarhwpreview003.jpg&hash=d48f4b4625a836a7a121e9cb32543e987f6f29dd)

I'm such a tease, aren't I?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 14, 2009, 03:37:42 PM
Like I always say, teasing yet pleasing!  :thumbsup:  There's even a FA-RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on October 14, 2009, 04:11:33 PM
Quote from: Shadow Assassin on October 14, 2009, 12:56:51 PM
Some PR shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8946%2Ffarhwpreview001.jpg&hash=928a2780c9c1e4dbe799183396b1143c6686f89b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8094%2Ffarhwpreview002.jpg&hash=fdeac9f616d5a8237e9231328a7688b33bf0dc76)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F2347%2Ffarhwpreview003.jpg&hash=d48f4b4625a836a7a121e9cb32543e987f6f29dd)

I'm such a tease, aren't I?  ::)

I know this has already been quoted, but I had some words on it.

This is why I wish I was SA. If was Daniel, then I would already have it, see.

This is one of the greatest things I am itching for in RHW 4. It seems that the RHW has become the primary networks for highways.

And SA are those also teasers from Alentene? You can't keep us waiting much longer you know.

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on October 14, 2009, 10:12:26 PM
Daniel you are soooooo mean lol but dang we love it!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on October 14, 2009, 10:39:09 PM
Ah. I want it sooo bad!


I can wait..... but not very long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack Bauer on October 15, 2009, 09:47:33 AM
The 3-way wides looks great! will there be a 4 and 5-way versions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on October 15, 2009, 03:57:23 PM
I.
LOVE.
THIS.
&apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on October 16, 2009, 01:43:15 AM
I love the 3-way wide, as it can be used on a hill, to be used a truck lane whitch trucks who are extra heavy uses to not slow down the traffic(it's well used here in Norway on hills so that the slow going heavy trucks uses this extra lane to drive up hills while letting other traffic keep their speed).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on October 20, 2009, 11:59:34 AM
That's a very cool setup for the wider highway transition, it looks very realistic!  It would be really cool to see something like that for the basic RHW (1 lane each direction).  In narrow mountains in BC we have a lot of narrow highways which widen to add a single passing lane in one direction only for a couple kilometers, (so 2 lanes in one direction and one lane in the other).  I have no idea if what I describe is technically possible, but certainly something I'd love to see someday.  Keep up the great work, I'm really looking forward to the next release! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on October 23, 2009, 05:08:36 PM
I have a request to make for Version 4, although I know you guys have capped the width of the RHW at a five lane width, is it possible to have a tempoary 6 lane, or auxilary lane when merging a RHW-4 with a larger RHW-8 or 10. It seems silly and a bit unrealistic to always have to merge a RHW-4 down to an MIS inorder for it to merge on to the new highway. The piece I'm thinking of would be similar to that of the RHW/MIS-1 Exit Ramp C, and then one that would either end it/ start it. Just thought I'd throw this idea out there see if anyone else has a similar desire for such a piece, and as always great job NAM team on the progress being made on the newest version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on October 24, 2009, 02:29:07 AM
Well, If that would be done, soon everybody wants that RHW-12 to become fully fledged, having it's own interchange pieces and such, and then another person pops up, asking for a RHW-14, and so on and so on. Though what might be possible is a pieces that merges a RHW-8 and a RHW-4 to a RHW-10, adding one lane to the side and merging the other, somewhat like the RHW-6 to 2 RHW-4's piece. However, if this piece is made, I also suggest C & D ramps for RHW-6 to 10.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on October 24, 2009, 03:11:25 AM
In a sense (and I think this discussion has been had) only one more override needs to be created to have *infinitely wide* RHWs. Since each tile you drag is a 1 tile network, and each starter piece has all the overrides it needs, it could *theoretically* be done, without a huge amount more work.

I think.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 24, 2009, 07:57:31 AM
Joelyboy is correct. In case anybody hasn't noticed, the inside tile for the wider RHWs is exactly the same for each network. Thus all that is needed is a middle tile, and you could create a 100-lane RHW if you so desired.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2009, 12:46:12 PM
And from that, if the outer tiles are kept the same width as the RHW-8 and RHW-10, because I "modularized" their ramp interface pieces by leaving the inner tile off, they can be re-used for an RHW-14 (the smallest requiring a middle tile) and RHW-16, RHW-20 and RHW-22, and so on.  (RHW-8+6x and RHW-10+6x, if you want to get mathematical.)

The 6S pieces had to be set up a little differently due to how that network lays, but if RHW-12 interfaces are made to the same specs as the RHW-8 and 10 interfaces, leaving the inner tile off, it would be possible to modularize it and thus use it for an RHW-18, RHW-24, etc.  It'd even be possible to do something like this for the "C" networks, in theory.

The issue, however, would be diagonals and fractional angles.  Modularizing those is more difficult.

I am interested in revisiting this concept at some point down the line.  I don't see it happening with the next release, as we've got enough stuff in semi-complete state now that needs to be finished, and I already have some idea of where to focus development on RHW Release 5.

And all that being said, I do have a development pic here for the first time in quite awhile . . . an inside Type B ramp interface for the RHW-4.  You'll notice there's a small hunk missing out of it--that'll get filled in with an overhang when everything's done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1901%2Frhw102420091.jpg&hash=44e2fe70ecb262d7507301892c1b64cedb4be67d)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 24, 2009, 12:57:49 PM
That is, frankly, marvelous. :thumbsup:

My one suggestion is that with ALL merge lanes, no matter what side they're on, the dotted line is always white. And with onramps, the yellow left-shoulder line turns white shortly before it turns into the dotted line. I've got an example of a left-onramp near my city up in Google Earth, but the image quality isn't that great so you can't really tell the line colors. But what I'm thinking of is something like this (although it's somewhat crude, it does its job well enough)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1006.photobucket.com%2Falbums%2Faf184%2Fdoodofnerdlyness%2Frhw102420091.jpg&hash=c74125f2f129b29908b2d11c81cb9dec7a5e35b0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2009, 01:29:11 PM
Quote from: nerdly_dood on October 24, 2009, 12:57:49 PM
My one suggestion is that with ALL merge lanes, no matter what side they're on, the dotted line is always white. And with onramps, the yellow left-shoulder line turns white shortly before it turns into the dotted line.

You're right on the left-shoulder "channelizing" line--just consulted the MUTCD and found that one under Section 3B.05.  The dotted line is not always white, however, as illustrated by Exit 31 on I-84 in Oregon (http://maps.google.com/maps?f=q&source=s_q&hl=en&q=Crown+Point+Hwy&sll=43.967775,-123.012477&sspn=0.007166,0.01929&ie=UTF8&cd=1&geocode=FVuJtgIdtsK0-A&split=0&hq=&hnear=Crown+Point+Hwy&ll=45.579385,-122.113981&spn=0.003484,0.009645&t=h&z=17&layer=c&cbll=45.579235,-122.114037&panoid=Rwi3sKkM8Q3HjYITQNs1wg&cbp=12,238.79,,0,-2.51).  Both sides of the interchange use the dashed yellow lines.  I also checked the I-105/I-5 interchange here in Eugene, and it has white lines as in your illustration (which, actually, isn't crude at all :thumbsup:).  I think I'll probably switch it to white as I would hazard it's more common.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 24, 2009, 02:32:16 PM
Alex, your MUTCD specialist confirms.   :P  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on October 24, 2009, 07:04:55 PM
Well Alex, that's just another way Oregon has to be unique.  :D Though I must say I do like the yellow lines, from a functional standpoint the white makes more sense.

And the whole thing looks great with those shiny new textures.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2009, 07:10:18 PM
Very nice work, Alex!

It took me a few seconds to notice that was an Inside B-type ramp though. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on October 24, 2009, 08:45:38 PM
The reason why I called my modifications crude is that while turning the lines grayscale, I also changed some surrounding pavement grayscale - and as the pavement has a very slight brown tint, I figured someone's monitor/eye combination would be good enough to notice.

Also, if wide diagonal chevrons are used, as they often are in Virginia (but not on the one left-entrance near my city - it's not a consistent rule) then the yellow line turns white a few feet before the first diagonal stripe, as in the image above it turns white a few feet back from where the lane merges.

These yellow/white line things apply both to the yellow line on the left-hand side of the main travel lanes, with left-hand entrances and exits, as well as on the left-hand side of regular right-hand on/offramps, regardless of the number of lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 25, 2009, 04:53:48 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F3238%2Ffarhw4anotherpreviewsho.jpg&hash=92957e13c30a1330931ec808d7c2481c0795a7c3)

I think I'm definitely done for now with the FARHW-4. Now to get back to work on the ERTM for RHW v4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 25, 2009, 08:21:24 AM
Daniel: Looking good with the FARHW stuff! :thumbsup:
Alex: I do agree with the people before about the dashing. Around here we have a lovely whirlstack with left hand exit and entrance. They use dashed white.

Anyways.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Fflexfly_rhw6s_02.jpg&hash=18b2597690c308ce751de189e1acb59ff1c16d11) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Mods/flexfly_rhw6s_02.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Fflexfly_rhw-6c_teaser01.jpg&hash=c263701cf8ab7bbeb140cf2360a87dff82129882) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Mods/flexfly_rhw-6c_teaser01.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Fnew_city-apr._3__001255194918.jpg&hash=60d753b9b897431be3d59c1adaea45bf723d8589) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Mods/new_city-apr._3__001255194918.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-8c_teaser_25102009.jpg&hash=c3e37ef8b7ed66702fb2250bae5d5750b30d58b1) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Mods/rhw-8c_teaser_25102009.jpg)

Vince
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 25, 2009, 09:19:10 AM
Hmmmmm, a narrower shoulder, not a safe one car lane wide. However the texture looks like it has been improved more realistically.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on October 25, 2009, 11:21:23 AM
Definitely that Oregon sure is weird; I've never seen a rest stop given an exit number before... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on October 25, 2009, 11:32:35 PM
It's not just Oregon that gives rest stops exit numbers. Caltrans does it too, as the following picture of CV Kane Rest Area on I-15 shows:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F9563%2Fcvkaneexitsign.jpg&hash=a9ecea643d47e3898c9986689df3165df5d79317)

Getting back on topic: I've mentioned it before, Vince, but that Flexfly ramp is terrific! I really look forward to using it (and any 45-degree variant you might make) in reconstructing my interchanges. That RHW-8C with overhanging textures looks super, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on October 26, 2009, 02:33:32 PM
OH....MY...GAWD!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on October 28, 2009, 04:42:38 PM
Will RHW have better transition to Maxis Highways in the next releases?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nightmercy on October 30, 2009, 03:23:55 PM
THX !
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on October 30, 2009, 11:11:44 PM
&apls Keep up the good work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 30, 2009, 11:54:50 PM
Quote from: Fresh Prince of SC4D on October 28, 2009, 04:42:38 PM
Will RHW have better transition to Maxis Highways in the next releases?

There aren't any plans to do anything with the Maxis Highway transitions for the next release right now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on October 31, 2009, 06:16:54 AM
Liking that smooth curve elevated MIS overpass..very nice. Cannot wait til when I can offically replace all maxis highways with RHW. Keep up the good work fellas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bluemoose on October 31, 2009, 03:43:39 PM
loving the flyovers and ESPECIALLY loving the FA-MIS/RHW...
absolutely groundbbreaking...
Keep it up!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on October 31, 2009, 05:02:56 PM
Shadow Assasin: Are those farhw just textures or are they fully pathed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 31, 2009, 05:07:07 PM
I think I can answer this one. The FARHW is fully pathed, what SA is doing is changing the textures from American ones (specifically Oregon DOT) to generic European ones.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 31, 2009, 06:16:13 PM
Quote from: dragonshardz on October 31, 2009, 05:07:07 PM
I think I can answer this one. The FARHW is fully pathed, what SA is doing is changing the textures from American ones (specifically Oregon DOT) to generic European ones.

Actually, those FARHW pieces shown there are all SA's work--modding, textures, etc.  As such, they were originally done with the Euro textures, and there aren't any American/Oregon DOT textures for them yet, which will happen closer to release.  (Which, as always, has no specific date.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: barrera_marquez on October 31, 2009, 10:45:00 PM
I have a question people... this may look like a dumb question but please, I really don't know the answer:

How do I use the draggable MIS ramps? In my case, dragging them does not help...

Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 31, 2009, 11:07:46 PM
Drag the RHW network tool out from the ends of the starter pieces.  I'd check out some of the tutorial videos by asteconn (linked up in the first "sticky post" of this thread) for more details.  Sometimes seeing a visual can help.

If it's still not working, you've got a conflicting RUL-bound transit mod sitting in your Plugins conflicting with your NAM installation. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: barrera_marquez on October 31, 2009, 11:26:35 PM
I searched for it in YouTube and checked out the tutorials but haven't seen any tutorials in YouTube that deals with that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 31, 2009, 11:38:39 PM
Quote from: barrera_marquez on October 31, 2009, 11:26:35 PM
I searched for it in YouTube and checked out the tutorials but haven't seen any tutorials in YouTube that deals with that...

Try here (http://www.youtube.com/user/haljackey#grid/user/58B81B77927B6E7C)Haljackey just playlisted them a few minutes ago.  (Thanks, Hal!)

The first in the series can be found here (http://www.youtube.com/watch?v=ftaX14yRcBA)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: barrera_marquez on November 01, 2009, 12:41:26 AM
Thanks.

I checked them but none of them demonstrated on how to build ramps on the MIS and RHW.

By the way, I am talking about the ramps as a transition from ground RHW into elevated RHW just like ground-to-elevated highway transition.

Update:

Never mind. I found the puzzle pieces. It appears that I am looking at the wrong place after all. Thanks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on November 01, 2009, 06:41:15 AM
Quote from: woodb3kmaster on October 25, 2009, 11:32:35 PM
It's not just Oregon that gives rest stops exit numbers. Caltrans does it too
Virginia also uses exit numbers - they're numbered mostly by the nearest mile marker. (Only interstate exits are numbered; grade-separated US routes don't use mile markers, and their exits aren't numbered)

And I think North Carolina has exit numbers, and I'm certain Tennessee does too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 01, 2009, 06:44:22 AM
All states have exit numbers. It's federal law for interstates. What was odd was the fact that a rest area had a signed exit number, which is something the other states you mentioned do not do.

And by the way, Virginia does give some non-interstate freeways exit numbers. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on November 02, 2009, 01:25:53 PM
Huh, didn't know rest stops had numbers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 02, 2009, 09:29:20 PM
Yikes! What is this we are debating about exiting the Rural Highway to go to a rest stop? Guys, I think we need to steer this car back onto the path of Rural Highway, before we get busted for driver distraction and swerving off the path.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F100%2Frhwtopic.jpg&hash=ec450e25816bde03b923d3d1fb6185721593058a) (http://img188.imageshack.us/i/rhwtopic.jpg/)  (http://g.imageshack.us/img188/rhwtopic.jpg/1/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: danielra96 on November 03, 2009, 08:18:05 PM
i agree with j dub
btw that is a great picture ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on November 04, 2009, 03:56:48 PM
Lol.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 04, 2009, 10:20:38 PM
Thanks, but don't tell them I did that, because it is not exactly photoshopped, you see how the control box is unlocked, and open right there? Speaking of which, I just had to put that there, because I just did not want to see this development get locked. I know there is anticipation for the next one, and the one after that, but seriously when you look at the first version of the RHW, compared to what we have now, you count your blessings, kind of like that certain holiday that is coming up, all the way near the end of November. Alex would tell you all about it, in the RHW poll. Source: http://sc4devotion.com/forums/index.php?topic=8635.msg285319#msg285319
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on November 05, 2009, 08:55:13 PM
Quote from: deathtopumpkins on November 01, 2009, 06:44:22 AM
All states have exit numbers. It's federal law for interstates. What was odd was the fact that a rest area had a signed exit number, which is something the other states you mentioned do not do.

And by the way, Virginia does give some non-interstate freeways exit numbers. ;)

Phoenix has three state route freeways and a US route freeway, all with exit numbers, in addition to two Interstates.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 05, 2009, 09:25:52 PM
Wait, three state routes? Only ones I know of are the 202 and the 101. What's the third?
Title: Re: RHW (RealHighway) - Development and Support
Post by: tooheys on November 05, 2009, 09:31:51 PM
My guess, State Route 51. Though I am an Aussie and a long way away  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on November 06, 2009, 12:59:15 AM
Yes, AZ-51 is definitely the third. I've driven down that highway many times. But there's also the Loop 303, although that one's not currently a freeway.

I'd like to steer this discussion back on topic, but I'm afraid I can't think of any recent RHW developments to talk about :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on November 06, 2009, 01:06:14 AM
Well, we are talking about highways, so it's technically on topic. I've never heard of the Loop 303, though, and AZ-51 is new one on me.

Anyway, anyone in the Phoenix area knows that the Loop 202 was recently made a true loop. One thing I am looking forward to in RHW 4.0 is ERHW-6, 8, and 10, not to mention related exits and ground versions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2009, 01:52:58 AM
Quote from: dragonshardz on November 06, 2009, 01:06:14 AM
One thing I am looking forward to in RHW 4.0 is ERHW-6, 8, and 10, not to mention related exits and ground versions.

That's more likely to be in RHW 5.0.  The only likely new network is the RHW-8C, though there's a slight possibility of ERHW-2 or RHW-3 in some form.  Also, there are no other ramp types in the works for any of the elevated networks at this time.

Here's how things are shaping up for 4.0:


We still have a number of loose ends on all those features, so it might be awhile still.  "Awhile" being an undefined unit of time, as per our usual modus operandi.

Here's stuff we're looking at with future releases in the long-term (not in 4.0):

And we're back on topic now. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on November 06, 2009, 07:45:55 AM
That summery looks great! I can't wait!

So the TuLEPS are going to be integrated into 4.0, not as its own plugin?

Great to see this back on track!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on November 06, 2009, 08:06:35 AM
I also can't wait for the new release! ;D I hope it's imminent :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bobbi on November 06, 2009, 08:28:36 AM
I can't wait!!! %%Order?/ %%Order?/ %%Order?/
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on November 06, 2009, 08:34:54 AM
Quote from: bob56 on November 06, 2009, 07:45:55 AM
That summery looks great! I can't wait!

So the TuLEPS are going to be integrated into 4.0, not as its own plugin?

Great to see this back on track!

I assume he means that the RHW TuLEPs will be included with the RHW mod, and that the other TULEPs will be released with the main NAM.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2009, 01:40:44 PM
Quote from: io_bg on November 06, 2009, 08:06:35 AM
I hope it's imminent :D

Uh oh . . . the i-word again. :D  I don't think we're really anywhere close to calling things "imminent".  It's been slow progress for the most part, but we'll get there eventually. ;)

Quote from: Korot on November 06, 2009, 08:34:54 AM
I assume he means that the RHW TuLEPs will be included with the RHW mod, and that the other TULEPs will be released with the main NAM.

Yes, that's correct.  The "Maxis network" TuLEP distribution scheme has yet to be worked out, though NAM Core inclusion is a very good possibility.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on November 06, 2009, 02:19:03 PM
Quote from: Tarkus on November 06, 2009, 01:40:44 PM
Uh oh . . . the i-word again. :D  I don't think we're really anywhere close to calling things "imminent".  It's been slow progress for the most part, but we'll get there eventually. ;)
Okay, I wish you good luck with making the new release of this great mod :) (and I secretly hope that it'll be available sooner that you've expected $%#Ninj2 ;D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on November 06, 2009, 02:24:10 PM
That is an awesome list of new stuff for V4!
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on November 06, 2009, 04:45:49 PM
@ Everyone commenting on the Left exit on I-84, that's not a rest stop. It's the parking lot for Multnomah Falls, though it looks like a rest stop kinda. Also, about people saying only Interstates can have exit numbers...on US 97 (http://maps.google.com/maps?f=q&source=s_q&hl=en&q=U.S.+97+Business+%26+NE+Revere+Ave,+Bend,+Deschutes,+Oregon+97701&sll=37.579413,-106.171875&sspn=53.396799,79.013672&ie=UTF8&cd=2&geocode=FT1roAIdABLF-A&split=0&hq=&hnear=U.S.+97+Business+&ll=44.053795,-121.307245&spn=0.001511,0.002411&t=h&z=19&layer=c&cbll=44.053727,-121.307206&panoid=lNsRK5efW7iEClnxaAOIAw&cbp=12,179.5,,0,19.32). "But doorknob, that's a US highway!" OR-22 (http://maps.google.com/maps?f=q&source=s_q&hl=en&q=Oregon+22,+Oregon&sll=37.0625,-95.677068&sspn=53.696917,79.013672&ie=UTF8&cd=1&geocode=FSlyrAIdiyCt-A&split=0&hq=&hnear=Oregon+22,+Oregon&ll=44.901522,-122.944618&spn=0.005958,0.009645&t=h&z=17&layer=c&cbll=44.901473,-122.944514&panoid=YqDi5b0iL9MZ2BMy9p4yhQ&cbp=12,138.56,,0,15.41) Okay I'm done going off topic now, and hopefully this ends further off topic discussion :P I wonder what the "top secret" RHW features will be? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on November 06, 2009, 06:07:10 PM
Oh God. I'll be really looking forward to see Version 4 of the RHW Project  :thumbsup:.

Let's all hope that "hmmmmmmm" doesn't come around here  :P but i feel his presence..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2009, 10:23:59 PM
Some pieces . . . still need to fix some aliasing issues.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F2416%2Frhw110620091.jpg&hash=4128ca261b404bb547defa329a93088da928126d)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on November 06, 2009, 10:47:15 PM
Theres some very nice stuff happening here, Alex. Very nice indeed.

Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 07, 2009, 05:33:23 AM
Diagonal eRHW overpasses?  I know I have some places for these.  :)  Delicious!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 07, 2009, 06:17:31 AM
Quote from: Tarkus on November 06, 2009, 10:23:59 PM
Some pieces . . . still need to fix some aliasing issues.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F2416%2Frhw110620091.jpg&hash=4128ca261b404bb547defa329a93088da928126d)

-Alex

The pieces are starting to fall into place . . .  $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 07, 2009, 06:28:45 AM
Quote from: Ryan B. on November 07, 2009, 06:17:31 AM
The pieces are starting to fall into place . . .  $%#Ninj2
they'd be pretty useless puzzle pieces if they didnt :D

looking fantastic. as usual :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on November 07, 2009, 11:04:28 AM
Nice pieces Alex  &apls I see some usefullness in them already :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on November 07, 2009, 11:52:47 AM
Quote from: Tarkus on November 06, 2009, 01:52:58 AM
  • New ramp interfaces, notably including a number of RHW-6C additions
I am most pleased to hear about this, Tarkus.  I've always thought the 6C Network could be one of the most useful and practical ones.  The three tiles tend to keep traffic moving quickly in most cases (save for a jam-up or two around busy interchanges).  Thanks for all your hard work on this mod.

Quote from: metarvo on November 07, 2009, 05:33:23 AM
Diagonal eRHW overpasses?  I know I have some places for these.  :)  Delicious!  :thumbsup:
For certain.  It would get rid of ugly snake-shaped highways that are sometimes inevitable when you want a diagonal RHW.  This and some new Diagonal RHW-4 puzzle pieces would make these interchanges almost seamless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 06:23:40 PM
This mod looks awesome but for some reason it doesn't want to work for me. I figured this would be the best place to ask for help.

http://[img=http://img188.imageshack.us/img188/7088/riverside10jan731257904l.png] (http://img188.imageshack.us/i/riverside10jan731257904l.png/)

Alright as you can see I have a simple RHW-4 dividing residential from commercial/industry but for some reason the people can get across to the other side.

http://[img=http://img29.imageshack.us/img29/1917/riverside22jul731257904.png] (http://img29.imageshack.us/i/riverside22jul731257904.png/)
This is where I think the problem is since the cars (including cars in UDI mode) stop.

I'm not sure what the problem is, but hopefully someone can help me get it solved. Thanks in advance.

EDIT: couldn't get pictures to show on the thread so i just posted links. Sorry!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 10, 2009, 06:36:10 PM
In the future, you do not want to use png picture files, especially if you want to upload them on this site. I don't know why Maxis made that pic file the output game image file, but png's are too much in size for this site to handle. There may be a pathing issue here causing your problems, now if only we knew what piece it was...
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 10, 2009, 06:36:29 PM
To confirm that that is the tile, could you please turn on DrawPaths (ctrl+x, "DrawPaths" if you've got Buggi's Extra Cheats .dll. If not, get it ;) ) and take another pic?
Though i suspect that you have an outdated version of a related mod in your Plugins folder, which can usually be corrected by a full reinstall of the NAM and RHW.

As for posting pics, try this:
[URL=http://img188.imageshack.us/i/riverside10jan731257904l.png/][IMG]http://img188.imageshack.us/img188/7088/riverside10jan731257904l.png[/IMG][/URL]
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 07:01:32 PM
Ill get that picture right away. I don't think I could have a outdated version since i'm running a clean version of the game with only NAM and RHW mods installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on November 10, 2009, 07:06:08 PM
Quote from: j-dub on November 10, 2009, 06:36:10 PM
In the future, you do not want to use png picture files, especially if you want to upload them on this site. I don't know why Maxis made that pic file the output game image file, but png's are too much in size for this site to handle. There may be a pathing issue here causing your problems, now if only we knew what piece it was...

From my experience, while png does produce larger images, they also produce much higher quality images than most of the standard jpeg compressors.  At least with png, we have control over the level of jpeg compression and thus over the level of artifacts produced. 

Just so not to get to far off topic, those new puzzle pieces look excellent!  Nice mix of options, I'm glad to see diagonal over orthogonal options on the way for the future! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 07:21:16 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5872%2Frhwproblem.png&hash=13ab764b29d9f8d60063dab1132f05b55425b854) (http://img94.imageshack.us/i/rhwproblem.png/)


Alright looks like a proplem with the MIS perhaps?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on November 10, 2009, 07:37:41 PM
Are you sure your latest install of the RHW is the Left-Hand Drive version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 08:01:16 PM
Um it should be the right-hand version
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 10, 2009, 08:36:07 PM
@ Urban Joe... Judging from your paths you have left hand drive version of SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 08:43:26 PM
AH! It makes so much sense now! No wonder I had so much trouble plopping my on/off ramps.

Is there any way I can convert my version of the game into the right-hand drive version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on November 10, 2009, 09:05:48 PM
Quote from: urban joe on November 10, 2009, 08:43:26 PM
Is there any way I can convert my version of the game into the right-hand drive version?

Yeah, it's pretty simple. Check out this thread (http://sc4devotion.com/forums/index.php?topic=3961.0).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 10, 2009, 09:07:36 PM
urban joe, try editing your SimCity 4 shortcut, to something along the lines of the following:

"C:\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe" -l:"English"

smoncrie figured that out recently . . . the previous method involved editing the registry.

Hope that helps!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 10, 2009, 09:26:54 PM
Alright I got it working now. I can finally build in peace. Thanks for all your help guys.
Title: Re: RHW (RealHighway) - Development and Support
Post by: asteconn on November 11, 2009, 11:54:43 PM
An Idea I had just a moment ago after reading the intro to this thread; namely the 'why is it called "rural"' bit:

Rural Highway Mod
Real Highways Mod
Title: Re: RHW (RealHighway) - Development and Support
Post by: urban joe on November 13, 2009, 02:03:45 PM
Alright it appears I have another problem.  &mmm When I'm building a interchange using the any of the ramps, I can place the entrance ramps right onto the RHW, but when I try to place the exit ramps, it just changes into the entrance ramp. The only way I can get it to work is to bulldoze part of the highway then place the ramp and then connect it to the highway. Has this happened to anyone else or is this supposed to happen? This isn't THAT big of a deal, its just slightly annoying; everything else works just fine. Any help would be appreciated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rjaap on November 13, 2009, 04:48:56 PM
@urban joe

Yeah, that seems to happen once in a while, especially when you want to built the on and off ramps close together. Just demolish that part of the highway, plop the ramp and redraw the missing pieces. Also, you cannot place puzzle pieces on top of starter pieces, you have to demolish the starter pieces first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 23, 2009, 04:06:04 AM
Loving all the new developments.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on November 28, 2009, 05:54:56 PM
I'm considering making a puzzle piece or two, just wondering if these pieces have already been made:


Also it would be great if there were 'A' style exits for:


ie: combining a ramp with an exit. This is a very common combination I find, and the ramp + A exit takes up a huge amount of length compared to the highway ramps.



Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on November 28, 2009, 09:13:46 PM
swamp_ig:

Those pieces would be great :D Hope esomeone makes them (if they're not already made) by RHW 4.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 29, 2009, 02:57:08 AM
@swamp_ig: Well, the fact is that the Maxis Highway conectivity isn't a proirity with the RHW-project. And your other two requests are quite logic, but other usefull features (like D-style ramps, diagonal RHW crossings and more smooth curves) have a higher priority, plus that the fact is that interchanges really are big.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on November 29, 2009, 03:22:31 AM
I think the latter two would be my priority. I thought the first three would be easier to cut my teeth on so to speak, since the models are there already and it would just be a matter of restyling the connector piece to get it to work.

Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 02, 2009, 05:53:55 PM
Hmm...I've been looking at choco's work on two-tile RHW bridges. Once those are released, I could look into converting the various E/MHW bridges into E/RHW-6/8/10 versions. I can look into adding more RHW-2/4 bridges beyond the Small Arch and Level Concrete once Christmas break rolls around for me.

This is all assuming that none of this has already been done, of course.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on December 03, 2009, 05:35:59 AM
Quote from: dragonshardz on December 02, 2009, 05:53:55 PM
I could look into converting the various E/MHW bridges into E/RHW-6/8/10 versions.
its kinda eerie that you would mention such a thing, at this moment...i haven't thrown out many teasers as of late, but i just started looking into what it takes to convert Maxis bridges to other networks. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Oct7071258740101.png&hash=616a248285365022eb04cf8348ad15e313057398)

There are some challenges with the reader, but its nothing too difficult.

QuoteI can look into adding more RHW-2/4 bridges beyond the Small Arch and Level Concrete once Christmas break rolls around for me.
a few others have indeed been made for RHW2/4, but some variety is always nice.  the RHW-6S network is still lacking bridges, besides a beta that i've been messing with.

QuoteThis is all assuming that none of this has already been done, of course.
some have, some haven't.  Please fell free to PM me with any questions/concerns.... :) 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 03, 2009, 06:56:04 AM
I assume that that bridge is for RHW-4? That would certainly be great, as I know have to use either Avenues of MHW's to build RHW-4 bridges in Urban areas, areas where I've got no room to build medians.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on December 03, 2009, 12:44:14 PM
OMG Choco that is so freaking fantastic....being able to use the very nice looking Maxis bridges for some of the RHW would be fantastic...I hope you do a bunch of them (for RHW 4 at least) since it would seem not possible for RHW 6 since maxis highway bridges are the same size as the RHW 4 stuck together would be
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on December 03, 2009, 02:11:17 PM
That looks fantastic, choco! I wonder, though, how the 2-cell-wide dual-RHW-4 bridges will connect to the actual network...
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 03, 2009, 10:45:45 PM
Those bridges look fantastic!! I can't wait to use them.  &apls Also, I'm just curious, how long did it take you to make the bridge?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 04, 2009, 04:38:17 AM
That's great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on December 04, 2009, 06:06:12 AM
thanks y'all!  some quick replies...

Korot: yup, RHW-4....

SimNation: i'd like to do some more, time permitting.  its rather easy work, just time consuming.

canyonjumper: all in all, about 7 or 8 hours.  probly 90% of that time is spent on the models, the exemplars/pathing/RUL are simply copied from the Maxis originals.

Pat Max:  :thumbsup:

woodb3kmaster: its just an override in the NAM controller that will convert the Maxis Highway stub to RHW.  i posted a short demo if you would like to see how it works....Wide RHW Bridge Override {linkie} (http://sc4devotion.com/forums/index.php?topic=4879.msg267068#msg267068)

i just realized you posted right after that quick demo, so i have a couple other pics that show the behavior of the override.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Oct7071259936136.png&hash=147c7ec9d42c97df58a8d27cec0e4f1851593db9)

what important in this pic is that the override only works when right next to a bridge.....if there is no RHW-4, RHW-8, or RHW10 network connected to the bridge, it will simply show as the double line RHW-2.  this is a visual indicator that there is more that needs done.  once the starter pieces are plopped and the appropriate bridge is connected to it's respective network, the RHW-2 will change to the new network and look like the following....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Oct7071259936205.png&hash=3d7bb1209c87d5bb4d6b80694ee9f68e5e42afbb)

hope that helps... :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 04, 2009, 02:58:58 PM
 :o

I'm speechless for the first time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 04, 2009, 03:44:25 PM
 &apls &apls That's awesome!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on December 05, 2009, 09:20:49 AM
Oh my god.

:shocked2:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on December 05, 2009, 03:06:21 PM
Thanks for your reply, choco! I had forgotten about the demo you linked to, but after reviewing it, I can see that my comments at the time were well-founded. Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 05, 2009, 08:10:36 PM
Quote from: choco on December 03, 2009, 05:35:59 AM
its kinda eerie that you would mention such a thing, at this moment...i haven't thrown out many teasers as of late, but i just started looking into what it takes to convert Maxis bridges to other networks. 

*cues Twilight Zone theme*

choco, man, that's eerie for sure. I won't really have time* to poke around at all until Christmas break in two weeks or so, but I'll keep your offer in mind.

*Mostly because I've got some stuff to test, and a region I'd been working on since September so I could revive my MD died on me... :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 06, 2009, 10:09:19 AM
Friends, I just have one thing to say:

The gauntlet has been thrown.

Oh, snap.

Nice work, choco!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 06, 2009, 02:03:42 PM
simply stunning :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 08, 2009, 10:23:15 PM
I am really impressed with some of the upcoming features that have been previewed. Has a diverging diamond interchange complete version been shown yet?

Also I haven't seen this mentioned and have seen postings of variants, but are there plans for adding t21 exemplars to the RHW to have things like road signs or signals appear where appropriate? (Example merge signs appearing on the highway at an on-ramp) Another similar thing I was thinking was since I have had this issue is I want to put Toll Plazas on RHW to make a TollRHW as well as making a rest area along the road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on December 08, 2009, 10:57:33 PM
I'm not sure about T21 road signs, but toll booths in various stages were shown somewhere in this thread. I'll try to find the posts for you.

Toll: 1 (http://sc4devotion.com/forums/index.php?topic=990.msg259501;topicseen#msg259501) 2 (http://sc4devotion.com/forums/index.php?topic=990.msg266184;topicseen#msg266184) 3 (http://sc4devotion.com/forums/index.php?topic=990.msg264625;topicseen#msg264625)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gaolingyibo on December 09, 2009, 06:45:54 PM
 :thumbsup: :thumbsup:THANKS
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 12, 2009, 09:53:59 AM
Quote from: imperialmog on December 08, 2009, 10:23:15 PM
I am really impressed with some of the upcoming features that have been previewed. Has a diverging diamond interchange complete version been shown yet?

Also I haven't seen this mentioned and have seen postings of variants, but are there plans for adding t21 exemplars to the RHW to have things like road signs or signals appear where appropriate? (Example merge signs appearing on the highway at an on-ramp) Another similar thing I was thinking was since I have had this issue is I want to put Toll Plazas on RHW to make a TollRHW as well as making a rest area along the road.

Maybe this will answer your question:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F32%2Frhw121120091.jpg&hash=830b06458059bfd636478aad980921387b2e8183)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F5276%2Frhw121120092.jpg&hash=18717a0ccd8c37631b0cd0cd9623f47dd59aefe0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: just_a_guy on December 12, 2009, 10:24:53 AM
That looks really cool! Will all interchanges have signs with them or i this just an example? I just thought the yellow paint on that is a bit too bright maybe. But it's still really awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 12, 2009, 10:33:51 AM
Delicious! :D  I'll be sure to make room for this interchange somewhere, even if it's just to have all of these signs appear in my city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on December 12, 2009, 06:51:39 PM
one more for the road.... :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Oct7071260672473.png&hash=fcae0bb79fed90f4d487a3a2689f302aefbf2327)
Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 13, 2009, 06:37:58 AM
That diverging diamond with the signs looks great, Are there going to be signals as well with it and when will we see a completed functional intersection of one.

Also, is there going to be a preview page coming up showing what content will be added? I have seen different things but it is a pain to page through everything.

Extra: I am trying to get the multilane RHW to connect to 2 cities but it isn't working. Is there a tutorial as to how to do it right? And is there a preview of any workarounds being done for the update?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 14, 2009, 09:45:00 AM
Quote from: imperialmog on December 13, 2009, 06:37:58 AM
That diverging diamond with the signs looks great, Are there going to be signals as well with it and when will we see a completed functional intersection of one.

Also, is there going to be a preview page coming up showing what content will be added? I have seen different things but it is a pain to page through everything.

Extra: I am trying to get the multilane RHW to connect to 2 cities but it isn't working. Is there a tutorial as to how to do it right? And is there a preview of any workarounds being done for the update?

Alex (Tarkus) will be handling the traffic signals for this one.  Maarten will be doing the Euro signage.

AFAIK, there won't be a "preview page" - it adds to the surprise & mystery of the NAM.  ;)

Also, to answer your final question, I don't believe you can connect a multi-lane RHW (-6,8,10) to a neighbouring city.  This capability will come in the next NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2009, 11:29:28 AM
Quote from: imperialmog on December 13, 2009, 06:37:58 AM
That diverging diamond with the signs looks great, Are there going to be signals as well with it and when will we see a completed functional intersection of one.

Well, the piece already functions just fine--the paths and RULs are in place.  I can confirm what Ryan said above me, though, that there will be signals down the line.

Quote from: imperialmog on December 13, 2009, 06:37:58 AM
Also, is there going to be a preview page coming up showing what content will be added? I have seen different things but it is a pain to page through everything.

I'll confirm that there won't be a "preview page".  Even as we're developing stuff, we don't know what will make it into each release.  It's been suggested before, but we've never gone with it as it would likely cause just as many issues as it would solve.

Quote from: imperialmog on December 13, 2009, 06:37:58 AM
Extra: I am trying to get the multilane RHW to connect to 2 cities but it isn't working. Is there a tutorial as to how to do it right? And is there a preview of any workarounds being done for the update?

Actually, there is at the bottom of the sticky post that appears at the top of every page of this thread.  See FAQ Item #17, "How do I make Neighbor Connections with the Wider RHWs?"  It includes a pic of a properly functioning RHW-6C neighbor connection with the recommended "Loop Connector" workaround.

There is a new method being developed that's a bit easier to use and more appealing visually, but it's not much to look at, really.  It looks just like a neighbor connection without a workaround. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 15, 2009, 03:06:27 PM
To tease or not to tease...  $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Fteaser_15122009.jpg&hash=0f7eeb81478faafda8e2a1064dda05bbdaca3d21) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/Mods/teaser_15122009.jpg)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 15, 2009, 04:10:56 PM
Quote from: Blue Lightning on December 15, 2009, 03:06:27 PM
To tease or not to tease...

Now that's what I'm talkin about!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 15, 2009, 09:14:43 PM
Quote from: Blue Lightning on December 15, 2009, 03:06:27 PM
To tease or not to tease...

...that is evil.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 15, 2009, 09:24:46 PM
Quote from: dragonshardz on December 15, 2009, 09:14:43 PM
...that is evil.

I second that. That's just mean.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on December 15, 2009, 09:26:04 PM
Ah, yes, a diagonal piece for RHW 6C.   Just what my freeways need.  No more ugly workarounds.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 16, 2009, 11:12:17 AM
Teasing, yet pleasing!  ;D  Not only that, but I think I see the RHW-8C and what seems to be a C-type entrance ramp for the RHW-8C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 16, 2009, 12:35:54 PM
90 degree turns anyone? (top left corner)  :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Fteaser_6c.jpg&hash=49fd02536664a8526e243720fcb47520bfd4d332)

Oh and did I mention that this is draggable?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on December 16, 2009, 12:48:55 PM
OMG  :P &ops  Stop the Madness !
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 16, 2009, 12:55:44 PM
That's great, can't wait for the next RHW release ;) ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 16, 2009, 03:57:04 PM
Is the NAM team on a teasing spree?? You're making me drool every time I log in ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 17, 2009, 06:00:00 AM
Excellent, Vince!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on December 18, 2009, 07:54:27 AM
Good to see RHW is becoming far more usable then it has been in previous releases. Look forward to using it when the next version is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: girlfromverona on December 20, 2009, 06:55:57 PM
Quote from: Blue Lightning on December 16, 2009, 12:35:54 PM
90 degree turns anyone?

Oooh, yes please!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 21, 2009, 04:01:43 PM
Now in some working on a couple cities I thought of a couple of things I noticed could be of help, is there plans of having RHW over/under things such as Tram/GRL/HSRP, canals, and various trail sets? I would love to be able to have my BSC trails have a beautiful bridge over a RHW and RHW canal bridges.

I remember seeing some pictures in the past and was wondering on the status on both the widening mod and of puzzle piece road signs. I figured they are on hold until at least version 4 comes out. I can't wait until that comes out and makes things like RHW/RHW intersections easier and possibly more compact. I am hoping to see after the functionality comes out things like having appropriate t21 road signs appear to add eye candy to our transport systems like that diverging diamond preview since that was a great preview.
Title: Re: RHW (RealHighway) - Development and Support
Post by: tahill79 on December 21, 2009, 07:10:28 PM
Having RHW under/over tram or GLR would be of great help!!!  Its the only thing that aggrevates me about RHW.  Having that happen would be of great help.

Keep up the great work guys!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 21, 2009, 09:34:27 PM
Quote from: tahill79 on December 21, 2009, 07:10:28 PM
Having RHW under/over tram or GLR would be of great help!!!  Its the only thing that aggrevates me about RHW.  Having that happen would be of great help.

Keep up the great work guys!!!

I agree. mainly for RHW-2 and RHW-4 crossings.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2009, 02:20:07 AM
Quote from: tahill79 on December 21, 2009, 07:10:28 PM
Having RHW under/over tram or GLR would be of great help!!!  Its the only thing that aggrevates me about RHW.  Having that happen would be of great help.

Keep up the great work guys!!!

Well, the GLR bit's mostly done.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F8467%2Frhw122220091.jpg&hash=574249045985b466cb4c66f5f2638ac9d777a824)

Quote from: imperialmog on December 21, 2009, 04:01:43 PM
I would love to be able to have my BSC trails have a beautiful bridge over a RHW and RHW canal bridges.

The trails right now are just lots, so that's possible with an underhanging lot (though there maybe some interesting things happening there in the near future . . .).  CAN-AM and T-RAM overpasses are planned for eventual inclusion.

Quote from: imperialmog on December 21, 2009, 04:01:43 PM
I remember seeing some pictures in the past and was wondering on the status on both the widening mod and of puzzle piece road signs. I figured they are on hold until at least version 4 comes out.

Well, I can't really talk about the Network Widening Mod (NWM), as it's "on the down low" right now.  The Signage Piece Mod (SPM) is more or less on the backburner.  I've worked on it sporadically, but it's not a high priority right now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on December 22, 2009, 08:23:12 AM
Quote from: Ryan B. on December 12, 2009, 09:53:59 AM
Maybe this will answer your question:

[image]

[image]
Ummm, what's that??? Is it some kind of RHD-2-LHD Mod???
Title: Re: RHW (RealHighway) - Development and Support
Post by: tahill79 on December 22, 2009, 08:31:12 AM
Thanks for the pic Alex.  Looks great.  Im glad to see this is actually being done.  Right now my work around to is just to use the 15m avenue puzzle pieces.  It works but dosent look right.  Especially when I go from RHW-4 to avenue.

Great job!!  Cant wait for the new NAM and RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: carkid1998 on December 22, 2009, 08:41:29 AM
Quote from: Wilfried on December 22, 2009, 08:23:12 AM
Ummm, what's that??? Is it some kind of RHD-2-LHD Mod???

That's a new intersection piece allowing us to temperorably switch driving sides over to make ramp construction easier ;)(it cuts out the overpasses)

Ryan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2009, 10:48:39 AM
Quote from: Wilfried on December 22, 2009, 08:23:12 AM
Ummm, what's that??? Is it some kind of RHD-2-LHD Mod???

It's a part of a Diverging Diamond Interchange (http://en.wikipedia.org/wiki/Diverging_diamond_interchange).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on December 22, 2009, 03:48:48 PM
Oh, that's a good one! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Floydian on December 22, 2009, 04:14:08 PM
You could change the R to Replacement

Replacement
High
Way

Simple and concise
Do we have any surprises to look forward to on New Years?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2009, 05:01:19 PM
Quote from: Floydian on December 22, 2009, 04:14:08 PM
You could change the R to Replacement

Replacement
High
Way

Interesting idea . . . albeit it might cause confusion there as well, as people may think it's removing and replacing the Maxis Highways.  I think something like this may be more likely (though this is by no means final):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F8872%2Fnewbanner08222009.png&hash=cc6b9dd3f646e72f4d35f35b73c0d448c595c9c1)

Quote from: Floydian on December 22, 2009, 04:14:08 PM
Do we have any surprises to look forward to on New Years?

No, most likely not.  There's a lot of stuff that's still in an "in-progress" state right now, and we've already done the January/New Years thing 2 years in a row.  Too predictable. ()stsfd()

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 22, 2009, 06:14:43 PM
That would be awesome...about the new name, not the surprise...

Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 22, 2009, 06:46:06 PM
That's great on the tram/GLR underpass picture, but will it also go over? Now another idea I had which would be good for collector distributor roads or where 2 exits are close, are there scissor ramps planned? That is where an MIS/RHW-4 next to each other cross over grade seperated.

On SPM, I have seen people make non puzzle piece sings that maybe they could be scaled right and done as puzzle pieces to make it quicker.  Also on when you do it have it where if the query tool is over the sign it can show what the sign says.
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on December 22, 2009, 11:09:53 PM
Over? As in elevated rail?

I'm making a guess as to what a scissor ramp is, but I think you mean interchanging RHW's right next to each other.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zuitao198394 on December 23, 2009, 04:07:13 AM
thanks a lot guys
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 23, 2009, 08:43:26 AM
Quote from: emgmod on December 22, 2009, 11:09:53 PM
Over? As in elevated rail?

I'm making a guess as to what a scissor ramp is, but I think you mean interchanging RHW's right next to each other.

This is the best picture I could find of a "scissor ramp":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.dot.wisconsin.gov%2Fprojects%2Fi94interchanges%2Fimages%2Fscissorramp.jpg&hash=60342ad885787d475257be1c19a571dba5ec67a4)

Here's a solution that could work better, a "braided ramp":

http://www.houstonfreeways.com/modern/images/i10_20081021/10_20081021_IMG_4344_gessner_exit.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 23, 2009, 09:34:58 AM
Quote from: emgmod on December 22, 2009, 11:09:53 PM
Over? As in elevated rail?

I'm making a guess as to what a scissor ramp is, but I think you mean interchanging RHW's right next to each other.

Perhaps something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3479%2Fclipboard02rf.png&hash=d9a6746298bb3441ce1db75fa55d8a9424b79e28)

It would be very useful when interchanging a multi-RHW or two parallel RHWs with each other in the same direction.

Keep up the great work guys!  Happy Holidays!   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 23, 2009, 01:32:49 PM
I'm glad about the GLR thing.  And since no one has said anything about this, I might as well have to say it............



WELCOME TO PAGE 300!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on December 23, 2009, 03:29:33 PM
Quote from: Ryan B. on December 23, 2009, 08:43:26 AM
This is the best picture I could find of a "scissor ramp":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.dot.wisconsin.gov%2Fprojects%2Fi94interchanges%2Fimages%2Fscissorramp.jpg&hash=60342ad885787d475257be1c19a571dba5ec67a4)

Here's a solution that could work better, a "braided ramp":

http://www.houstonfreeways.com/modern/images/i10_20081021/10_20081021_IMG_4344_gessner_exit.jpg

We have those scissor ramps here in Racine and Kenosha Counties Wisconsin. That picture you have shown, is from the Wisconsin DOT, but the scissor ramps are gonna be history as Wisconsin is redoing the Interstate 94/US41 and the exits. Scissor ramps where built in the 1950's and they utilize the frontage roads that are on both sides of the Interstate and they can scare some drivers and are deemed dangerous by the Wisconsin DOT. I do use scissor ramps just about every day and will be happy that they will be all gone by 2016. But I do like to see something simular in game as I have been trying to think of a way to do scissor ramps. Alex, take your time, but remember there are people here that are anxious for the RHW4.0. Nice new name as it has my vote. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 23, 2009, 07:49:22 PM
Oh, a basketweave?

That can easily be done, but the real question is: when?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexist on December 25, 2009, 10:24:00 AM
hey i have a question.

in the rhw 4.0. do you have more options to make diagonal enter/exit ramps?
I could choose these ramps for diagonal rhw4.
(let me make another pic of my intersection. it went wrong...)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F6178%2Fsimcityintersection.jpg&hash=40430c3d7916dcee07dea5619245d1f36456fa8d)

Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on December 25, 2009, 12:18:59 PM
that makes me want to start deleting my old HWY's and making RHW's
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 25, 2009, 12:27:44 PM
hey NAMites :), happy christmas to you and I hope you all get what you want :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on December 25, 2009, 04:14:28 PM
I wanted RHW 4.0 for Christmas. &mmm

Merry Christmas
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on December 27, 2009, 04:57:35 AM
Don't fret about the RHW not being released on Christmas. Last year at this time we were obsessed about the meaning of imminency. This RHW will probably take a similar course as it did in 2008.

Happy page 300, everyone, and I hope that everyone has a merry Perihelion (January 2-3) and a happy New Year.
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on December 27, 2009, 05:33:04 PM
Don't forget that it's the 3rd or 4th Day of Christmas, depending on your timezone.

I remember someone saying RHW stack interchange a bit back in the thread. Any news on that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 27, 2009, 06:48:40 PM
Thanks to all for the Christmas wishes--I hope everyone else here had an enjoyable Christmas and holiday season!

Now to answer a few questions:

Quote from: imperialmog on December 22, 2009, 06:46:06 PM
That's great on the tram/GLR underpass picture, but will it also go over?

If you're referring to Elevated Light Rail going over the Ground RHW, that's already possible, and has been in at least some capacity since the RHW 2.0 release in 2008.  If you're referring to High Elevated Rail over Elevated RHW, that is planned for eventual inclusion, though which release it will be in is still unknown. 

Quote from: imperialmog on December 22, 2009, 06:46:06 PM
Now another idea I had which would be good for collector distributor roads or where 2 exits are close, are there scissor ramps planned? That is where an MIS/RHW-4 next to each other cross over grade seperated.

Scissor ramps/basketweaves are also another one of those "eventually" things. 

Quote from: imperialmog on December 22, 2009, 06:46:06 PM
On SPM, I have seen people make non puzzle piece sings that maybe they could be scaled right and done as puzzle pieces to make it quicker.  Also on when you do it have it where if the query tool is over the sign it can show what the sign says.

Well, the availability of signage isn't the issue--I've got a stockpile here, and we have a couple of "signmeisters" on board.  The issues involved are more related to a) getting sidewalk wealth support for zoned areas and b) figuring out how to distribute the mod and signage--whether to include "support exemplars" and point to signpack dependencies, or some other arrangement.

Quote from: Dexist on December 25, 2009, 10:24:00 AM
in the rhw 4.0. do you have more options to make diagonal enter/exit ramps?

More diagonal ramps are planned, but it's unknown when they will be added.

Quote from: emgmod on December 27, 2009, 05:33:04 PM
I remember someone saying RHW stack interchange a bit back in the thread. Any news on that?

Not at this time.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 28, 2009, 09:05:05 PM
I haven't been able to find the elevated light rail over RHW puzzle pieces in my menus.

I figure the signage issue can be decided on once that part starts getting worked on again. I figured have it appear as exemplars where the signs would not vary at a location and have puzzle piece for customization as the player sees fit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 28, 2009, 09:07:20 PM
The ele-rail over RHW is draggable. Take the elerail tool and drag it across and it will convert.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 29, 2009, 10:19:02 AM
I've been working on a RHW-2 toll booth based on the texture I made earlier. The problem now is transit-enabling it for the RHW-2. Right now I've done that, but for road instead. Have in mind that this is my first real BAT and lot ever. Criticism is more than welcome.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ftull1.jpg&hash=9ad579413937c46df9d8b8317377fa688620c3b7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ftull2.jpg&hash=33eb089210b3793a14be7c0a1fc9baccac2addfd)

My question remains though. How do I transit-enable for RHW-2?

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 29, 2009, 10:28:50 AM
Not with SC4Tool, that's for sure.
Some ID leads to the network you enable it for, and another to the exact path file, or perhaps just directions (from north to south, or something like that). I however have no idea which one does which.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 29, 2009, 12:54:14 PM
Quote from: riiga on December 29, 2009, 10:19:02 AM
My question remains though. How do I transit-enable for RHW-2?

I don't recall ever seeing a transit-enabled lot for the RHW network since its founding in 2005.  Although I bet Tarkus will prove me wrong if there ever was one.   :P

Take this older RHW toll booth for example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Ftoll1beta1je9.jpg&hash=ec5845efb6635cfff0ea4c95db9c8fd2c519f912)

It had to be connected with One-way roads in order to function.  In addition, only the tiles on the One-way road are pathed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg296.imageshack.us%2Fimg296%2F83%2Fscreen0027lz2.jpg&hash=f6bd17b320867984f8a0cf618fc265ff997d925b)

Its an interesting concept "on paper", but getting it to look and function properly in-game can be a challenge.
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 29, 2009, 09:41:35 PM
I do think there is a way... never had the time to test it though.

TE the lot for road as normal, open the lot in the Reader. Find the exemplar with all the lotobject lines. Edit the type 7 (lines that start with 0x00000007). Edit rep 13 to 0x0000000B. Add a rep 16. Enter in the path IID.

Hal: The reason why only the OWR tiles are pathed is because a) there is no network under the other tiles b) custom paths should be defined for a lot like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 29, 2009, 09:52:29 PM
Criticism Time! I don't see evidence of stop lights, warning lights, or yellow on that model. Rigga, please see attached.

In response to Hal's pic, that is seriously an old setup. If anyone made a RHW toll booth with that many lanes that setup with the merging should no longer necessary as we have bigger and better RHW's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 30, 2009, 04:47:42 AM
Quote from: Blue Lightning on December 29, 2009, 09:41:35 PM
... Edit rep 13 to 0x0000000B. Add a rep 16. Enter in the path IID.

Sorry, I didn't fully understand this. I've located the three LotObjectData lines I'm supposed to edit, but I don't understand exactly what I should edit.


Quote from: j-dub on December 29, 2009, 09:52:29 PM
Criticism Time! I don't see evidence of stop lights, warning lights, or yellow on that model. Rigga, please see attached.

Yes, I'm aware of this. The model isn't quite finished, so I'll add in what you suggested.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on December 30, 2009, 05:21:36 AM
For each line, double click it
which opens a window like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi200.photobucket.com%2Falbums%2Faa230%2FwarriorST%2F13threp.jpg&hash=e8f2acae4db3fdf6c3c1895f19cf5235d9047ef7)
The highlighted box is the 13 "box" (rep) from the top (the first being 1 not 0 btw)
change that to 0x0000000B (this says the network is RHW, it is B for any RHW network)

Apply and save etc

If you want to do a RHW-4 tollbooth(You shouldn't need to do this for the RHW-2 as it is the default RHW network):
Then click Add
it will add a rep to the end (the 16th rep) and then it that type the IID of straight RHW-4 paths.

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 30, 2009, 06:17:04 AM
Jonathan and Blue Lightning: Thanks, it did the trick!  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Frhw2_tull_funkar.jpg&hash=5591fbcb6d77fcdaee642d612933ffd455e251d3)
without DrawPaths

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Frhw2_tull_paths.jpg&hash=27f1fbab43251a07c005f1c3f6bfb3ed8b831982)
and with DrawPaths

Now I'll just have to add what j-dub suggested, and then we'll have our first(?) RHW-2 toll booth.  ;)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on December 30, 2009, 08:45:08 AM
Looking very good @riiga/denne ser kjempe bra ut @riiga :thumbsup: &apls &apls

Geir
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 30, 2009, 08:50:14 AM
Johnathan, BL and/or Tarkus: Could you please tell us all what is the IID of the path for a RHW-4?
Riiga: It is good to see it functioning as it should, though it appears as if the guide-barriers are slightly offset onto the other lane (the westbound one in the picture, assuming the top is pointing north), I also have the feeling that the building is to narrow to work in for a human. If it is computer controlled however, there is no need for such a building, a simple post in the middle of the road would be enough, combined with a barrier to stop cars from passing by without paying of coure.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 30, 2009, 10:52:02 AM
Quote from: Korot on December 30, 2009, 08:50:14 AM
Riiga: It is good to see it functioning as it should, though it appears as if the guide-barriers are slightly offset onto the other lane (the westbound one in the picture, assuming the top is pointing north), I also have the feeling that the building is to narrow to work in for a human. If it is computer controlled however, there is no need for such a building, a simple post in the middle of the road would be enough, combined with a barrier to stop cars from passing by without paying of coure.

Regards,
Korot

I checked the dimensions of the building, and it's 1.8 meters wide. So, a human should fit inside without problem.  ;)


Anyway, here's the finished toll booth:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ftull_klar.jpg&hash=c92c7fc76c4f8103e6d726782ef8d02737e3e020)

One more question, what capacity should I use? Currently the value is 1600 or whatever was the default.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 30, 2009, 10:53:37 AM
What's the capacity of the RHW in Z Ultra? I think that one is best to use, as it is the highest capacity, and thus would suit all other Traffic Simulators.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 30, 2009, 11:50:36 AM
Korot and/or anyone else:
Here is a table of IIDs for all the ground RHW networks:

Network                  IID         Network runs in direction of (North/South Bound)
RHW-2                5e004b00   N/A
RHW-4                5eb4b100   Runs SB
RHW-6S              5ec7b100   Runs NB
RHW-6C Median    5ec4b100   N/A
RHW-6C Edge       5ec5b100   Runs SB
RHW-8S Median    5ed5b100   Runs NB
RHW-8S Edge       5ed4b100   Runs NB
RHW-10 Median    5ef5b100    Runs NB
RHW-10 Edge       5ef4b100    Runs NB
MIS-1                 5de4b100   Runs SB

Riiga: That looks great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 30, 2009, 01:21:30 PM
That will be a useful addition to the game. I think I am correct in saying that this is the first RHW toll booth, right? So this is a great accomplishment. Nice work riiga!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on December 30, 2009, 01:43:31 PM
Fantastic Riga! I hope you make some huge tolls for the rest of the RHW 4,6,8, and 10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 30, 2009, 02:37:15 PM
Thanks all who commented on my toll booth!

Here's something for our American users ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ftull_usa2.jpg&hash=3bd557b7f576e7069ee907cf2fec6cbd1d30adea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ftull_usa1.jpg&hash=8fc84d2f79ffe557eba07283b0e2b8fdad977f5a)

I'll probably release it on the STEX tomorrow, since I don't have uploading rights on the LEX.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 30, 2009, 03:28:08 PM
AWESOME! Cant wait

EDIT: Any plans for a RHW-4 tool booth?

Also, I hope that some one can make a time-controlled prop for the toll gates. And make a second version with those in it
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 30, 2009, 03:36:30 PM
Oooh! Very nice! :D I will download it immediately when released.

My only minor criticism is the color of the stop bar and word "STOP." In the US, they would both be white. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 30, 2009, 03:49:43 PM
Quote from: Monorail Master on December 30, 2009, 03:28:08 PM
AWESOME! Cant wait

EDIT: Any plans for a RHW-4 tool booth?

Also, I hope that some one can make a time-controlled prop for the toll gates. And make a second version with those in it


Well, time will tell. I need to teach myself how to do custom pathing first...


Quote from: deathtopumpkins on December 30, 2009, 03:36:30 PM
Oooh! Very nice! :D I will download it immediately when released.

My only minor criticism is the color of the stop bar and word "STOP." In the US, they would both be white. ;)

I was unsure about the color, but I'll correct that before release tomorrow. ;)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: imperialmog on December 30, 2009, 06:38:52 PM
I was looking at the toll booth and also for an American version a different sign is also needed for the divider instead of the blue arrow. A keep right sign would be posted there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 30, 2009, 09:35:35 PM
Anyone notice this?

Quote from: Tarkus on April 13, 2007, 09:10:49 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F8872%2Fnewbanner08222009.png&hash=cc6b9dd3f646e72f4d35f35b73c0d448c595c9c1)

Great new name, Alex!  I was always pulling for the RHW to maintain its initials, so "Real" or "Realistic" makes perfect sense to me.

Also, great work on the toll developments, riiga!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2009, 02:46:25 AM
riiga, fantastic work on the toll booth there--I'm sure it will prove a very popular addon! :thumbsup:

And I'm glad you caught the new banner, Haljackey--I was wondering when someone was going to notice. :D  Figured it was time to end the ambiguity in time for the new year/decade.  The RHW will also be celebrating its 5th year in 2010--thanks for all the support over the years and I'd like to wish everyone here a truly Happy New Year! 

I'll end this post with a rough look at progress on the new default US texture set.  This still needs "puzzle-darkening" and "RKT3-ing" (I love inventing terms :D), but it'll give you an idea of the "new look" of the RHW-6C-to-8 transition that jmvl contributed for Version 4.0. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F5505%2Frhw123120091.jpg&hash=85fe832ece7e8264cc18a47877763e4e48f19c91)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 31, 2009, 02:53:33 AM
Nice job on the puzzle piece and on the new RHW textures! The new logo is great as well :) Happy New year to everyone! :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 31, 2009, 04:15:04 AM
I've now released the Toll Booth on the STEX (http://www.simtropolis.com/stex/details.cfm?id=23077).  :)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on December 31, 2009, 07:43:50 AM
cool i'll download it asap ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bobbi on December 31, 2009, 08:20:53 AM
What a wonderful toll booth $%Grinno$% :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on December 31, 2009, 10:38:17 AM
Awesome!! The banner is changed, Alex is teasing us (again :D), and riiga has released the first RHW toll booth! Great start to the New Year (almost!)

                     -Happy Holidays!, Jordan
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 31, 2009, 01:58:34 PM
So, its official, real highway. Well, I guess it was time for it as we are headed into a new decade.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2009, 02:06:37 PM
riiga, congrats on the toll booth release, and thanks for sharing the link here.  I've just added it to the
Optional/Recommended RHW Add-Ons list in the stickied FAQ post (which will be getting a small facelift today).  :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 01, 2010, 02:21:23 PM
Happy New Year everyone!  Welcome to the 10's!

Today is also RHW 2.0's second birthday!  You remember that one, right?  The one that totally revolutionized the project and introduced the Modular Interchange System?

For those of you who are newer to the project and never used version 2.0, or those who want to refresh themselves on what RHW 2.0 was like, take a trip down memory lane Here (http://sc4devotion.com/forums/index.php?topic=4575.msg299707#msg299707).

I'm sure 2010 will be a great year for the RHW and NAM.  I can't wait to play with the new content that will come out this year!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on January 02, 2010, 09:12:17 AM
I'm sure I missed the answer but I cant find any on slope puzzle pieces.  I'm trying to make a road over RHW2 and cant find the puzzle piece for it. I tried the shift + tab but it doesnt seem to find any other them.  I have the RHW mar 09 and nam july 09 installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 02, 2010, 09:23:38 AM
TAB through the Road Overpass Pieces TAB-ring in the Roads menu. There you'll find the on-slope piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on January 03, 2010, 06:08:27 PM
Thank you riiga for sharing that wonderful toll booth with all of us online!

Are you planning on making a RHW-4 one as well?

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gillian1981 on January 05, 2010, 01:53:47 AM
Hi,

I downloaded the RHW some time ago, and I'm finally getting the hang of it. My highways keep getting better, as do the interchanges.
However I'm a bit confused with the neighbour connections.

I know that with the wider pieces like the RHW6 and RHW8 it is impossible to make a neighbour connection, unless you use a specific trick.

But what about the normal piece, the 2-lane one (you know, the first piece you can choose), is it possible to make a neighbour connection with that or not?

If not, what is the best (or easiest) way to make a neighbour connection then? Perhaps with an avenue, or one-way streets?

Thanks for your help.

Gillian
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 05, 2010, 02:00:03 AM
If you use the RHW-2 (the one with two lanes in opposite directions), don't worry, there are no problems with that when it comes to neighbour connections. Any other RHW width has to be connected with the other half. Or for the RHW-4, you could use a Maxis Highway (with the same capacity as the RHW) or the avenue to connect.

This problem sould be solved with special neighbour connector pieces in the upcoming version of the RHW. I can't say when it will be released, but now it's not ready to do so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on January 08, 2010, 07:20:16 AM
I'm trying to upgrade all my maxis highways with RHW...mainly the ones that are approaching my 2 main metro areas.  I want to use RHW-6 and then RHW-8 for my outerbelt(perimeter, beltline or orbital whichever word is used in your region). Are there any examples of custom made interchanges using these.  Oh yeah these highways that I'm upgrading are in existing cities so I hate to bulldoze and not have any interchanges for these cities.  I am trying to make things look as realistic as possible. Man I wish there were flyover puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 08, 2010, 09:47:01 PM
Just like in real life, your going to have to wait until construction is done on Alex's end in the future then you will be permitted to build single lane curved flyovers in your city, but not until later. Hopefully before 2020, but dates are not guaranteed. You mentioned widening to 8 lanes ? Then also like real life, prepare for some more demolition to upgrade that highway. The later RHW provides the option of making RHW-6 mostly just two tiles wide, rather then four. There also is another wider El-RHW in the works. So if current stuff does not work out now, remember some real highways can take 20 years to finally break ground after owning the land or not all that time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on January 10, 2010, 08:23:18 AM
First of all a big thank you to all who have answered my questions.  Also to all the NAM developers for renewing my intrest in SC4.  Lastly this site is the holy grail IMO of all SC4 sites.  Any question or problem I have I know I can come here to get it resolved.  Having said all of that I am sooooo happy and proud of my new creations that I thought I would share them with the community.  IF I can use the NAM and RHW then anybody can.  Again thanks everybody.
My first trumpet!!!!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F7427%2Feriswelljun260012629832.png&hash=9cd4b8c7c7334f847c16f829db96bfa275b2b301)
My version of a SPUI
[URL=http://img706.imageshack.us/i/delwoodsep4021263075540.png/](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F9084%2Fdelwoodsep4021263075540.png&hash=7ff84c8b489fd848617ecbca149ab2c89f54327a) (http://img519.imageshack.us/i/eriswelljun260012629832.png/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 10, 2010, 09:20:35 AM
Six9nc, if your ever going to post pictures again, I'm going to ask you not to use png's, because the bigger the portable network graphic image, the longer amount of time they take to load and really slow peoples bandwidth speed down. Jpegs or jpgs are a compressed type of image file where as pngs take a lot of memory.To save to jpeg, you open your pictures in the program paint, save as, then select jpeg. You do have the right idea with how the RHW is suppose to work though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 10, 2010, 11:10:18 AM
Nice work six9nc!  Great to see another avid RHW enthusiast!

To build on what j-dub stated, its best to present your images in a jpg format, because the filesize of the picture is significantly smaller than the PNG images generated from taking a screenshot in Simcity 4.  The best way to convert them is to use a program like photoshop, GIMP, or Irfanview.
-In addition, this thread is generally directed toward RHW development and support, so its best to present your creations here (http://sc4devotion.com/forums/index.php?topic=252.0).

That's a good looking trumpet, too!  If you need any guidance or support about building them or other interchanges, see the RHW interchange guide here (http://sc4devotion.com/forums/index.php?topic=6843.0).

Those links, along with others, are found on the sticky post at the top of every page in this thread.  I look forward to seeing additional creations from you!
-Haljackey
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on January 16, 2010, 08:47:07 AM
OK thanks guys I learn something new everyday on this site.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 20, 2010, 04:21:30 PM
Well, now that it has been over a year since RHW 3.0 was released, has there been any further progress on 4.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 20, 2010, 04:31:49 PM
Quote from: Patricius Maximus on January 20, 2010, 04:21:30 PM
Well, now that it has been over a year since RHW 3.0 was released, has there been any further progress on 4.0?

Progress on textures:
-Notice the new networks there as well, the RHW-3 and the RHW-8C
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3844%2Fnewcitymay2100126403247.jpg&hash=cfe6cb1ec689febec0f290bc9bd66eb96942110a)

Just be sure to note nothing you see here is final.

More later as development continues.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2010, 05:53:47 PM
Quote from: Patricius Maximus on January 20, 2010, 04:21:30 PM
Well, now that it has been over a year since RHW 3.0 was released, has there been any further progress on 4.0?

Yes, though the rate of progress has been quite variable at times--which is why we don't give out release dates or timelines.  I'm trying to get as much stuff done now as possible before I get completely enveloped in comprehensive exams for my degree (Yippee . . . ::)), and RL and other SC4 projects have taken up our time as well.

There's still a fair bit to do before we go live with 4.0.  Hang in there.  It'll come when you least expect it. :)

Quote from: Haljackey on January 20, 2010, 04:31:49 PM
-Notice the new networks there as well, the RHW-3 and the RHW-8C

The RHW-3 is not planned for 4.0--it'll likely make its debut in a subsequent update.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on January 20, 2010, 06:03:54 PM
you have to bear in mind that these guys doing the modding behind the scenes have a to do list that takes them up to around RHW8.0 before they have any new ideas.... please be patient. and alex, get back to work...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 20, 2010, 06:35:04 PM
Well, so much for hoping for RHW-3 in 4.0. I wonder how the bridge projects are going along with the other RHW networks.

Well, I hope RHW 4.0 can come out on 4-2-2010.

*hint**hint* that's my 17th birthday*hint**hint*
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 20, 2010, 07:33:39 PM
QuoteThe RHW-3 is not planned for 4.0--it'll likely make its debut in a subsequent update.
What? I thought it appeared everything was working properly for 3, although I guess 3 is looking a little brighter then the others in that shot.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2010, 07:39:22 PM
Quote from: j-dub on January 20, 2010, 07:33:39 PM
What? I thought it appeared everything was working properly for 3, although I guess 3 is looking a little brighter then the others in that shot.

Well, it's basically just an orthogonal prototype still at this point . . . no intersections, no diagonals, nothing else really.

Edit: Diagonal stubs at long last . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F167%2Frhw012020101.jpg&hash=39c7539c8debda7be779cfa82a66a5d626c09d25)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on January 21, 2010, 04:49:41 AM
Quote from: Monorail Master on January 20, 2010, 06:35:04 PM
I wonder how the bridge projects are going along with the other RHW networks.

they were going well until i lost some gmax files.... &mmm  i wanted to try some nitelites, but those may be pushed back a bit.


otherwise, there's quite an extensive list of new bridges that will be available.  only a bit of texture work to go....
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on January 21, 2010, 09:16:01 AM
Quote from: Tarkus on January 20, 2010, 05:53:47 PM
The RHW-3 is not planned for 4.0--it'll likely make its debut in a subsequent update.

-Alex

Aw, and I was looking forward to finally being able to build those famous Swedish 2+1-roads...  &mmm  Well, I guess the old saying "Good things come to those who wait" is true after all.

- riiga

Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on January 22, 2010, 04:38:03 AM
Quote from: Tarkus on January 20, 2010, 05:53:47 PM
Yes, though the rate of progress has been quite variable at times--which is why we don't give out release dates or timelines.  I'm trying to get as much stuff done now as possible before I get completely enveloped in comprehensive exams for my degree (Yippee . . . ::)), and RL and other SC4 projects have taken up our time as well.

There's still a fair bit to do before we go live with 4.0.  Hang in there.  It'll come when you least expect it. :)

The RHW-3 is not planned for 4.0--it'll likely make its debut in a subsequent update.

-Alex

Good. As long as progress is being made on the project, I'm satisfied  ;D.

Quote from: Haljackey on January 20, 2010, 04:31:49 PM
Progress on textures:
-Notice the new networks there as well, the RHW-3 and the RHW-8C
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3844%2Fnewcitymay2100126403247.jpg&hash=cfe6cb1ec689febec0f290bc9bd66eb96942110a)

Just be sure to note nothing you see here is final.

More later as development continues.

That's progress alright.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on January 22, 2010, 03:38:57 PM
Looks like excellent progress here.  I like the new textures and networks, more options are always great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on January 22, 2010, 04:03:27 PM
How about for the stubs, instead of an abrupt ending to the pavement, how about a more eroded, gravelly look to the end?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 23, 2010, 09:01:21 AM
Quote from: nerdly_dood on January 22, 2010, 04:03:27 PM
How about for the stubs, instead of an abrupt ending to the pavement, how about a more eroded, gravelly look to the end?

I would like that for the RHW-2, RHW-4, and the MIS.  But for the EL-MIS, EL-RHW-4, and RHW: 6S, 6C, 8S, 8C (in pic above) , and the RHW-10 can there be road barriers? 'Cause in real-life, freeways of those types have barriers at the end of segments under construction. Mainly to pervent cars from falling off the elevated ones.
*Also to prevent any wanna-be bus jumpers like in the movie Speed
Speaking of which, how's the progress on the other elevated networks? Several pages back, I saw a teaser of a EL-RHW-6,8, and 10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 23, 2010, 09:19:25 AM
I was on an avenue in real life for a ways that turned out not to be finished, right before I almost got to the intersection. This so called barrier certainly was not the case for me, there was no end barrier where the pavement ended and turned to dirt a foot underneath the asphalt. The road I needed to turn on to was being widen, thus the road I was on had been taken out at the last minute. Luckily I was able to turn around, but I ended up going the wrong way down the avenue, because at that point, I could not hop the median or proceed through the dirt like the trucks could. No wonder there were other cars going the wrong way when I first turned down that road. Their was construction in progress there, and they could have had that whole area blocked off before hand by using some cones at least, but since there are no lights, I am sure someone drove right off that drop. My state there also is too many roads that do not have proper grading, so its not like bus jumping can be prevented everywhere.

Also, about the soft shoulder. I don't zone off the bigger RHW's anyway. But I am using the so called soft shoulder you guys want where my RHW-2 ends, via a street mod made by jeronji. The rocks along side the road make it very realistic. In this case, the diagonals on the other hand probably would not benefit off that mod though, the diagonal RHW texture here would need it blended in, rather then a base texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on January 23, 2010, 09:36:54 AM
In reference to Residential zones not able to grow when laid next to RHW's, you think the RCR project by Doctor25 can remedy this situation?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 23, 2010, 10:13:16 AM
The buildings still wouldn't exactly be off the RHW, they would be at least one tile away from the RHW, the same distance as a frontage road built next to a RHW. I don't see this next RHW coming out before the RCR though, the RCR project basically at this point is SimCity Societies roads except with slip lanes for SimCity 4, and the fact residents do not need to be right on the road to drive in or out, you just have to use those drivable ped mall like squares in between.

Also, before you get the RCR k808j, right now, you may want to experiment zoning 1 square tile of residence then plop, not drag the road tool in front of that residence, and then build an RHW, next to the plopped road square, and see if you get a house to grow. If that works, basically that would have to mean the RCR could do the same. The RCR tiles use that style of pathing, that they can drive over the tiles to get to the road but the difference is the RCR is designed that the cars have turning paths where that road is straight, similar to the Network Widening Mod, while the other existing networks like regular Maxis road do not have paths off the straight road that automatta can drive right off.

To be honest, I don't know if Alex is even aware of the RCR, he has not said anything about it, maybe because out of the RCR's 3 design concepts it follows 2 concepts the NWM does, but thats another story.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on January 23, 2010, 11:11:40 AM
Lets wait awhile so w can have all those networks! The 8C and the RHW 3 look awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2010, 02:23:53 PM
Quote from: nerdly_dood on January 22, 2010, 04:03:27 PM
How about for the stubs, instead of an abrupt ending to the pavement, how about a more eroded, gravelly look to the end?

Perhaps down the road, that may be a viable option--it could even be a good optional cosmetic mod. 

Quote from: Monorail Master on January 23, 2010, 09:01:21 AM
But for the EL-MIS, EL-RHW-4, and RHW: 6S, 6C, 8S, 8C (in pic above) , and the RHW-10 can there be road barriers? 'Cause in real-life, freeways of those types have barriers at the end of segments under construction. Mainly to pervent cars from falling off the elevated ones.
*Also to prevent any wanna-be bus jumpers like in the movie Speed
Speaking of which, how's the progress on the other elevated networks? Several pages back, I saw a teaser of a EL-RHW-6,8, and 10.

That would make sense on those Wider Ground RHWs.  The ERHWs are a different story, and because of how they have to connect in with the NAM Elevated Road/OWR/Avenue puzzle pieces, their "stubs" are actually just the orthogonal models, with through paths.  Yes, you get the "Speed" effect, but making a proper stub would make it a lot more difficult to use those networks to build interchanges.

Quote from: k808j on January 23, 2010, 09:36:54 AM
In reference to Residential zones not able to grow when laid next to RHW's, you think the RCR project by Doctor25 can remedy this situation?

I hadn't thought about that.  I haven't tried it yet, but as it's just a street with pedmall and "driveway" paths, and streets with car paths accept all RCI zoning, it seems it would be possible, though a "connector" of some sort would be required on the RHW end.  It'd only make sense to do for the RHW-2 and RHW-4, though . . . RCI zoning on an RHW-10 would look absurd. :D

-Alex

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 24, 2010, 09:48:16 AM
Well Tarkus, I hope that my barrier idea for the wider RHWs can make it in. Just place the default Maxis barrier at the end. But it's more complex to do this simple idea. I know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: lipeihe on January 29, 2010, 11:29:54 PM
where can download?
Title: Re: RHW (RealHighway) - Development and Support
Post by: adroman on January 29, 2010, 11:43:27 PM
Welcome to the forums, lipeihe!

You can download the RHW Here (Link) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853) on the LEX... you will also need the NAM, which is avaliable Here (Link) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851).   ;)

Also, there's always excellent work here, guys! Keep it up... You have me checking this thread daily... (Even if I don't post in it...  ::))

Havva good one,
Adrian.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on January 30, 2010, 08:40:20 AM
I can't wait for the double height RHW so we can get some Flex-FLY on Flex-FLY action going on... :D
Anyways as a first-time poster but not a newbie this is great stuff that is done on here &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gianthaiku on February 04, 2010, 10:00:04 AM
Shaping up great! i think this mod just gets better and better!  &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on February 08, 2010, 02:20:15 PM
I don't know why, but I can only make an entrance ramp for certain sections of RHW, and not an exit ramp.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2F9nfm3kkuumeenkcgte0h.jpg&hash=0914b1dfd90a429bfb37f008d346686d1f3ebff2)
As in this picture, even if I press insert or delete, the ramp remains an entrance.  How do I get an exit there?

Also, cars on RHW drive extremely slow, even slower than they do on streets.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on February 08, 2010, 02:50:50 PM
Yes, this happens sometimes. The easiest way is to delete the dragged RHW, place the exit, then connect it back up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2010, 02:53:16 PM
Quote from: Moonraker0 on February 08, 2010, 02:20:15 PM
Also, cars on RHW drive extremely slow, even slower than they do on streets.

Unless you're referring to points where there are Street/RHW intersections (which can cause slowing due to network hierarchy), you most likely have some sort of incompatible traffic simulator installed, possibly even one that doesn't assign a speed to the network.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 08, 2010, 03:47:24 PM
@Moonraker0, Furthering Alex's statement, I suggest you take a look back at the top of this thread, and take a look at Simulators A,B, and Z. Refer to the Capacity for RHW Networks on Per-Tile Basis chart for commute statistics.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on February 09, 2010, 12:39:45 PM
Thanks Dragonshardz, I will try that.  Tarkus and j-dub, what I mean is that the automata drive very slowly, not the actual commute time.  Sorry for not being clear on that.  I use Simulator Z Low.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2010, 01:16:10 PM
As far as the slow automata goes, the reason I mentioned the Traffic Simulator is because there is a tie-in between it and the Automata Tuning Exemplar (which controls the automata animations and speed).

It sounds like it may be the Automata Tuning Exemplar itself.  Which NAM Automata Plugin do you have installed?  I've been using the Radical 24-hour one without any issues on my RHWs.

Is it only slowing down in specific spots (i.e. around Street intersections or places where there are starter pieces/drag stubs) or across all network segments?

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on February 09, 2010, 02:31:36 PM
It slows down everywhere except for where there is a road intersection with the RHW.  But if the automata plugin is the problem, then it's probably because I use a plugin called TrafficFixes.dat that replaces the NAM's automata plugin.  It is a plugin to make cars not disappear so frequently like they do in the original game.  I would rather have non-disappearing cars than fast cars on RHW, though, if I need to delete that plugin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2010, 03:13:20 PM
Quote from: Moonraker0 on February 09, 2010, 02:31:36 PM
It slows down everywhere except for where there is a road intersection with the RHW.  But if the automata plugin is the problem, then it's probably because I use a plugin called TrafficFixes.dat that replaces the NAM's automata plugin.  It is a plugin to make cars not disappear so frequently like they do in the original game.  I would rather have non-disappearing cars than fast cars on RHW, though, if I need to delete that plugin.

Had to look that one up, but I take it you're referring to shadowman131's fixes from this thread (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=102779) at ST? 

If so, he actually released a fix for RHW automata speed issues, TrafficFixes_ANTFix.dat, which you can pick up here (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=102779#1467081).  I'd give that a try.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on February 10, 2010, 10:47:57 AM
Thanks Tarkus, I will try it.  I guess it's been so long since I downloaded TrafficFixes from that thread, I didn't remember that there was a fix for RHW when I downloaded RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 10, 2010, 11:14:19 PM
Been awhile since I've posted anything developmental . . .

The new textures are in really good shape now . . . just added the "wealth-level grass" to prevent sidewalks from poking through.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F4533%2Frhw021020101.jpg&hash=8c56f9883911c53209437498a0e51701577a0738)

Still some color correction to do here, but it'll give you some idea of what's to come in terms of interchange possibilities . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F8879%2Frhw021020102.jpg&hash=e0b5ac96122312435cfbf7de25529ca525a47fec)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on February 11, 2010, 02:09:48 AM
Excellent work, Tarkus. I was wondering, could you add an invisible sidewalk texture instead of the grass? This would greatly reduce the jagged edges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on February 11, 2010, 06:02:17 AM
Also a MIS intersection is missing. Actually it would be a MIS split.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 11, 2010, 10:45:41 AM
Quote from: RickD on February 11, 2010, 02:09:48 AM
Excellent work, Tarkus. I was wondering, could you add an invisible sidewalk texture instead of the grass? This would greatly reduce the jagged edges.

A good question.  Unfortunately, the way the game handles transit networks that are adjacent to zones, if a texture with transparency is used for the various "wealth-levels", sidewalks will always poke through in those transparent spots.  One could theoretically make the sidewalk textures transparent, but that would then mean no sidewalks anywhere, even in urban areas.

Quote from: strucka on February 11, 2010, 06:02:17 AM
Also a MIS intersection is missing. Actually it would be a MIS split.

Which one are you referring to?  There's an MIS and EMIS Y-Split (orthogonal with diagonal split) already included with Version 3.0, and another MIS Y-Split (diagonal with orthogonal split) planned for 4.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on February 11, 2010, 01:18:10 PM
Awesome!  The new pieces looks excellent already!
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on February 11, 2010, 02:25:03 PM
Looking good Billy Ray  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kormer on February 27, 2010, 12:45:47 PM
Is there a transition piece for RHW-6c to RHW-8 or am I stuck using RHW-6s for anything I need to later upgrade to RHW-8?
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on February 27, 2010, 01:05:40 PM
You probably won't need any such transition. RHW-8C is in the works, or so I hear.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2010, 01:52:19 PM
jmvl did make an actual RHW-6C-to-8 transition piece--I think I might have even shown a picture a few pages back.  It will definitely be included in Version 4.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on February 28, 2010, 11:33:48 AM
I'm just wondering. How's the progress on the other elevated networks? In choco's bridge topic, I saw some pictures of bridges for the 6S + 6C, 8, and 10. And Tarkus, I'm now happy about the diagonal MIS under EL-MIS or EL-4. What about the same bug involving that and diagonal RHW-4s and vice-versa?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 28, 2010, 12:41:59 PM
Quote from: Monorail Master on February 28, 2010, 11:33:48 AM
I'm just wondering. How's the progress on the other elevated networks?

If you're referring to Elevated Wider RHWs, there isn't any progress to report.  They will not be in Version 4.0, and at this point, we're mainly focusing on trying to get the stuff that will be up to a releasable state.

Quote from: Monorail Master on February 28, 2010, 11:33:48 AM
What about the same bug involving that and diagonal RHW-4s and vice-versa?

I'm not quite sure what you're asking here.  Are you referring to diagonal combinations of ERHW-4-over-RHW-4/MIS?  Those are planned for inclusion in puzzle piece form.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rstarks on February 28, 2010, 02:52:33 PM
why is there no EL-RHW 2?

i've always wondered this
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 28, 2010, 03:26:30 PM
Quote from: rstarks on February 28, 2010, 02:52:33 PM
why is there no EL-RHW 2?

i've always wondered this

Because it hasn't been made yet.  There's only so much we can do--just give us time. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kormer on March 01, 2010, 06:18:11 PM
Could someone tell me what I'm doing wrong here?  I'm trying to do a 90 degree turn with RHW-6s and for the life of me can't get the puzzle pieces to fit together.  Also, should I be able to drag my highway past the puzzle pieces, or do I need to lay down another starter piece after them? Nevermind, I'm dumb and this was in the faq.


http://img41.imageshack.us/img41/396/rhw6scurve.jpg (http://img41.imageshack.us/img41/396/rhw6scurve.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on March 01, 2010, 08:30:04 PM
Quote from: Tarkus on February 28, 2010, 12:41:59 PM
If you're referring to Elevated Wider RHWs, there isn't any progress to report.  They will not be in Version 4.0, and at this point, we're mainly focusing on trying to get the stuff that will be up to a releasable state.

I'm not quite sure what you're asking here.  Are you referring to diagonal combinations of ERHW-4-over-RHW-4/MIS?  Those are planned for inclusion in puzzle piece form.

-Alex

I'm reffering to that. And thanks for answering that :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 04, 2010, 01:41:17 PM
Dubscovery! This just in Dub City! Full Functioning Wider RHW connection! And you can too!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F2139%2F1492708665352176112677382841Ka2KcL9b7FLfJmAa0Tv.JPG&hash=6f8dc18328792f4dea7d823f5ec2ddd026437fd4)

After a lot of time not telling anyone about this, I finally was able to get a wider RHW, the 6s to successfully carry commuting cars each direction.

18. How do I make Neighbor Connections with the Wider RHWs?

Well, here is how I got my Neighbor Connection to work: Step 1: You draw a regular avenue connection, 2 tiles straight away from the edge, make sure your given the yellow arrow so you can continue. Step 2: draw a rail crossing over the avenue right over the arrows. Step 3: place a rail over avenue puzzle piece right where you drew the avenue x rail crossing. Step 4: demolish just the avenue u turn. The rail overpass should automatically disappear. You will now have 2 rail stubs. Now draw the rail from the one stub to the other stub. Step 5: now that the rail is drawn, place a rail over RHW piece over each arrow. Step 6: Carefully demolish the rail ends on each side of that overpass, they shall now disappear. The existing neighbor connection arrows should hover over the RHW 2, and face both directions. Step 7: drag in, not out, the RHW towards the city 5 tiles in on each side. You can now place a wider RHW puzzle piece like 6s, or 8. Put the simulator into play, and eventually the connection shall allow cars to leave.

The best part is, the current public release RHW allows this. While we still have not yet figured out how to keep the neighbor connection info, the neighbor connection, in itself at least works and carries cars. As for splitting the wider RHW's up, that will need further research, and potentially puzzle piece development. Otherwise, RHW 6s, 8, and 10 must be built Maxis avenue style to work. Hopefully, this is one less thing Alex has to worry about now.

Remember who discovered this, and the place you saw it first. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: danielra96 on March 04, 2010, 05:23:24 PM
that is AWESOME :o
i definitely need that
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 04, 2010, 07:34:43 PM
Theres more. The RHW8-can too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picvalley.net%2Fu%2F2617%2F72270820212630440781267759075Ms37X1JxdSdXnWaUocST.JPG&hash=0b78715e56560204fbe96ddf4f2a5e5d9d7fdb62)

According to the query (not picture) there are 872 cars leaving, and they use all lanes, as well as the buses prefer taking the RHW in addition to freight trucks who always use it out. EDIT-refer to above post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 05, 2010, 02:34:13 AM
Brilliant! Simply brilliant! Maybe we should add this method to the FAQ's, J-dub  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 05, 2010, 07:54:08 AM
Exactly right, it should be FAQ-ed off, but I still need to come up with visuals first. Sadly, I don't have that much time. Maybe I'll just make a video, which will end up in the NAM video tutorials section as SC4D will always have dibs from me, the only SC4-rum I have time for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 05, 2010, 11:44:44 AM
I'm going to play around with this one for sure.  Anything that involves neighbor connections gets my vote!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimNation on March 05, 2010, 11:51:38 AM
All hail J-dub Arch Duke of RHW Discoveries  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on March 06, 2010, 07:08:54 AM
This is really ingenious, congratulations j-dub!  :thumbsup:

I couldn't stop trying this myself, and in the meantime I've found another solution to lay down the connection, which works fine in my cities. However, this solution is dependent on persistent starter pieces.
1. Draw an Avenue connection.
2. Draw a rail crossing over the avenue at the arrows.
3. Demolish the Av U-turn -> the rail crossing gets destroyed too, leaving the connection arrows.
4. Demolish the rail stubs
5. Use RHW starter pieces and place them directly over the arrows, right at the city border. Be sure that you leave them in place afterwards.
6. Draw RHW from starter pieces.

I have tested this connection using RHW6s and RHW6c, but I believe that it'll work with any type of RHW.

Edit:
While watching j-dub's video tutorial, I saw that he already simplified his method, making my post obsolete. (= may be deleted if necessary)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 06, 2010, 05:24:24 PM
First of all, thank you for discovering this.

Well, I just did something similiar. However, in order to get a true 4-tile wide RHW-8/RHW-10 connection, I build TWO parallel avenue connections and put the rail-over-avenue puzzle pieces over the arrows, then demolished the avenues, then demolished the INNER arrows, then rebuild a single CENTER avenue connection, then again put a rail-over-avenue puzzle piece over the arrows, and then demolished the avenue, resulting in having TWO arrows in each direction, just as if an 8-lane avenue would have been connected...

Then, I put the RHW-10 starter pieces on the arrows and connected the RHW-10 with my road network. Basically, I started a dual RHW-4 coming from a roundabout (central avenue with one-ways on either side) which got merged into 4 lanes in each direction (RHW-8) and then expanded to ten lanes. I could have left it an 8-lane network but I wanted to go the more sophisticated way, for show-off reasons... ;D

Now, since there are two connection arrows in each direction, one might expect two functional connections in each direction and thus traffic to really use all ten lanes, as opposite to j-dub's picture where one can clearly see traffic merging onto the inner lanes, just where the actual connection is. But it wouldn't. See for yourselves:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fthumbs%2Fe8lb-3.jpg&hash=ff48366810596a1eb1119ae49d3b338ceceb92d0) (http://www.bilder-hochladen.net/files/e8lb-3-jpg.html)

Here, traffic is merging just the same way as in j-dub's picture. Furthermore, evening commute back home shows another interesting effect:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fthumbs%2Fe8lb-4.jpg&hash=64f0e010aec976739e43c019ab37683ea4482f6d) (http://www.bilder-hochladen.net/files/e8lb-4-jpg.html)

Yes, they're coming from the opposite roadway, WRONG WAY. :D
So there is much room for research, as one can clearly see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on March 07, 2010, 07:56:02 PM
awesome!!

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 07, 2010, 11:13:51 PM
Finally fixed the one draggable ERHW overpass planned for 4.0 that was giving me fits . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F3185%2Frhw030720101.jpg&hash=7eb6fd5f6cd7b1818630a55ef00a025efe84794c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on March 08, 2010, 04:24:14 AM
I have Left-Hand Drive and I am happy to confirm that J-Dub's ingenious method for RHW Neighbor Connections seems to work with LHD as well as RHD. I have tried it out switching a number of times between the cities on either side of the connection and it seems to persist over time.

Freight leaves each city by RHW and none comes in on the other side but I think this is not to do with the RHW connection but with the general way SC4 treats freight as being shipped out of a city but not actually shipped anywhere.

I still have to try some of the wider RHW on LHD, but I have no reason to believe that it won't work the same as for RHD for them as well.

This is a really neat dodge, even if it does have an air of "place the wishbone of a young chicken on the boundary; place a stick on it; pick up the wishbone and break it with your little fingers, then replace the two pieces of the wishbone at the border".
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nucleofiel on March 08, 2010, 04:34:37 AM
I was just needing the 6 lanes piece in one of my most busiest highways, great discovery :thumbsup:

I hoped the RHW 4.0 release was yesterday, one year after 3.2, but unfortunately not:(
Keep the good job up, 4.0 is going to be a infrastructual evolution for my region;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on March 08, 2010, 11:26:49 AM
I have been experimenting with RHW Neighborhood Connections using J-Dub's method on wider RHWs which use two tiles in each direction. What I am aiming for is RHWs which show as RHW right to the city edge and which show matching directional arrows in the neighboring city so that RHWs can be connected up continuously between cities. I am struggling a bit on this. I can easily get RHWs in one city showing two adjacent tiles in each direction if I leave a one tile gap between directions. But when I switch to the other direction the arrows don't match up. I am going to keep trying, but at the moment I am only being fully successful with RHW connections which are one tile in each direction - that is good, but it would be nice to get the RHW 8 and 10 connecting properly as well.

UPDATE:
Thanks to (re)discovering on the menu the rail over RHW 8 and 10 pieces I can get RHW connections two adjacent tiles each direction right up to city edge without having to have a tile gap between the directions, but I am still having problems getting arrows matching up when I switch to the neighboring city. Worth exploring further.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Supertim12000 on March 11, 2010, 04:30:15 PM
Will there be some 1 lane curve puzzle pieces and stuff for the next RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 11, 2010, 04:53:01 PM
Quote from: Supertim12000 on March 11, 2010, 04:30:15 PM
Will there be some 1 lane curve puzzle pieces and stuff for the next RHW?

MIS curves?  Yes.  Here's just a taste of some RHW curves in development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F3200%2Fclipboard01aa.jpg&hash=72417de91c8963f5ef11ef4a6ff2848959e6bd3c)
Quick note: this image may be outdated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: danielra96 on March 11, 2010, 05:35:13 PM
 :o that is UNBELIEVABLE
i can't wait until this is released
great work &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on March 11, 2010, 06:05:55 PM
@Tarkus: Your making me cry.... $%Grinno$% ::) Lol. Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 12, 2010, 12:28:43 AM
Very, very nice!  :thumbsup:
One question though, how will the new RHW interface with the RAM (Phase 1)? Same as the old one or better (or is that a RAM team issue)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2010, 01:16:30 AM
Thanks for the kind words, everyone! :)

Quote from: jdenm8 on March 12, 2010, 12:28:43 AM
One question though, how will the new RHW interface with the RAM (Phase 1)? Same as the old one or better (or is that a RAM team issue)?

There hasn't been anything new in the way of developments as far as RAM/RHW interfacing for the Version 4.0 release.  Since it's kind of a cross-project thing, I'm not sure exactly how it'll be handled, though since the existing RAM/RHW stuff is in the RAM files, it would probably make sense to do the same with future items along that line.  Ultimately, though, it's not a matter of "if" but "when".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 12, 2010, 08:11:41 AM
Quote from: Haljackey on March 11, 2010, 04:53:01 PM
Quick note: this image may be outdated.[/i][/size]

Well, you can't pass on a curve! I mean on a single lane, two way road. Sure, occasionally they put dashed lines on curves simply because they never got around to finishing the job as the roads can be really out there in the middle of no where, but your really not suppose to make a pass on curves like that, despite how sometimes the painted lines say otherwise. Even on ASR or RHW3, they for some reason do not always put the solid yellow line down, they just assume you will stay on the right. However, has anyone seen such RHW2 curves like that in their RL area?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2010, 12:28:42 PM
The actual piece has double lines in the current build, as originally intended. ;)  The results in that pic are the inadvertent result of some IID shuffling that went on in an earlier build when switching the RHW-2 over from the old 3.0 dashed line default to the 4.0 double solid line default.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on March 14, 2010, 09:51:42 AM
amazing work here Alex and the NAM team as a whole!! I know for one I cant wait to get ahold of the MIS curves yummie!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on March 15, 2010, 09:56:26 AM
For a complete RHW<>RAM integration it would require RULs in both projects.
Though how it would be split would be the question

Jonathan
Title: Re: RHW (RealHighway) - Development and Support
Post by: rdrdrdrd on March 16, 2010, 07:30:43 AM
i just want to say exelent job guys, but i found a problem:
if I have a 6C highway I can't place exit/entrance ramp directly opposing from eachother

also, will we get any 6C curves?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 16, 2010, 10:28:31 AM
Quote from: j-dub on March 12, 2010, 08:11:41 AMHowever, has anyone seen such RHW2 curves like that in their RL area?
Such solutions do exist but it depends on your region and local regulations how often you will come across them and what they really mean.
For example, there are countries where passing on curves preceded by a warning sign is prohibited no matter the road markings, or where crossing even a double solid line is allowed under certain conditions.

I think the best solution would be a standard [double solid yellow] line for 90° curves, and a single dashed yellow line for 45° curves, or an alternative solution including versions with both solid and dashed markings.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2010, 12:55:10 PM
Quote from: rdrdrdrd on March 16, 2010, 07:30:43 AM
i just want to say exelent job guys, but i found a problem:
if I have a 6C highway I can't place exit/entrance ramp directly opposing from eachother

also, will we get any 6C curves?

You might have a "starter" hiding in your normal orthogonal tiles that is affecting placement.  In addition, it seems the RHW-6C occasionally suffers the same issue as the ERHW-4 with the ramp interface placement.  The solution in either case would be to bulldoze a small segment along one of the outer edges of your RHW-6C (about 2-3 tiles long) where you want the ramp, and then plop the ramp interface down.

RHW-6C curves are indeed in the works as well, and a development image (http://sc4devotion.com/forums/index.php?topic=990.msg296090#msg296090) of them was shown by Blue Lightning back on December 16, 2009 (page 299 of the thread).

Quote from: Wilfried on March 16, 2010, 10:28:31 AM
I think the best solution would be a standard [double solid yellow] line for 90° curves

Double solid yellow is actually how it'll be done on all the curves . . . in fact, all the RHW-2 pieces (save for the special "cosmetic" puzzle pieces).  The "solid/dashed" setup that showed up in Haljackey's pic is simply the result of a glitch in an earlier Alpha Build.  Here's a pic of what the final products will look like:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F9355%2Frhw031620101.jpg&hash=94cd6a541516188033f398c66ea659d529b9e3de)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 16, 2010, 01:21:02 PM
Now that's good looking curves. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on March 16, 2010, 02:10:16 PM
Very very nice I am so happy :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 16, 2010, 02:18:34 PM
SCHWEEEEEET!!!! *drools*

Thanks so much Alex

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 16, 2010, 02:50:01 PM
Those are some nice curves, Alex.  So, in other words, the new double solid yellow RHW-2 default is analogous to the relationship between the draggable Maxis roads (with double solid yellow lines) and the NAM rural road puzzle pieces (with dashed yellow lines), right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 16, 2010, 03:55:49 PM
Those curves look brilliant and the textures match exactly!
Great work and I can't wait!
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on March 17, 2010, 02:38:06 PM
A dumb question-- Is it possible to distinguish between RHW 2 and Road visually with these new textures? (Assuming US roadmarkings) I know I'd lose track of where a transition is, and I'd probably wind up zoning the RHW... :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 17, 2010, 03:26:02 PM
of course it is... The RHW is a bit wider and has something like a shoulder lane on each side..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 18, 2010, 03:24:12 AM
Yeah, the RHW has hard (asphalt) shoulders and dashed lines. Roads have solid lines and sidewalks or soft (dirt) shoulders.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 18, 2010, 06:44:06 AM
Quote from: Wilfried on March 18, 2010, 03:24:12 AM
Yeah, the RHW has hard (asphalt) shoulders and dashed lines.
Incorrect. The new RHW textures have a double solid line. Still they have hard shoulders and no sidewalks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 18, 2010, 10:03:39 AM
Why?  :thumbsdown:

I think of the textures of the straight, open road. Why should there be solid lines?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 18, 2010, 02:23:51 PM
There are cosmetic pieces that have dashed and half dashed lines.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on March 18, 2010, 03:37:24 PM
OK, well, as long as I can tell them apart. Personally, I prefered the old dash-yellow, but that's just me. Eh heh
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on March 18, 2010, 05:55:11 PM
Quote from: Wilfried on March 18, 2010, 10:03:39 AM
Why?  :thumbsdown:

I think of the textures of the straight, open road. Why should there be solid lines?

I always associate the RHW with our Trans-Canada highway here, and even when it's single lane each way, there is at least a solid line down the center, the only time it would be dashed would be for when you're allowed to enter oncoming traffic to pass slow moving traffic, and then it would be a single solid line beside a dashed line.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 18, 2010, 06:35:45 PM
Quote from: Wilfried on March 18, 2010, 10:03:39 AM
Why?  :thumbsdown:

I think of the textures of the straight, open road. Why should there be solid lines?

I would think so because cars on a RHW-2 are traveling at a higher speed than a road.  Having a passing lane at those speeds is more of a safety risk, thus it is the road that should have a dashed line, not the RHW-2.

A way to reverse this would be to use the rural roads plugin to give roads the dashed line while the RHW-2 would have solid lines.


Also, a road comparison should help:

Road with RHW 3.24
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F1592%2Ftestsectormar8001268935.jpg&hash=cdab7b31f97250597b3785f1e0812b0c9f854945)

Road with RHW 4.0 pre-alpha
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F5691%2Ftestsectormar1104126896.jpg&hash=9cb33b3d1cc797e4e3ccdb1dceb02f93a7039c8e)

As you can see, the difference is noticeable.  No one should confuse the RHW-2 as a road or a road as a RHW-2.

Hope that straightens it out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on March 18, 2010, 07:41:52 PM
Eh, 2 lane highways (with speeds of 55, sometimes up to 65 in states besides slowspeedlimited Oregon) always have dashed lines in long straight sections (for allowing passing). Maybe this isn't as common in Canada or other places, but it is in the US. But I wlready settled on the default being solid, and they you can make is dashed if you want. I assume the dashed RHW-2 will use a starter piece like all the other RHW's start or will it be different (hopefully not completely puzzle piece based?).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 18, 2010, 08:04:30 PM
Quote from: doorknob60 on March 18, 2010, 07:41:52 PM
I assume the dashed RHW-2 will use a starter piece like all the other RHW's start or will it be different (hopefully not completely puzzle piece based?).

At the moment, it just consists of a single orthogonal dashed-line puzzle piece.  There's also a solid/dashed-line (passing on one side) orthogonal puzzle piece as well.  That's the extent of it as far as what Version 4.0 will have.  A draggable, starter-based system is under consideration for a future release in the 4.x series, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ThatGuy on March 19, 2010, 08:11:46 AM
Quote from: Haljackey on March 18, 2010, 06:35:45 PM
I would think so because cars on a RHW-2 are traveling at a higher speed than a road.  Having a passing lane at those speeds is more of a safety risk, thus it is the road that should have a dashed line, not the RHW-2.

I haven't been on many two lane highways, but all the one's I have been on were dashed except when near an intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on March 19, 2010, 01:22:38 PM
May I suggest a small optional patch? As I'm incredibly crap at anything resembling programming or modeling, I can't do it, but it seems like it would be a tiny job to add a patch to make a dotted texture for the straightaways-- after all, corners would usually be solid lined anyway-- for those who would like it. Just the RHW straights and RHWxStreet would really be all you need...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 19, 2010, 01:29:35 PM
Quote from: ThatGuy on March 19, 2010, 08:11:46 AM
I haven't been on many two lane highways, but all the one's I have been on were dashed except when near an intersection.
Yeah that's the default almost everywhere. Also, on rural roads, you're allowed to pass more frequently because of the higher speed differences and less intersections. And some highway authorities are more restrictive than others.

I know many 2-lane highways in my region where only a few years ago there were almost no restrictions as to passing, but now there are almost no legal possilities to pass slower cars as many dashed lines have been repainted double solid.

That keeps many drivers from passing, though when traffic volumes are low, people pass anyway (illegaly).

Anyway, I don't see the point in going back to double solid by default but a patch could be made for those who wish to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2010, 01:32:59 PM
There's actually a fair bit of mixture in RL.  A quick sampling I did of RHW-2s in the outskirts of Portland and Salem areas in Oregon on StreetView found the dashed-solid combo to be perhaps more common than either.  Ditto with the stretch of US-97 between Terrebonne and Madras that I checked.  Of course, that's an asymmetrical setup and would not make sense to use for a base network.  

Quote from: ThatGuy on March 19, 2010, 08:11:46 AM
I haven't been on many two lane highways, but all the one's I have been on were dashed except when near an intersection.

That's even more reason to go for a double-solid setup, actually, from a technical standpoint.  

If you went to a dashed setup for the base network and wanted to mimic this sort of striping situation near intersections and curves, it would require putting overrides on the base network.  Since everything (RHW-4, etc.) in turn overrides the base network, you'd have to do a bunch of re-overrides of those base network overrides just to get the RHW-4 to work properly, and the likelihood of them becoming unstable and causing complications for the rest of the mod's functionality is extraordinarily high.  (Not to mention it would require re-writing about 15,000 lines of otherwise perfectly fine code and slow development on further expansion.)

A double-solid base setup does not require this, and in fact, makes the overall mod functionality cleaner, and fits with Occam's Razor (http://en.wikipedia.org/wiki/Occam%27s_razor) and the KISS Principle (http://en.wikipedia.org/wiki/KISS_principle) (Keep it simple, stupid).  Thus, it has been one of my fundamental design principles in working with these override networks as part of the RHW and NWM to keep the base network as "clean" as possible.  

It seems to me from this discussion that there is a fair amount of demand for "passing zone" RHW-2s, and with a clean base network, it would not be too difficult to implement them as a puzzle-drag-based override network.  Sounds like it could be a rather popular addition to a 4.x release.  ("4.x", in case you're wondering, is the name being given to a planned series of smaller releases after 4.0.  5.0 is planned to be the point at which modularized stack interchanges are possible.)

Quote from: zakuten on March 19, 2010, 01:22:38 PM
May I suggest a small optional patch? As I'm incredibly crap at anything resembling programming or modeling, I can't do it, but it seems like it would be a tiny job to add a patch to make a dotted texture for the straightaways-- after all, corners would usually be solid lined anyway-- for those who would like it. Just the RHW straights and RHWxStreet would really be all you need...

That's a possibility, too . . . though it would probably have to wait until after 4.0.  There'd actually be a few more intersection textures required, though, as the RHW-2 set for Version 4.0 has filled out substantially.

-Alex  
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on March 19, 2010, 02:15:32 PM
mmmm, 5.0....  $%Grinno$% ::)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 19, 2010, 02:20:14 PM
I tend to think of a RHW-2 as a "Super 2 expressway", where you have on/off ramps and grade separation.  These routes almost always don't allow for passing.  These are common in Northern Europe and routes in North America that haven't been built as a full freeway (yet).  If you're wanting to use intersections, switch to road instead or use a road/RHW hybrid route to maximize speed and ascetics.
-Again, using the rural roads plugin will create a passing lane for roads.

An example of a super-2 expressway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Feurope.aaroads.com%2FLuxembourg%2FE421%2FIMG_7559.jpg&hash=40aab8b2e8422150f9ee06d7815ae6a7260a03a3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on March 19, 2010, 03:54:31 PM
Wow, great stuff guys! I just got broadband back today after moving to northern Finland a couple weeks ago and was surprised to see how much I've missed. Draggable diagonal ERHW4 over RHW4, wide-radius everything-one-tile, and more?

I'll refrain from any questions about the details of what might be included in 4.0 and look forward to being surprised but will have my fingers crossed for wide radius 45 degree EMIS, 45 degree on-slope pieces in general, and anything FLUPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on March 19, 2010, 08:53:14 PM
Please tell me these images are true  :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F6972%2Fgd2tgsjp.jpg&hash=0f8520aed0b22c932add3b00518fbb5aa7809903)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Fsquee.jpg&hash=3ebcea589d59753fce5dad7bccfcf24a0e550d8d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Ffamis_parclo.jpg&hash=53430145a66d728a17dc13c53ee5356b84186b44)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2Fstuff%2Ferhw6c_i_declare_another_win.jpg&hash=14829bb035095602db3c2ab54c85774cd4f034f0)
it would also be interesting if there was ERHW-8C(elevated).
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on March 19, 2010, 08:55:41 PM
@ Alex, True, but I figured the lines would not continue across the middle of other types and therefore might not need new stripings. Sorry~
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2010, 09:04:10 PM
Quote from: TJ1 on March 19, 2010, 08:53:14 PM
Please tell me these images are true  :)

They are.  And the first three will be possible with Version 4.0.  The ERHW-6C will not be in 4.0, but is planned for a future release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on March 19, 2010, 09:16:28 PM
Awsome :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 20, 2010, 02:51:11 AM
Quote from: Haljackey on March 19, 2010, 02:20:14 PM
An example of a super-2 expressway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Feurope.aaroads.com%2FLuxembourg%2FE421%2FIMG_7559.jpg&hash=40aab8b2e8422150f9ee06d7815ae6a7260a03a3)
I seen this road before. It's the B7 (maybe, because I've seen this number only on one sign in Diekirch) in Luxembourg.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 20, 2010, 10:50:04 AM
This image quite clearly shows what I'm saying: There is a dashed line after the offramp and an "end of speed restrictions" sign (which includes passing restrictions).

It is seldom the case that passing is not allowed on super-twos. It is, however, often not allowed on junctions and intersections. But on the open road, it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on March 20, 2010, 01:28:51 PM
The reason why the RHW textures have solid lines, and there are puzzle pieces to create passing zones, is that, if you count the entire mileage of roadway in passing or no passing zones, at least in the U.S., the latter would clearly exceed the former.  Passing zones are the exception rather than the rule, and states are frequently becoming stricter about what stretches of road can handle passing zones.
It is simpler this way, from both a realism and technical feasibility standpoint. And I doubt this setup is going to change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 20, 2010, 01:31:31 PM
Around here, most if not all rural roads are 2 lane solid. There is Cleve-Mass Road after the Ghent termination that switches from dual solid, half pass, and full pass, but its mainly dependent on terrain.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 20, 2010, 05:02:36 PM
I've seen a lot of highways in Ontario and West that have dashed lines on straight aways, half dashed leading into curves for the side that has a clear view of the oncoming traffic and solid on curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 21, 2010, 04:01:38 AM
The double solid lines setup are from my point of view safer than the dashed line setup. I mean, you wouldn't want to crash with highway speeds. The ammount of crashes can be reduced when you restrict overtaking. Here's an example:
http://maps.google.nl/?ie=UTF8&ll=52.071804,4.479429&spn=0,359.986106&z=17&layer=c&cbll=52.071695,4.479537&panoid=pCGkaZDfKgcWvwsw3wEmhA&cbp=12,325.91,,1,-1.12

Although the line setup consists out of double long dashed lines (long dashed lines in europe mean: overtaking desencouraged), the sign says you may not overtake here. You may only overtake tractors (that's why there are dashed lines anyway).

Another example:
http://maps.google.nl/?ie=UTF8&ll=52.03829,4.47238&spn=0,359.888849&z=14&layer=c&cbll=52.038258,4.472209&panoid=sAyl0pH-g5Eum2YuwRcu5A&cbp=12,249.54,,0,4.54

Although the speedlimit is only 60 kph/37.5 mph, you may not overtake here.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 21, 2010, 06:11:03 AM
Yeah but this was in the middle of a settlement. We're discussing 2-lane motorways here. Things like someone showed before, these are particularly different. First of all they run around cities, banning the slow traffic like tractors and anything that can't reach 60kph. Secondly, they have speed limits mostly around 100 and in danger zones down to 60, because of those speeds there is no chance of surviving another car directly (let's say you both obeyed the law and drove 100kph, which would equal a 200kph hit of a very thick concrete wall), in your case passing is i believe disencouraged because of narrowness and dense population zone.
In Slovenia we had an old 2 lane motorway (the A2 /M2), which was in Yugoslavia the main artery (avtoput bratstva i jedinstva: motorway of brotherhood and unity) it had a lot of dashed lining, and coincidentially an enormous death toll (a few years ago 8 people burned to death, when a van hitting a truck burned and several other cars collided in the two burning vehicles (van and truck) last year no casulties on this road (well mainly because a part of it was turned in to a full (_2+2_) highway profile, some parts of the corridor are on the new highway and 2 really small parts are still under construction), but the most noticable difference came in the years before the construction, when i think every single part of the artery (which is now the second most important in the country) was changed in to a solid or double solid lines. So i say double solid lines stay and i also do the road thing in case i create a level intersection on the way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 21, 2010, 08:16:30 AM
Well, perhaps there should be starter puzzle pieces with which mayors can decide on their own how much safety they want to force their sims into. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 21, 2010, 08:41:33 AM
Well, actually you got an option with the RHW 4.0 to decide that. You can plop cosmetic pieces with dashed lines or dashed+solid lines. In the same way you can plop exit/entrance lane markings on the RHW-6S and 8S
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 21, 2010, 12:36:52 PM
Quote from: Wilfried on March 21, 2010, 08:16:30 AM
Well, perhaps there should be starter puzzle pieces with which mayors can decide on their own how much safety they want to force their sims into. ::)

While that won't be the case for Version 4.0, that is something being looked into for one of the 4.x series releases.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on March 22, 2010, 04:16:41 AM
in the UK you have double solid liners taht mean no overtaking, but also single solid single dashed taht means overtaking one direction only......
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 24, 2010, 01:22:44 AM
You sure about that? Cause in most of Europe one line means it's quite hazardous to overtake and 2 lines mean don't even f****** try that you stupid assf***** :bomb:. =) And if there is a dashed with solid, that means that it is possible to overtake on the side of the dashed line.
Title: Re: RHW (RealHighway) - Development and Support
Post by: daeley on March 24, 2010, 02:39:23 AM
Quote from: strucka on March 24, 2010, 01:22:44 AM
You sure about that? Cause in most of Europe one line means it's quite hazardous to overtake and 2 lines mean don't even f****** try that you stupid assf***** :bomb:. =) And if there is a dashed with solid, that means that it is possible to overtake on the side of the dashed line.

I agree... most of the time, there's just a single solid line where it's dangerous to overtake. There's a double solid line on very rare places where it basically means "overtake = guarantee for a painful death".
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on March 24, 2010, 03:03:04 AM
yeah there is never a single solid line in the UK, otherwise where would the cats eyes go?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 24, 2010, 04:06:53 AM
As mightygoose put it right, there are no single solid lines in use on British roads. The Brits have single dashed or double solid lines only. Also, the meaning of them is quite not the same as it is in most Continental European countries. For example, a double solid may be crossed to pass (overtake) a vehicle which is moving at no more than 10 mph (bicycle, tractor etc.), as well as in some other cases specified by the UK Highway Code.

On the other hand, in other Euro countries a single solid line often means the same as a double solid.

In Germany, a single solid line mustn't be crossed in any case, just the same as if it were double solid. There, a double solid is just for putting a stress an the fact that you are driving on a two-way road. This is often the case with motorway junctions, three-/four-lane, two-way, single-carriageway highways and the like.
The Czech and Austrians, e.g., follow a very similiar pattern.

In Poland, single solid lines are in use on one-way carriageways only, and they mustn't be crossed in any case just the same as double solid lines on two-way carriageways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on March 24, 2010, 07:34:02 AM
Quote from: daeley on March 24, 2010, 02:39:23 AMThere's a double solid line on very rare places where it basically means "overtake = guarantee for a painful death".

In Greece 2 lines are not something rare, it's the reality itself.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F4.bp.blogspot.com%2F_PrAHlbamgSs%2FSgGgdOb8l7I%2FAAAAAAAADZ8%2Fl8gSMZCJp20%2Fs400%2Fdromos%2B2d3.jpg&hash=097a36e864aaef7fab80f8d68f0219bb9dd45d94)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 24, 2010, 10:33:40 AM
Looks like a construction zone, so what do you expect?
Title: Re: RHW (RealHighway) - Development and Support
Post by: awake_78 on March 24, 2010, 11:38:57 AM
No we rarely see one line or dashed line roads in Greece, only in fresh paved roads in mountainous areas. Usually it's double line in curves, semidashed and dashed in straights....
Basically the most of the times is hard to fined lines at all....
Specially now that we will bankrupt we won't see fresh paved roads or any lines in the near future...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 25, 2010, 06:11:53 PM
You guys too? I reside in the U.S. but we have our fair share of hard times too. I have seen vital road construction projects get canceled and older national highways are not in as good of shape as they should be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: awake_78 on March 26, 2010, 02:42:46 AM
The thing you 've just described is good times for us....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on March 26, 2010, 04:30:32 AM
Yeah the Greek politicians have been cheating for some 30 years, now leaving an enormous problem to the people there. In Greece, the average debt per citizen is around 7.5 times as high as in Poland. So, no new roads in Hellas for a long time. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: awake_78 on March 26, 2010, 04:37:30 AM
The problem is quite a bit more complicated then that. It's not just the politicians get involved but the majority of the people whos interests are with corrupted politicians... Anyway a new wave of immigration is about to start soon.
I think it would be because we won't have good enough roads.... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 26, 2010, 04:30:12 PM
Quote from: awake_78 on March 26, 2010, 04:37:30 AM
Anyway a new wave of immigration is about to start soon.
I think it would be because we won't have good enough roads.... :D
Presumably you mean emigration? If they're leaving your country, it's emigration; if they're coming to your country, it's immigration. (Not trying to be a jerk or anything like that, it's just the teacher side of me coming out :) )

Anyway, let's see if I can get this thread back on topic... I've already expressed my amazement at, and gratitude for, the FLEXFly puzzle piece, but I'm wondering if there will be more than one such piece or not. I can imagine plenty of uses for a 45° piece or a wider-radius 90° piece...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 26, 2010, 04:47:28 PM
Eventually, yes, there will be various FLEXFly pieces. In v4.0 you'll only have the FLEXFly Type A1-15 (EMIS-1 (15M) Yellow-Inside) 90 degree
I generally have it plotted as such:
Type B1-15 (Yellow-Outside) 90 degree
Type A2-15 (45 degree Yellow-Inside)
and so forth. RHW-4 versions are also planned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 26, 2010, 06:43:56 PM
It's all so exciting. These new pieces will make interchanges look far better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: awake_78 on March 27, 2010, 05:56:36 AM
Quote from: woodb3kmaster on March 26, 2010, 04:30:12 PM
Presumably you mean emigration? If they're leaving your country, it's emigration; if they're coming to your country, it's immigration. (Not trying to be a jerk or anything like that, it's just the teacher side of me coming out :) )


You re right sorry for my poor english.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 28, 2010, 07:17:20 AM
Quote from: Tarkus on March 21, 2010, 12:36:52 PM
While that won't be the case for Version 4.0, that is something being looked into for one of the 4.x series releases.

-Alex

Add-on releases after the main thing adding in more starter pieces? That sounds interesting to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 30, 2010, 01:26:41 AM
Who was it that said that Australian RHW textures would be cool?
I could do them after assessment finishes at university (in a fortnight). Use my photoshop skills for good, not evil.
I think it would be a good first project for me (snice I can't model for crap and don't have the creativity for the Lot Editor) if that's allright.

They would be based on the Queensland system though as that's where I live (and have frequent access to).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 30, 2010, 07:28:27 AM
Quote from: jdenm8 on March 30, 2010, 01:26:41 AM
Who was it that said that Australian RHW textures would be cool?
I could do them after assessment finishes at university (in a fortnight). Use my photoshop skills for good, not evil.
Trust me, it will probably take longer. From my experience of the RHW Euro TRM I mad, you should expect two months work. Nonetheless, I wish you luck ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 30, 2010, 03:07:16 PM
I meant start it after assessment finishes.
(It's also my first mod so I might need some help)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on March 30, 2010, 04:07:25 PM
Well, Shadow Assassin is currently working on his Euro Textures mod that are based off of Australian textures to be released shortly after Version 4.0. (I think this was the plan.) Since Daniel is Australian he bases them off of the Australian textures but then makes them to more of an international standard. Correct me if I'm wrong on any of this.

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 30, 2010, 07:04:06 PM
If it's not needed that's fine. I might have a hand at the BAT and try to do Brisbane Tower &Thk/(.

I thought I could do a more Australia-specific version with a couple differences (Like a more obvious way to tell direction of travel than the width of the shoulder and maybe exit patterns).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 31, 2010, 01:36:14 AM
Quote from: mrtnrln
Trust me, it will probably take longer. From my experience of the RHW Euro TRM I mad, you should expect two months work. Nonetheless, I wish you luck ;)

Best,
Maarten

Oh, it'll take longer than that. :D

Quote from: ecobaWell, Shadow Assassin is currently working on his Euro Textures mod that are based off of Australian textures to be released shortly after Version 4.0. (I think this was the plan.) Since Daniel is Australian he bases them off of the Australian textures but then makes them to more of an international standard. Correct me if I'm wrong on any of this.

Yup, this is correct.

Most Australian road markings are already 'international' to an extent, anyway.

Quote from: jdenm8(Like a more obvious way to tell direction of travel than the width of the shoulder and maybe exit patterns).

If you're thinking cat's-eyes, these are kind of difficult to put into place in RHW because some textures are mirrored rather than flipped, particularly with puzzle pieces. Keep that in mind if you're doing textures - it's best to keep them as unidirectional as possible.

As for exit markings (on my texture set, anyway) - onramps don't have chevrons, offramps have them. I can add onramp chevrons easily, if that's what you're wondering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 31, 2010, 07:18:13 AM
Add the chevrons on the on-ramps... they'll look more uniform that way. :thumbsup:

With the catseyes, you could do the red on one side and the white on the other (like they are in RL). Just a couple of pixels, that's how they used to be anyway (solid colour). That way, if they're flipped, then the indicated direction of travel will be correct with the flip.
I can't remember which way they are around though. ;D

That's all I could think of anyway.

If all this goes into the Euro mod I may as well not bother as all of the differences will already be there!  :D

I do like the Euro Textures Mod though, but I have been hankering off downloading.

Thinks of something else to do. &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 31, 2010, 10:41:01 AM
Quote from: jdenm8 on March 31, 2010, 07:18:13 AM
With the catseyes, you could do the red on one side and the white on the other (like they are in RL). Just a couple of pixels, that's how they used to be anyway (solid colour). That way, if they're flipped, then the indicated direction of travel will be correct with the flip.
I can't remember which way they are around though. ;D

The straight orthogonal pieces don't have any issues, but it gets to be a massive mess with any sort of curve or intersection or puzzle piece.  It was attempted to an extent with RHW 2.0, but it was such a nightmare to work with, even with the limited extent of the networks then, so it was canned for RHW 3.0. 

Those couple of pixels would effectively require re-writing tens of thousands of lines of RULs, likely writing thousands of new lines of RULs (creating some serious "code bloat" and decreasing stability along the way), and would (at least) double the number of Instance IDs necessary.  In addition, it would greatly increase the filesize of the mod, and slow the rate of development of new features quite dramatically.  There's too many drawbacks.

If you're really wanting cat's eyes/reflectors, go for solid colors for a textural built-in, or if you're really, really into the whole red/white thing, use T21s and flat props in place of textural built-ins--the latter's a fair bit of work, but it keeps the mod's coding lean and stable, and there are ways to optimize the props such that they'll look even sharper than if they were built-ins.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 31, 2010, 04:11:27 PM
I'll keep to myself next time.

I didn't know that to mnake a simple suggestion that you needed to have an extensive knowledge of the inner workings of the RHW, NAM and SC4 itself.

:thumbsdown:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on March 31, 2010, 05:02:51 PM
Well, you know, developing the NAM isn't an easy task - similar to the task of building a swing. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F4cfb2155e2d57543c7675b944a83cc80.gif&hash=2250b91443ea71c32f8080f117ee1bfe5fdfaf7d) (http://www.ld-host.de/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on March 31, 2010, 05:46:49 PM
Being a business student. That is an amazing picture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 31, 2010, 08:09:14 PM
Aside from the (obviously out of line) offer of more content and the "Don't need, don't want, won't encourage" sentiment I have been feeling on a heck of a lot of forums recently (Nearly all gaming communities seem to be geared for discrimination nowadays - must be the economy),
That image is so true. *makes desktop background*
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 31, 2010, 10:02:27 PM
Quote from: jdenm8 on March 31, 2010, 08:09:14 PM
Aside from the (obviously out of line) offer of more content and the "Don't need, don't want, won't encourage" sentiment I have been feeling on a heck of a lot of forums recently (Nearly all gaming communities seem to be geared for discrimination nowadays - must be the economy),
That image is so true. *makes desktop background*

Here at SC4D we don't discriminate.  If we all keep our cool, we'll be fine.




Getting back on topic, its April 1st!  Anyone remember this RHW "prank" last year?

Arthur Burkhardt Expressway Project (ABEP)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fifs%2F4707%2Fimg300%2F2%2Fabep040120092.jpg&hash=7dc7639b08f486db813cf790b340f41251695fb5)

http://www.youtube.com/v/CwinnODU0yo&=37&ap=%2526fmt%3D37

"Wide lanes." I love that Seinfeld Episode!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on April 01, 2010, 07:48:09 AM
US drivers LOL  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on April 01, 2010, 11:28:52 AM
Quote from: Haljackey on March 31, 2010, 10:02:27 PM
Here at SC4D we don't discriminate.  If we all keep our cool, we'll be fine.




Getting back on topic, its April 1st!  Anyone remember this RHW "prank" last year?

Arthur Burkhardt Expressway Project (ABEP)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fifs%2F4707%2Fimg300%2F2%2Fabep040120092.jpg&hash=7dc7639b08f486db813cf790b340f41251695fb5)

http://www.youtube.com/v/CwinnODU0yo&=37&ap=%2526fmt%3D37

"Wide lanes." I love that Seinfeld Episode!

:D Seinfeld that whole show was so funny! 
Haven't been on here in a while but the work on the new stuff looks really nice! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 01, 2010, 12:20:57 PM
Ah I loved that :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on April 02, 2010, 04:47:46 PM
Long time.......no see that episode. I like how the project is coming along.

But to get off-topic a bit..........

TODAY IS MY 17TH BIRTHDAY!!!!!! FINALLY! NO MORE DRAGGING MOM OR DAD TO BUY A RATED-M GAME!  :thumbsup:

........ok back on topic. Is there going to be a texture add-on that adds draggable HOV-lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 02, 2010, 04:50:37 PM
Not an official one in the foreseeable future, no. Since said lane would not be functional, it would not be in accordance with the NAM policy of Function before Aesthetics. However, any third party is welcome to create such a mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 06, 2010, 06:29:42 PM
Sneaking a little something in . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F8119%2Frhw040620101.jpg&hash=894f6c9ecf2a40dd8e65f6dd756b6119aa35c986)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on April 06, 2010, 06:43:48 PM
The piece will be a big help on my tight curves!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 06, 2010, 10:36:04 PM
 :thumbsup:
Yes!!
Now I can have truly natural curves on RHW2 ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 07, 2010, 11:17:02 AM
SHCHHHWWEEEEEEEEEEEEEEEEEEEEEEEEEEEEET

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 07, 2010, 11:45:07 AM
 ::)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-mar._5__011270652810.png&hash=5c0059349d13838f760a619724124c0a9c6cb9f4) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-mar._5__011270652810.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fhd_4b_4.png&hash=1ee1f642f2425b0a9fdb1f9945220b8b8525a17e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 07, 2010, 12:31:55 PM
Nice, Vince!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on April 07, 2010, 12:46:04 PM
Sexy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 07, 2010, 12:52:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F_LXJQQ1wmhD8%2FSUMMTbjAACI%2FAAAAAAAAAoE%2FbyaAvEko-OM%2Fs400%2FMr-Burns-Excellent--.jpg&hash=e63aca24c8af212ff7a2d56ff73d6a989aa1c26d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on April 07, 2010, 01:04:30 PM
Awsome :thumbsup: :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 07, 2010, 01:08:05 PM
Quote from: Haljackey on April 07, 2010, 12:52:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F_LXJQQ1wmhD8%2FSUMMTbjAACI%2FAAAAAAAAAoE%2FbyaAvEko-OM%2Fs400%2FMr-Burns-Excellent--.jpg&hash=e63aca24c8af212ff7a2d56ff73d6a989aa1c26d)
hahaha, Excellent indeed! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 07, 2010, 05:19:54 PM
not being one to be left out of proceedings.... just toying with ideas atm.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2F20100407retroconcreterhwtest0.9.png&hash=e75ad7d7d2ebd1b7d7b5753fcd2c7f98df225dce)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Frcrhw4straight6.png&hash=faf4af8fb0191379945aaab057c6c197bc9b18a8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Frcrhw6straight1.png&hash=9dd78fd5c60d9eb6f89e12104860595bafbae74c)

Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on April 07, 2010, 05:59:03 PM
Some very interesting textures, John. And Vince, those are some lovely American textures...  :)

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 07, 2010, 07:51:23 PM
Not wanting to feel left out, I present to you American 1960s-era concrete textures!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F927%2F5ajan3001270694605.png&hash=f83e89c98888294512486962d54bcd53e20bc389)

They're based on older concrete pavement that dates to the 50s and 60s (commonly seen around Hampton Roads--see I-64 and VA 134) that has still been maintained (including the addition of contrast striping). I may do a worn-out version that better replicates the poor condition the real pavement is actually in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 07, 2010, 08:01:06 PM
And joining the texture party is my textures. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Frhw-4-diags.jpg&hash=ba64998667306ba10b618ba4df5f75472663edd3)

Oh and...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Framp_typee_completed.jpg&hash=973fd610c0752dda8a61c57ed35aa1b860a85826)
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on April 07, 2010, 09:35:56 PM
Nice textures, all! SA, those are awesome!!

          -Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 07, 2010, 09:36:44 PM
We need a drooling smiley...

This'll do:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.smileyvault.com%2Falbums%2FCBSA%2Fthumb_smileyvault-cute-big-smiley-animated-049.gif&hash=2d7715e9a38af4bbcb47cf3f22bcb268ce0dc8b4)

This stuff is so cool. And I think I'll be downloading the euro textures for this one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on April 07, 2010, 11:30:35 PM
Texture party? ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi293.photobucket.com%2Falbums%2Fmm50%2Fbighead99999%2FRHW4NEW-1.png&hash=02685c9ed513f8d27eec00dba884bd6bdfd6227b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on April 08, 2010, 02:46:16 AM
 &apls Good Work Everyone &apls

Just remember the asphalt shoulders :P ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2F2005-1104-236_Byp53N_exit94.jpg%3Ft%3D1270719485&hash=fd3339cf71756c4d7de6732a5848b8f24c85124b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fff594038.jpg%3Ft%3D1270719559&hash=527bde1fd680fd3185ff00791703c6c5b410274b)
^something I threw together very quick along time ago

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2FUSH53arial.jpg%3Ft%3D1270719451&hash=4029ded6c3379915c46a1d833c7085954bf8c9a5)

Concrete textures is something I've dreamed about having (RHW wise) for a long long time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 08, 2010, 07:35:37 AM
That's a good idea actually. Most concrete roads here that have shoulders have asphalt ones. I'll play around with that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 08, 2010, 10:17:44 AM
all concrete roads over here are original concrete from the 40's through 60's and so are still fully concrete or entirely resurfaced, i'm curious as to how concrete highways with asphalt shoulders come into existence?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 08, 2010, 10:21:22 AM
In the Netherlands, motorways used to be concrete, but almost all motorways have asphalt now. Only very few parts of our system consists out of concrete roads (the only one I can remember is the A28 between Zeist and Amersfoort). But these roads aren't a real pleasure to drive on...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on April 08, 2010, 11:24:50 AM
There are lots of new concrete highways in Germany now. They say, it's more durable and cheaper, however, it's more dangerous when wet. Therefore there is often a rain speed limit where normally there is none.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 08, 2010, 01:15:34 PM
Quote from: mightygoose on April 08, 2010, 10:17:44 AM
all concrete roads over here are original concrete from the 40's through 60's and so are still fully concrete or entirely resurfaced, i'm curious as to how concrete highways with asphalt shoulders come into existence?

In America we didn't use shoulders at first. They were added on as an afterthought, and since shoulders are a narrow area, they're paved with asphalt. The only roads that had shoulders added (around here anyway) were interstates, as shoulders are required now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 08, 2010, 03:13:58 PM
To everyone who's starting work on new texture sets--excellent work! :thumbsup:  It's absolutely fantastic to see more add-ons of this type being produced.  Best of luck to all of you, and let me know if there's anything I can do on this end!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 09, 2010, 03:04:14 PM
A little peek at some of mrtnrln's new Cosmetic Pieces that will be in Version 4.0 . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F7166%2Frhw040920101.jpg&hash=ce9795fdb7c9ed3d94077eecfae558e6a31263e3)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 09, 2010, 03:21:11 PM
Looks good, Alex! 

Might be nice to have some of those broken white lines along the ending lane until it narrows.  Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F1690%2Fclipboard0111.jpg&hash=ebf58ba7565a2826740c5efcd19c9f0bd70a76be)

Other than that, nice work!  I like all the new textures and cosmetic pieces.  It will really help diversify the mod!
Title: Re: RHW (RealHighway) - Development and Support
Post by: z on April 09, 2010, 03:42:56 PM
Quote from: Haljackey on April 09, 2010, 03:21:11 PM
Might be nice to have some of those broken white lines along the ending lane until it narrows.  Example:

I've noticed that the existence of that broken white line seems to vary greatly, not only among different countries, but also among different states here in the U.S.  In most of the places I've lived, it's not used.  YMMV.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 09, 2010, 10:03:50 PM
In Australia we tend to have both types depending on the speed and capacity. Here in Queensland, if there is no broken line, the car in front has right of way regardless of which lane you happen to be in whereas if there is a broken line, traffic in the continuing lane has right of way regardless of position in relation to the merging car. No broken line is also generally restricted to OWR and Avenues here in Australia as well for safety reasons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 10, 2010, 08:51:58 AM
Quote from: jdenm8 on April 09, 2010, 10:03:50 PM
In Australia we tend to have both types depending on the speed and capacity. Here in Queensland, if there is no broken line, the car in front has right of way regardless of which lane you happen to be in whereas if there is a broken line, traffic in the continuing lane has right of way regardless of position in relation to the merging car. No broken line is also generally restricted to OWR and Avenues here in Australia as well for safety reasons.

No wonder why Queenslanders are such crazy drivers. :p

As for the broken line thing - it's different in NSW - you have to give way if you're merging into the lane, however, if you go right up to the end of the lane, the person in the other lane has to give way. And besides, it tends to alternate between lanes, determining who has to give way, etc. It keeps traffic flowing well anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Skins on April 10, 2010, 12:09:44 PM
Quote from: jdenm8 on April 09, 2010, 10:03:50 PM
In Australia we tend to have both types depending on the speed and capacity. Here in Queensland, if there is no broken line, the car in front has right of way regardless of which lane you happen to be in whereas if there is a broken line, traffic in the continuing lane has right of way regardless of position in relation to the merging car. No broken line is also generally restricted to OWR and Avenues here in Australia as well for safety reasons.

Quote from: Shadow Assassin on April 10, 2010, 08:51:58 AM
No wonder why Queenslanders are such crazy drivers. :p

As for the broken line thing - it's different in NSW - you have to give way if you're merging into the lane, however, if you go right up to the end of the lane, the person in the other lane has to give way. And besides, it tends to alternate between lanes, determining who has to give way, etc. It keeps traffic flowing well anyway.

Heh, Victorian here.

From what I've noticed with Victorian freeways/highways, when it comes to merging there is always a broken line, with the left lane always ending. If you are in the left lane merge zone and there's a car on your right around the blind spot, you have right of way. Either way, I cannot think of any Melburnian freeways (and otherwise, for that matter) where the right lane ends and is forced to merge left unless roadworks are present. It's always a nasty surprise when I'm driving interstate.

However we do have this occurring.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F2641%2Ffreeway.jpg&hash=d52ceb2b64ec3d95e4e7c6a006b206a99d7b272d)

I don't think I've seen this in any other part of Australia, only in Melbourne. Though I would like to be corrected if its presence is elsewhere. It basically means that the lane with a diagonal broken line going through it will end along the freeway and become an exit lane, so merge right before it's too late.

Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 10, 2010, 08:47:32 PM
Quick slight OT question: Are there any US-styled Highway signs out there that work with the various lane configs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 10, 2010, 09:24:46 PM
Q:
QuoteQuick slight OT question: Are there any US-styled Highway signs out there that work with the various lane configs?

A: Yes, yes there are, kassarc16. I've seen them around and they are some on the LEX and the STEX. You just have to poke around. Here is one that I found real quick:

Overhead lane end signs: http://www.simtropolis.com/stex/details.cfm?id=23374 (http://www.simtropolis.com/stex/details.cfm?id=23374)

I actually have some in development right now. If you want, I can let you know when they are done with a PM. Here is a sample:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FPicture_4.JPG%2F133479519%2FPicture_4.JPG&hash=22955d0a161c906ce24eedc46f7ebece018e17ab)




&apls &apls Nice job with what I've seen of RHW v4 &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on April 10, 2010, 09:54:06 PM
Thanks for the info, Nego

mrtnrln's design looks spot on for what I've seen around here. As for other developments; We haven't seen much of bridges for the RHW lately. Any progress on that front?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 11, 2010, 04:13:21 AM
I'm actually in process of making an Ohio set,

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2Frhw_shadowtest-may._27__011270904607.png&hash=2e2fff1027b8e247e604e4cc28bd95d9fedbd8a9) (http://www.majhost.com/gallery/vz1234512/BATs/rhw_shadowtest-may._27__011270904607.png)

Most of them are Type C or Type D exit ramps though, but I do have a few planned for splitters.
You can see more here (http://www.majhost.com/cgi-bin/gallery.cgi?f=222614)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 11, 2010, 04:20:03 AM
Interstate 76  :D.
Brings back memories...
@Blue Lightning, They don't look too dissimilar to what we have on the newer Motorways here, except the US Highway and Interstate shields.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on April 17, 2010, 07:11:40 PM
Type D ramp? Awesome! And I'm curious about your signs. Did you use a template of some kind?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 17, 2010, 08:48:04 PM
Nego, please note the date of the post you are quoting . . . 5 months/12 pages ago is kind of pushing it on the relevance factor, especially for a question that was already answered then.

Just a refresher on what the "official" plans are on the stack functionality, though, as the subject has been raised again: they will become possible with the advent of multi-height ERHWs/EMIS Ramps (7.5m, 22.5m and 30m in addition to the existing 15m), which are planned as a "flagship" feature for RHW Version 5.0.  5.0, of course, has no release date, nor do any of the incremental 4.x releases expected to precede it (including 4.0).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on April 17, 2010, 09:55:48 PM
Here's a recently built major interchange about a mile/1.6 kilometers from my home in Alaska.  We do the "dashed line" thing the exact opposite of our friends from Oz here, apparently.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F7061%2Fpalmerwasillasplit.jpg&hash=daa027f3de5717b48e37871353ad32a3aa878690)

The only dashed line is when the northbound freeway widens to three lanes just before the Palmer exit.  I guess folks merging on just have to take their chances and pay attention.


David
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on April 17, 2010, 11:12:55 PM
That's a cool interchange, David!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 18, 2010, 11:08:48 AM
Oh hey my stack prototype... ugh. Well I can just say now that I've ditched the idea of a puzzle piece based one (which you see above, from November of 2009) for modular draggable semi-WAVERide/FLEXFly based system.

David: That's a pretty cool interchange! Around here in Ohio, either we're really inconsistent with our dashing or I haven't seen the pattern yet, though I'm guessing its dependent on the length of the merging/splitting lane.

EDIT: Oh canyon, to answer your question on the last page, I did and didn't use a template for them. The sign texture is a US-ified version of my Devlinal/Destinial sign system, but those signs actually exist IRL.

EDIT2: Just dug this up, something for the 4.x series.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2F6s_to_ghwy_2.jpg&hash=b2825bb16f58d5f0414f1dad0aa040696db9180a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on April 18, 2010, 12:14:26 PM
Thanks, I'm going to start making signs for my MD ;D

             -Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 18, 2010, 02:48:27 PM
Quote from: Tarkus on April 17, 2010, 08:48:04 PM
Just a refresher on what the "official" plans are on the stack functionality, though, as the subject has been raised again: they will become possible with the advent of multi-height ERHWs/EMIS Ramps (7.5m, 22.5m and 30m in addition to the existing 15m), which are planned as a "flagship" feature for RHW Version 5.0.  5.0, of course, has no release date, nor do any of the incremental 4.x releases expected to precede it (including 4.0).
Five levels of (E)RHW? I can already imagine the possibilities that will unleash (besides stacks, of course)! Of course, it'll be a while before that makes it out to the public (maybe sooner if I started making the models for each height ;)), so I'm not holding my breath...

@David: Cool interchange you've got there! Apologies in advance for the off-topic question, but does Alaska have a State Route 47? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 18, 2010, 02:54:04 PM
Quote from: woodb3kmaster on April 18, 2010, 02:48:27 PM
Five levels of (E)RHW?

Actually, with the FLUPs stuff, it'll end up being 6.  The main thing with doing all those levels is having enough RUL 0x10000002 stability code in place.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on April 18, 2010, 03:05:00 PM
That's some good stuff there, BL.  :thumbsup:  I'm sure I'm not the only one who uses both the RHW and the MHW, so I have been dreaming of a good connection between the two.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 18, 2010, 04:19:56 PM
Yes! No more weaving! Thanks for the teaser BL! I'll be one of the first downloaders of that one!
And I tend to agree with you... That stack interchange would look better with FLEXfly.
Tarkus... Are you saying we'll get RHW FLUPs in 5.0?  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on April 18, 2010, 04:30:13 PM
I am having an issue with running two MIS ramps under an elevated RHW-4.  One of them always turns the opposite direction, even if I delete the first one.  I tried everything I could think of:  demolishing the ramp next to it and moving the RHW-4 Dual MIS Splitter further down.http://img208.imageshack.us/img208/1707/penleyapr19041271632208.png (http://img208.imageshack.us/img208/1707/penleyapr19041271632208.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 18, 2010, 05:01:33 PM
Quote from: Moonraker0 on April 18, 2010, 04:30:13 PM
I am having an issue with running two MIS ramps under an elevated RHW-4.  One of them always turns the opposite direction, even if I delete the first one.  I tried everything I could think of:  demolishing the ramp next to it and moving the RHW-4 Dual MIS Splitter further down.http://img208.imageshack.us/img208/1707/penleyapr19041271632208.png (http://img208.imageshack.us/img208/1707/penleyapr19041271632208.png)

That's a RUL-bound issue there.  I believe that was fixed or at least improved with Version 3.2 . . . make sure you're using the most recent public NAM Controller build (July 2009) . . . the little NAM icon on at the bottom of your Roads menu should tell you which build you have installed.

If you do in fact have the most recent controller build, and its still acting up, the solution is to wait until 4.0 gets released.  I've overhauled that code again and it will be considerably more stable this time around.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on April 18, 2010, 05:14:12 PM
Thanks for the reply, and it seems I do have the July 2009 NAM Essentials, so I will wait until the next one is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on April 18, 2010, 05:32:44 PM
I've gotten around issues like that by restarting only on one side with a new starter piece, then being careful not to bulldoze too close to the overpass so it doesn't revert again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exodia the forbidden one on April 18, 2010, 06:53:40 PM
how do you get tunnels for RHW? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 18, 2010, 07:42:31 PM
See FAQ Item #7 (http://sc4devotion.com/forums/index.php?topic=990.msg320926#post_Q7) for info on tunnels.  They're technically not possible due to factors beyond our control, though there are workarounds.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on April 19, 2010, 06:22:11 AM
Quote from: Tarkus on April 18, 2010, 05:01:33 PM
If you do in fact have the most recent controller build, and its still acting up, the solution is to wait until 4.0 gets released.  I've overhauled that code again and it will be considerably more stable this time around.

Is it worth reporting another bug like this one I've found?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 19, 2010, 06:42:54 AM
^^ Yes, it's still usefull to report a bug like that. We can check if it's still there in the current controller. If so, then we would have missed an error during development. So it's quite usefull indeed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 19, 2010, 07:43:23 AM
Better RHW-MHW connectivity would be nice because of the things RHW just can't do like tunnels and two-tile-wide bridges so it's something I would really love to see. But... is it possible to visually make the MHW an RHW 6 (same textures, lane width, etc)? Maybe eliminating extra space in the median and having narrower or overhanging shoulders? Further down the road it would be sweet to see new bridges (like a 2-way RHW-6 version of one of Chaco's 1-way RHW-10 bridges) or maxis bridge refits for such a network. I understand the emphasis of this project is not integration with or use of MHW--but couldn't it be possible to co-opt MHW into the RHW in a useful and aesthetically pleasing way?

What do you guys think?
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on April 19, 2010, 01:20:32 PM
I am full on for this coexistance of RHW and MHW, because in packed downtown's and areas that are more crowded you just have to use the MHW, which actually is also a lot more usable and stuff. And then having the RHW's as they were ment to be... rural. Well I'm just starting to make my HWY's into RHW's, because it was a lot easier to make MHW's by now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 19, 2010, 03:10:46 PM
It is not "meant" to be rural. RHW is "meant" to be realistic. Thus, RHW = RealHighWay.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 19, 2010, 03:19:00 PM
Indeed. It started out rural, but do you really see some of this stuff in rural areas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 19, 2010, 03:42:09 PM
The truly "Rural-only" phase of the RHW was actually a very brief period . . . back in the olden days (2005-2006), even before I was around, qurlix already was regretting calling it that.  The RHW is certainly more conducive to rural settings, yes, but that's not its primary purpose.

As far as co-opting the Maxis Highways as noahclem suggested, there's been some ideas thrown around over the years--probably the closest realization of that is mrtnrln's Highway Re-Styling project (HRS).  There's been other ideas as well, though they haven't gone past a little experimentation.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on April 20, 2010, 06:38:38 AM
Quote from: noahclem on April 19, 2010, 07:43:23 AM
Further down the road it would be sweet to see new bridges (like a 2-way RHW-6 version of one of Chaco's 1-way RHW-10 bridges) or maxis bridge refits for such a network.

regarding the Maxis bridges bring "recycled", i've been working on a couple of them for various networks.  im hoping the new reader may help expedite work like this, becasuse its quite tedious and repetitive work.

here's one thats still on-going....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi141.photobucket.com%2Falbums%2Fr70%2Fchoco_028%2FNewCity-Oct7071259418911.png&hash=019adc3df50274e5d4bb57e29feea61da821f424)

there are 60 individual models in this bridge....at 20 .s3d files per model, thats 1200 .s3d files to edit by hand.  its just slow going at this point, but i haven't given up.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 20, 2010, 07:33:08 AM
Wow. Pure awesomeness!   &apls

There were some good Maxis bridges (Okay, I think nearly all of them were good) and I for one appreciate the effort you're putting in for us (and for free!).
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on April 20, 2010, 10:31:05 AM
Awesome choco!  &apls &apls &apls &apls

I also love the Maxis bridges. Seems as if they were the first to be done. They're very nicely done =) ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on April 20, 2010, 01:21:19 PM
That bridge looks very impressive - and useful too! All the work you are doing on these will be really appreciated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on April 21, 2010, 12:03:20 PM
Quote from: strucka on April 19, 2010, 01:20:32 PM
I am full on for this coexistance of RHW and MHW, because in packed downtown's and areas that are more crowded you just have to use the MHW, which actually is also a lot more usable and stuff. And then having the RHW's as they were ment to be... rural. Well I'm just starting to make my HWY's into RHW's, because it was a lot easier to make MHW's by now.
Thank god I read this today.  I thought I was just not creative enough or I was "cheating" by using mhw for high speed interchanges in tight spaces.  I do enjoy building my rhw around the new cities I build.  It gives it a more realistic feel.  However the rhw interchanges I make take up too much room for the amount of traffic I need them to handle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on April 21, 2010, 01:06:46 PM
Something that would go a long way to making the RHW more useful in tight urban spaces would be off/on-ramps that are also transitions between elevated and ground level- the way it is in real life in a lot of crowded downtowns; rather than have the ramp and then have to add a transition. That would save a lot of space and still be accurately scaled if done properly. Currently in game from start of exit to last edge before intersection is 9 tiles = 144m. In real life, ramps are sometimes as short as 100-120m on downtown major highways (just spent some time looking at sat photos); so if the transition could be cut down to 5 or 6 tiles (80-96m) it would be scaled correctly with the reduction typically found for large downtown structures in the game. That would make it much more useable and visually realistic while not being blatantly out of scale like the 4 tile (64m) Maxis highway exits.
It doesn't seem pieces like that are in development, but if they ever did come along it would be the one of the final nails in the coffin for the Maxis highways. Please don't take this post as being critical or ungrateful, I know the massive amount of work that goes into every piece of things like this and I'm in awe of the NAM team's skill and dedication and what's already out and in development are absolutely fantastic; I just wanted to share one of the things holding me back from using the RHW in downtown skyscraper land.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ShultzCity on April 21, 2010, 03:20:37 PM
I'd just like to pop in and say what brilliant work everyone has been doing in the RHW world lately  :thumbsup:

While I'm here - is there any RHW FARR pieces coming in V4? I would be over the moon if there was :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2010, 03:51:44 PM
Quote from: fafalone on April 21, 2010, 01:06:46 PM
Something that would go a long way to making the RHW more useful in tight urban spaces would be off/on-ramps that are also transitions between elevated and ground level- the way it is in real life in a lot of crowded downtowns; rather than have the ramp and then have to add a transition.

Actually, there has been some stuff done in that direction for 4.0.  It'll be implemented a little bit differently than what you've described, however.  The problem with including the Ground/Elevated MIS transition is that it's a bit too "pre-fab" and would require quite a lot of additional pieces.  The 4.0 solution to this issue has two components . . . one is that I've added a version of the Ground/Elevated transition that omits the "starter drag stubs" on the ends, which gives you the option to reduce the footprint to 1x4 from 1x6, and also makes it easier to place on slopes.

The other component will be unveiled a bit later . . . it's RHW 4.0's "secret weapon" of sorts.  I did something really wild to the ramp interfaces . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on April 21, 2010, 04:35:08 PM
The ground stub for the transition could already be plopped on the stub after the ramp; would there still be a stub there because of the off/on ramp (only reducing the whole setup by 1 instead of 2)? Or is that information classified top secret?  $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2010, 07:53:20 PM
Well, the "top-secret" bit will actually allow you to drop the stub entirely on the ramp interface end . . . at least in some instances.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on April 22, 2010, 01:33:29 AM
draggable offramps?????

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.tomys.com.ar%2Fweb_images%2Fawesome_face_bigger.png&hash=69a8911dc13b38bc06046ec18b5d5f4b4c10eb0a)

in other news... get on with the half height (8m) overpasses....  XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 22, 2010, 02:54:53 PM
 &apls Great work on version 4.0. &apls

It's going to be AWESOME!!! :thumbsup: I can't wait. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 23, 2010, 08:05:00 PM
A glimpse of what will be available with 4.0...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Frhw_interchange_with_cosm.jpg&hash=335c33e24984e968bf2c4657e44c153fba19db98)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on April 23, 2010, 08:25:28 PM
Squeals  :D

I honestly find that evil, Daniel. But, seriously, it looks great; can't wait to see more.

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on April 23, 2010, 10:33:13 PM
Nice textures :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 23, 2010, 11:10:42 PM
Really only one word to describe that. Wow.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on April 24, 2010, 01:34:41 AM
Those features will enable us to construct much more realistic acceleration/deceleration lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on April 24, 2010, 02:08:51 AM
Awesome textures Daniel! I especially like those proper chevrons instead of just a fill like on Maarten's textures!  :thumbsup:

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: citymax on April 24, 2010, 02:27:23 AM
congratulation !! The textures are awesome ! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: manchou on April 24, 2010, 03:52:02 AM
Wow the texture is ... perfect  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ennedi on April 24, 2010, 04:28:26 AM
RHW textures never were more realistic. Great work Daniel!  &apls

If you (or anybody else) would have enough time to create a compatible texture set for Maxis highways (to be able to connect these two kinds of networks), I would feel like in heaven... :P

Adam
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 24, 2010, 08:27:22 AM
I'll have to echo what the rest of the crowd is saying.

Dan, I haven't used your textures since RHW 2.0 (or 20 as it was known back then) and I've been dying to ever since. Based on what I've seen in your screenshots, they look absolutely flawless, perfect in every way. The addition of the broken lines and various texture improvements for RHW 4.0 adds years to SC4's life expectancy for me.

Well done Daniel, well done!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 24, 2010, 08:52:02 AM
Well, even I'm tempted to use Daniel's textures above my own when they are available (take it as a compliment  ;)). They look so awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on April 24, 2010, 12:33:57 PM
Now these are well done textures.  :thumbsup:  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on April 24, 2010, 01:08:22 PM
This looks awesome! Great work Daniel!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 24, 2010, 01:35:43 PM
It's Euro textures for me whenever 4.0 drops! ...Even though I really like Blue Lightning's darker American ones a few pages back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on April 25, 2010, 04:43:18 AM
Bug:

1. Draw a RHW-2.
2. Draw a MIS crossing over.

At this stage often I get a reversed crossing, in that the tiles intersecting the RHW-2 flip over to the other direction.

It doesn't happen all the time, but seems especially bad when there's more than one MIS crossing the same RHW-2, esp if in opposite directions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi824.photobucket.com%2Falbums%2Fzz165%2Fswamp_ig%2FSim%2520City%2FNewCity-Mar7001272192726.png&hash=213702115f909047d08dc35c629534deeceaeaf6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 25, 2010, 04:57:51 AM
Its a problem from v3.0, but in v4.0 the code's been revamped to be more stable.

For now, either convert the RHW-2 to road or just try clicking around on different tiles and see if it'll rotate back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on April 25, 2010, 05:40:01 AM
Quote from: Blue Lightning on April 25, 2010, 04:57:51 AM
...or just try clicking around on different tiles and see if it'll rotate back.

How do you mean? Is it a function of the actual tile (ie: x,y) that is used?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on April 25, 2010, 08:30:45 AM
He means that, while you have the RHW tool selected, you should try clicking on the 'rotated' tiles.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on April 25, 2010, 08:50:13 AM
@Shadow Assassin: It's a work of art! Those are awesome looking textures! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 25, 2010, 08:28:51 PM
Quote from: Shadow Assassin on April 23, 2010, 08:05:00 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fshadowassassin%2Frhwstuff%2Frhw_interchange_with_cosm.jpg&hash=335c33e24984e968bf2c4657e44c153fba19db98)

That is AWESOME ;D &apls &apls
and I definitely agree with riiga, nice use of the chevrons.

Question : Will there be American style textures with chevrons ect. like Shadow Assassin's?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 25, 2010, 08:45:52 PM
Quote from: Nego on April 25, 2010, 08:28:51 PM
Question : Will there be American style textures with chevrons ect. like Shadow Assassin's?

Eventually, yes.  I've been considering doing a "chevronized" version of the default textures after 4.0 is released.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 25, 2010, 10:59:36 PM
Quote from: Nego on April 25, 2010, 08:28:51 PM
Question : Will there be American style textures with chevrons ect. like Shadow Assassin's?

In addition, an darker North American texture was posted by Blue Lightening a few pages back. Let me repost it here:

Quote from: Blue Lightning on April 07, 2010, 11:45:07 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-mar._5__011270652810.png&hash=5c0059349d13838f760a619724124c0a9c6cb9f4) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-mar._5__011270652810.png)

Looks very similar to Shadow Assassin's except there's a yellow inner line and the rumble strips are a bit more noticeable.

Still, these are in development just like RHW 4.0. I'd be willing to guess the new mod will come out before these textures do.  Cosmetics are secondary to functionality.  &scl()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 26, 2010, 06:21:19 PM
Speaking of which, I meant to show this before, but forgot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-jun._15__031270733319.png&hash=757bd997ee291ccb6c226301ff70fa3aabbcf3ee) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-jun._15__031270733319.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-jun._10__031270688804.png&hash=b26a177ce524cc67ebbefdbed8789f198140c26b) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-jun._10__031270688804.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-may._27__021270683786.png&hash=eb1d83955a86b00da846aa4aabf1a3318c955eb4) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-may._27__021270683786.png)

I might end up changing the hatching though, its backwards (but frankly it looks better that way, and I can have more than 2 hatchings), and could be thicker.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 26, 2010, 06:38:56 PM
Very cool &apls &apls and I do agree that if you do change the direction of the hatching, it should also be thicker. Overall, though, everything looks great.

Also, will the Darkfault be an option in the original release or will it be a separate add-on?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 26, 2010, 09:57:56 PM
I tend to agree with the hatching. I love the rumble strips on the side (Which are awesome!  &apls) but the hatching kinda lets it all down. It'd look a million times better wider.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 26, 2010, 10:05:17 PM
Looking good vince! Only thing I would suggest is broken lines on the accel/decel ramps... but SA's texture has those anyway.

Keep up the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ShultzCity on April 26, 2010, 10:34:02 PM
Wow! Personally, I much prefer SA's textures (I drool every time I look at them)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2010, 01:26:56 PM
Answering the question once and for all . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F3299%2Frhw042620101.jpg&hash=f3ca415e21b5d61af7304557179a9ef335823f51)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on April 27, 2010, 02:09:05 PM
TURN ON THE JAW DROP DROOL WATERFALL!!!!!


But what about 90 degree curves for RHW-6S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 27, 2010, 02:46:33 PM
Quote
Also, will the Darkfault be an option in the original release or will it be a separate add-on?
Seperate.

Quote
Only thing I would suggest is broken lines on the accel/decel ramps...
We don't use those in Ohio unless its a lane that's breaking off (or a solid line). OH-21 has an example of a A/B style ramp that doesn't have dashed lines yet has no accel/decel lane.

Thanks for the feedback!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on April 27, 2010, 05:42:11 PM
Wow! (where's my jaw?) &apls &apls &apls

I have a question though, how did you create the RHW? I mean like what programs do you use?

Just curious. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 27, 2010, 05:47:04 PM
Fantastic, Alex! No doubt this will make a lot of people happy. One question, though, about the wider RHW diagonal puzzle pieces: I have a lot of trouble plopping them; it seems that I have to plop them in a certain direction in order to be able to plop all of them, and when I get to the end of one side of the RHW's diagonal stretch, I have to plop the pieces for the other side in the opposite direction (if that makes any sense). Will these puzzle pieces be easier to build in RHW 4.0, now that the coding is more stable?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on April 27, 2010, 06:00:28 PM
Quote from: CityMaster563 on April 27, 2010, 05:42:11 PM
I have a question though, how did you create the RHW? I mean like what programs do you use?

Just curious. ;D

The textures are made in Inkscape as vector graphics, then exported to .pngs, converted into .fshs, and imported into .dat files that the game reads.
Then an accompanying path file for each tile is made in Daeley's Path Creator and also imported into the .dat file.
Lastly, "instructions" explaining what the game should do with this stuff are written in the form of RULs. These RULs specify the size of each puzzle piece, what textures and models are applied to what, etc.

That's the basic rundown, but the process is in actuality a lot more complex, particularly in the RULing department, as the RHW consists of tens of thousands of lines of RUL code.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 27, 2010, 09:52:42 PM
Quote from: Monorail Master on April 27, 2010, 02:09:05 PM
But what about 90 degree curves for RHW-6S?

A picture tells a thousand words, they say . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F7456%2Frhw042720102.jpg&hash=7d32609fa0cb3d17c41a26fbd411de3544b94f7b)

Quote from: woodb3kmaster on April 27, 2010, 05:47:04 PM
One question, though, about the wider RHW diagonal puzzle pieces: I have a lot of trouble plopping them; it seems that I have to plop them in a certain direction in order to be able to plop all of them, and when I get to the end of one side of the RHW's diagonal stretch, I have to plop the pieces for the other side in the opposite direction (if that makes any sense). Will these puzzle pieces be easier to build in RHW 4.0, now that the coding is more stable?

There was some weirdness with the CheckTypes on the RUL entries before.  They were basically orthogonals underneath before, but now there's proper diagonal layouts underlaying them.  It should be easier to construct them in most situations now, and you should even be able to plop them over top of draggable network sections.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 27, 2010, 11:04:48 PM
Nice to see these  :thumbsup:

Yay for flexibility!
Title: Re: RHW (RealHighway) - Development and Support
Post by: manchou on April 28, 2010, 06:55:45 AM
That is cool  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 29, 2010, 05:02:37 PM
Question/Suggestion: Will there be Elevated RHW-6 in v4.0? It could be really helpful when building more REAListic elevated highways through populated areas. ;)

Edit: Also, will RHW v4 be in HD?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on April 29, 2010, 06:17:00 PM
....and is there going to be double-height EL-MIS and EL-RHW-4? Also, what about EL-RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2010, 06:46:24 PM
Quote from: Nego on April 29, 2010, 05:02:37 PM
Question/Suggestion: Will there be Elevated RHW-6 in v4.0? It could be really helpful when building more REAListic elevated highways through populated areas. ;)

Edit: Also, will RHW v4 be in HD?

No on both accounts.

Additional ERHW widths are planned for a future 4.x series release.  As far as HD goes, I had looked into it initially, but the filesize quickly becomes astronomical . . . you'd be looking at a 100MB+ mod when it's all said and done, which isn't feasible to distribute.

Quote from: Monorail Master on April 29, 2010, 06:17:00 PM
....and is there going to be double-height EL-MIS and EL-RHW-4? Also, what about EL-RHW-2?

Eventually, yes, but not in 4.0.  Additional heights are planned as the "flagship" feature of the Version 5.0 release (which will be preceded by the 4.x series).  ERHW-2 is planned for the 4.x series.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 30, 2010, 05:02:55 PM
Well, finally got to redoing the ramp interface textures for Darkphalt. Heres the B ramp.

(Click for full)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-may._27__041272671934.png&hash=c5cbe4682e19a44c8cc341104d6fb60871534b3b) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-may._27__041272671934.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on April 30, 2010, 08:42:58 PM
*me drools
**friend who is a German exchange student is standing behind me is drooling a lot.

Nice job BL.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 01, 2010, 10:44:57 PM
The default textures aren't looking half bad either.

A motorist's dream
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F6496%2Fclipboard013.jpg&hash=daf7d2c681171db89c253be4e59bf04b5f87567c)

More on that later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 02, 2010, 02:11:26 AM
Cool! I've never seen how the US textures of my cosmetic pieces turn out from up close. As far as I can see, they look good  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 02, 2010, 02:42:29 AM
Is that the RHW-6s farr? =) or just the S curve? Whatever it is, this is dreamy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 02, 2010, 03:02:01 AM
None of both. It's actually a RHW-6S to RHW-6C transistion
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 02, 2010, 07:31:40 AM
I'm such a tease.  $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F9173%2Frhwgentlecurves.jpg&hash=ba02a778a324600a05c0a675849c4a893a556395)
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 02, 2010, 09:06:09 AM
Oh yes you are.  &apls &apls

Oh, the transituon look quite strange i must say (the RHW6s-c one) can I get another pictuure?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 02, 2010, 10:42:38 AM
Quote from: mrtnrln on May 02, 2010, 02:11:26 AM
Cool! I've never seen how the US textures of my cosmetic pieces turn out from up close. As far as I can see, they look good  ;)

Oh yeah, they're awesome.

Arrows aren't used on pavement here in Ontario, but they just look so cool in SC4 I just had to use them. Nice work!




More teasing time... Here's a video of a new RHW 4.0 interchange. Its a two level hybrid of turbine and windmill designs I think. I tried to use as few overpasses as possible to emphasize the versatility of FLEXfly, a new addition in RHW 4.0 that lets you curve a el-MIS network 90 degrees over ground networks.

http://www.youtube.com/v/sDSkSOVA6MI
Link (for HD and info): http://www.youtube.com/watch?v=sDSkSOVA6MI (http://www.youtube.com/watch?v=sDSkSOVA6MI)

Overview image:
(Click it for full resolution)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F9194%2Fcooperdec14321272765435.jpg&hash=7ce2abf1eabaefbb29ca7eeb87cd09090c3e8ef7) (http://www.majhost.com/gallery/Haljackey/GTR/cooper-dec._14__321272765435.png)

You know it's getting closer to release when I make a new interchange video. :P Progress has been very good lately.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on May 02, 2010, 11:13:41 AM
@Haljackey: Excellent video!

Is the music from BSG?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on May 02, 2010, 11:21:09 AM
 &apls &apls

Superb development very nice job  :thumbsup:

thank you for the video   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on May 02, 2010, 11:39:42 AM
I like the textures, they are much better than those before; but the median barrier should be continuous with all the interchange pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on May 02, 2010, 12:37:37 PM
Awesome video Haljackey! I like that last sentence there...;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Cracks on May 02, 2010, 01:56:42 PM
Ahh Haljackey, those videos of yours are almost as good as sipping a glass of gin & tonic! I give you something even better than a thumbs up, a flaming jumping green blob &hlp!
I certainly like the last sentence of your post there!
:thumbsup:
soo close yet soo tantalisingly  :'(

Title: Re: RHW (RealHighway) - Development and Support
Post by: newsimaddict on May 02, 2010, 05:00:16 PM
Great work there! Those 90 degree curves look so nice...can't wait!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 02, 2010, 05:21:31 PM
Haljackey, that video there was just plain epic--thanks for making it! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ShultzCity on May 02, 2010, 05:24:38 PM
I am drowning in drool over that FlexFly - Amazing!  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on May 02, 2010, 07:03:14 PM
Looks great, Hal. You certainly are the RHW meister. :)

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on May 02, 2010, 08:23:02 PM
Epic is the most appropriate word to describe this video.

All Hal-jackey to the king of RHW videos  ;D

Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 02, 2010, 11:45:30 PM
Great work Hal-jackey - RHW genius. ;D

Can't wait till it comes out - it must be close!
Title: Re: RHW (RealHighway) - Development and Support
Post by: citymax on May 03, 2010, 12:43:07 AM
great work  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 03, 2010, 04:35:57 AM
Absolutely &apls Amazing  &apls great job Haljackey. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on May 03, 2010, 07:55:20 AM
Nice work Haljackey!  Will there be Flexfly for RHW-4 in this release (if not future)?  So instead of 1 lane, 2 lanes?  Thanks!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 03, 2010, 09:45:51 AM
Nice work Haljackey!

@ the7train - 4.0, the next RHW release is expected to include what you saw in the video, 90 degree left turn MIS. 45 degree MIS left turns, 90 degree MIS right turns, and RHW 4 versions have been mentioned in this thread as intended for future release. There's a lot of pages here I know but if you look back a ways you can get a better idea of what's intended for inclusion in the 4.0 release, the later 4.x series, and eventually 5.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: manchou on May 03, 2010, 10:16:28 AM
I'm dead, the nex RHW is awesome, and with new interchange it's better  :o All NAM team realese a very good work, your're the elit of SC4  ;D

Bravo !  :thumbsup: &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 03, 2010, 10:23:51 AM
 &apls &apls &apls

Bravo!

Can anyone explain, how the FLEXfly works? Is it overhanged or what?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 03, 2010, 02:13:10 PM
Oh, its something we call an overridable intersectable puzzle piece.

Or as I like to call it, a WAVERide piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on May 03, 2010, 02:17:28 PM
Quote from: Blue Lightning on May 03, 2010, 02:13:10 PM
Oh, its something we call an overridable intersectable puzzle piece.

Or as I like to call it, a WAVERide piece.

:D You NAM guys are amazing.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 03, 2010, 02:22:35 PM
Isn't it just an overhanging puzzle piece, just like the avenue roundabouts, and diagonal streets? Why give it a fancy name, when a simpler one already exists?

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on May 03, 2010, 03:09:55 PM
Quote from: Korot on May 03, 2010, 02:22:35 PM
Isn't it just an overhanging puzzle piece, just like the avenue roundabouts, and diagonal streets? Why give it a fancy name, when a simpler one already exi
Regards,
Korot

because fancy names are effin sweet

BTW: Cant wait for this! Usualy a video means release is soon!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 03, 2010, 03:33:15 PM
Quote
Isn't it just an overhanging puzzle piece, just like the avenue roundabouts, and diagonal streets? Why give it a fancy name, when a simpler one already exists?

Because it isn't. Its a completely new method. It has some relation to those pieces (mainly being that it requires a construction piece) but it ends there.

EDIT: Oh, might as well show this.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Frhw_shadowtest-apr._20__031272742647.png&hash=c76b6a8853cb578bfdef9ee45665c8b06100a45d) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/rhw_shadowtest-apr._20__031272742647.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-sep._11__051272816514.png&hash=41b33c91af2522bb81de9065aa273c00ef4c0eab) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/Darkphalt/darkphalt-sep._11__051272816514.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: newsimaddict on May 03, 2010, 05:55:11 PM
Looks sweet as! Love the new markings.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Christianicus on May 03, 2010, 06:47:29 PM
Absolute top-notch work &apls!!!  Hal, the video is quite the teaser!!  ;)  Waiting to get my hands on it ([Waits, though not very patiently] :-\ ).  Would like to offer congratulations for a wonderful product and a "Thank You" to everyone for their tireless efforts and hard work on our behalf.  I learned how to really use the RHW a couple of months back and don't plan on ever using the Maxis highways again! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 03, 2010, 07:37:09 PM
Nice to see how well your textures are coming along, Blue Lightning. I see the hatching is in the right direction and the lack of hatching in the entrance ramp is VERY realistic and accurate. :thumbsup: Nice job. &apls

I'd also like to thank everyone who is who is working on and supporting this project. It's what you do that keeps SimCity 4 alive today!  ;D :) ;) &apls :thumbsup: &hlp :sunny:

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 04, 2010, 12:22:51 AM
QuoteOh, its something we call an overridable intersectable puzzle piece.

I think FLEXFly is a bit more catchy  ;). Great work guys!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on May 04, 2010, 07:58:46 AM
How about Flex-O-Fly, the O standing for 'over' as in 'fly-over' but put in the middle, for cosmetical and phonetical reasons? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 04, 2010, 02:09:48 PM
Well the piece itself is called FLEXFly, but the technology it runs on is called WAVERide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on May 04, 2010, 02:44:47 PM
I have to admit, I like the old textures better. These are too dark. They need a bit of a lighter texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on May 04, 2010, 03:37:25 PM
Those aren't the standard textures. Those are a version that Vince is making for those who want a darker texture, but American striping; Daniel is making Euro/International textures as well with the darker color, and I'm pretty sure that Maarten is making Euro/International ones with the lighter texture.

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 04, 2010, 07:51:09 PM
Wow, thanks for all your compliments on my creation! Glad you enjoyed the video!

Based on the response, I might make another one.  ;)

Quote from: ecoba on May 04, 2010, 03:37:25 PMThose aren't the standard textures. Those are a version that Vince is making for those who want a darker texture, but American striping; Daniel is making Euro/International textures as well with the darker color, and I'm pretty sure that Maarten is making Euro/International ones with the lighter texture.

The way I see it there are 4 textures.
-Default North American textures by Tarkus
-Australian textures by Shadow Assassin
-European textures by Mrtnrln 
-US textures by Blue Lightning

That's a very diverse base, and RHW 4.0 isn't even out yet! The most textures a RHW version had was 3 back in the days of RHW 1.3b.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 04, 2010, 07:54:57 PM
Quote from: Haljackey on May 04, 2010, 07:51:09 PM
The way I see it there are 4 textures.
-Default North American textures by Tarkus
-Australian textures by Shadow Assassin
-European textures by Mrtnrln 
-US textures by Blue Lightning

Actually, 6, if you add in what deathtopumpkins and mightygoose had been working on with concrete.  I don't know how far they are, though, but the four listed are either complete or substantially underway.  It's a great thing to see, I must say.  :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on May 04, 2010, 08:26:40 PM
6! Sounds awsome :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 06, 2010, 08:29:25 AM
Quote from: Tarkus on May 04, 2010, 07:54:57 PMActually, 6, if you add in what deathtopumpkins and mightygoose had been working on with concrete.  I don't know how far they are, though, but the four listed are either complete or substantially underway.  It's a great thing to see, I must say.  :thumbsup:

6? That's insane! Those concrete ones will add a lot to the mod because there has yet to be a concrete texture for the RHW.




Due to the huge level of feedback I recieved from my last highway interchange video, I decided to make another one.

This one is a three level cloverstack-like interchange, and one of my most complex to date. Unlike my last junction, FlexFly is not used at all, the emphasis is put on the new type "D" ramps and elevated networks that can now overpass diagonal RHWs below. The only part that is not RHW is the tunnel, which is an avenue.

http://www.youtube.com/v/n9vlVHj13Rc
Link (for HD and info): http://www.youtube.com/watch?v=n9vlVHj13Rc (http://www.youtube.com/watch?v=n9vlVHj13Rc)

Overview image:
(Click it for full resolution)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F1215%2Fcoremay7311273078322.jpg&hash=7c1c5b65260ab70f2e8b4ac280fe26e634ba11ac) (http://www.majhost.com/gallery/Haljackey/GTR/core-may._7__311273078322.png)

As you can see, things are coming along nicely. The fact that my car doesn't disappear in UDI means that the pathing is there, which is a good thing.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on May 06, 2010, 09:18:01 AM
is it me... or some diagonals don't actually look at 45º... but 30 or something... the ones coming out of the Type-D ramps... correct me if i'm wrong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 06, 2010, 09:21:48 AM
Quote from: el_cozu on May 06, 2010, 09:18:01 AM
is it me... or some diagonals don't actually look at 45º... but 30 or something... the ones coming out of the Type-D ramps... correct me if i'm wrong.

That's FARMIS, similar to Fractional Angle Roads (FAR) which is in the NAM right now.

Both RHW-4 and MIS networks will have some fractional angle functionality in 4.0 to allow for more realistic creations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 06, 2010, 10:33:19 AM
 &dance &dance &dance &dance &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 06, 2010, 12:41:16 PM
Will there be an easy way to pick and choose textures from different sets to use at different times? I'd like to use concrete textures for bridges and overpasses, and asphalt textures for ground-level highways and ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 06, 2010, 02:13:40 PM
Well, for Darkphalt, the files are organized into parts (so ERHW-4 is seperate from RHW-4), so yes, you can mix and match (if other texture sets do the same)


And Hal, wow! Awesome job with that interchange!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 06, 2010, 02:39:12 PM
Nice to see things coming along swimmingly! The type-D and FAR business is great but I'm even more excited over what appear to be T-on-slope pieces--awesome! Any chance we'll see MIS or other FAR-to-diagonal transitions this time around? Thanks for all the hard work guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 06, 2010, 03:43:12 PM
That's actually a really nice idea, nerdly. I'll put my textures into separate dats by network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 06, 2010, 05:57:49 PM
Quote from: noahclem on May 06, 2010, 02:39:12 PM
Nice to see things coming along swimmingly! The type-D and FAR business is great but I'm even more excited over what appear to be T-on-slope pieces--awesome! Any chance we'll see MIS or other FAR-to-diagonal transitions this time around? Thanks for all the hard work guys!

Actually, those aren't T-OnSlopes.  Vince actually made it possible to drag ground RHW networks right under the elevated starters, which really comes in handy. :thumbsup:

There are plans for FAR-to-Diagonal transitions as well.  There won't be any in Version 4.0, but there's a couple FARHW-4-to-Diagonals underway that will almost definitely be in Version 4.1.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 07, 2010, 09:03:06 AM
wow Haljackey! another great video  :thumbsup:

I have a question. Will there be toll booths available for version 4, or is any other custom-contents creator working on them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 07, 2010, 09:07:08 AM
Mixing textures? What a terrific idea!

Quote from: nerdly_dood on May 06, 2010, 12:41:16 PM
I'd like to use concrete textures for bridges and overpasses, and asphalt textures for ground-level highways and ramps.

...And I'd like to do the opposite. Around here concrete highways use asphalt bridges, whereas in the US asphalt highways use concrete bridges. What a topsy-turvy world eh?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F8954%2Fclipboard05r.jpg&hash=5c7da3fba6eef48093c3bae1c1427136b55c4dfc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.skyscrapercity.com%2Fimages%2Fsmilies%2Fprevious.gif&hash=df9c87a5b5b0206246071994ee2209b1b308eed4)
And that's a cloverstack interchange, which I based my junction on the previous page off of.
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 07, 2010, 12:50:42 PM
Quote from: deathtopumpkins on May 06, 2010, 03:43:12 PM
That's actually a really nice idea, nerdly. I'll put my textures into separate dats by network.

Sounds good! The only concrete ground-level highway around here has only a couple intersections along the concrete section, all grade separated: The ramps, and I think the hard shoulders as well, are paved with asphalt, and the main travel lanes are paved with cement. Highly unusual for this area, but it's pretty new so the surface is in great shape. (US rt. 29, north of Lynchburg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Christianicus on May 07, 2010, 11:31:54 PM
 &apls &apls &apls Another great junction, Hal.  Your ability with these things is jaw dropping.  RHW 4.0 is going to be fantastic!  Nerdly's suggestion of mixed textures is dead on target.  I can hardly wait.  Excellent work, all!

And, that RL cloverleaf is sickening -- I really like the asphalt bridge with the concrete hightway there.  It is the exact opposite here, but it is a nice change.  See the pic for Spaghetti Junction here in Atlanta.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fen.academic.ru%2Fpictures%2Fenwiki%2F83%2FSpaghettiJunctionGA.jpg&hash=9de9ee91a986bf50eebfdca46b90143d31a65147)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 08, 2010, 12:06:54 AM
Quote from: citybuilderx on May 07, 2010, 09:03:06 AM
Will there be toll booths available for version 4, or is any other custom-contents creator working on them?
Riiga is still working on his RHW-4 one and he did do a RHW-2 toll booth (I have actually seen an early texture for the RHW-4 booth) but - to my knowledge - they are going to be textured for RHWv3.0. They will most likely work with RHWv4.0/x though, but they'll just not have matching textures (to my knowledge - I do know he did work on a RHWv4.0 euro texture set so you never know).
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on May 08, 2010, 02:59:52 AM
I can confirm that I'm going to make a toll booth for the RHW-4, though I'll probably wait until 4.0 is released. I'm very busy with school right now, and I think it's better to wait until 4.0 is released.

Anyway, here's the current 3.x version of the toll booth ground texture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fth_Tull_11.png&hash=284ae79e7e804e2cd957a1fb74f5132d142b9490) (http://i705.photobucket.com/albums/ww55/anonymson/Tull_11.png)
(click for full resolution!)

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on May 08, 2010, 10:52:33 AM
Riga: that looks good  :thumbsup: I would sugjest to make one for the 6 and 8 lane RHW too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 08, 2010, 11:05:51 AM
Quote from: marsh on May 08, 2010, 10:52:33 AM
Riga: that looks good  :thumbsup: I would sugjest to make one for the 6 and 8 lane RHW too.

So would I and maybe a bit bigger. This is the RHW (Real HighWays) thread. =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on May 08, 2010, 12:18:21 PM
Quote from: marsh on May 08, 2010, 10:52:33 AM
Riga: that looks good  :thumbsup: I would sugjest to make one for the 6 and 8 lane RHW too.
Quote from: strucka on May 08, 2010, 11:05:51 AM
So would I and maybe a bit bigger. This is the RHW (Real HighWays) thread. =)

I would say you can expect a wider version after I finished the one for RHW-4.

- riiga
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 08, 2010, 06:19:38 PM
RealHighway Version 4.0's "secret weapon" unveiled at last . . . enjoy . . .

http://www.youtube.com/v/SirdKOFtwzg

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wes.janson on May 08, 2010, 06:24:48 PM
Quote from: Tarkus on May 08, 2010, 06:19:38 PM
RealHighway Version 4.0's "secret weapon" unveiled at last . . . enjoy . . .
-Alex

Say WHAAAT!

Hubba Hubba!


Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 08, 2010, 06:27:43 PM
Holy smokes!
Title: Re: RHW (RealHighway) - Development and Support
Post by: emgmod on May 08, 2010, 06:41:00 PM
That... Is... Amazing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ecoba on May 08, 2010, 06:52:35 PM
Wow, amazing, Alex.

Ethan
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on May 08, 2010, 06:55:13 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.forumsextreme.com%2Fimages%2FsFun_drool2.gif&hash=5b3a5488db708801104fd7b6a22a041e424583bf)

That's awesome! And there goes my mouse...all the drool must have short-circuited it....
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 08, 2010, 06:59:48 PM
OH SNAP!

If that isn't epic, I don't know what is... &apls

Quote from: Tarkus on May 08, 2010, 06:19:38 PM
RealHighway Version 4.0's "secret weapon" unveiled at last . . . enjoy . . .

http://www.youtube.com/v/SirdKOFtwzg

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on May 08, 2010, 07:05:52 PM
 :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on May 08, 2010, 07:10:30 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.forumsextreme.com%2Fimages%2FsFun_drool2.gif&hash=5b3a5488db708801104fd7b6a22a041e424583bf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 08, 2010, 07:14:27 PM
so... no more starter pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 08, 2010, 08:30:11 PM
That's absolutely epic! I don't know what else to say. This new feature is definitely not what I was expecting, but it's terrific nonetheless!
Quote from: Kitsune on May 08, 2010, 07:14:27 PM
so... no more starter pieces?
Maybe not for ramps/MIS, but it looked at one point like he plopped a RHW-4 starter piece to convert a stretch of RHW-2 to -4.

Keep up the great work, folks! I can hardly wait to see what else is around the corner...
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on May 08, 2010, 08:41:30 PM
Quote from: Kitsune on May 08, 2010, 07:14:27 PM
so... no more starter pieces?

I can answer this one - there are still Ramp puzzle pieces for the different styles of MIS ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Toichus Maximus on May 08, 2010, 09:57:03 PM
epic much?
Title: Re: RHW (RealHighway) - Development and Support
Post by: cubby420 on May 09, 2010, 12:24:23 AM
What an excellent development. I imagine this streamlined method will make the RHW much more accessible to a larger group of players.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on May 09, 2010, 01:09:55 AM
No way man... =) AWESOME!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 09, 2010, 01:33:46 AM
This is one epic feature of the RHW 4.0. Unfortunately, I don't have the Euro textures for these ramps ready yet (since they use another IID than the puzzle pieces).
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 09, 2010, 02:18:20 AM
OH GAWD!!! that is awesome!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 09, 2010, 05:48:31 AM
(https://s-media-cache-ak0.pinimg.com/originals/16/e5/f3/16e5f3aa2cdeff6fe5970a5f554310ed.png)
I've drooled at waterfall and my jaws are
finished in the basement when i've saw this video.
U r the best of the best Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 09, 2010, 06:07:51 AM
Darn! I have to Send my laptop to the repair shop because my drooled all over my keyboard and carpet!!! :D :D :D

I can build highways much faster now!!!! &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on May 09, 2010, 07:37:43 AM
 :o
Wow...    Maybe I'll actually build junctions now. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bob56 on May 09, 2010, 08:01:21 AM
That is Awesome.

--Grif
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 09, 2010, 10:40:51 AM
wow: now complex interchanges will be 100 times easier to create and adjust - well done! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 09, 2010, 11:07:14 AM
Tarkus that is amazing! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: danny11111 on May 09, 2010, 11:27:55 AM
is it possible for me to test this  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on May 09, 2010, 11:49:54 AM
Awesome additions  :thumbsup:

nice work  &apls &apls &apls

Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 09, 2010, 03:26:17 PM
Do we uninstall the old Rual Highway mod  ()what() ()what() ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on May 09, 2010, 03:28:07 PM
Quote from: TJ1 on May 09, 2010, 03:26:17 PM
Do we uninstall the old Rual Highway mod  ()what() ()what() ()what()

Yes, either use the uninstall.exe or simply delete the "Rural Highway Mod" folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 09, 2010, 03:29:55 PM
Thanks Andreas! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 09, 2010, 03:31:13 PM
Holy..............($10,000.00 fine by the FCC) THAT IS AWESOME!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on May 09, 2010, 03:47:52 PM
 &hlp  &apls It's here... It is here!!  &hlp

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)

It's really here!!
&apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 09, 2010, 04:09:52 PM
The RHW-4/FARHW-4 On-Ramp Splitter (3x2) gives one of those "epic texture malfunction!" grid things...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 09, 2010, 04:17:52 PM
It's official, if you haven't already heard--Version 4.0 is now on the LEX.  My sincere thanks to everyone who helped out on this effort on the developmental end: Andreas, Blue Lightning, choco, Chrisim, deathtopumpkins, ebina, jmvl, Jonathan, mrtnrln, Shadow Assassin and toja, and to all the invaluable NAM Associates, who went above the call of duty and tested everything thoroughly.  And to the community for their continued support of this project!  

Hope you guys all enjoy the latest offering!

Also, one word of advice in installing: you must remove/delete any and all RHW Version 3.x files before installing Version 4.0.  The file structure has changed, so installing 4.0 won't automatically overwrite your 3.x installation, and leaving the 3.x files in will lead to some weird stuff.  Additionally, make sure you've picked up the NAM May 2010 release, otherwise, you'll get the pesky "red arrow".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on May 09, 2010, 05:12:23 PM
Report one bug  &Thk/(  ( It's the bug noticed by nerdly I think)  don't know if it's the place or if I should post in the NAM topic  &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa14.casimages.com%2Fimg%2F2010%2F05%2F10%2F100510021101713886.jpg&hash=02c44994ae953310a289b3a2994b6554f9e2c846) (http://www.casimages.com)
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 09, 2010, 05:24:46 PM
Yup, that was what I was gonna post.

Also, the MIS 90-degree curves have been removed. They were quite useful in the RHW 3-series...

And as for the RHW-2 in the setup currently used in draggable interchanges, that was there before those were available - a click in the right spot and they turned into a dual-sided type A ramp. (Promptly removed since I didn't want it there. That's a test city for whatever I have to test, mostly cop car mods.)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1006.photobucket.com%2Falbums%2Faf184%2Fdoodofnerdlyness%2FRHWfail.jpg&hash=cd6b686b2531f7877548204db91d199da73872a4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 09, 2010, 05:37:48 PM
Thanks for the heads up, Girafe and nerdly_dood.  Can't catch them all, I suppose--could have sworn I had textures on that piece--I'll get on a fix for it.  As far as the MIS 90-Curves, they haven't been removed, but they were redesigned.  Try rebuilding one--you'll get some blank squares at first while dragging, but once you drag all the way through the 90-bend, I think you'll be pleased with what shows up. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: nerdly_dood on May 09, 2010, 05:41:05 PM
Ah, ok, got it... not bad!

And now... I've entirely removed the old NAM, RHW and texture sets, but i'm still not getting FLEXFLY, even with the FLEXFLY file in my RHW folder... (I used the automated uninstallers in my Start menu to remove the old ones)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 09, 2010, 05:44:38 PM
Dood: Have you tried going with a 100% empty plugins folder, then installing cleanly and see if its there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 09, 2010, 05:45:53 PM
Another bug to report:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5332%2Frhwbug.jpg&hash=573bfc5eaf39fa88174c87ad64aabff3986bbbcc)

The Type-A inside ramp for the RHW-4 produced the above bug when placed using the new ramp interface; the puzzle piece for the same exit is seen at the bottom unaffected.

It's a clean install.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on May 09, 2010, 05:55:27 PM
i will have to hold all my city constructions projects until this issues get fixed  ;) .
I got one question though.... When replacing the old RHW and NAM will my roads and highways change as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 09, 2010, 05:56:14 PM
Yes, they will auto-update.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 09, 2010, 05:58:18 PM
Thanks for the report, fafalone--I could have sworn I caught that one (in fact, I built it in the video I did . . .).  I'll check on that one as well as the one Girafe and nerdly pointed out.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on May 09, 2010, 06:00:44 PM
Thanks for the quick reply and for the Flexy-Fly system  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 09, 2010, 06:14:08 PM
I was about to post about not having flexfly too until I decided to do the unthinkable and consult the readme first ;)  Because for some reason the tail end of the curves tab chain was the absolute last place I thought to look.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 09, 2010, 06:16:53 PM
Shift-Tab is your friend ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 09, 2010, 06:20:54 PM
1st day of release, please expect a lot of:

404 ERROR: TEXTURE NOT FOUND


Did someone in the RHW team doze-off while packing the files and forget to add somethings?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on May 09, 2010, 06:38:58 PM
One could scarcely conceive of the enormous exhilaration, joy, and gratitude that I feel on this day, with RHW 4.0 being released, a new NAM being released, and the long-awaited Network Widening Mod.

Thank you very much for your wonderful work over the past 4 years. Without it, my cities would be unrecognizable, and with these tremendous new tools you have provided me, they will go through a similar transformation over the Spring and Summer of 2010.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on May 09, 2010, 07:29:44 PM
Thanks so much for this awesome addition to our favourite game!

Here's some stuff I've done with all the new NAM addons released today:

http://www.csgdesign.com.au/CSGf/viewtopic.php?f=13&t=525
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 09, 2010, 09:19:49 PM
Quote from: Monorail Master on May 09, 2010, 06:20:54 PM
Did someone in the RHW team doze-off while packing the files and forget to add somethings?

No, but when you're dealing with 40,000 files, many of which are under constant revision, it's not hard for a fully awake individual to let a few drift off by accident. ;)  This is tricky stuff.

Don't worry, I've found them.  Patch attached below.  It'll get merged into the main upload once we're sure this is it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 09, 2010, 11:05:30 PM
OMG - Version 4 Beta has come out. Can't wait to try it! Man, you guys rock!
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 09, 2010, 11:05:52 PM
If that was meant to address the problem I posted, it didn't work (unless something besides just putting it in plugins had to be done?)  :(

Edit: The rhw4 textures in the fix appear to be for the outside style, not the inside, so that's probably why.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 10, 2010, 07:09:11 AM
Now available:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.stex-server.com%2Flots%2F267328%2F23835%2FRHW_EuroTRMv40_Prim.jpg&hash=4ae2635f4ec7d101dbd67c89dfe4f619381bcf71)
MRTNRLN Euro TRM for the RealHighway V4.0 - Interim Version 01 (http://www.simtropolis.com/stex/details.cfm?id=23835)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: SeanSC4 on May 10, 2010, 07:13:27 AM
Awesome! I've been waiting for these textures since I first saw screenshots of them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on May 10, 2010, 07:45:27 AM
Hi, just tried out the 4.0 Beta version... When zooming out, I get the following picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F60f194905ed09fbe80ad8c74ee16e2b6.jpg&hash=5cab5980268b856b3f2282194227107a76dad2ea) (http://www.ld-host.de/show/60f194905ed09fbe80ad8c74ee16e2b6.jpg)

Those are double-wide lanes, aren't they? :D

At a closer zoom, the road appears as usual, ie., as an RHW-8.

And there is another bug I doscovered, this time concerning the neighbor connections:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F0e025049f18580661d2e8b7bd3754d82.jpg&hash=d1e15a1e57887865359e6331ddf58c8df39fe548) (http://www.ld-host.de/show/0e025049f18580661d2e8b7bd3754d82.jpg)

Well, yeah -- they jump onto the opposite carriageway just to drive back and return home on the parallel highway... Now what could that mean???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2010, 10:38:22 AM
Quote from: Wilfried on May 10, 2010, 07:45:27 AM
And there is another bug I doscovered, this time concerning the neighbor connections:


Well, yeah -- they jump onto the opposite carriageway just to drive back and return home on the parallel highway... Now what could that mean???

That's actually not a bug--that's how the Neighbor Connector pieces are actually supposed to work.  Basically, what they do is take the old "loop connector" trick and move it underground, so you don't have to look at the "Nicole Richie Effect" on the surface.  The traffic actually needs to do that in order for the neighbor connection to function properly.

Edit: Oh, and fafalone, try this one out that I've attached below.  I will advise you, however, that the "Inside" versions of Ramps A and B on the RHW-4 are not particularly stable, as advertised in the Readme as such under the Draggable Ramp Interfaces section.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jonathan on May 10, 2010, 11:08:10 AM
But Alex that neighbour connection with the NCPs isn't working, the traffic is using the NCPs as a U turn to travel back down the highway and go to the next neighbour connection, which looks like it doesn't have NCPs (it's an avenue connection I think)
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 10, 2010, 11:30:30 AM
Quote from: Tarkus on May 10, 2010, 10:38:22 AM
[...]

Edit: Oh, and fafalone, try this one out that I've attached below.  I will advise you, however, that the "Inside" versions of Ramps A and B on the RHW-4 are not particularly stable, as advertised in the Readme as such under the Draggable Ramp Interfaces section.

-Alex

That fixed the texture issue, thanks. But I definitely see what you mean about stability, very hard to build an inside ramp without one side of the rhw4 changing directions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on May 10, 2010, 11:30:56 AM
Quote from: JonathanBut Alex that neighbour connection with the NCPs isn't working, the traffic is using the NCPs as a U turn to travel back down the highway and go to the next neighbour connection, which looks like it doesn't have NCPs (it's an avenue connection I think)
Correct, Jonathan; the left-hand highway uses a classic Avenue connection preceded by a classic RHW-4-to-Avenue transistion. It does NOT use the new RHW neighbor connectors.
The right-hand highway, however, uses the new connectors, with rather disappointing effects. :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on May 10, 2010, 01:06:50 PM
First I have to say that the NAM & RHW and all the rest are absolutely amazing. Great job!

I believe I have stumbled upon a bug... Though I haven't seen anyone else complain about yet. Maybe it's something in my end?
Here's my problem
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F6899%2Fimg0008fb.jpg&hash=ffc837eaab1444a0d8b3a9d2d313108c4075c6f4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F4553%2Fimg0003bc.jpg&hash=8f10e91ea444db96d6a8c92da89ce75d180c8749)

I don't believe it has anything to do with the euro textures, as I also had this problem before they were installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 10, 2010, 01:14:53 PM
That's just related to how flexfly is set up. Once you drag the MIS out from each end and maybe click around a few times it should look normal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 10, 2010, 04:13:32 PM
RHW-8S is not yet supported. As for the top image, click around on different tiles on the FLEXFly and RHW.
RHW-8C however, is supported and is the widest network FLEXFly Type A1 will cross.

As the readme states, try different possibilities with FLEXFly. Something so complex is going to have a few issues here and there; most of which are solved by clicking around.

EDIT: as for the NREE's, they've worked fine with me when I've tested them in my CJ.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 10, 2010, 05:01:38 PM
I cant find my FLEXFLY puzzle pieces. Which icon of the highway menu do you Tab through to find it? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 10, 2010, 05:02:36 PM
I've posted this in the NAM bugs thread but my post seems to have been overlooked  ???

here's the bug:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F9073%2Fsstraight19dec461127346.png&hash=a0397c70db69a2862f99aa493844f16d2a215453)

That's the RHW-4 bridge BTW (And the concrete one does it too)

Was this fixed in the package you attached for fafalone?
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on May 10, 2010, 05:09:34 PM
Quote from: TJ1 on May 10, 2010, 05:01:38 PMI cant find my FLEXFLY puzzle pieces. Which icon of the highway menu do you Tab through to find it? ()what()

FLEXfly is hiding in the Wide Curves icon ;D

JD, I'm not sure. I'll test it later and send a PM on CSGf.

             -Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 10, 2010, 06:09:13 PM
Even though I wasn't able to use it at first due to SC4 problems I was having at the time, I am most certainly glad to see so many great releases happen unexpectedly at once.  Yes, I do like surprises, as long as they are good, and this one qualifies as good.  So much that it's lured me out of a fairly long lurking spree.  ::)  The component that I'm sure I will try first is the FARHW, as it will allow me to build RHWs that might not always run in a normal orthogonal or diagonal direction.  Good work!

&apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on May 10, 2010, 07:41:19 PM
Great job to all who worked to put together these amazing updates for NAM, NWM, and RHW...it really was worth the wait!  I have a question about wider RHW bridges, specifically from the FAQs section 10:
"New bridges, including bridges for wider RHWs, by choco (downloaded separately)."

Are they really available for download?  And if so does anyone have a link to it?  Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 10, 2010, 07:59:16 PM
the7train, they are not yet available for download. I think Choco, who has done a ton of experimentation with bridges, is more concerned with looking for someone to replace him/her. As far as I can tell from Choco's bridge thread, they were done but are unreleased.
Title: Re: RHW (RealHighway) - Development and Support
Post by: threbos on May 10, 2010, 11:18:29 PM
Not sure where this would go...cuz im not sure whether the SPUI was a NAM piece or RHW piece...but i cant seem to link up MIS to the SPUI interchange bridge that was supplied.  anyone else played with it?

other than that i havent had any issues yet....AWESOME!  loving the updates...NAM, RHW, TuLEP...AWESOME work you guys.  MUCH APRRECIATED!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on May 11, 2010, 04:11:03 AM
Quote from: deathtopumpkins on May 10, 2010, 01:14:53 PM
That's just related to how flexfly is set up. Once you drag the MIS out from each end and maybe click around a few times it should look normal.
How embarrasing  :-[ You are, of course, right, deathtopumpkins. But thanks for the reply.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 11, 2010, 04:29:59 AM
so...whens the next release  $%Grinno$% lol


Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on May 11, 2010, 05:51:05 AM
Hopefully before October 2011, which is when the next one would be released if the same interval occurs between 3.0 and 4.0 (of course I know that is unlikely to happen).
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on May 11, 2010, 08:52:05 AM
is there any kind of tutorial on how to use the invisible loop connector?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 11, 2010, 09:57:20 AM
Quote from: JoeST on May 11, 2010, 04:29:59 AM
so...whens the next release  $%Grinno$% lol

I think 4.0 marks the end of "big" releases. Additional content will come in the 4.XX releases/updates until enough changes are made to warrant RHW 5.0.

Quote from: el_cozu on May 11, 2010, 08:52:05 AM
is there any kind of tutorial on how to use the invisible loop connector?

Yep. Check you readme file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 11, 2010, 09:58:42 AM
90 Degree Curve (http://maps.google.ca/maps?f=q&source=s_q&hl=en&geocode=&q=Stoney+Trail+Northwest,+Calgary,+Alberta&sll=49.891235,-97.15369&sspn=39.069747,114.169922&ie=UTF8&hq=&hnear=Stoney+Trail+NW,+Calgary,+Division+No.+6,+Alberta&ll=51.16519,-113.903589&spn=0.036922,0.111494&t=k&z=14)

Any chance of that being included as a plopable piece? It would finally give us a full realistic 90-degree RHW4 Curve...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 11, 2010, 10:04:47 AM
Quote from: Kitsune on May 11, 2010, 09:58:42 AM
90 Degree Curve
Any chance of that being included as a plopable piece? It would finally give us a full realistic 90-degree RHW4 Curve...

There is a 90 degree MIS curve in RHW 4.0, but I think it was too tight to justify working it into a 90 degree RHW-4 curve.

Check this tutorial out: How To Make Smooth RHW Curves (90 Degrees) (http://sc4devotion.com/forums/index.php?topic=5548.0).
-I recently updated it showing how to make them easier. This is thanks to the diagonal RHW-4 filler piece in RHW 4.0.

I believe a full 90 degree RHW-4 curve is in the planning stages.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 11, 2010, 12:33:38 PM
There are no plans for a full RHW-4 90-Curve at this time.  It would certainly be useful, but the main issue is scale . . . it's going to have to be quite large. The example Kitsune posted is extremely large and exceeds the 16x16 limit for puzzle pieces by a long shot.  Considering that 1 SC4 Tile = 16m/50 feet, the size of the "inner" curve would be somewhere around 45 tiles x 45 tiles, while the "outer" one would be approaching 60 tiles x 60 tiles.  For something like that, you'd probably be best waiting for more FARHW pieces to come out, which would eventually allow you to approximate that fairly closely.

A smaller one could work on a "tight-scale", but it would still be rather difficult.  The standard 5x5 size would be too tight, so it'd probably be preferrable to have it somewhere around the 8-12 tile range--I did the Rail 90-degree curve, which was a 9x9, and it was quite likely the most difficult puzzle piece I've ever put together. 

Quote from: threbos on May 10, 2010, 11:18:29 PM
Not sure where this would go...cuz im not sure whether the SPUI was a NAM piece or RHW piece...but i cant seem to link up MIS to the SPUI interchange bridge that was supplied.  anyone else played with it?

The SPUI is an RHW piece.  It's one of the more advanced features, and admittedly, it is a bit difficult to build in its current state.  You'll need to use the diagonal MIS fillers (toward the end of the RHW Starter Pieces TAB Loop) and you'll also need to have the TuLEPs system (part of the NAM) installed in order to connect the Avenue part in properly.  I'm looking at ways to possibly improve that functionality in the future--a WAVERide system like the FLEXFly is a strong possibility.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 11, 2010, 12:59:39 PM
Quote from: Tarkus on May 11, 2010, 12:33:38 PM
A smaller one could work on a "tight-scale", but it would still be rather difficult.  The standard 5x5 size would be too tight, so it'd probably be preferrable to have it somewhere around the 8-12 tile range--I did the Rail 90-degree curve, which was a 9x9, and it was quite likely the most difficult puzzle piece I've ever put together. 

Perhaps a 9x9 tight curve could be a possibility? I know we're all going for realism here, but I think a 9x9 curve is a good compromise. But would that be for the inner or outer curve? That's where the confusion starts.
-For now the double 45 degree curve seems like the best alternative.

QuoteThe SPUI is an RHW piece.  It's one of the more advanced features, and admittedly, it is a bit difficult to build in its current state.  You'll need to use the diagonal MIS fillers (toward the end of the RHW Starter Pieces TAB Loop) and you'll also need to have the TuLEPs system (part of the NAM) installed in order to connect the Avenue part in properly.  I'm looking at ways to possibly improve that functionality in the future--a WAVERide system like the FLEXFly is a strong possibility.

Even I have had problems building the SPUI. Its definitely not for the faint of heart, that's for sure. It's complicated even for the most advanced RHW users. The diverging diamond is also tricky to construct.

Perhaps I'll add an entry or two to the RHW Interchange Guide showing how to build the Single-Point and diverging diamond interchanges now that RHW 4.0's out.


Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 11, 2010, 01:17:04 PM
I feel crazy about answering this question :-[. But how do you make SPUI/DDI intechanges? are they plopable puzzle pieces? if so which icon are they under?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 11, 2010, 01:56:58 PM
Is there a cleanitol file for the RHW 3.0 stuff?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 11, 2010, 02:23:53 PM
Well, what about the 90 degree avenue curve? I am not going to request this curve, its just I was wondering of the compatibility in comparison to that, because I don't know what a 9x9 tiled curve looked like.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on May 11, 2010, 02:24:45 PM
Quote from: TJ1 on May 11, 2010, 01:17:04 PM
I feel crazy about answering this question :-[. But how do you make SPUI/DDI intechanges? are they plopable puzzle pieces? if so which icon are they under?

They're puzzle pieces and are under the Avenue overpasses with RHW pieces in the Highways menu.
I had trouble finding them too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on May 11, 2010, 02:29:07 PM
Quote from: Kitsune on May 11, 2010, 01:56:58 PM
Is there a cleanitol file for the RHW 3.0 stuff?

No - we simply didn't thought of adding one. ;) But if you used the RHW 3.0 installer, there should be a "Rural Highway Mod" folder inside your plugins folder - delete that one and install RHW 4.0, which installs into the "Real Highway Mod" folder by default.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 11, 2010, 02:29:37 PM
Quote from: TJ1 on May 11, 2010, 01:17:04 PM
I feel crazy about answering this question :-[. But how do you make SPUI/DDI intechanges?

I just finished making a tutorial for basic Single-Point Diamond interchanges, or Single-Point Urban Interchanges (SPUIs) in my RHW Interchange Guide.
-Direct link: http://sc4devotion.com/forums/index.php?topic=6843.msg324997#msg324997 (http://sc4devotion.com/forums/index.php?topic=6843.msg324997#msg324997)

I'll get to diverging diamonds at a later time.

Hope this guide helps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 11, 2010, 03:00:30 PM
Has anyone got the EMIS diagonal over MIS diagonal puzzle piece working? I cant seem to get it work... and it would entail a 5 minute youtube video to show all the crazy stuff its doing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rjaap on May 11, 2010, 04:54:01 PM
Guys, great work on RHW 4.0!

I noticed a texture glitch in one of the RHW wide curve puzzle pieces.
It's in the RHW-2 45 degree curve. When you drag the RHW-2 from the end of the curve the textures don't match:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F5209%2Fclipboard02ykl.jpg&hash=2d5adc19ca08542b914be401927ad944f4b3a8f3)

I checked the paths and they line up ok so the piece is working as intended, so no hurry on this one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ShultzCity on May 11, 2010, 06:03:40 PM
I'd like to say a big THANKYOU to all those who have been involved the RHW development over the years. You have made playing SC4 many times more enjoyable.

I'd also like to ask a quick question. It has nothing to do with the new version - it has been apparent with 3 as well. I'm finding that no one wants to use my RHW. I have checked it's paths, even driven a UDI vehicle on snap to paths to see if anything is wrong. I've re set it up a number of times now - its just that nobody wants to use it. If I set up one house on one end, without any other networks to get to work by, it shows a no networks zot (same zot as when you zone something in the middle of nowhere). Despite there being an abudance of jobs at the other end.

Could it be how I've set it up? I've even run tests with a RHW in a test city, and it works.

Maybe because I have so many other transportation options?
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on May 11, 2010, 06:21:59 PM
rjaap it may be the the euro textures as I can't replicate this with the standard Us textures.

-Dave
Title: Re: RHW (RealHighway) - Development and Support
Post by: Christianicus on May 11, 2010, 10:00:00 PM
I thought I saw somewhere that there were high overpasses (monorail, el) for the rhw in v4.  Is that later?  I usually have to build up the land and use the one-way tunnels as my rhw's are usually sunken in the city cores.  I would really like to use total rhw.  I love these things -- never using Maxis highways again (again).
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 12, 2010, 12:34:46 AM
First off, thank you all so very much for this wonderful release! I'm having a great time playing around with all the new features in v4.0. However, I'm afraid I have a missing texture to report - with the rail viaduct-over-RHW-6C puzzle piece:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9828%2Frailoverrhw6c.jpg&hash=98b0675de3c48edfcc15bd2f8b7d16a0452b0a30)

I have both of the texture patches that Alex has posted in this thread installed in my RHW folder, in case you're wondering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 12, 2010, 01:48:54 AM
Quote from: rjaap on May 11, 2010, 04:54:01 PM
Guys, great work on RHW 4.0!

I noticed a texture glitch in one of the RHW wide curve puzzle pieces.
It's in the RHW-2 45 degree curve. When you drag the RHW-2 from the end of the curve the textures don't match:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F5209%2Fclipboard02ykl.jpg&hash=2d5adc19ca08542b914be401927ad944f4b3a8f3)

I checked the paths and they line up ok so the piece is working as intended, so no hurry on this one.

There is limited support for RHW-2 (I already said that at the download and in the Readme). I have to rework the old diagonal RHW-2 Euro textures to new ones. However, if you leave the smooth curve out of this curve, the orthagonal and diagonal sections do match up (that's why I still leave them in the mod). Be patient, I'm working on this issue, but i'ts going to take a long time ;).

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 12, 2010, 01:51:35 AM
Thanks for reporting that, Zack--that one's actually not a missing texture but rather, a bad reference on an S3D.  Same end result, though--a "festive square".

Oh, and jdenm8, I've traced the source of your bridge issues to the LHD support file.  The texture IID that had been used on the RHW-2 bridge was changed as it would have interfered with the future plans for multi-height ERHWs.  The change was applied to the RHD version, but never made it into the LHD file.  

I'll have at least a temporary fix for you before long, and will correct the LHD version.  I think I'm also going to start attaching any future patches to the sticky post.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 12, 2010, 04:13:59 AM
Thanks for the reply Tarkus.

I think that's a good idea about stickying the patches to the sticky post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: n_wilson on May 12, 2010, 09:18:48 AM
Quote from: jdenm8 on May 12, 2010, 04:13:59 AM
I think that's a good idea about stickying the patches to the sticky post.

Definitely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 12, 2010, 10:40:07 AM
Done.  I've attached a new fix which temporarily fixes the LHD bridge issue until the IID references are corrected.  It also fixes the issue Zack (woodb3kmaster) pointed out--it appears that the Zoom 1-4 textures (but not Zoom 5/6) for the darkened RHW-6C texture used on puzzle pieces were not present due to an import error. 

Please note that the fixes are cumulative--you don't need to worry about collecting them all, as they're all combined.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 12, 2010, 03:27:09 PM
Quote from: TJ1 on May 11, 2010, 01:17:04 PM
I feel crazy about answering this question :-[. But how do you make SPUI/DDI intechanges? are they plopable puzzle pieces? if so which icon are they under?

I have recently completed both tutorials, they are found in the RHW interchange guide (link in my signature or in the RHW sticky post).

Both pieces are found in the avenue/RHW puzzle pieces tab in the roads menu. Yes they are both puzzle pieces. They also require expansion to build the interchanges as they are just the main pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rjaap on May 12, 2010, 04:03:34 PM
@mrtnrln

My bad, I should have realised that myself.
Thanks for clearing it up! (and of course for your nice textures :))   
Title: Re: RHW (RealHighway) - Development and Support
Post by: cookies on May 12, 2010, 06:44:27 PM
Wonderful work! I don't often post, but,
I'm just wondering, am I supposed to be able to do this?
(That is, drag a RHW 8S curve?)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F5760%2F41385621.jpg&hash=c36c042285db536aeac837c6f4433b42efff4e17)
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 12, 2010, 08:45:40 PM
Hello everyone,

I am having problems using the newest RHW... specifically when using the curved 45 degree puzzle pieces for RHW2 and the eye-candy pieces for the center lines. It crashes to the desktop (it's frozen completely once or twice as well) after 20+ minutes of play time, but works for the most part otherwise. I've been able to cope by constantly saving, but it's rather frustrating and it has happened consistently since install.

Each time I am placing the pieces on top of an existing RHW network. It only seems to happen when using the eye-candy or curve pieces, and not when using the RHW in general.

I am using a brand new install of the NAM (i.e. removed the entire directory, reinstalled and repackaged) along with the RHW, SAM and RAM along with all of the custom bridges. I do not have any other traffic or network mods installed.

My initial thoughts are to run SC4 with nothing but the NAM/RHW and see if I still have the problem.

SC4 crashed with just the NAM/RHW/Bridges, etc. running after placing a puzzle piece only 4 clicks into the game. Any ideas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 12, 2010, 10:04:03 PM
Quote from: cookies on May 12, 2010, 06:44:27 PM
Wonderful work! I don't often post, but,
I'm just wondering, am I supposed to be able to do this?
(That is, drag a RHW 8S curve?)
I suspect so, seeing as the readme mentions improvements to diagonal RHW-8 functionality (without specifying -8S or -8C, so I assume it means both) and draggable RHW-6C diagonals have been added.

One thing I forgot to mention in my previous post is that I can't get the RHW-6C neighbor connector piece to plop at the quad border over an existing dragged RHW-6C. It instead wants to be plopped over the next tiles inward from the connection. I'm not sure whether this connection is on level ground, so that might explain why the puzzle piece is being so finicky.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Amitz on May 12, 2010, 11:33:26 PM
I have the question but first thks u all for this amazing mod &apls,back to the question how do you guys make RHW bridges over water ()what().
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on May 13, 2010, 07:35:02 AM
Thank you NAM-Team for another great addition to the traffic network capabilities!  :thumbsup: &apls
Having already played around with the RHW 4.0, I discovered quite some things which I really like, primarily the new diagonal possibilities.


Quote from: Kitsune on May 11, 2010, 03:00:30 PM
Has anyone got the EMIS diagonal over MIS diagonal puzzle piece working? I cant seem to get it work... and it would entail a 5 minute youtube video to show all the crazy stuff its doing.

Yes I have.  :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520Interchanges%2Fth_FullStackMIS.jpg&hash=59648820b30fad984d02af82ef5850bdb1fcf136) (http://i240.photobucket.com/albums/ff211/McDuell/SC4%20Interchanges/FullStackMIS.jpg)

But there seem to be some missing pieces which don't make every diag x diag overpasses possible. At least I couldn't manage to get some setups working.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520stuff%2Fmissing_type_34a.jpg&hash=588540a6123d2f525846c7273a631a4a473a1403)

The left overpasses are possible, because they only need diag x diag overpass puzzle pieces of the types 1+2. To achieve this, you need to have 1 (or any odd number) tile of space between the left and right RHW4 pieces, which is shown here with the rail stubs. However, I can't build the overpasses if I put the RHW closer together. Here I would need the type 3+4 pieces which don't seem exist in the overpass puzzle pieces. This refers to both, the diag ERHW4 over diag RHW4 and the diag EMIS over diag MIS. This was probably the reason why you couldn't build your overpass.

There only exist 2 types ...:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520stuff%2Fmissing_type_34.jpg&hash=dddb942bb9d2998a5cd98a8b15c25ac5e9c1ebe5)

...where other overpass puzzle pieces have 4 types:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520stuff%2F4types.jpg&hash=0e2d903ba5bde81901a67b472455c895afdd4afb)

I hope this has not been too confusing.  :)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 13, 2010, 12:12:36 PM
Quote(That is, drag a RHW 8S curve?)

Looks like someone figured out our little "easter egg"...

But yeah, there's some limited capability for draggable diagonal 8S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 13, 2010, 05:19:06 PM
Minor Issue, I haven't seen it reported yet.

On my Mac (PPC) install of SC4, the RHW arrows are pointing in the wrong directions on the started pieces, and rail over RHW.  In fact, to use rail over RHW, I have to offset the pieces by 1 square, and in the wrong direction to get them to come up correctly.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 13, 2010, 11:48:29 PM
Quote from: McDuell on May 13, 2010, 07:35:02 AM
The left overpasses are possible, because they only need diag x diag overpass puzzle pieces of the types 1+2. To achieve this, you need to have 1 (or any odd number) tile of space between the left and right RHW4 pieces, which is shown here with the rail stubs. However, I can't build the overpasses if I put the RHW closer together. Here I would need the type 3+4 pieces which don't seem exist in the overpass puzzle pieces. This refers to both, the diag ERHW4 over diag RHW4 and the diag EMIS over diag MIS. This was probably the reason why you couldn't build your overpass.

Yeah, I just tried that and seems a 3 and 4 are needed after all, unfortunately. 

Quote from: TEG24601 on May 13, 2010, 05:19:06 PM
Minor Issue, I haven't seen it reported yet.

On my Mac (PPC) install of SC4, the RHW arrows are pointing in the wrong directions on the started pieces, and rail over RHW.  In fact, to use rail over RHW, I have to offset the pieces by 1 square, and in the wrong direction to get them to come up correctly.

TEG

If you just drop the RHW folder into your Plugins, it'll install the LHD Plugin as well, which will reverse the arrows.  Just go in and delete the z-Left Hand folder and it should be fixed.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: alfadriver12345 on May 14, 2010, 02:04:51 AM
Just thought i'd say a big thankyou for RHW 4.0 its brilliant  &apls.I have a question about the connector pieces when RHW goes of the map edge ()what().I just wanted to clarify the "IN" & "OUT" aspect of the pieces.I assume "IN" means from another map & "OUT" the reverse.Also,if this is the case,when I turn the pieces to form the connection I have noticed that the out piece (RHW4) seems to have the coloured lines(white & yellow) on the wrong sides ???.Could someone who is cleverer than me please address these issues.Cheers  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2010, 12:13:57 PM
Quote from: alfadriver12345 on May 14, 2010, 02:04:51 AM
Just thought i'd say a big thankyou for RHW 4.0 its brilliant  &apls.I have a question about the connector pieces when RHW goes of the map edge ()what().I just wanted to clarify the "IN" & "OUT" aspect of the pieces.I assume "IN" means from another map & "OUT" the reverse.Also,if this is the case,when I turn the pieces to form the connection I have noticed that the out piece (RHW4) seems to have the coloured lines(white & yellow) on the wrong sides ???.Could someone who is cleverer than me please address these issues.Cheers  :thumbsup:

Actually, the "In/Out" thing doesn't matter--the pieces will work either way, technically, as long as the white/yellow line pattern matches.  The arrows/descriptions are simply a holdover from an earlier build.  I'll fix that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on May 14, 2010, 12:27:25 PM
Quote from: Tarkus on May 14, 2010, 12:13:57 PM
Actually, the "In/Out" thing doesn't matter--the pieces will work either way, technically, as long as the white/yellow line pattern matches.  The arrows/descriptions are simply a holdover from an earlier build.  I'll fix that.

So they are directional and you just have to rotate them into the proper direction? Then the preview should get some arrows, in case someone is going to use an Euro Texture mod, with white lines on both sides. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on May 14, 2010, 01:22:09 PM
Hi I noticed woodb3kmaster has RHW 6C diagonal functionality in his screenshot.  How did you do that?  I can't find any 6C curves anywhere! 
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 14, 2010, 01:35:47 PM
You draw it out by drawing 3 parallel curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 15, 2010, 01:10:20 AM
I bulldozed a large intersection built with RHW3 in order to re-do it with the new version, however it had a couple OWR tunnels going under it and a pond in the middle of a exit loop, and whenever I go to use the level tool on it, I get a CTD within seconds. I'm at a loss for an explanation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: alfadriver12345 on May 15, 2010, 02:07:37 AM
Thanks Tarkus-Alex for the response.So let me get this staight-As long as the pieces are used correctly(I use LHD version) it doesn't matter which way the arrows point or if you use the "In" or the "Out" to make the connection ()what().(Sorry for being so stupid,I just finished night shift so my brains a bit slow).Cheers  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 15, 2010, 08:52:29 AM
Quote from: schm0 on May 12, 2010, 08:45:40 PM
Hello everyone,

I am having problems using the newest RHW... specifically when using the curved 45 degree puzzle pieces for RHW2 and the eye-candy pieces for the center lines. It crashes to the desktop (it's frozen completely once or twice as well) after 20+ minutes of play time, but works for the most part otherwise. I've been able to cope by constantly saving, but it's rather frustrating and it has happened consistently since install.

Each time I am placing the pieces on top of an existing RHW network. It only seems to happen when using the eye-candy or curve pieces, and not when using the RHW in general.

I am using a brand new install of the NAM (i.e. removed the entire directory, reinstalled and repackaged) along with the RHW, SAM and RAM along with all of the custom bridges. I do not have any other traffic or network mods installed.

My initial thoughts are to run SC4 with nothing but the NAM/RHW and see if I still have the problem.

SC4 crashed with just the NAM/RHW/Bridges, etc. running after placing a puzzle piece only 4 clicks into the game. Any ideas?

Anyone happen to know why this is happening? Sorry to bump my own post, but I hadn't received a response.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on May 15, 2010, 09:08:10 AM
Are there near transit enable lots? Hovering a puzzle piece over transit enable lots will make the game crash.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 15, 2010, 01:14:11 PM
Nope, this is open land and the RHW. I am placing the curve and eye candy pieces on top of existing RHW, if that makes any difference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2010, 02:43:26 PM
Quote from: schm0 on May 15, 2010, 01:14:11 PM
Nope, this is open land and the RHW. I am placing the curve and eye candy pieces on top of existing RHW, if that makes any difference.

I'm not entirely sure what is causing that--I'll see if I can replicate something on my end.  It's possible there might be something else at play there as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CaptCity on May 15, 2010, 03:28:43 PM
Not a huge issue with this one, but it appears the preview image for the FARHW2 - RHW2 Long Curve piece is the same image as the regular road FAR curve piece. I noticed it after putting Sithlrds sidewalk textures back in the plugins and got this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FFARHW2-RHW2Curve.jpg&hash=02ce36e994662aafae01aa63a603b0d0c1d16040)

Without the textures, it appears as this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq206%2FCaptCity%2FFARHW2-RHW2CurvePlain.jpg&hash=1d74d564f6888615561cd7abc85ead940e6d9a63)

Looks like the regular road in the preview. The piece plops fine, it's just the preview image. Not a big deal, just thought I'd mention it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on May 15, 2010, 04:11:02 PM
I'd assume the RHW folks was just lazy (or let's say they were trying to save IDs) and used the Road FAR Curve preview for the FARHW Curve preview as well - it just becomes more obvious if you use sithlrd98's mod. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2010, 05:48:13 PM
Actually, we had a proper FARHW-2 Long Curve preview model in one of the builds, but some of the testers who were in Software Rendering mode reported some issues, so we swapped it out with the Road one as at least an interim measure.  My working hypothesis as to why it was happening was the higher poly count of that preview model due to the fact that it was using MORPH technology, and it was a bit much for the Software Rendering to handle.

And that gave me another thought--schm0, are you by chance using Software Rendering?

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 16, 2010, 02:10:55 AM
QuoteMy working hypothesis as to why it was happening was the higher poly count of that preview model due to the fact that it was using MORPH technology, and it was a bit much for the Software Rendering to handle.

The model looked like it was corrupted... hardware rendering just ignored the invalid vertices while software rendering tried to render it as best as it could even though the coordinates were invalid... end result: crashy-crashy.

QuoteI'd assume the RHW folks was just lazy (or let's say they were trying to save IDs) and used the Road FAR Curve preview for the FARHW Curve preview as well

Quick and dirty fix. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on May 16, 2010, 05:24:04 AM
Very much enjoying 4.0!

Here's a bug report: On sharp corners with ELMIS, the corner piece is missing. Compare with the normal MIS

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi824.photobucket.com%2Falbums%2Fzz165%2Fswamp_ig%2FSim%2520City%2FNewCity-Nov12031274012100.png&hash=1542152f27251a30648e8868e6313c8bde69aa14)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 16, 2010, 05:42:07 AM
That's because it hasn't been done for elevated MIS yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 16, 2010, 05:51:58 AM
Quote from: Shadow Assassin on May 16, 2010, 02:10:55 AM
The model looked like it was corrupted... hardware rendering just ignored the invalid vertices while software rendering tried to render it as best as it could even though the coordinates were invalid... end result: crashy-crashy.

And if you were lucky enough, you would see this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F7492%2Foddfarhw2.jpg&hash=a35ec040d77b88b3a54e706dd2438bd61539620e)

Ugh!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 16, 2010, 11:11:16 AM
I think some of you will be happy....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange3-mar._23__081274032925.png&hash=5669775db6ff54ab2c00fabdc20684fc6f93eb1d) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/interchange3-mar._23__081274032925.png)

;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 16, 2010, 11:23:21 AM
Oh yeah, I hated that long FARHW-2 curve puzzle piece glitch. Even on completely empty land of open field flat terrain, seeing that meant doom, then boom! CRASH But that was then, and hopefully not now for everyone else.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 16, 2010, 11:43:59 AM
Quote from: Blue Lightning on May 16, 2010, 11:11:16 AM
I think some of you will be happy....

<snip>

YES! FLEXFLY can turn to the right! Now my interchanges don't cause high blood pressure levels when building them! Thank you! But how long will it take before they are released? 5.0, or 4.1, which we'll hopefully can play with before the end of the year?

And a request: 45 degree FLEXFLY, ergo: orthogonal to diagonal and back. Just so you can curve across your RHW without a one tile 'gap'.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 16, 2010, 11:48:00 AM
A2 will be v4.1, along with RUL fixes of FLEXFly. As for 45 degree turns, I've penciled them in for somewhere around v4.4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 16, 2010, 11:57:06 AM
I'm happy :)

Look forward to 4.1! Any penciling-in with regard to FLEXFly over the widest networks or RHW-4 FLEXFly?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on May 16, 2010, 12:04:39 PM
While we're busy requesting things: When will El-RHW2 come out? Ergo: for which version are they planned? And also a intersection between C and D, one that leaves a one tile gap between the RHW-4 and MIS lane. C gives you no gap, while D requires a minimal two tile gap. Ergo: I'm requesting a C-wide.
And the ability for all EL-networks to overpass something wider than an RHW-4.Goes off to NWM thread to make requests.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 16, 2010, 12:13:15 PM
I'm totally going to have to find someway of installing SC4 again :D

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on May 16, 2010, 12:17:42 PM
Quote from: Blue Lightning on May 16, 2010, 11:11:16 AM
I think some of you will be happy....

[image]

;)


Nice! I was just thinking why my FlexFly S-curves did not work properly, when i realised that. Waiting for 4.1

(im using euro-version of textures, so i couldnt see the yellow line)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 16, 2010, 03:10:58 PM
The files on the LEX have now been updated to Version 4.04, merging in the fixes from the Version 4.03 patch, plus a few more that had been reported since then.  I've also updated the patch itself to Version 4.04 for existing 4.0 users--again, it's cumulative like the previous ones.  Please note that if you downloaded the RHW on May 16, 2010 or later, you do not need the patch, as you have all the files already.

Quote from: Korot on May 16, 2010, 12:04:39 PM
While we're busy requesting things: When will El-RHW2 come out? Ergo: for which version are they planned? And also a intersection between C and D, one that leaves a one tile gap between the RHW-4 and MIS lane. C gives you no gap, while D requires a minimal two tile gap. Ergo: I'm requesting a C-wide.
And the ability for all EL-networks to overpass something wider than an RHW-4.Goes off to NWM thread to make requests.

ERHW-2 will likely be in one of the early 4.x releases--I'd hazard to guess 4.2, though there's a possibility it'll be in 4.1.  That's an interesting idea on the C-Wide as well--I hadn't thought of it, and it sounds like it could be useful, so I'll put it in the queue for an early 4.x. 

The ability to have the ERHW-4 and EMIS cross the wider networks is absolutely confirmed for Version 4.1.  The RULs are already in place now, in fact:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F3882%2Frhw051420101.jpg&hash=89a3ac67f08ce60578abf09aa17550791af9ffe1)

In case anyone's wondering what the interim long-term plan is:

It goes without saying that there are no dates attached to these bullet points, and they are, of course, subject to change. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 16, 2010, 03:33:11 PM
Cool plain Alex :thumbsup: And what is WAVERide  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 16, 2010, 03:39:27 PM
Quote from: TJ1 on May 16, 2010, 03:33:11 PM
And what is WAVERide  ()what()

The technology used in FLEXFly.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 16, 2010, 07:42:11 PM
Quote from: Tarkus on May 15, 2010, 05:48:13 PM
schm0, are you by chance using Software Rendering?

-Alex

I am launching with the shortcut addition "d:directx" along with some resolution and intro settings, but using hardware rendering in game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff277%2Fschm01978%2F1-1.jpg&hash=96c4ba926e09f1a04321575e2295f9df756f1a8f)

It happens on both hover and placement. I can actually reproduce this issue rather quickly, now that I know specifically how to cause it.

Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on May 17, 2010, 09:48:18 AM
Quote from: Blue Lightning on May 14, 2010, 01:35:47 PM
You draw it out by drawing 3 parallel curves.
Thanks Blue Lightning...didn't realize this was possible!
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 17, 2010, 03:15:52 PM
If you place two FLEXfly pieces with 1 or 2 (and I didn't test 3) tiles between them, in a position that's basically mirrored, like:

_|  |_

going over a RHW4,
the highway in between those pieces reverts to RHW2 with no possible way to convert it back to RHW4 or anything else. Is this a bug or a design limitation?
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on May 17, 2010, 03:25:30 PM
3 and 4 tiles don't work either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 17, 2010, 03:25:49 PM
Currently, its a RUL limit. However I'm in process of rewriting the RULs (a: more stable. b: easier for me (and others) to read and debug) You can expect more stability in the future. Also, a tip, if you place a starter stub on the tiles where the FLEXFly crosses over, this can help with conversion, though some clicking around may be required.

EDIT: swamp_ig, are you referring to FLEXFly over RHW-8S and 10S? Currently the widest network FLEXFly will take is RHW-8C (so, 8C, 6C, 6S, 4, MIS, 2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 17, 2010, 05:36:39 PM
I am experiencing a graphical glitch with the EL-RHW.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F67%2Frhw4p0prob.jpg&hash=4238d76c3f5e237bf4b6b98b879ae51e44a719b6)

The sections circled in red indicate strange textures that display with the curved EL-RHW.  As evidenced by the normally textured curve near the bottom of the pic, this glitch doesn't seem to affect every curve, only certain ones.

The section circled in blue appears to be an incorrectly rotated overpass structure of some kind.  Are these done by T21s, or are they part of the base model?

The problem existed when I first downloaded RHW 4.0, and it has continued even after the application of the 4.04 patch.  Has anyone else experienced this, or is it just me?  It doesn't appear to affect functionality, at least.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 17, 2010, 05:49:13 PM
The incorrectly rotated model is due to having my ERHW-4 Cosmetic Mod, which as you can see is only partially compatible with RHW v4.0.

As for the ERHW-4 curve, I've never gotten that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 17, 2010, 06:37:22 PM
I have that texture problem too...

I've also found that some selective clicking will fix the prop issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 17, 2010, 09:30:39 PM
I just checked here on my end with a clean install and did not run into that particular texture issue--tried about every combination I could find.  You likely have some sort of conflicting file somewhere if you're running into it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on May 17, 2010, 10:40:59 PM
I'm also using the ERHW-4 Cosmetic Mod. There's no prop or texture issue at all; everything works perfectly. You have to be absolutely sure you've removed all the old files; check if something made it into a folder besides the main NAM folder (which for best results needs to be entirely deleted and everything installed fresh).
Title: Re: RHW (RealHighway) - Development and Support
Post by: theBrick on May 18, 2010, 05:34:50 AM
Hi there,
I downloaded the new RHW a few days ago and while trying them out today I noticed how the standard draggable network does not have any monthly costs defined.
Well, I personally would really like to have them cost something so that they could better blend into the game mechanics and not feel like a cheat to use.
Is there an easy way to add such costs (back) in, maybe by using the iLive Reader? I would be happy I someone could point me in the right direction.

Is this even intended to be this way? I'm asking because I noticed how the puzzle pieces do add costs and the "Traffic Simulator Config Tool" in the latest NAM has a tab for editing the RHW costs (that doesn't do anything).
Anyway, sorry if this has been explained before but this thread is immense and I couldn't find any note about monthly costs in the documentation of the mod.

In the end I would like to thank the RHW team and everyone else in the modding community for keeping SC4 alive and flourishing through all the years!

tB
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 18, 2010, 06:41:22 AM
Well, originally it was intended to have no costs. The official name of this network is DirtRoad, but we use it as a highway network (dirt roads are now in the SAM). With the new Traffic Simulator Config Tool users can adjust the costs to prefered values. The RHW has with the new Traffic Simulator standard costs of $0.35 per tile, about 70% of the costs of a MHW (Maxis HighWay).
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 18, 2010, 07:49:21 AM
Quote from: Tarkus on May 17, 2010, 09:30:39 PM
I just checked here on my end with a clean install and did not run into that particular texture issue--tried about every combination I could find.  You likely have some sort of conflicting file somewhere if you're running into it.

-Alex

Is there any way a slope mod, tunnel "fix", or bridge height mod might have something to do with it?

I also noticed that there were slight changes to the local terrain (~1-2m changes, enough to change the texture) when I placed some of these pieces.


I have no idea what is causing it, but it's something in my NAM folder.

I noticed a new version of the NAM (~2MB!) was released since the 10th, so I am downloading that in hopes that it fixes the problem.

Edit: Whatever was updated in the latest NAM seems to have fixed it... so far. I'll be back if anything else pops up.

Edit: Still have the problem. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: theBrick on May 18, 2010, 10:51:20 AM
Quote from: mrtnrln on May 18, 2010, 06:41:22 AM
Well, originally it was intended to have no costs. The official name of this network is DirtRoad, but we use it as a highway network (dirt roads are now in the SAM). With the new Traffic Simulator Config Tool users can adjust the costs to prefered values. The RHW has with the new Traffic Simulator standard costs of $0.35 per tile, about 70% of the costs of a MHW (Maxis HighWay).

Yet the TSCT doesn't seem to set the price right.
I backed up my plugin folder and ran a clean install of only NAM (May'10) and RHW (4.04) and started a new blank city to make sure there was no conflict in my plugin files.
The normal draggable network was still free to maintain (plopping it did create costs, however). All the puzzle pieces like transitions etc. seem to properly cause maintenance costs.
I guess it might be a problem with the NAM TSCT if the RHW mod does not touch the monthly cost per tile for the network? Might as well be my fault but I do not see how.
I don't know the inner workings of the two mods, so I cannot know why the simulator doesn't affect the RHW network as it apparently should.

tB
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 18, 2010, 10:57:38 AM
Thanks, Blue Lightning.  :thumbsup:  You were right about the problem I was having.  I removed the ERHW-4 15m cosmetic mod and both types of graphic issues were corrected.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on May 18, 2010, 02:25:56 PM
Are banked curves possible? I always wondered...
How about RHW 10 curves?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 19, 2010, 05:16:23 AM
I am reporting missing paths for the intersection between an orthogonal MIS and a diagonal OWR.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F8307%2Frhw4p04path.jpg&hash=a5041d462930bb3be8513d9931a43d1c04782487)

I'm not sure if this intersection was really meant to be possible yet, but the correct textures do appear.  There are no paths at all on the intersection, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 19, 2010, 03:54:04 PM
(/gameshow host speech type on) Guess what it's time for??

MORE BUG REPORTS!!!



First of all, I captured this texture error even after I installed that texture patch CORRECTLY.
The texture error on the RHW-6C - RHW-8 conversion piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi392.photobucket.com%2Falbums%2Fpp9%2FMBG141%2FCraterville-Mar4001274308660.png&hash=4eaf8b7a341c5c044b5236275fe0626a0941ccbd)

Second of all, is this texture bug, what I call a "Too big for highway" bug:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi392.photobucket.com%2Falbums%2Fpp9%2FMBG141%2FCraterville-Mar4001274308444.png&hash=eb83c86c55939745ed5651c3275b6ab85135e621)
And note. I get this bug even when I don't have any cosmetic mods installed, and it appears on every single puzzle piece of the RHW-4.0  Not 3.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 19, 2010, 04:03:59 PM
Monorail Master, by looking at those pics, I'm fairly certain you have RHW 3.0 files installed still.  You need to remove all of those in order to ensure that 4.0 works properly.

Also, I know there are a number of people out there trying to make toll booth lots for the RHW.  To aid in that effort, I've added a new file to the RHW as part of the 4.04 release that was uploaded earlier, RealHighwayMod_LotTextures.dat.  It includes lot overlay versions of the RHW-2, RHW-4 and MIS Orthogonal and Diagonal textures, plus orthogonal textures for the other RHW types. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 19, 2010, 04:10:25 PM
Another bug report...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F6246%2Fdunkirkcounty11apr78127.png&hash=e34ea2bd6a357ad778b21fff336915ddb89bc2b7)

No textures, no paths.
I can do it in nearly every configuration except this one.
As you know, I play LHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 19, 2010, 04:43:41 PM
Quote from: Tarkus on May 19, 2010, 04:03:59 PM
Monorail Master, by looking at those pics, I'm fairly certain you have RHW 3.0 files installed still.  You need to remove all of those in order to ensure that 4.0 works properly.

Also, I know there are a number of people out there trying to make toll booth lots for the RHW.  To aid in that effort, I've added a new file to the RHW as part of the 4.04 release that was uploaded earlier, RealHighwayMod_LotTextures.dat.  It includes lot overlay versions of the RHW-2, RHW-4 and MIS Orthogonal and Diagonal textures, plus orthogonal textures for the other RHW types. 

-Alex

Thanks for the help Alex. Well, thankfully next Friday is my final day of school. But tomorrow, at least my friends and classmates can help me find the 3.0 files.

-Matthew B. Green IV
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 19, 2010, 05:50:54 PM
Go into your NAM folder and you will see a folder called "Real Highway Mod"(V4) and another called "Rural Highway Mod" (V3). Delete the Rural one.

That's all I did.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 20, 2010, 04:44:09 PM
Latest update: I simply can not figure out what is going on.

I perform the same test each time. I select the 45 degree RHW-2 turn, and start laying it on top of existing RHW 2. By the time I click the third or fourth 45 degree puzzle piece, crash to desktop. The last time I tested, I used nothing but a fresh NAM install + fresh RHW 4.0 install. Not sure if screenshots would help, but I've got them if it will. Also, this is a fresh region, so I can zip it up for testing if necessary, too. Again, the crash only happens on either hover or placement of the network itself. Placing the preview off the existing network has no effect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 20, 2010, 05:15:55 PM
I'd just demolish that piece of network and then place the piece. That's what I do (I find the pieces don't want to go into the right place on most occasions).
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 20, 2010, 06:28:10 PM
Quote from: jdenm8 on May 19, 2010, 04:10:25 PM
Another bug report...

http://img52.imageshack.us/img52/6246/dunkirkcounty11apr78127.png

No textures, no paths.
I can do it in nearly every configuration except this one.
As you know, I play LHD.

I'm having a similar issue, but it is with the Flyover Ramps.  I keep following the guide, but nothing gets build between the endpoints.  The angle on the Anchors changes like their supposed to, but that is all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kleston on May 21, 2010, 07:34:01 AM
I have NAM May 2010 and RHW 4.0 installed, but i can't find the EL-RHW pieces...
I just have the ON-OFF ramps, but not the RHW over roads, avenues, one-way roads..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi169.photobucket.com%2Falbums%2Fu224%2Fkleston%2Faa.jpg&hash=f0cc98d6977ffcd737def5ef41e55cb9b5c8b7b7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on May 21, 2010, 07:51:18 AM
Check this out:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi824.photobucket.com%2Falbums%2Fzz165%2Fswamp_ig%2FSim%2520City%2FHighwayJunctions-Dec31181274452733.png&hash=65a9ea884bfd43fab9bf98dcaeb505ef9ef99864)


Compact turbine interchange, of a sort.  I've done another turbine too, but it doesn't look nearly as visually appealing.

I thought we should liven it up with more than just bug reports!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on May 21, 2010, 07:59:49 AM
Quote from: kleston on May 21, 2010, 07:34:01 AM
I have NAM May 2010 and RHW 4.0 installed, but i can't find the EL-RHW pieces...
I just have the ON-OFF ramps, but not the RHW over roads, avenues, one-way roads..

http://i169.photobucket.com/albums/u224/kleston/aa.jpg

That's because it's draggable. Pretty sure the readme addresses that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kleston on May 21, 2010, 08:33:01 AM
Quote from: deathtopumpkins on May 21, 2010, 07:59:49 AM
That's because it's draggable. Pretty sure the readme addresses that...

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on May 21, 2010, 07:10:12 PM
is there planned an erhw-2?

would be very useful for small interchanges with low traffic..

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 21, 2010, 07:21:41 PM
Quoteis there planned an erhw-2?

Yes, there is, for a future release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eclipticalstorm on May 22, 2010, 01:46:34 AM
I am unable to build the drag enabled on and off ramps.  I have tried everything I can think of, including reinstalling RHW and downloading the patch.  Is there a way around this or have I done something wrong?  Please help and thanks in advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 22, 2010, 03:49:20 AM
Are you drawing them in the correct layout as said in the readme?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eclipticalstorm on May 22, 2010, 11:13:53 AM
Yeah I am drawing them correct.  It works for train tracks, but not the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on May 22, 2010, 12:08:34 PM
Good day all.  I only wanted to ask if anyone has a list of all the proper mod's needed in the RHW's..  as i am always having to desktop crashes on railways and on some Rural Hwy's..  I had updated to 2010.   and some things were corrected i had trouble with.  but till now,. seems to still have problems.  so if someone would have a proper list of what should be in the plugins for the roads and rails. can you post for everyone to see. so we can all have much smother operation of our fames. thank you. God Bless
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 22, 2010, 12:19:08 PM
Quote from: jdenm8 on May 20, 2010, 05:15:55 PM
I'd just demolish that piece of network and then place the piece. That's what I do (I find the pieces don't want to go into the right place on most occasions).

I'll try that too, but this seems to be just a temporary workaround. I'm also curious if the poster above is having similar problems. I'm wondering if it makes a difference if the original network was made using the old RHW-2 or not. I'm not precisely sure if it was or wasn't built with the older version, but with this sort of conflict cause the CTD?

UPDATE: I removed a segment of RHW-2 and replaced with the puzzle pieces as needed. This seemed to work for a short bit, but I soon ran into the exact same problem. I had a short, straight section of RHW-2 followed by a turn. I bulldozed the existing 45 degree turn, leaving ample room for the puzzle piece. I plopped a new puzzle piece in its place. No problems. However, as soon as I moved the mouse slightly (with the RHW-2 45 degree piece still selected) and my mouse crossed the piece I had just placed, I got the CTD. Again, for testing purposes I only used the RHW and NAM with a vanilla install of SC4.

UPDATE2: Decided to create a new section of network. Left blank spaces for the 45 degree turns. Couldn't get the first one to place, so I tried rotating the piece, moving it off the network tile, and then back on the network tile so it could "fit" properly. After about three or four mouse movements I got the CTD while hovering. The issue still exists.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 23, 2010, 10:50:08 AM
I will tell you I have had my fair share of CTD troubles with the curves before, as others have too. Maybe use the road curves as substitution for now. While I have had crashes, I have not had a crash this particular way, but thats only because I have not crossed the RHW curve over another piece. For the moment you guys, I think you may want to stray away from those curves to play it safe. Until then, the problem exists.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eclipticalstorm on May 23, 2010, 11:55:43 AM
I had a problem with the draggable ramps, and could not fix it.  I tried to reinstall it several times and downloaded the patch, but nothing worked.  Finally, I was reduced to deleting my plugins folder and testing only the NAM components.  I had NAM, NAM Essentials, RHW, and NHW, but it still did not work.  I deleted NHW and NAM essentials and tried again.  It worked, so now I knew I had a problem with either NHW or NAM Essentials.  I had a hunch it was NAM Essentials so I added the NHW and it worked.  Thus, the problem was NAM essentials.  I don't know why this happened, but it did.  I don't know if this is of any value to anyone else, but I thought it was worth sharing.  I'm not sure if I reported this problem to the right place since it had to do with NAM Essentials too.  Good luck!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 23, 2010, 01:12:21 PM
NAM Essentials is basically the same files that are in the NAM Core right now, so if you downloaded the NAM Core, you wouldn't have needed Essentials right now anyways.  eclipticalstorm, you probably had some other conflicting file somewhere in your Plugins that was conflicting with the RUL file that allowed the DRIs to work properly.  It wouldn't have been the usual NAM Controller issue, but rather, a conflict between the RHW and the Individual Network RULs package.

Also, I've yet to be able to replicate the 45-degree Curve issue with a clean install, and I haven't heard any other reports of it, so I still don't know what's going on there. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 24, 2010, 05:20:28 PM
Tarkus: Are you testing on flat terrain? I have this odd feeling that the terrain has something to do with it. Each time I successfully placed the piece the terrain changed ever so slightly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on May 25, 2010, 04:28:39 AM
I'm just wondering. Will there be future compatablity between RHW-4 and OWR or AVE Roundabouts? I hate the transitions I need to do for them to work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 25, 2010, 07:08:03 AM
Tarkus: Less of a bug report, more of an ease-of-use thing for here on the forums. I think it might be a good idea to recopy the FAQ into a new thread, as it's getting really long.

~~dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 25, 2010, 07:22:16 AM
Quote from: dragonshardz on May 25, 2010, 07:08:03 AM
Tarkus: Less of a bug report, more of an ease-of-use thing for here on the forums. I think it might be a good idea to recopy the FAQ into a new thread, as it's getting really long.

~~dragonshardz~~
Or maybe the second post of this thread...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2010, 02:43:27 PM
Quote from: schm0 on May 24, 2010, 05:20:28 PM
Tarkus: Are you testing on flat terrain? I have this odd feeling that the terrain has something to do with it. Each time I successfully placed the piece the terrain changed ever so slightly.

I just checked that here on my end--tried placing it on some rather steep hills and it worked fine, though I had Ennedi's Slope Mod in my Plugins . . . I'm wondering if perhaps this may be Slope Mod-related? 

Quote from: Monorail Master on May 25, 2010, 04:28:39 AM
I'm just wondering. Will there be future compatablity between RHW-4 and OWR or AVE Roundabouts? I hate the transitions I need to do for them to work.

OWR Roundabout intersection is pretty much a non-starter due to the number of lanes/width issues.  Avenue Roundabouts may be a possibility for the future, though.

Quote from: dragonshardz on May 25, 2010, 07:08:03 AM
Tarkus: Less of a bug report, more of an ease-of-use thing for here on the forums. I think it might be a good idea to recopy the FAQ into a new thread, as it's getting really long.

Someone else suggested that possibility awhile back, and I'm kind of thinking that it may make sense now at this point--it does need some reorganization and it's gotten a little hard to maintain.  The RHW FAQ over at ST is actually attached to the NAM FAQ thread rather than the RHW thread over there, and so far, that's worked well.  I've been thinking of redoing the NAM FAQ as well to possibly make it all one post and using Internal URLs and Anchors.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 25, 2010, 06:40:47 PM
All the NAM mods are great! &apls
However, since I use LHD mode, although I live in the US I changed it, I've noticed that the guide arrows are backwards when I match the white and yellow lines. ()what()
Any info in this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2010, 07:26:44 PM
Quote from: Highrise99 on May 25, 2010, 06:40:47 PM
All the NAM mods are great! &apls
However, since I use LHD mode, although I live in the US I changed it, I've noticed that the guide arrows are backwards when I match the white and yellow lines. ()what()
Any info in this?

If you're in LHD Mode, you'll need to install the RHW's LHD Plugin in order for the arrows to face the right direction.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Cracks on May 26, 2010, 11:24:19 AM
T'is but a small issue. It appears as is RHW 4 FAR in zoom 5 is not UDI-able &cry2. Well at least not for me - and I'm to lazy busy to do any testing upon the issue, however I can say that it is UDI-able at zooms 4 and 6. It is also only the actual FAR piece, not the transition that causes the car to stop UDI-ing. And on a slightly less related note - I cannot draw any custom bridges, even with NAM essentials.

Any help would be appreciated, apart from that I cannot stop using RHW, and if you want a request then a transition from mis to OWR-1 (from NWM) would also be not to bad.

Thanks, Cracks

well done with  &apls 4.0 &apls... and well everything. Simcity would not be Simcity without the NAM
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 26, 2010, 12:18:39 PM
Make sure you don't have an outdated network/bridge INI laying around. Fukuda's bridges on the STEX are notable for having outdated INI's (simply replace them from Fukuda's bridges on the LEX)

MIS-1 can go to OWR already. Its been there since v3.0
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4%2F2-_traffic_pic001_after.jpg&hash=b6816d157d6ac514cdc9a683de2c260b92019bf0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 26, 2010, 12:39:21 PM
QuoteAny help would be appreciated, apart from that I cannot stop using RHW, and if you want a request then a transition from mis to OWR-1 (from NWM) would also be not to bad.
QuoteMIS-1 can go to OWR already. Its been there since v3.0

Wrong!

Just the fact about the picture, not the networks. That looks like a MIS-1 connecting to regular OWR-2

I am going to do some experimenting to see if OWR-1 can be built next to MIS-1 via puzzle piece work-arounds.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 26, 2010, 12:51:40 PM
Quote from: j-dub on May 26, 2010, 12:39:21 PMI am going to do some experimenting to see if OWR-1 can be built next to MIS-1 via puzzle piece work-arounds.
It can be built, check this picture (http://img696.imageshack.us/img696/7837/part22full2.jpg) from my MD ;) (look at the bottom)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 26, 2010, 01:02:24 PM
Good show. Never mind me then.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JayroBR on May 26, 2010, 01:06:04 PM
I found this little bug now. And I found it strange because I've never seen anyone talk about it until the very moment. And sorry for my bad English.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F8939%2Fvotorantim19nov27127490.png&hash=2490a788cf52ffe082eb6f25ae3a0fea5e07726c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Cracks on May 26, 2010, 01:20:51 PM
wow that was quick... I tied to ask about RHW4 FAR at zoom 5 not being UDI-able but...

Thats an interesting workaround... could you explain it? like place the mis starter piece and buldoze with rail on top or something?

Was it possible to build street bridges with the Vanilla Maxis network? if not then my plugin is working and my NAM is just dodgy (can't get MRTRLN's textures to show in RHW and half my road are Euro, the other half American - but thats for another day).

Thanks.. I'll do some expermenting. Here have a picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flh4.ggpht.com%2F_azaMXisv-w0%2FS_1_Tu_UiPI%2FAAAAAAAAAU4%2FQUzXLPsNYAs%2Fs720%2Fdeveloping.jpg&hash=061c272665526c3678b80381d8b5b27cfe4ea6f1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on May 26, 2010, 01:26:00 PM
 ::) Hello everyone,  Sorry to bother you, but on the topic of RHW,. have you seen that theres missing tunnel openings on the RealHighway's.  and are you working on that also?  I haven't found that i am missing any plug in or parts to the nam set.  and i also re installed everything to be sure,. I backed it all up and freshly installed starting with your 2010set.  Cleanitol is un able to catch anything missing.  hope someone can let me know what i may not be getting

Outside that,. your doing a great job....  and thank you
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 26, 2010, 01:45:07 PM
Moreoptions, maybe you should read the FAQ (http://sc4devotion.com/forums/index.php?topic=990.msg327820;topicseen#post_Q8) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2010, 02:15:01 PM
Quote from: MOREOPTIONS on May 26, 2010, 01:26:00 PM
::) Hello everyone,  Sorry to bother you, but on the topic of RHW,. have you seen that theres missing tunnel openings on the RealHighway's.  and are you working on that also?  I haven't found that i am missing any plug in or parts to the nam set.  and i also re installed everything to be sure,. I backed it all up and freshly installed starting with your 2010set.  Cleanitol is un able to catch anything missing.  hope someone can let me know what i may not be getting

Outside that,. your doing a great job....  and thank you

The lack of tunnel opening is a known issue with no known solution, as described in the FAQ (http://sc4devotion.com/forums/index.php?topic=990.msg327820;topicseen#post_Q8) that io_bg pointed out. 

The tunnel functionality is hardcoded in the .exe and does not allow for functioning "traditional" tunnels for the RHW network (as well as a couple other networks)--there's nothing we can do, unfortunately.  However, the game's default slope settings for the RHW allow the broken tunnel to be built.  If you want to avoid having those broken tunnels show up, I'd recommend installing a slope mod of some sort that prevents that.  My personal favorite is Ennedi's, which is on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1512).

To build a functioning tunnel, convert to a network that does support proper tunneling just before the spot where you want the tunnel, or use the FLUPs system.

Quote from: JayroBR on May 26, 2010, 01:06:04 PM
I found this little bug now. And I found it strange because I've never seen anyone talk about it until the very moment. And sorry for my bad English.

Your English is actually very good. :thumbsup:  The models for that are actually contained in the High Speed Rail mod, so it's technically an HSR issue--it likely has to do with the fact that we changed the IID of the darkened RHW-4 texture used on puzzle pieces, as the previous IID was going to get in the way of the eventual 22.5m ERHW.

Quote from: Cracks on May 26, 2010, 11:24:19 AM
if you want a request then a transition from mis to OWR-1 (from NWM) would also be not to bad.

That is definitely planned for a future release--it'll probably be integrated into the NWM.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: schm0 on May 26, 2010, 05:24:19 PM
Quote from: Tarkus on May 25, 2010, 02:43:27 PM
I just checked that here on my end--tried placing it on some rather steep hills and it worked fine, though I had Ennedi's Slope Mod in my Plugins . . . I'm wondering if perhaps this may be Slope Mod-related? 

I thought so to, until I removed all plugins except a fresh NAM install and a fresh RHW install. Nothing else. :(

I think for the time being I'll just have to be satisfied with placing one puzzle piece at a time, saving, and repeating the process. It's just going to take roughly 327 times as long to use the RHW2.  :'(

I am going for the option of last resort. Deleting my region and starting over. It's not that I had that much to begin with, so, fellow builders, do not fret.

EDIT: Problem solved. (?) :) Might have been some legacy RHW in there, and of course I didn't install the legacy support file. Not sure why I didn't think of that. Ok, the next post in this thread will be a screenshot of the glorious highways I will build!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JayroBR on May 26, 2010, 07:08:55 PM
Quote from: Tarkus on May 26, 2010, 02:15:01 PM
Your English is actually very good. :thumbsup:  The models for that are actually contained in the High Speed Rail mod, so it's technically an HSR issue--it likely has to do with the fact that we changed the IID of the darkened RHW-4 texture used on puzzle pieces, as the previous IID was going to get in the way of the eventual 22.5m ERHW.

Thank you for letting me respond. And I still need to improve my English.  :P
And that way, I will not use the HSRP in RHW, both for beauty of cities, the lack of correct texture. I will even use the monorail.

Thank you indeed.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on May 27, 2010, 03:23:35 AM
Hello  :)

Have a you new in that which concerns MTR V4 ? 

I use simcity4 deluxe in LHD version and I use the new NAM /NWM / RHW 2010 in LHD version . But I look for a MTR v4.2 with euro road/ rhw texture in LHD . Have you a idea where I can find it ?    &mmm

If not NAM /NWM/RHW 2010 is an exellent job  :thumbsup: well done  &apls

Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 27, 2010, 01:19:25 PM
Quote from: Tarkus on May 25, 2010, 07:26:44 PM
If you're in LHD Mode, you'll need to install the RHW's LHD Plugin in order for the arrows to face the right direction.

-Alex
Thank you!
However, I installed LHD mode and the arrows are still backwards. %bur2$
Do the highways still function? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2010, 03:31:02 PM
Quote from: Highrise99 on May 27, 2010, 01:19:25 PM
Thank you!
However, I installed LHD mode and the arrows are still backwards. %bur2$
Do the highways still function? ()what()

They should have flipped the right way when you installed it--unless you have some RHD files floating around still that conflict.  To check if they're functioning properly, use the DrawPaths cheat from the SC4ExtraCheats.dll file to see if they're facing the right direction.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 27, 2010, 05:38:19 PM
I have the same problem. The paths are fine (I've seen automata using it), it's the preview arrows that are the wrong way around. I've also noticed that in most of my cities, I can't place some of the connectors on the Eastern edge, it places them one tile into the city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 27, 2010, 07:49:36 PM
QuoteHave a you new in that which concerns MTR V4 ?

I use simcity4 deluxe in LHD version and I use the new NAM /NWM / RHW 2010 in LHD version . But I look for a MTR v4.2 with euro road/ rhw texture in LHD . Have you a idea where I can find it ?    Mmmm

If not NAM /NWM/RHW 2010 is an exellent job  thumbsup well done  Aplause

By MTR did you mean the Mass Transit Roads? I did not think the RHW covered support for that, but I am only answering because no one before me said anything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 27, 2010, 11:28:36 PM
Maybe he means the Euro TRM (Texture Replacement Mod)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 28, 2010, 12:12:46 AM
Quote from: jdenm8 on May 27, 2010, 05:38:19 PMI've also noticed that in most of my cities, I can't place some of the connectors on the Eastern edge, it places them one tile into the city.
So have I. I mentioned it in an earlier post, but it seems to have been ignored (no worries about that, though; there's been plenty else in this thread for the RHW Team to attend to). I haven't tested to see if it's always the eastern edge or always whichever edge is on the right-hand side in the current view, but perhaps jdenm8 already has.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 28, 2010, 01:21:49 AM
Quote from: woodb3kmaster on May 28, 2010, 12:12:46 AM
I haven't tested to see if it's always the eastern edge or always whichever edge is on the right-hand side in the current view, but perhaps jdenm8 already has.
I haven't tested it exactly, but I did try it on multiple cities and on each rotation and it seemed to only affect the Eastern side. The Western side appears to be immune to this problem at least. I have used RHW-6C. on the Western edge multiple times. I have not tried the North and South edges however.
It also seemed to only be the multiple-tile networks, RHW-6C would not go, but RHW-6S would.
I am going to do more testing now. Expect an edit in about 30 minutes.
Okay. In my test, only RHW-6C had trouble, it only affected the Eastern edge and it did it on all rotations.
I also noticed that the RHW-6S connector had the wrong label (It says RHW-6C).
Title: Re: RHW (RealHighway) - Development and Support
Post by: rodhunt on May 28, 2010, 02:08:43 AM
Hi, I've just started using the RHW, so please forgive me if this is covered somewhere (I have searched but cannot find anything).

On my normal traffic view, my RHW6C is showing up red as if it had high congestion from the on ramp where traffic is currently joining to the neighbour connection, but only has about 30 freight trucks on it, in the detail view this is fine... is this normal or have I got/done something wrong?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 28, 2010, 03:01:25 AM
Quote from: woodb3kmaster on May 28, 2010, 12:12:46 AM
So have I. I mentioned it in an earlier post, but it seems to have been ignored (no worries about that, though; there's been plenty else in this thread for the RHW Team to attend to). I haven't tested to see if it's always the eastern edge or always whichever edge is on the right-hand side in the current view, but perhaps jdenm8 already has.
I've also noticed that issue with my RHD game. I can place the RHW-8S or RHW-10 connectors on the west stid of the tile only inwards. This bug gets me quite annoyed. I try to cover it with a RHW-6S connector.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 28, 2010, 07:52:34 AM
Momentarily, until a fix is worked up on the Eastern side, do you guys want to try an advanced method to get wider RHW car traffic nieghbor connections?

Part 1: http://www.youtube.com/watch?v=D2g_mcR_iUU

Part 2: http://www.youtube.com/watch?v=Z0w9RtNW_Ug
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2010, 12:39:59 PM
I haven't run into any issues with the Neighbor Connectors yet myself, though I'll check that over.  At least in theory, there shouldn't be any issue with placement unless you've got a starter or something else really close to the edge that could throw it off, as the RULs are basically identical to the Filler Pieces and there appears to be no errors in the AddTypes, CopyFroms or Rotates in the RUL entries. 

I should also add, the arrows on the Neighbor Connectors (except the invisible loop pieces), as well as any directional indications in the piece descriptions are basically useless and you should completely ignore them.  They are a holdover from when the pieces were designed a little bit differently, but the pathing was simplified to make using them far less complicated before release and the preview models/LTEXTs just didn't get changed.  As long as you have the white/yellow lines on the correct side, you're good.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 28, 2010, 12:55:16 PM
Quote from: Tarkus on May 27, 2010, 03:31:02 PM
They should have flipped the right way when you installed it--unless you have some RHD files floating around still that conflict.  To check if they're functioning properly, use the DrawPaths cheat from the SC4ExtraCheats.dll file to see if they're facing the right direction.

-Alex
Thank you very much!
I know there are no RHD files floating around because I made sure I installed only LHD files. :thumbsup:
Also, what is the DrawPaths cheat? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2010, 01:08:11 PM
Quote from: Highrise99 on May 28, 2010, 12:55:16 PM
Thank you very much!
I know there are no RHD files floating around because I made sure I installed only LHD files. :thumbsup:
Also, what is the DrawPaths cheat? ()what()

It's a special "debug" cheat that EA/Maxis used for their own internal purposes to check the pathing on transit networks to make sure everything's working, and Buggi released a DLL file unlocking it and a number of others back a few years ago.  You can pick up the DLL file that enables it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2261).  Just hit Ctrl-X in-game, type "DrawPaths" into the box that appears and the transit paths will show up.  To turn the paths in, bring the box up again with Ctrl-X and type in "HidePaths".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on May 28, 2010, 03:10:21 PM
I am hoping this query hasn't already come up...there has been a similar circumstance but I don't know if this is the same problem....

Using the Left Hand version everything works fine, until I want to use the elevated RHW 4 pieces. The Transitions from ground to elevated are in Right Hand Drive version, ie opposite to my version.

When the new RHW was released, I un-installed everything, put in the new NAM and then the new RHW...so I don't know if there are still a few skeletons from the previous RHW lurking around. The previous version was flawless.

I have taken out any additional plugins and re-installed the RHW, but the same problem is still there.

Apologies if this has been up before!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2010, 04:31:15 PM
I've replicated the "east side" issue on the Wider RHW Neighbor Connectors, and it seems that it is not possible to fully rotate any multi-tile piece that is oriented north-south next to the east side of a city tile--the same happens with the fillers and starters as well.  The NWM's dual-tile neighbor connectors are oriented east-west and work fine.  By all indications, this seems to be an unanticipated quirk with the game itself. 

I do have an idea of how to solve it now, and it will require changing the multi-tile RHW neighbor connector pieces from north-south to east-west orientation, which will require changing the RUL entries and modifying the models and changing some IIDs to work properly with the AutoTileBase mechanism.  This will require an updated controller, an update to the RHW mod itself (4.0.5) with the caveat that any RHW-6C/8/10 Neighbor Connectors will need to be rebuilt due to the changes.  While doing so, I'll fix the LTEXTs and pull the arrows off the pieces.

Quote from: wallasey on May 28, 2010, 03:10:21 PM
I am hoping this query hasn't already come up...there has been a similar circumstance but I don't know if this is the same problem....

Using the Left Hand version everything works fine, until I want to use the elevated RHW 4 pieces. The Transitions from ground to elevated are in Right Hand Drive version, ie opposite to my version.

When the new RHW was released, I un-installed everything, put in the new NAM and then the new RHW...so I don't know if there are still a few skeletons from the previous RHW lurking around. The previous version was flawless.

I have taken out any additional plugins and re-installed the RHW, but the same problem is still there.

Apologies if this has been up before!

It sounds like a similar issue to what Highrise99 is running into (arrows in the wrong direction), albeit on a different piece.  I'll take a look over the LHD Plugin and from there, I'll be able to figure out if its on our end or yours.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 28, 2010, 05:09:21 PM
Yeah... My overpass labels and arrows are in the wrong direction too. However, if you make sure the lines are the right way around, there is no problem with the functionality of the pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on May 29, 2010, 04:45:41 AM
Hello  ;)

Sorry if I repet this , but when I have installed NWM and NAM 2010 in LHD , files control in RHD are in the installation and my road were in RHD mod on the game.  &mmm

I have reinstall this twice time and. I have viewed my document in plugin and I have deleted file in RHD control . I have placed document in LHD in a file zzz control LHD , with this manipulation it is good in the game , roads were in LHD side.  :)

Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 29, 2010, 09:53:17 AM
@Tarkus: I wonder if basing RHW neighbor connector pieces over the Maxis highway neighbor connections would work out since some RHW bridges are built off using the Maxis highways. I don't know, just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on May 29, 2010, 10:39:12 AM
Hello  ;)

I have found this picture (freeway with 2x4 lanes). With informations that I have colleted , I think that is a trying to change default maxis freeway in 2x3 lanes by a 2x4 lanes.

Or might be it is a freeway in the RHW 2010 ? 

If it is the RHW 2010 , where a I can find this ( it is a mod or a lot , can you give me the like ?) , in my game I have a freeway with 3+4 lanes  ;D 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F5136%2F8lanemaxishighway.png&hash=41ac50ec744a0bb6d82a60a98c599c8ec54fd16e)

This freeway it is a trying or a real creation for the game ? Have you other informations about this project ?

Thanks  ;)  :thumbsup:


If this freeway does not exist i think that is a good project  &idea 
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 29, 2010, 10:48:08 AM
I'm pretty sure this is a photoshopped picture...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 29, 2010, 11:04:48 AM
Well, Maxis Highways are very hard to mod, so I don't see this project to get started anywhere soon.

And the picture is photoshopped indeed. You can see imperfections at the bottom.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 29, 2010, 11:41:08 AM
Quote from: jdenm8 on May 27, 2010, 05:38:19 PM
I have the same problem. The paths are fine (I've seen automata using it), it's the preview arrows that are the wrong way around. I've also noticed that in most of my cities, I can't place some of the connectors on the Eastern edge, it places them one tile into the city.
I know!
I have the exact same bug on the eastern side!
It only lets me place one of the connectors in one direction.
However, it lets me connect the RHW-4 and the RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 29, 2010, 11:45:30 AM
Quote from: Tarkus on May 28, 2010, 01:08:11 PM
It's a special "debug" cheat that EA/Maxis used for their own internal purposes to check the pathing on transit networks to make sure everything's working, and Buggi released a DLL file unlocking it and a number of others back a few years ago.  You can pick up the DLL file that enables it here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2261).  Just hit Ctrl-X in-game, type "DrawPaths" into the box that appears and the transit paths will show up.  To turn the paths in, bring the box up again with Ctrl-X and type in "HidePaths".

-Alex
Thanks a lot!
I also love the other cheats that were added, especially the LotPlop, which allows me to make an eye candy city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 29, 2010, 11:51:10 AM
I think the NAM team should know about the "arrow bug", the "east side bug", and well, what other bugs exactly?
Are there any other know issues with the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2010, 02:08:09 PM
I just checked the LHD Plugin with a clean installation, and the arrows and everything were on the correct side for LHD mode.  Thus, the so-called "arrow bug" is not a bug, but merely a symptom of installation issues.  If you're running into it, either you do not have the RHW's LHD Plugin installed, or you have something in your Plugins conflicting with it.

The "eastside bug" is actually the result of an odd quirk with the game itself that prevents multi-tile puzzle pieces oriented north-south from being fully rotated on the east side of the city tile.  I re-oriented the pieces last night, and will have a fix available soon, but it will require you to rebuild any existing RHW-6C, RHW-8, and RHW-10 Neighbor Connections, as re-orienting required changing the IIDs of some of the tiles due to RUL 0x10000000's AutoTileBase mechanism.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 29, 2010, 02:31:52 PM
Quote from: mrtnrln on May 29, 2010, 11:04:48 AM
Well, Maxis Highways are very hard to mod, so I don't see this project to get started anywhere soon.

And the picture is photoshopped indeed. You can see imperfections at the bottom.
The imperfections are actually on the top. "$Deal"$
This could very well be a modded version of the RHW-8C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 29, 2010, 03:10:04 PM
Quote from: Tarkus on May 29, 2010, 02:08:09 PM
I just checked the LHD Plugin with a clean installation, and the arrows and everything were on the correct side for LHD mode.  Thus, the so-called "arrow bug" is not a bug, but merely a symptom of installation issues.  If you're running into it, either you do not have the RHW's LHD Plugin installed, or you have something in your Plugins conflicting with it.

The "eastside bug" is actually the result of an odd quirk with the game itself that prevents multi-tile puzzle pieces oriented north-south from being fully rotated on the east side of the city tile.  I re-oriented the pieces last night, and will have a fix available soon, but it will require you to rebuild any existing RHW-6C, RHW-8, and RHW-10 Neighbor Connections, as re-orienting required changing the IIDs of some of the tiles due to RUL 0x10000000's AutoTileBase mechanism.

-Alex
To conduct a clean installation, would I need to uninstall all the NAM mods? ()what()
If it is necessary, would it affect my current cities with NAM mods if I didn't open them until the NAM mods were re-installed? ()what()
I am very sure that there are no RHD files floating around. "$Deal"$
When you create a patch, please post a link to the download. :)

Also, about the DrawPaths code:
I discovered that the neighbor connector pieces have green arrows in both directions.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F2467%2Fbritannica3jan001275169.png&hash=6289c482199e17729b3c21abe88255cef4886b48)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 29, 2010, 03:43:48 PM
The dual directions is intended.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2010, 05:12:23 PM
Quote from: Highrise99 on May 29, 2010, 03:10:04 PM
To conduct a clean installation, would I need to uninstall all the NAM mods? ()what()
If it is necessary, would it affect my current cities with NAM mods if I didn't open them until the NAM mods were re-installed? ()what()
I am very sure that there are no RHD files floating around. "$Deal"$

By "clean install", I mean take everything out of your Plugins, then install the NAM, RHW, etc., making sure you are selecting the LHD Plugins on each of them.  Slowly move your other Plugins back in, testing to make sure you're not adding the conflicting file back in.

Quote from: Highrise99 on May 29, 2010, 03:10:04 PM
When you create a patch, please post a link to the download. :)

The main RHW file itself will be getting updated for this one, so the existing link will take you to it when it's been uploaded.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on May 30, 2010, 08:44:41 AM
Hi guys, great work with RHW 4.0, however, I seem to be having a little trouble with my MIS. It doesn't seem to work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmisproblem.jpg&hash=19cdb144b614aa8f7aff61db7bf3dab732430c89)

I've tried starters and filler pieces - still doesn't work. And I have looked through my Plugins for outdated files and found nothing incriminating. Also, this junction was created with RHW 3.0 originally and I have the LHD version of the NAM and RHW.
Any fixes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 30, 2010, 12:07:58 PM
QuoteThe main RHW file itself will be getting updated for this one, so the existing link will take you to it when it's been uploaded.
Please let us all know when the file has been updated-
maybe even post it in the news.
Also,
I am amazed how you can create a mod for this! &apls
Don't get me wrong-
I can make a simple mod if I need to "$Deal"$, but this is just amazing! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 30, 2010, 02:42:04 PM
Quote from: smileymk on May 30, 2010, 08:44:41 AM
Hi guys, great work with RHW 4.0, however, I seem to be having a little trouble with my MIS. It doesn't seem to work:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Fmisproblem.jpg&hash=19cdb144b614aa8f7aff61db7bf3dab732430c89)

You've got an outdated Bridge Controller file somewhere in your Plugins, which is causing problems with the UK/LHD Path Remapping in your game.  Find and remove that and you should be fine.

Highrise99, a couple words of advice on forum decorum--please refrain from making multiple postings in immediate succession, and maybe not use so many smilies.

Are you absolutely certain you have a copy of the game where the vehicles drive on the left side of the road?  The RHW's LHD Plugin works perfectly fine on my end, so I'd check to make sure you don't have any other files floating around that are causing it.  Check both Plugins folders and if you're using the DatPacker, make sure you've cleared any and all DatPacked NAM files out of Plugins_Compressed.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 30, 2010, 03:44:50 PM
What is the DatPacker and Plugins_Compressed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on May 30, 2010, 04:35:54 PM
Also, smileymk, I'd suggest getting a slope mod.

Highrise99, the DatPacker is a utility available on the LEX that compresses your plugins into .dat files. Plugins_Compressed is the folder that is the default output folder for DatPacker.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on May 31, 2010, 06:03:35 AM
@ Tarkus: I've tried to find the rogue file, but a search on my computer only found one Bridge Controller on my system, and that file is dated 4th May 2010 (or something like that). Moving it out of my Plugins directory, along with a file called RHW_Bridges, has made no difference.

Unless the rogue file isn't called Network_Addon_Mod_Bridges_Plugin_Controller.dat - because that's the file I identified. (And no, I haven't renamed anything.)

Also, dragonshardz, would you mind keeping comments on the quality of my city to yourself please, at least on this thread. I believe that this thread is for discussing development of the RHW...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 31, 2010, 06:34:44 AM
Quote from: Tarkus on May 30, 2010, 02:42:04 PM
Are you absolutely certain you have a copy of the game where the vehicles drive on the left side of the road?  The RHW's LHD Plugin works perfectly fine on my end, so I'd check to make sure you don't have any other files floating around that are causing it.  Check both Plugins folders and if you're using the DatPacker, make sure you've cleared any and all DatPacked NAM files out of Plugins_Compressed.

-Alex
When I first got the game, the vehicles drove on the right side.  I decided I wanted the vehicles to drive on the left side.  I found a process that changed from RHD to LHD.  It was accurate and worked.  So technically, I do have a game where the vehicles drive on the left side.  I checked both plugin folders, both in C://Program Files/Maxis/Simcity 4 Deluxe*/Plugins, and My Documents/SimCity 4/Plugins.

*The folder that would normally say "English" is now "UKEnglsh", so therefore, I have successfully changed the language.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on May 31, 2010, 07:29:10 AM
You have to change it in the Windows Registry too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 31, 2010, 08:10:15 AM
Quote from: Wilfried on May 31, 2010, 07:29:10 AM
You have to change it in the Windows Registry too.
Yes, I also changed it in Windows Registry.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on May 31, 2010, 10:45:16 AM
Quote from: Tarkus on May 28, 2010, 04:31:15 PM
I've replicated the "east side" issue on the Wider RHW Neighbor Connectors, and it seems that it is not possible to fully rotate any multi-tile piece that is oriented north-south next to the east side of a city tile--the same happens with the fillers and starters as well.  The NWM's dual-tile neighbor connectors are oriented east-west and work fine.  By all indications, this seems to be an unanticipated quirk with the game itself. 

I do have an idea of how to solve it now, and it will require changing the multi-tile RHW neighbor connector pieces from north-south to east-west orientation, which will require changing the RUL entries and modifying the models and changing some IIDs to work properly with the AutoTileBase mechanism.  This will require an updated controller, an update to the RHW mod itself (4.0.5) with the caveat that any RHW-6C/8/10 Neighbor Connectors will need to be rebuilt due to the changes.  While doing so, I'll fix the LTEXTs and pull the arrows off the pieces.

I have the same problem... I have make a connector for RHW-6C in first city. Now i go to the neighbor city and see that all traffic was gone! I have wait a time and the car and trucks gone ride again but, my stations for GLR, bus, train etc are not work see picture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fmembers.ziggo.nl%2Fp.vanwoensel%2F1.jpg&hash=bbe3e24a68db01bb1342484b46ceaa68d215dc42)

The RHW-4 connector work good by my.

I don't of this is the right thread for this problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 31, 2010, 12:05:46 PM
Can anyone explain the RHW-4 neighbor connectors to me; what does the IN and OUT mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on May 31, 2010, 12:38:51 PM
Basically they have paths that go both ways, which tricks the game into thinking they are bi-direction networks for the purposes of making connections. You sims, however, won't go the wrong way because all the other tiles on the highway would be one-way.

I.E.: Diagram

lane ->->->-><->
lane ->->->-><->(city edge)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on May 31, 2010, 12:54:18 PM
Thanks, but which one should I use when?  I have LHD mode.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2010, 02:20:13 PM
The "IN" and "OUT" are actually completely irrelevant and you can ignore them.  They're a holdover on the piece descriptions from how they had at one point been designed.  The "IN" and "OUT" labels will be gone with the 4.0.5 release.  As long as the white/yellow lines are on the correct side, the NC pieces should work.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on June 01, 2010, 06:18:58 AM
Here are some suggestions of what I would like to be added (by importance) to the next/future release of the RHW Modd.
1. Diagonal Elevated-HeavyRail over Diagonal RHW (Definately)
2. Straight Elevated-HeavyRail over Diagonal RHW (Definately)
3. Diagonal RHW networks over FLUP networks (Definately)
4. Diagonal Elevated-MIS with Straight Elevated-Road Intersection (Probably)
5. Diagonal Elevated-MIS with Diagonal Elevated-Road Intersection (Probably)
6. Diagonal Elevated-MIS with Straight Elevated-Avenue Intersection (Probably)
7. Diagonal Elevated-MIS with Diagonal Elevated-Avenue Intersection (Probably)
8. Slip-Lane MIS to Road/Avenue/OWR NWM networks (Probably)
9. RHW-2/MIS TuLEPs (Probably)

I will keep on updating this list as I think of more things that are missing from the RHW v4.0.4

Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: FireSka on June 01, 2010, 10:23:48 AM
Will textures ever be created for this mod that look exactly like the Maxis highway textures?  This way the mod can be used in conjunction with the Maxis highways and not look so out-of-place.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 01, 2010, 02:07:13 PM
If someone wants to create some, they're welcome to, but I don't think too many people would download it, as frankly, the FHW textures are awful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2010, 02:14:51 PM
Quote from: debutterfly on June 01, 2010, 06:18:58 AM
Here are some suggestions of what I would like to be added (by importance) to the next/future release of the RHW Modd.
1. Diagonal Elevated-HeavyRail over Diagonal RHW (Definately)
2. Straight Elevated-HeavyRail over Diagonal RHW (Definately)
3. Diagonal RHW networks over FLUP networks (Definately)
4. Diagonal Elevated-MIS with Straight Elevated-Road Intersection (Probably)
5. Diagonal Elevated-MIS with Diagonal Elevated-Road Intersection (Probably)
6. Diagonal Elevated-MIS with Straight Elevated-Avenue Intersection (Probably)
7. Diagonal Elevated-MIS with Diagonal Elevated-Avenue Intersection (Probably)
8. Slip-Lane MIS to Road/Avenue/OWR NWM networks (Probably)
9. RHW-2/MIS TuLEPs (Probably)

I will keep on updating this list as I think of more things that are missing from the RHW v4.0.4

Larry (debutterfly)

All good suggestions, I'd say . . . and probably stuff that'll work its way into the various 4.x releases.

Quote from: FireSka on June 01, 2010, 10:23:48 AM
Will textures ever be created for this mod that look exactly like the Maxis highway textures?  This way the mod can be used in conjunction with the Maxis highways and not look so out-of-place.

Changing the RHW to a Maxis design would also require repathing and a lot of extensive re-working in other areas that wouldn't make sense due to the Maxis Highways being as horribly underscaled--50% compared to the rest of the game's networks.

Actually, the other way around (Maxis highway textures that look exactly like the RHW) is far more likely. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 01, 2010, 02:17:31 PM
FireSka, previous mods have been made where the Maxis highway texture will look close to the RHW textures. Both require matching texture mods. Ththe Highway Restyling Asphalt texture (the mod that makes ground highways have shoulders not walls) and Euro RHW textures made the networks look relatively close. However, despite how close they looked from having the same asphalt, there would still need to be a Maxis ground highway to RHW-6 conversion with the same texture. And the asphalt styling I am talking about here is more Euro since there is no yellow line in the middle.

This last decade, when the MIS was first introduced with the RHW, it at one time used to have a grey texture with a yellow line that the highway restyling project's American cement textures used to match up with. So I have seen exactly what you want previously FireSka. The width of the lanes however with Maxis ground highway vs the RHW6s and 6c will still be different.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 01, 2010, 02:23:31 PM
Quote from: debutterfly on June 01, 2010, 06:18:58 AM
Here are some suggestions of what I would like to be added (by importance) to the next/future release of the RHW Mod.
...
9. RHW-2/MIS TuLEPs (Probably)

As you can see from the quote below, TuLEPs will be most likely added in 4.1-4.3, though Tarkus's post is subject to change. ;)

Quote from: Tarkus on May 16, 2010, 03:10:58 PM

In case anyone's wondering what the interim long-term plan is:


  • Early 4.x series releases - mostly new ramp interfaces, transitions, curves/fractional angles and cosmetic pieces, improved stability of existing features, new DRIs, possible addition of ERHW-2 and RHW-3.  First TuLEPs likely to appear.
  • Mid 4.x series releases - conversion of SPUIs to WAVERide system, expansion of FLEXFly, likely more ramp interfaces/DRIs, curves, etc. (as they're an ongoing thing)
  • Late 4.x series releases - incorporation of Wider ERHWs
  • 5.0 - incorporation of Multi-Height ERHWs/EMIS, fully-modular stack interchange functionality possible.  (Initial groundwork may be integrated by 4.8 or 4.9.)
It goes without saying that there are no dates attached to these bullet points, and they are, of course, subject to change. 

-Alex


Quote from: FireSka on June 01, 2010, 10:23:48 AM
Will textures ever be created for this mod that look exactly like the Maxis highway textures?  This way the mod can be used in conjunction with the Maxis highways and not look so out-of-place.

I'd like to note that the textures used in the RHW are meant to look more realistic than the Maxis ones. Also, the lanes in the RHW are slightly wider than the Maxis ones so there would be issues in exact replication. There is, however, a concrete texture in development by
Quote from: Tarkus on May 04, 2010, 07:54:57 PM
deathtopumpkins and mightygoose
as well as other textures in development for the RHW, but textures that look just like the Maxis ones are currently not in development. Sorry. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: FireSka on June 01, 2010, 02:40:09 PM
Thanks for the replies.  Re-texturing the Maxis highways to look like the RHW textures would be fine too.  The really long lane-dividing white stripes on the RHW with long gaps between them bother me a bit, that's all.  But, I read that version 4.0 has some updated textures.  The textures in this screenshot (from the RHW wikipedia) look amazing...more like a normal American highway's lane stripes.  I'd love to have these (as long as they aren't the European ones): http://www.wiki.sc4devotion.com/index.php?title=Image:Terran_Settlement-Aug._24,_321217534862.png

Something similar to the avenue texture, in other words.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on June 01, 2010, 04:53:28 PM
could use some new RHW-10 ramps like RHW-10/mis/RHW-8 and RHW-10/RHW-4/RHW-6
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 01, 2010, 05:49:49 PM
Quote from: FireSka on June 01, 2010, 02:40:09 PM
Thanks for the replies.  Re-texturing the Maxis highways to look like the RHW textures would be fine too.  The really long lane-dividing white stripes on the RHW with long gaps between them bother me a bit, that's all.  But, I read that version 4.0 has some updated textures.  The textures in this screenshot (from the RHW wikipedia) look amazing...more like a normal American highway's lane stripes.  I'd love to have these (as long as they aren't the European ones): http://www.wiki.sc4devotion.com/index.php?title=Image:Terran_Settlement-Aug._24,_321217534862.png

Something similar to the avenue texture, in other words.

I'm sorry if I disappoint you, and someone correct me if I'm wrong, but I believe that those are the OLD RHW textures and they are not available anymore.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim-al2 on June 01, 2010, 07:11:00 PM
Those were the old European mod textures too. ::) But on another thought, I know that the first textures Maxis had for the highway was a 4-lane network. It was EA that pressured them into making the 6-lane textures. Some 4-lane Maxis highways would actually be very useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kukuman on June 01, 2010, 10:30:45 PM
Quote from: fafalone on May 17, 2010, 03:15:52 PM
If you place two FLEXfly pieces with 1 or 2 (and I didn't test 3) tiles between them, in a position that's basically mirrored, like:

_|  |_

going over a RHW4,
the highway in between those pieces reverts to RHW2 with no possible way to convert it back to RHW4 or anything else. Is this a bug or a design limitation?

It is possible to do this. You have to build starter pieces next to the FlexFly pieces, but they can't extend underneath the FlexFly so you usually have to demolish a piece of it. Then you build the FlexFly pieces and extend the starters underneath. It's a bit tricky, I could post how I did it if anyone cares enough.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F6023%2Fflexfly.jpg&hash=2c15ba9ea36b47addc4dd5fe4c93210c45bdff83)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 02, 2010, 12:08:07 AM
Quote from: sitejunction on June 01, 2010, 04:53:28 PM
could use some new RHW-10 ramps like RHW-10/mis/RHW-8 and RHW-10/RHW-4/RHW-6
You mean something like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8e735197f220601d495016d706ff0864c9974a65)   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8fa21b61294fa62283be20d090754f8b2c26a7f9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on June 02, 2010, 01:36:59 AM
mrtnrln: those ramps would be really great to have, especially when two motorways merge together before splitting again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 02, 2010, 03:58:55 AM
In my opinion, the RHW-10 was rather useless (I've never used RHW-10 nor RHW-8C). This was because the RHW-10 misses C and D type ramps and splitters. So I decided to make some  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 02, 2010, 04:30:24 AM
Well, while RHW-8C is a great addition, are there any ramps for it?
I assume there's no DRI ramps for it but I can't find any puzzle piece ones in my menus and there don't seem to any neighbour connector pieces for it. I built a special motorway for RHW-8C specifically but can't (so it's RHW-6C and 6S in bits).
I just found their absence a bit... unusual.

EDIT: Also, those ramps that mrtnrln posted would be useful for when a major highway is splitting into two minor highways, like in a major Metropolitan area. The lesser being a spur for example. Are they actually going to be included in a Subrelease? (please say yes)

On another note, how hard is it to make cosmetic puzzle pieces (like the straight ones included in RHW V4 - I want to put speedlimits on them)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on June 02, 2010, 05:16:48 AM
Quote from: mrtnrln on June 02, 2010, 12:08:07 AM
You mean something like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8e735197f220601d495016d706ff0864c9974a65)   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8fa21b61294fa62283be20d090754f8b2c26a7f9)

Yah, somehing like that, also  one with a mis ramp coming off it and RHW-8 afterwards
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 02, 2010, 07:01:02 AM
Quote from: jdenm8 on June 02, 2010, 04:30:24 AM
EDIT: Also, those ramps that mrtnrln posted would be useful for when a major highway is splitting into two minor highways, like in a major Metropolitan area. The lesser being a spur for example. Are they actually going to be included in a Subrelease? (please say yes)

Well, that's up to my fellow NAM Teammates. I only have euro textures yet and the Controller I built for this piece (along with some other pieces) has a annoying habbit to crash when I select the RHW transistion pieces  &mmm

Quote from: jdenm8 on June 02, 2010, 04:30:24 AM
On another note, how hard is it to make cosmetic puzzle pieces (like the straight ones included in RHW V4 - I want to put speedlimits on them)?
It's not really hard to make the pieces (basicly, some pieces are a simple copy-paste job). It only takes quite a lot of time. It also involves editing the NAM Controller, but thats not a big deal, since it's largely a copy-paste job. By the way, those painted Speed Limits could be part of the yet unreleased SPM (Signage Piece Mod).

On a sidenote, the cosmetic pieces change a little in appearence in the next version. The arrows are now full 3d objects. This means...
   a. ... we need less textures for more pieces
   b. ... you can choose between arrow styles without changing the RHW textures (so yes, you can have US arrows on Euro Textured RHW).
   c. ... that it's easier to make more cosmetic pieces.

To show you the difference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F56%2Fguilliano4sep1351274962.png&hash=f94472c2dd77111dc1a404e9f4115a55a43fbef3)
Left: new style cosmetic pieces
Right: old style cosmetic pieces

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 02, 2010, 07:58:02 AM
Quote from: mrtnrln on June 02, 2010, 12:08:07 AM
You mean something like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8e735197f220601d495016d706ff0864c9974a65)   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F5862%2Frhw10torhw6srhw4splitte.png&hash=8fa21b61294fa62283be20d090754f8b2c26a7f9)

Oh yeah...  &scl()

The RHW-10 didn't have a lot of connectivity added to it in 4.0, and seeing these textures makes me happy. I do know that the RHW-10 is purely a cosmetic piece since it has the same capacity as a RHW-8, but people always like to add some wide routes in their cities. Nice work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 02, 2010, 10:50:59 AM
&apls

Expanding RHW-10 usage would be great! Since the new RHW spoiled us with those C & D ramps I've been trying to give my traffic a realistic amount of space to merge and prepare for off-ramps, which presently excludes RHW-10. Pieces like that would make a realistic-looking high-capacity, 4-way interchange with 2 lanes of traffic on all ramps possible. A version transitioning from RHW-10 to RHW-6C+RHW-4 would be really exciting too  ::)

Maxis highways looking like RHW would be really cool! I still love the idea of a 6-lane version though--since much of what makes Maxis highways scaled to poorly is having to have empty space on the edges of its tiles to be able to have some roundness to curves and since a significant amount of space in RHW is unused in the median. I made this rough example with BlueLightning's darker asphalt textures--it has ~4.33m wide lanes compared to RHW's ~5m and MHW's ~3m so it would blend pretty well with RHW but still need some kind of transition piece. It fits entirely within a 2-tile space.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi779.photobucket.com%2Falbums%2Fyy77%2Fnoahclem%2Fsc4d%2Fmhwrhwskin.jpg&hash=3dd61cb597a0a52a957e21835330293306f80fb6)
Such a network wouldn't be able to have decent-looking dragable curves though. It would open a lot of possibilities for tunnels and bridges though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 02, 2010, 11:58:07 AM
noahclem, your textures remind me of this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F9914%2Fclipboard01gz.jpg&hash=24301c3c0c0fe98fc46e30c27dad82827aca905a)
(Taken from my archives page. Click the link in my signature to see more if interested.)

That's a replacement texture for the Maxis ground/elevated highway, made by Deathtopumpkins (if my memory serves me correctly). The only major difference I see is that yours has a shoulder and rumble strips. Squeezing that into the tight Maxis Highways would be a challenge, especially for the elevated and curved portions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 02, 2010, 12:24:25 PM
RHW-8C Ramps are right after the RHW-8S ramps. The 8C is a pretty small use network for now, its main purpose is similar to the 6S. But eventually it will be developed out more.

And I like those MHWY textures. They're more American and dark :P

Quote
but they can't extend underneath the FlexFly
Actually, they can, and its generally more stable that way. Doesn't work on the anchor tiles however.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2010, 12:47:20 PM
Quote from: Haljackey on June 02, 2010, 11:58:07 AMSqueezing that into the tight Maxis Highways would be a challenge, especially for the elevated and curved portions.
As noahclem pointed, there's some empty space around the highway (something like 2-3 metres probably) which can be used ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 02, 2010, 12:59:58 PM
There's also space in the median--small, but significant when trying to work things into a tight space. Between that space and the inner shoulders there is room for almost a full lane. The picture I showed was made adding an extra lane to Bluelightning's RHW-4 darker asphalt texture from the RHW thread and but cutting and pasting the lanes slightly inward and removing the median, so it's really on two tiles. The lanes are ~12.5% narrower than RHW but still a pretty realistic width that will look fine with other RHW stuff. I think they're quite similar to MAVE-6 and wider than some NWM lanes. Curves would extremely sharp though and what I envision probably wouldn't make sense for people who really use Maxis HW (unless someone wanted to do the wide-angle turn pieces)--but for tunnels bridges and parts of interchanges they could be real handy, even with just a straight texture and paths, a tunnel entrance, and a transition to RHW-6S
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 02, 2010, 02:01:36 PM
Thank you, everyone, for all of your advice, but I still have the backwards ghost arrow issue with LHD.  I have a game where the cars drive on the left side.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F4203%2Fghostarrows.png&hash=5495d97584f431c76136c9b7758773b5078b3efb)
The issue applies to every ploppable RHW piece as well, except for the RHW starter pieces.
Please help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2010, 03:07:49 PM
Quote from: Highrise99 on June 02, 2010, 02:01:36 PM
Thank you, everyone, for all of your advice, but I still have the backwards ghost arrow issue with LHD.  I have a game where the cars drive on the left side.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F4203%2Fghostarrows.png&hash=5495d97584f431c76136c9b7758773b5078b3efb)
The issue applies to every ploppable RHW piece as well, except for the RHW starter pieces.
Please help!

Looking over your screenshot, and from the fact that the arrows are going the right way on some of the pieces, my guess is that you don't have a conflicting file, but have the LHD file in the wrong place, such that it's loading before some of the RHD files (the transitions, namely) and as such, the RHD arrows are showing up.  Take your LHD Plugin file, and put it in a subfolder of the main NAM folder, and call it "z-RHW LHD Plugin" or something of the like.  That should absolutely ensure it's loading after all the RHD stuff, and should fix the arrows.

Are you by chance using the Mac version?

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 02, 2010, 03:40:50 PM
Here are some suggestions for a future RHW release:

New avenue to RHW-2 transitions:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F8836%2Flam009.jpg&hash=8e4f442cccb7234eda0b9f7f5bc61414049c0d4c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F4156%2Flam003.jpg&hash=80ca34de400e174b676b7c551d58efd90b40f793)

New ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F1662%2Flam004.jpg&hash=9a5e9c2b9e12b717b5a966d6e500e7ae57c057a9)

New RHW-2 and street intersection textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3479%2Flam001l.jpg&hash=78d3503e8e07ae6ac52d7d0359bc797ffff5ee3f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F5061%2Flam002.jpg&hash=95478430bb338cb15ab60492ef50f07c5d917cdc)
*Note how the RHW fades smoothly into the street


Of course the textures will be changed to conform to the new RHW 4.0, and don't forget, these are only suggestions; pulse, these pictures are not development pics so don't get exited and think that these will be in the next update.

**Note: all of these pictures are from Haljackey's Simcity 4 Archives on page 6.

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 02, 2010, 05:31:03 PM
Well, just to show you what I mean, I violated one of the RHW-10 exits of yours (mrtnrln) you posted above simply to demonstrate a few features I would like to have in the RHW at some point.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FCSGchat%2Frhw_ideas.jpg&hash=a83f352d70c505c6b433c77c65b9ffaae8413543)

I would probably have to stretch the numbers a little more but you get my point. My cateye idea is in there too. (The red/white/green thing that would overcome most mirroring issues)
There's also a little weathering on some of the lines.

It's not perfect, but it does its job.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on June 02, 2010, 07:23:39 PM
I think this question was asked before but I can't find the post, is there a MHW to RHW conversion piece. If not, is there a way possible to join them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 02, 2010, 07:47:01 PM
Quote from: k808j on June 02, 2010, 07:23:39 PM
I think this question was asked before but I can't find the post, is there a MHW to RHW conversion piece. If not, is there a way possible to join them?

I know that you should definitely be able to drag RHW-4 into MHW because I used to do that for neighbor connections before v4.0, but there is currently no way to connect any other type of RHW directly to MHWs right now. I think Blue Lighting may be working on a MHW to RHW-6 transition piece, though.

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 02, 2010, 08:58:46 PM
RHW-4 and now ERHW-4 can interface with Maxis highways. I have not used the ERHW-4 one personally (It was only introduced in this version and it's a little rough), but it exists now. And I have seen a transition that BL has made for RHW-6S to MHW. Probably the same one Nego is thinking of.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2010, 09:02:36 PM
Quote from: Nego on June 02, 2010, 03:40:50 PM
Here are some suggestions for a future RHW release:

Certainly plausible as future additions, though you can already do the RHW-2/Street diagonal intersections (and I've started on a T21-based stop line setup, which I'll be unveiling soon), and I don't really see the need for hooking RHW-2s into Street Roundabouts.  I am looking at expanding the existing connectivity with the One-Way Road (3x3) roundabouts and expanding to add Avenue Roundabout connectivity and possibly a proper RHW Roundabout system in future releases, however.

Quote from: jdenm8 on June 02, 2010, 05:31:03 PM
Well, just to show you what I mean, I violated one of the RHW-10 exits of yours (mrtnrln) you posted above simply to demonstrate a few features I would like to have in the RHW at some point.

I would probably have to stretch the numbers a little more but you get my point. My cateye idea is in there too. (The red/white/green thing that would overcome most mirroring issues)
It's not perfect, but it does its job.

Looks nice!  As far as implementation, the markings would probably make sense as part of the Signage Piece Mod (which is going to be revived here soon) or other cosmetic pieces.  The multi-color cateyes would work best as a flat prop applied via T21.  That way, you'd be encapsulating them, which would allow them to be extended to other texture sets, in addition to eliminating any chance of mirroring issues. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 02, 2010, 09:32:23 PM
Hm... Signage Piece Mod? I haven't heard of that one... I'll have to have a look when I have time.
EDIT: And I now get the whole T21 idea.  :D I have holidays starting soon (I'm only one assignment away :bomb:) and I might have a crack at it.
I've also done a mock-up of common KPH and MPH speedlimits on a trial section of texture. I have posted weathering and no weathering just to show the difference.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept.jpg&hash=2f14a5b4504b5bc35d4eef9b39a41a236191c624) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_noweather.jpg&hash=89bdfe91695907d4991fa69645e4e478904f872e)

I've also revised the size of the text down five points to be more prototypical but the only area where I can locate this around where I live has the text much smaller (Half how I had it) as well as 100 being wider than the actual lane :P. I think I compromised well.
I've also done the maths and I would need to do... (15 limits, all RHW networks excluding the Cs... diags... They're only MIS and RHW4... Hm...) 105 textures but I could probably cut 30, 35, 40 and 45 or 120.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on June 03, 2010, 06:05:20 AM
@jdenm8

I tried to drag ERHW4 into the MHW and it didn't work and I presume this transition that Blue Lightning created isn't public release yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 03, 2010, 06:44:38 AM
Quote from: k808j on June 03, 2010, 06:05:20 AM
@jdenm8

I tried to drag ERHW4 into the MHW and it didn't work and I presume this transition that Blue Lightning created isn't public release yet.

Hm... Strange... I remember it working. I will have to look at it when I start the game next (It's been a while). Also, that transition that BL has made is not available to the public.
Title: Re: RHW (RealHighway) - Development and Support
Post by: skitbil on June 03, 2010, 06:57:17 AM
Hey, I just had an idea. Would it be possible to make a Maxis Highway to MIS ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on June 03, 2010, 07:04:40 AM
Is there a tutorial anywhere on how to make cosmetic pieces?

I quickly modified the textures posted on the last page to demonstrate british styled speed roundels:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F1176%2F50limitrhw2.png&hash=908fcd97eee1165f19111c8747066e2314f7f514) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F9055%2F50limitrhw1.png&hash=51e9b38e795e728f68141a7bee7d3db85c8db17c)

Also, something like this would be nice for when a RHW terminates onto a roundabout - markings like these are common in such situations in the uk (although it would usually only be 2 lanes):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F4807%2Fyellowrboutrhw.png&hash=67fbf1118d1280cdf7d9e9e5ca5618a09fe85919)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 03, 2010, 07:51:58 AM
Nice work on the roundels! I'm doing AUS styled ones, but I'm sure Tarkus would appreciate UK ones too.
I've done these just as yet another mock up as well as a properly impractical one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_60.jpg&hash=5466a9dbd56f3e81cfd8a9c69385b7a6ef9c537f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_70.jpg&hash=03a1b77577d3c8c4d2cb926998c0ecb7bdf0e660) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_80.jpg&hash=d47f3820c2abaae7a6d5a8a6e0cb1e532f37637b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_90.jpg&hash=fa637dd6b84dd77542e704fc2c1aa971b4b3e681) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_100.jpg&hash=68463bb7ac7f7dc2538f18be60f2585c1d65e8db) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_110.jpg&hash=4c51160ffb306dda3c436ad5fa0e4a467e903097) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_schl.jpg&hash=ef512ac74c1329dbf8c0a08410d0a6cc354342c7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 03, 2010, 10:02:45 AM
^^ School ahead? On a motorway? Are you kidding?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 03, 2010, 10:12:55 AM
Quote from: mrtnrln on June 03, 2010, 10:02:45 AM
^^ School ahead? On a motorway? Are you kidding?

Possibly a driving school ....  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2010, 11:43:16 AM
Quote from: k808j on June 03, 2010, 06:05:20 AM
I tried to drag ERHW4 into the MHW and it didn't work and I presume this transition that Blue Lightning created isn't public release yet.

There is no ERHW-4/EMHW transition--unless one was sneaked into the mod when I wasn't looking. :D  Sounds like something that could be sneaked into 4.1, though.

The one Blue Lightning was doing was RHW-6S/GMHW--that hasn't been released.

Quote from: skitbil on June 03, 2010, 06:57:17 AM
Hey, I just had an idea. Would it be possible to make a Maxis Highway to MIS ramp?

It's theoretically possible, but there's about a 0% chance of one ever being made.  The main reason is that it really wouldn't look right, as the 1-lane MIS ramps are about the same width as the 3-lane Maxis Highways.  (The EMIS is actually wider, if I'm not mistaken. :D)

Quote from: Dexter on June 03, 2010, 07:04:40 AM
Is there a tutorial anywhere on how to make cosmetic pieces?

It's basically the same process as making puzzle pieces--and as far as puzzle piece-making goes, cosmetic pieces are among the easiest.  If you use model overlays like Maarten showed here (http://sc4devotion.com/forums/index.php?topic=990.msg328862#msg328862), it'll cut down the amount of texture work you need to do as well, and allow your cosmetic pieces to instantly work with any texture set.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 03, 2010, 12:16:21 PM
Quote
There is no ERHW-4/EMHW transition--unless one was sneaked into the mod when I wasn't looking. Cheesy

Uh, about that... :P

It does exist, but it only works when the EMHW is on the west side and the ERHW on the east side (highway is running east-west). I kinda did sneak that little bit in :P

And yeah, I have a 6S to GMHW transition in progress.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on June 03, 2010, 01:16:44 PM
Bad Lightning Bolt, you deserve a cup of water for that. Since you are working on transitions what about EMHW or as Tarkus eluded to 4.1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 03, 2010, 01:27:07 PM
The ERHW-4 to EMHW transition is in v4.0... one rotation of it that is. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2010, 03:01:35 PM
Quote from: Blue Lightning on June 03, 2010, 12:16:21 PM
Uh, about that... :P

It does exist, but it only works when the EMHW is on the west side and the ERHW on the east side (highway is running east-west). I kinda did sneak that little bit in :P

I'm falling over laughing here now. :D :D :D 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 03, 2010, 03:11:44 PM
Quote from: jdenm8 on June 03, 2010, 07:51:58 AM
Nice work on the roundels! I'm doing AUS styled ones, but I'm sure Tarkus would appreciate UK ones too.
I've done these just as yet another mock up as well as a properly impractical one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_60.jpg&hash=5466a9dbd56f3e81cfd8a9c69385b7a6ef9c537f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_70.jpg&hash=03a1b77577d3c8c4d2cb926998c0ecb7bdf0e660) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_80.jpg&hash=d47f3820c2abaae7a6d5a8a6e0cb1e532f37637b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_90.jpg&hash=fa637dd6b84dd77542e704fc2c1aa971b4b3e681) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_100.jpg&hash=68463bb7ac7f7dc2538f18be60f2585c1d65e8db) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_110.jpg&hash=4c51160ffb306dda3c436ad5fa0e4a467e903097) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_schl.jpg&hash=ef512ac74c1329dbf8c0a08410d0a6cc354342c7)


LOVE THEM!!! but... i suggest you to enlarge the text on the motorway... since the angle you are watchin them is pretty low... letters should be longer so they appear at a natural scale... I hope i made myself clear... lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 03, 2010, 05:26:43 PM
Quote from: el_cozu on June 03, 2010, 03:11:44 PM

LOVE THEM!!! but... i suggest you to enlarge the text on the motorway... since the angle you are watchin them is pretty low... letters should be longer so they appear at a natural scale... I hope i made myself clear... lol

You made yourself perfectly clear about that one. I have been considering it myself. The main problems are: 1. University Assignment (It's due in like...13 hours and it's nowhere near done) and 2. Difficulty in finding them in RL. I just can't find good Australian examples. American ones could work if they did them, but I wouldn't know the first place to look.
I also want to re-do mrtnrln's arrows as Australian ones are generally twice as stretched. However, 3D rendered props are well off the cards for a while - There's only one 3D suite I'm any good with and it can't interface with gMax/3DSmax in any beneficial way.

Also, I have a situation where I have a school right on the end of a motorway where it transfers to Avenue. It's not ideal, but it works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 03, 2010, 06:38:27 PM
Quote from: Tarkus on June 02, 2010, 03:07:49 PM
Looking over your screenshot, and from the fact that the arrows are going the right way on some of the pieces, my guess is that you don't have a conflicting file, but have the LHD file in the wrong place, such that it's loading before some of the RHD files (the transitions, namely) and as such, the RHD arrows are showing up.  Take your LHD Plugin file, and put it in a subfolder of the main NAM folder, and call it "z-RHW LHD Plugin" or something of the like.  That should absolutely ensure it's loading after all the RHD stuff, and should fix the arrows.

Are you by chance using the Mac version?

-Alex
Thank you SO MUCH!.  I moved the LHD file for the RHW to the z_Left Hand Drive folder that was automatically created by the installation of the NAM and it worked!  I only have one question: should I move the NWM LHD file to the generic LHD folder?  I haven't been having any trouble with the NWM, or at least I haven't discovered the problem...
You actually solved my big RHW problem!  Thanks a million smileys.  You know what I mean. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 03, 2010, 09:16:55 PM
Basically, the school ahead warning looks the same on US pavement. In SC4 terms though, I don't know what can be done here. I tried stretching the school on that texture out myself, and it can be done where it matches the ahead at the bottom more. The only thing is, I would not probably use the school ahead pieces on the RHW myself. If pieces existed for the other networks, like Streets, OWR, Road, Avenues, I would probably use it then.  However, unless the same words are made using model files instead of textures, it would take forever for those to be created, not to mention more texture ID's would be taken as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Skins on June 03, 2010, 09:55:09 PM
Quote from: jdenm8 on June 03, 2010, 07:51:58 AM
Nice work on the roundels! I'm doing AUS styled ones, but I'm sure Tarkus would appreciate UK ones too.
I've done these just as yet another mock up as well as a properly impractical one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_60.jpg&hash=5466a9dbd56f3e81cfd8a9c69385b7a6ef9c537f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_70.jpg&hash=03a1b77577d3c8c4d2cb926998c0ecb7bdf0e660) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_80.jpg&hash=d47f3820c2abaae7a6d5a8a6e0cb1e532f37637b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_90.jpg&hash=fa637dd6b84dd77542e704fc2c1aa971b4b3e681) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_100.jpg&hash=68463bb7ac7f7dc2538f18be60f2585c1d65e8db) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_110.jpg&hash=4c51160ffb306dda3c436ad5fa0e4a467e903097) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_schl.jpg&hash=ef512ac74c1329dbf8c0a08410d0a6cc354342c7)

I bet you're from New South Wales. :P
I have /never/ seen these on Melburnian freeways, avenues or roads, rarely on streets for 50 and 40. All of our metropolitan freeways have variable speed limits.

They look great though. May I suggest "form one lane" or an "X" for level crossings?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 03, 2010, 10:07:54 PM
I'm actually from QLD. These are rare, (Main Roads prefers to make the signs massive) but if you know where to look (like the Pacific Motorway) they're everywhere. It was sort of a fad.

On that texture, all of that lettering is actually a font on about a 250% stretch which is pretty accurate from what I've found. I think the numbers are 25pt and the wording for ahead was 15pt. Not sure about the school bit though, I'd have to have a look at my master PSD. So, it doesn't take long to produce new textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 03, 2010, 10:52:49 PM
jdenm8, a few suggestions.

If you're gonna do MPH versions of all that, anything over 80 would not need to be done, as I've never seen a US freeway where the speed limit is over 80. And as for text on the road, here in the US it's still left-to-right, but bottom-to-top.

Examples:
Yours:
SCHOOL
AHEAD

U.S.:
AHEAD
SCHOOL

~~dragonshardz~~
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 03, 2010, 11:19:37 PM
I've done more research today (I'm stuck on this assignment) and I've found out three things. For Aus, I do have the school and ahead the wrong way around. However, I have done them close to how they appear in RL. Also, while the font is close, it is not exact. RL examples use a boxier font whereas mine is rounded. I think it might be a comprimise I will have to make.  :-\

I have however made this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_schl.jpg&hash=ef512ac74c1329dbf8c0a08410d0a6cc354342c7)
Which is more prototypical
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on June 04, 2010, 07:12:01 AM
Quote from: Dexter on June 03, 2010, 07:04:40 AM
Also, something like this would be nice for when a RHW terminates onto a roundabout - markings like these are common in such situations in the uk (although it would usually only be 2 lanes):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F4807%2Fyellowrboutrhw.png&hash=67fbf1118d1280cdf7d9e9e5ca5618a09fe85919)

I would just love this, in a two-lane version, that is. Most of my RHW-roundabout connections are with RHW-4, not RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 04, 2010, 10:49:58 AM
About when will the RHW 4.05 come out?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 04, 2010, 10:56:46 AM
^ when it is ready ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on June 04, 2010, 01:25:06 PM
Quote from: Patricius Maximus on June 04, 2010, 07:12:01 AM
I would just love this, in a two-lane version, that is. Most of my RHW-roundabout connections are with RHW-4, not RHW-6.

Yeah I just made that up quickly to demonstrate - as you said, in real life it would be with a 2 laned carriageway (RHW-4).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 04, 2010, 01:56:46 PM
Hi all,

I just came across the problem that I cannot build an RHW bridge in that situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F5498%2Fbridgel.jpg&hash=17f340419628913ec32ccbe78c6f881ffafaac7a)

I can build a normal road bridge without problems, but if I drag an RHW over that river, the track turns red and tells me I cannotn build a bridge here ...? Neither for an RHW2, nor an RHW4.

I tried different locations to cross the river, with no difference.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 04, 2010, 04:37:24 PM
Is it possible to make a functional connection to a neighbor city with the RHW-10 without the RHW v4.05?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 04, 2010, 05:38:54 PM
@ Rady, there would be a way but it would involve raising the highway. I think that the ground level there is lower that it needs to be to support an RHW bridge.

@Highrise99, there's always the loop connector method from before RHW V4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 04, 2010, 06:25:01 PM
I know there is the "invisible loop" connector piece, but what are you describing here?  The "east side issue" prevents the pieces from being turned a specific way on the east side for neighbor connectors other than RHW-2 and RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 04, 2010, 07:12:00 PM
Quote from: Highrise99 on June 04, 2010, 10:49:58 AM
About when will the RHW 4.05 come out?
See FAQ # 4 (http://sc4devotion.com/forums/index.php?topic=990.6640#post_Q4)

Remember Highrise99, the RHW v4.05 is still in development. Also, it's not a major update so don't expect too much out of it.

Edit (6/6/2010):
The bottom section of this post was edited to avoid confusion when using loop connectors with the RHW.

Quote from: Highrise99 on June 04, 2010, 06:25:01 PM
I know there is the "invisible loop" connector piece, but what are you describing here?  The "east side issue" prevents the pieces from being turned a specific way on the east side for neighbor connectors other than RHW-2 and RHW-4.

Loop connecters were used before RHW v4 when there were no neighbor connector puzzle pieces. They are made like this:

Just drag 6S, 10, or what ever RHW you want, besides RHW-4, to the edge of your city and click 'Accept' in the pop-up to make the connection. Then drag RHW-2 over the last tile and your done. When using RHW 4, transition the HWY to Road, and then drag RHW-2 to build the connection on the last tile.

See Alex's post  (http://sc4devotion.com/forums/index.php?topic=990.msg329574#msg329574) for more information.

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: moonlinght on June 05, 2010, 09:31:33 AM
Hello everybody.

This is great MOD! I use it very often :thumbsup:
By the way,Please look at the picture below.
(I play Simcity4 of LHD)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F4195%2Fimg0361gn.jpg&hash=7909785eb8aa5555ff78397d4c4d8eed4ffc1a75)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F1082%2Fimg0362yw.jpg&hash=173462b5bf0a2adbb8dcd2d301e2774f80b7fdd5)
As for the explanation, it is suitable but the arrow is opposite.
I hope to mend the problem of this arrow this time.

And Please tell me...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F2708%2Fimg0366i.jpg&hash=a755ebc7ea79e49217d4cb6e4c2d137d1b91c43f)
Path file reverses though I want to use FLEXFly.Why does path file reverse ()what()
Of course,The check was put in LHD of NAM and RHW, and, the plug-in was done.

Your comment would be appreciated ;)
Then, good night(Japan is midnight now) $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 05, 2010, 09:55:52 AM
FLEXFly is supposed to have dual-way pathing on the RHW-4. As for the previews, its a known issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jp on June 05, 2010, 11:30:13 AM
i noticed this path error & cars end up outside the road
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F7175%2Fimg0053g.th.jpg&hash=fb7b94376bd26c7a4bdf51eeda0eb08accf0cb2f) (http://img202.imageshack.us/i/img0053g.jpg/)


Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 05, 2010, 12:56:59 PM
Quote from: Blue Lightning on June 05, 2010, 09:55:52 AM
As for the previews, its a known issue.

Actually, the preview issue is the result of having the LHD Plugin loose in the Plugins folder, which causes the RealHighway_Transitions.dat file to load after the LHD Plugin and causes RHD arrows to appear on the transition pieces.  Place your RHW LHD files in the NAM's LHD folder and it should work fine.

Edit: Added to FAQ now.  Once RL's calmed back down in a couple days I'll make sure the installation process is putting the LHD Plugin in the correct place (a subfolder) rather than loose. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: moonlinght on June 05, 2010, 09:41:01 PM
@Blue Lightning
Quote from: Blue Lightning on June 05, 2010, 09:55:52 AM
FLEXFly is supposed to have dual-way pathing on the RHW-4. As for the previews, its a known issue.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F6200%2Fimg0367nv.jpg&hash=89386ce90cf17a0af84d313b7f78530fcc17f1fa)
There is both path file. It functioned without trouble when I actually developed the city.

@Tarkus
Quote from: Tarkus on June 05, 2010, 12:56:59 PM
Actually, the preview issue is the result of having the LHD Plugin loose in the Plugins folder, which causes the RealHighway_Transitions.dat file to load after the LHD Plugin and causes RHD arrows to appear on the transition pieces.  Place your RHW LHD files in the NAM's LHD folder and it should work fine.
"RealHighwayMod_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin.dat" When "z" was added, and renamed to the head of the name of the file, arrow issue was repaired.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F3510%2Fimg0368tw.jpg&hash=7b66f97dbbe5cf17cb35e7c3ab2fd12a92f0409a)

Thank you for a quick reply about Blue Lightning san and Tarkus san. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 06, 2010, 12:23:14 PM
Quote from: Nego on June 04, 2010, 07:12:00 PM
See FAQ # 4 (http://sc4devotion.com/forums/index.php?topic=990.6640#post_Q4)

Remember Highrise99, the RHW v4.05 is still in development. Also, it's not a major update so don't expect too much out of it.


Loop connecters were used before RHW v4 when there were no neighbor connector puzzle pieces. They look like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FPicture_59.JPG%2F147095869%2FPicture_59.JPG&hash=3be9e55fa0b655a5fe4598e3cbe07e8e2a95ea89)

Just drag RHW-4 or 6S or what ever RHW you want to the edge of your city and click 'Accept' in the pop-up to make the connection. Then drag RHW-2 over the last tile (as seen in the picture) and your done. It should look like the picture you see above when your done if you used RHW-4

:)
When I dragged the RHW-2 across the highway, the whole end turned into RHW-2.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F6614%2Floopconnector.png&hash=5031cbf8340a9e24d10ac87e972aca217be83d03)
In case this is important, I was using RHW-10, where the sections were 0 tiles apart.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 06, 2010, 12:25:45 PM
Am I the only one who doesn't quite understand what FlexFly is?  I understand that it is supposed to allow the gradual curve fly-over ramps, but that is about it.  I was able to place a gradual ramp, after finally finding the location in the curves menu, but I keep reading about being able to draw my own, which for me ends up with a blank section of roadway.  Any help or explanation would be appreciated.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 06, 2010, 12:54:06 PM
Quote from: Highrise99 on June 06, 2010, 12:23:14 PM
When I dragged the RHW-2 across the highway, the whole end turned into RHW-2.

In case this is important, I was using RHW-10, where the sections were 0 tiles apart.

Actually, that's what you want.  The Loop Connector Nego showed will actually not function properly.  As the traffic is technically going one-way once it hits the very edge of the city tile, still.  If you are building a Loop Connector, you need to break up the "one-way"-ness before the the edge. 

For all the networks except the RHW-4, that should happen automatically.  For the RHW-4, break up the override by transitioning to Road, and then drag the RHW tool to build the connection there at the very end--it'll be RHW-2 at this point and the connection will work.

Quote from: TEG24601 on June 06, 2010, 12:25:45 PM
Am I the only one who doesn't quite understand what FlexFly is?  I understand that it is supposed to allow the gradual curve fly-over ramps, but that is about it.  I was able to place a gradual ramp, after finally finding the location in the curves menu, but I keep reading about being able to draw my own, which for me ends up with a blank section of roadway.  Any help or explanation would be appreciated.

TEG

The "draw" bit refers to dragging out of either end of the piece--there should be EMIS coming out.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on June 06, 2010, 02:21:10 PM
QuoteNew bridges, including bridges for wider RHWs, by choco (downloaded separately).

Where can I find these bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 06, 2010, 02:33:17 PM
Quote from: TEG24601 on June 06, 2010, 12:25:45 PM
Am I the only one who doesn't quite understand what FlexFly is?  I understand that it is supposed to allow the gradual curve fly-over ramps, but that is about it.  I was able to place a gradual ramp, after finally finding the location in the curves menu, but I keep reading about being able to draw my own, which for me ends up with a blank section of roadway.  Any help or explanation would be appreciated.

TEG

The point of FLEXFly is that you place the piece in the position you want, demolish the construction tile, and draw RHW under and through FLEXFly. You can also do it by placing it on top of an existing RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 06, 2010, 11:53:28 PM
Quote from: Twinsfan14 on June 06, 2010, 02:21:10 PM
Where can I find these bridges?
If I'm not mistaken, they haven't been released yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 07, 2010, 12:19:48 PM
Quote from: Tarkus on June 06, 2010, 12:54:06 PM
Actually, that's what you want.  The Loop Connector Nego showed will actually not function properly.  As the traffic is technically going one-way once it hits the very edge of the city tile, still.  If you are building a Loop Connector, you need to break up the "one-way"-ness before the the edge. 

For all the networks except the RHW-4, that should happen automatically.  For the RHW-4, break up the override by transitioning to Road, and then drag the RHW tool to build the connection there at the very end--it'll be RHW-2 at this point and the connection will work.
Should I convert the sections on the outside to RHW-2 also?
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 07, 2010, 01:14:54 PM
I know somebody told me to read the "read me" file... but the thing is that the "read me"  file is not as clear as i may understand how to use the neighbour connections... if somebody could make a tutorial on how to use the connectors, on each side of the edge of the cities (f.e. north connection on city 1, and south conection of city 2)... and the image of it working properly. 

also.............. will there be some kind of cosmetic pieces for the RHW-4?... it'd be awesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 07, 2010, 02:18:03 PM
Using the connectors isn't actually that hard. In the current version of the RHW Mod, it might be somewhat confusing due to the preview arrows and descriptions of each connector piece, but those things don't actually mean anything. All you have to do is make sure the white and yellow lines are on the same sides of the connector piece as they are on the built RHW. However, if you want to make a connection with anything wider than the RHW-6S (like -6C or -8), you'll have to demolish any connections you've already built once RHW 4.0.5 is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2010, 02:21:13 PM
Quote from: el_cozu on June 07, 2010, 01:14:54 PM
also.............. will there be some kind of cosmetic pieces for the RHW-4?... it'd be awesome.

They're eventually planned. 

As far as the Neighbor Connectors, I had originally intended to try to do a tutorial right around release time, but RL's been rather busy lately and I just haven't had time.  Uni's done for me tomorrow afternoon, so maybe soon after that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 07, 2010, 02:54:02 PM
Quote from: Tarkus on June 07, 2010, 02:21:13 PM
They're eventually planned. 

As far as the Neighbor Connectors, I had originally intended to try to do a tutorial right around release time, but RL's been rather busy lately and I just haven't had time.  Uni's done for me tomorrow afternoon, so maybe soon after that.

-Alex

thanks man! take care!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 07, 2010, 07:08:38 PM
are the concrete barriers found on the compact networks easily found to relot?
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on June 08, 2010, 01:04:16 PM
Quote from: Blue Lightning on June 06, 2010, 02:33:17 PM
The point of FLEXFly is that you place the piece in the position you want, demolish the construction tile, and draw RHW under and through FLEXFly. You can also do it by placing it on top of an existing RHW.

Thanks, that was my point of confusion, because in the FAQ included, it says you can draw your own, by placing diagonal RHW pieces.

I did get it to work, I just wanted some clarification.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 11, 2010, 02:40:21 PM
I discovered that you can make tunnels with the RHW!  However, the entrance and exit are nothing but holes in the terrain.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg816.imageshack.us%2Fimg816%2F1418%2Frhwtunnel.png&hash=1052e9f93326fb99ae02a7abea7c2df6755cc87c)
Is this normal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on June 11, 2010, 02:46:11 PM
"Yes", but those tunnels will not work as expected, and naturally, they don't look exactly great. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 11, 2010, 08:05:00 PM
Here's something I drew together some time ago.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.deviantart.com%2Fdownload%2F165896658%2FLOL_SC4_NAM_Requests_by_G_DO_29__Anagram.png&hash=4b50620d95163b5a48a681cebde53f4ad808c532)

(OK I took snapshots of the transition pieces and edited them...)

The shape of the transitions I drew are based off of the RHW 4 to RHW 6c transition, where the RHW 4 part has a one tile gap between the two directions of traffic.

The current 6s to 6c and 8s to 6c transitions don't have a gap between the two directions of traffic, which is why I drew this picture together; The proposed pieces have a one-tile gap, reminiscent to the RHW 4 to 6c transition.

I'm hoping for the implementation of the "shape" of the 4 to 6c transition piece for the following:

- 6s to 6c (A variation of the existing transition piece...)
- 8s to 8c (Doesn't exist yet...)
- 6s to 8c (I didn't draw a picture for that one, but also a variation of the existing transition piece...)
- 8s to 6c (Doesn't exist yet...)

Keep in mind that I'm not one of the people who creates these things, let alone test them (It'd be awesome if I were...); I'm just a fanboy with crazy ideas...

Crazy enough to work...? Perhaps the kind of crazy that would work... When I'm dead...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 11, 2010, 08:54:25 PM
 :shocked2: WOW! :shocked2:

Those are great transitions for the RHW Mod, GDO29Anagram! Nice work. :thumbsup: Have you drawn up anything else, because I'm sure that it's just as great as what your showing here.
&apls &apls Excellent Work &apls &apls

And yes, ya DO "gotta love the RHW mod..."

:)




Highrise99, if you transition to OWR or Avenue, you can make that interchange fully functional. But yah, just like Andreas said, tunnels for the RHW will probably never be possible, because of the way they're coded. Sorry to disappoint...

:(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 11, 2010, 10:49:30 PM
Not a bad design! A lot of users (myself included) leave a one tile gap often in the uncompressed networks. It's a good spot to add lights, supports, a custom median, etc. Having that connect smoothly to an 6-C or 8-C network would be very neat to see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 12, 2010, 02:16:19 AM
Well, I can tell you good news...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6277%2Fpiecesnorm.jpg&hash=9287b43f22bea35729ea1ec4ed251e3bcdfa22e0)
Among some of the pieces I made for the next RHW version, the RHW-6C to 6S transistion is already included.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 12, 2010, 02:40:11 AM
thats an extensive selection, thankyou Maarten :)

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on June 12, 2010, 03:13:59 AM
that's quite a nice surprise  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 12, 2010, 03:17:09 AM
Already can't wait for the next RHW release $%Grinno$% :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 12, 2010, 04:42:05 AM
Those look awesome!  &apls  I hadn't even thought to hope for 6s/c transitions with a median like that but as I like using a median tile they'll be much appreciated! Those parallel RHW4 "S"-curves look sweet to. Any plans for more "S"-curves for wider networks?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 12, 2010, 06:33:24 AM
I agree with noahclem. I find myself in too many situations are I need an "S"-curve for a wider network other than RHW-4, but don't have one. Those would be great.

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on June 12, 2010, 07:14:33 AM
Is there FLUP ramp pieces for RHW-4? I know there is for RHW-2. It says to rotate for more ramp pieces but i've rotated the RHW-2 through 4 loops with no success of getting the RHW-4 ramp.

Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 12, 2010, 08:10:32 AM
Avenue connections? All right!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2010, 11:04:08 AM
Quote from: debutterfly on June 12, 2010, 07:14:33 AM
Is there FLUP ramp pieces for RHW-4? I know there is for RHW-2.

They only have a FLUP piece for the RHW-2 entrance right now. There's no RHW-4 FLUP piece as of yet.

Also, maybe it's just me but I think that the RHW FLUPs deserve their own menu icon... Maybe when there are more FLUPs...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 12, 2010, 12:59:43 PM
And of course you can always use OWR FLUPs as a workaround, converting the RHW-4 to OWR in the tile immediately before the FLUP. And hopefully we can take that "rotate-for-other-options" text as a hint of things yet to come ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2010, 01:33:28 PM
Uh-oh,...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWRnD2-Jan2001276374082.jpg&hash=838e5b3f2f8560103e4887709db1482ddd39d0a0)
This isn't supposed to happen... I'm here to report it...

The readme says this:

"Alternatively, if you have the Network Widening Mod (downloaded separately), you can use the TLA-5 in place of the Avenue. The TuLEPs work the same, and the One-Way Road transition becomes unnecessary, as the auto-connect does not kick in with the Road-based TLA-5."

This is essentially what happened when I tried to experiment for myself. The paths don't work... I also tested with traffic generators, which confirmed my suspicion.

Also, I've the current version of the NAM, RHW Version 4.0.4, and NWM Version 1.0.2. (I've all the current patches for RHW and NWM... Unless there's something I missed...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2010, 03:11:50 PM
Quote from: GDO29Anagram on June 12, 2010, 01:33:28 PM
This is essentially what happened when I tried to experiment for myself. The paths don't work... I also tested with traffic generators, which confirmed my suspicion.

Appears there were two pedestrian path stanzas going the same direction with the same ID number.  I've got it fixed here on my end now.  That path file is on the NWM end, so it'll be added into the NWM 1.0.3 update.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 12, 2010, 06:39:42 PM
"This isn't supposed to happen... I'm here to report it..."

I'm doing my best to duplicate things.  The issue I'm having is duplicating the dual slip lanes under the overpass.  I'm pretty sure that the lower road is a TLA-5.  I've got the set up for the turning lane matched.  I can't seem to match up the slip lane though.  The one i have clearly shows a double yellow line separating the turn lane from the other direction.  Your pic seems to have a dual slip lane section without any center lines. 

Now, I downloaded my NWM on 6/7, with the help file that says, "Version 1.0 (Beta)".   To the best of my knowledge, this is the latest as everything I've read says it all was current as of 5/06.  (logget=2376)   On the other hand, the thread includes a reference to "NWM 1.0.02"  I did a search on LEX and find no reference to it.  Hmmm... 

It is important that I clarify each detail as I go. This has been a very successful strategy for me.  It recently led me to discover that one user site  had the old version loaded for DL and identified as the new version.  (I won't mention which.  Just leave it so say that I'll stick with LEX for my DLs)

Can you identify that dual slip lane by name?  The best match I get is an "Avenue TuLEP Type A1/ Dual Slip Lane Interface". 

Where am I missing "something" regarding version 1.0.02 patch?

Oh, and while I'm at it, I have learned that I need a hosting site to be able to add in pictures.  What hosting site do you use or might I use?  Recent changes have left me "hostless"

Thanks much.

Title: Re: RHW (RealHighway) - Development and Support
Post by: xxdita on June 12, 2010, 06:51:45 PM
To answer your photo posting & hosting questions, please read this tutorial (http://sc4devotion.com/forums/index.php?topic=7010.0).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2010, 07:25:51 PM
Quote from: itfitzme on June 12, 2010, 06:39:42 PM
I'm doing my best to duplicate things.  The issue I'm having is duplicating the dual slip lanes under the overpass.  I'm pretty sure that the lower road is a TLA-5.  I've got the set up for the turning lane matched.  I can't seem to match up the slip lane though.  The one i have clearly shows a double yellow line separating the turn lane from the other direction.  Your pic seems to have a dual slip lane section without any center lines. 

. . .

Can you identify that dual slip lane by name?  The best match I get is an "Avenue TuLEP Type A1/ Dual Slip Lane Interface". 

Are you referring to the "slip lanes" UNDER the ERHW? That's the "ERHW 4 over Avenue turn lane SPUI" piece, near the end of the "AVE/RHW overpass and interface puzzle pieces" tab ring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2010, 08:25:24 PM
Quote from: itfitzme on June 12, 2010, 06:39:42 PM
I'm doing my best to duplicate things.  The issue I'm having is duplicating the dual slip lanes under the overpass.  I'm pretty sure that the lower road is a TLA-5.  I've got the set up for the turning lane matched.  I can't seem to match up the slip lane though.  The one i have clearly shows a double yellow line separating the turn lane from the other direction.  Your pic seems to have a dual slip lane section without any center lines. 

Now, I downloaded my NWM on 6/7, with the help file that says, "Version 1.0 (Beta)".   To the best of my knowledge, this is the latest as everything I've read says it all was current as of 5/06.  (logget=2376)   On the other hand, the thread includes a reference to "NWM 1.0.02"  I did a search on LEX and find no reference to it.  Hmmm... 

It is important that I clarify each detail as I go. This has been a very successful strategy for me.  It recently led me to discover that one user site  had the old version loaded for DL and identified as the new version.  (I won't mention which.  Just leave it so say that I'll stick with LEX for my DLs)

Can you identify that dual slip lane by name?  The best match I get is an "Avenue TuLEP Type A1/ Dual Slip Lane Interface". 

Where am I missing "something" regarding version 1.0.02 patch?

Actually, the piece that is in GDO29Anagram's pic is not any of the Slip Lanes--it's the Single-Point Urban Interchange (SPUI) piece in the RHW mod, found under the Avenue/RHW Interface pieces button toward the end.  Basically, the piece has 4 entries coming in from the diagonal with dual side-by-side ERHW-4s over top and connects into the Avenue Type A1 TuLEP piece (without slip lanes).

You've already got 1.0.2, actually.  The original 1.0.0 was released on May 9th, 2010 and we updated all the files to 1.0.2 on May 16th, 2010--since you downloaded after that date, you should be good to go.  There is a notice at the bottom of the upload description that shows that the file was updated on that date--I believe the file over at Simtropolis on the STEX also notes an update.  We didn't change the Readme, however, as pretty much all the content in there is up-to-date otherwise.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 12, 2010, 10:34:11 PM
Looked at the sticky post today, noticed that the Tutorials section could use some updating and changes.

Quote from: Tarkus on April 13, 2007, 09:10:49 PM
Haljackey's RHW Interchange Guide (http://sc4devotion.com/forums/index.php?topic=6843.0) by Haljackey
NAM Associate and Greater Terran Region author shows his secrets of interchange construction using the RHW.

The name of this turorial was changed to "RHW Interchange Guide" several months ago. This allows other users to post their own guides here as well. I would highly recommend the author send me a PM of their guide before its posted so it can be polished.

QuoteHow to make a Multi-RHW with RHW 3.0 (http://sc4devotion.com/forums/index.php?topic=5860.0) by Haljackey
Describes methods for building a "Multi-RHW" collector/distributor system with the RHW.  Still applies to Version 4.0 as well.

Actually this was made for RHW 2.0 :P. Additionally way back there was a guide for 1.2 as well. The 2.0 guide works for 3.0 and 4.0 as stated however.

QuoteHow To Make Smooth RHW Curves (90 Degrees) (http://sc4devotion.com/forums/index.php?topic=5548.0) by Haljackey
Shows a way of using the existing Smooth 45-Degree Curves to build a 90-Degree Curve with the RHW-4.

This was updated shortly after RHW 4.0 came out. A new method of making the 90 degree RHW-4 curves is shown through the use of diagonal RHW-4 filler pieces. The old technique was made for RHW 2.0, but still applies to 3.0 and 4.0.

Quotededgren's MIS-RHW Meanderings (http://sc4devotion.com/forums/index.php?topic=4519.0) by dedgren.
3RR author and NAM Team member shows his experiments with the RHW mod, as well as tutorials on usage.

This is old. A lot of the meanderings here have been developed. I would suggest removing it to avoid confusion.

QuoteHow to make interchange for RHW (http://sc4devotion.com/forums/index.php?topic=5049.0) by Danthe
Shows how to build a trumpet interchange, with very visual instructions, showing diagram of the pieces used.

This tutorial should be moved to the RHW interchange Guide and linked in the guide's sticky post's trumpet interchange section.

QuoteShow us your . . . Intersections (http://sc4devotion.com/forums/index.php?topic=252.0)
An immensely popular "Show us" thread with abundant examples of RHW interchanges.  A great place to get ideas and inspiration.

No change required.

QuoteA Compendium of Interchanges (http://sc4devotion.com/forums/index.php?topic=1433.0) by mightygoose
Showcase of interchange creations, including some RHW-MIS interchanges

Mightygoose hasn't updated this thread in over two years. It is more of historic value than a useful tutorial. If you do want some history here, I would suggest linking my SC4 Archives here as well as the RHW article on the SC4 Wiki.

QuoteTarkus' YouTube Channel (http://www.youtube.com/user/TarkusSC4) by Tarkus
Features videos showcasing RHW development and more SC4-related content

No change required. Videos are always a great way to show development if done right, just like the videos in your channel!  ;)

QuoteYouTube Tutorial Videos (http://www.youtube.com/results?search_query=Asteconn+RHW&search_type=&aq=f) by asteconn UPDATED!
Tutorials showing how to build a variety of interchanges with the RHW, featuring audio commentary.

Might be good to mention here that they applied to RHW 3.0, but are compatible with RHW 4.0.

QuoteCSGdesign's RealHighway Mod Tutorials (http://www.csgdesign.com.au/blog/tutorial-rhw-basics/) by CSGdesign
NEW!
A comprehensive guide (still-in-progress) giving an overview of the RHW and its various capabilities.

This guide only covers some RHW 3.0 content. Yes it also applies to RHW 4.0, but we should wait until new entries are made in order for this tutorial to be more complete.

QuoteREVIEW--Real Highway Mod (http://www.csgdesign.com.au/blog/review-real-highway-mod-rhw/) by Rionescu
NEW!
A review of RHW 3.0 with a thorough look over its features.

...But we're at 4.0 now. This could be moved to a new historical section as suggested above, or wait until 4.0 content is reviewed.




Anyways hope that critiquing was useful! Keeping the RHW sticky post organized and up to date is very helpful, especially to newcomers!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 13, 2010, 07:40:10 AM
Quote from: GDO29Anagram on June 12, 2010, 07:25:51 PM
Are you referring to the "slip lanes" UNDER the ERHW? That's the "ERHW 4 over Avenue turn lane SPUI" piece, near the end of the "AVE/RHW overpass and interface puzzle pieces" tab ring.

Quote from: Tarkus on June 12, 2010, 08:25:24 PM
Actually, -it's the Single-Point Urban Interchange (SPUI) piece in the RHW mod,
-Alex
I found it when I started to build the overpass.  Recognized it as soon as I saw it.

Now, the perpendicular entry ramps that are on the ground floor and come in (or out) from the side?  I've tried both the MIS and the OWR-1.  Neither give me the exact same thing as the picture.  The OWR-1 ends up with the one way arrows on the TLA-5.  The MIS gives me an intersection with stop lights. 


I'm also curious, as the program can be picky about the order of things, did you lay the TLA-5 first and drag the entry ramps across or did you lay the entry ramps first then drag the TLA-5 across it?  Either way, as I noted above, I still haven't managed to duplicate the intersection exactly.  I'm suspicious that your build sequence is something else entirely different. 

Can you specify the sequence to get the diagonal ramps connected to the orthogonal ramps?  I've tried a number of different sequences and pieces with no avail.

Muchas Gracias
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2010, 09:40:27 AM
Quote from: itfitzme on June 13, 2010, 07:40:10 AM
I found it when I started to build the overpass.  Recognized it as soon as I saw it.

Now, the perpendicular entry ramps that are on the ground floor and come in (or out) from the side?  I've tried both the MIS and the OWR-1.  Neither give me the exact same thing as the picture.  The OWR-1 ends up with the one way arrows on the TLA-5.  The MIS gives me an intersection with stop lights. 


I'm also curious, as the program can be picky about the order of things, did you lay the TLA-5 first and drag the entry ramps across or did you lay the entry ramps first then drag the TLA-5 across it?  Either way, as I noted above, I still haven't managed to duplicate the intersection exactly.  I'm suspicious that your build sequence is something else entirely different. 

Can you specify the sequence to get the diagonal ramps connected to the orthogonal ramps?  I've tried a number of different sequences and pieces with no avail.

Muchas Gracias

Let me direct you to Haljackey's tutorial for making a SPUI --> http://sc4devotion.com/forums/index.php?topic=6843.msg324997#msg324997

It should explain everything you need to know on how to construct this interchange.

And a note regarding the "arterial" road, the "road" interchanging with the RHW: If it's a TLA-5 instead of an AVE-4 and you connect the MIS the way I did, then you'll have the same problem that I had. So right now the only option is to use AVE-4 (The default avenue). Keep in mind that, just like streets, if you try to drag RHW to only one side of the AVE-4 and repeat the same thing to the other side, they'll automatically connect into a full intersection. Connect the MIS roads to the AVE-4 using One Way Roads to prevent that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 13, 2010, 11:07:28 AM
About the SPUI piece, unless I am mistaken, I thought another substitution was considering the OWR on slope pieces could be placed right next to avenue, then dragged to the avenue where the slope can be demolished so the T from the OWR connects to the avenue that this was a way the TuLEP can be plopped down after and you can alter the T to the OWR to be MIS instead where MIS will not go straight across because the OWR was substituting between the avenues so its two parallel networks. The only way to make point of this is I will have to provide proof of visuals later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2010, 11:27:24 AM
Quote from: j-dub on June 13, 2010, 11:07:28 AM
About the SPUI piece, unless I am mistaken, I thought another substitution was considering the OWR on slope pieces could be placed right next to avenue, then dragged to the avenue where the slope can be demolished so the T from the OWR connects to the avenue that this was a way the TuLEP can be plopped down after and you can alter the T to the OWR to be MIS instead where MIS will not go straight across because the OWR was substituting between the avenues so its two parallel networks. The only way to make point of this is I will have to provide proof of visuals later.

You mean like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWRnD2-Jan2001276452878.jpg&hash=a7a492a226bba7b043568c804c203833351ef4bc)

The connection on the left is what I believe what you're trying to describe here.

Maybe it's just me but the MIS/OWR/AVE connection on the right looks better...


Now before things go off-topic here,...

I recently found out that the RHW 10 is finally getting some a-10-tion... (Sorry... :-[ I had to...) It's about time. (So I'm guessing diagonals for RHW 10 are up for eventual inclusion, as well as C ramps and D ramps...?)

Here's something that would likely have some merit. It follows the same thing that I requested with the s to c transitions that I posted some time ago:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWRnD-Jan3001276364324.jpg&hash=228f54fc391939c6e8980d03104b101d45f3bddd)
(Once again, this image WAS edited...)
This looks like a C ramp; Perhaps a "D ramp" like setup for this would also be up for eventual inclusion...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 13, 2010, 12:53:30 PM
Quote from: Andreas on June 11, 2010, 02:46:11 PM
"Yes", but those tunnels will not work as expected, and naturally, they don't look exactly great. ;)
Is there a way to [make] a tunnel for the RHW?  There is no urgent need, as I have just used OWRs, but is it possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 13, 2010, 12:59:24 PM
Quote from: Highrise99 on June 13, 2010, 12:53:30 PM
Is there a way to [make] a tunnel for the RHW?  There is no urgent need, as I have just used OWRs, but is it possible?
Maybe you should read the FAQ (http://sc4devotion.com/forums/index.php?topic=990.msg330656;topicseen#post_Q8) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 13, 2010, 02:09:03 PM
I have to say I tried. And tried. And tried. And so have others.

The thing is, the game doesn't seem to connect the two ends as a path for the pathfinder. It carries automata and UDI just fine though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 13, 2010, 07:38:40 PM
Quote from: GDO29AnagramYou mean like this?
Very close, but not there just yet. Please see attached image, its properly pathed and the MIS does not cross the median.
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on June 14, 2010, 10:23:35 AM
You can get that by placing the TuLEP on top of a TLA-5, then demolishing the TLA until the TuLEP transition piece.  The Tulep will go away, and it will look like an AVE-4 piece that just stops at the next tile:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4057%2F4700556346_34ff1beef9_m.jpg&hash=82ddc4d61c38104b63d37f44c08d09de0a0de634)

Then, you can drag two tiles of OWR from each side of the avenue, and connect the MIS to the OWR.  Finally, re-plop the TuLEP on what used to be the AVE stub.
What this workaround accomplishes i it allows you to have the mis connect to the OWR two tiles away from the SPUI piece, but still enables you to plop a Before the SPUI.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4049%2F4700595640_e2e8437e87_m.jpg&hash=fab3954bc5bf4755ac558a2b534f460577e743d0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on June 14, 2010, 11:19:17 AM
Does anyone have or know of a Mayor Diary/City Journal that focuses on transit, particularly the RHW?  I'd like to see what people are doing with this great new functionality!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 14, 2010, 12:00:08 PM
A lot of MDs have pictures of RHWs, mine is one of them (click of the pic in my sig) :P You can also see the "Show us your highways / interchanges" threads :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on June 16, 2010, 10:45:29 AM
Will there be FLEXFLY ramps for RHW-4? And also 45 degree turns for FLEXFLY?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 16, 2010, 11:12:37 AM
Eventually.

Anyone want to take a guess?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange2-jun._26__021276360267.png&hash=6df46041e10b52ab61433557fc7f5e3c584c892d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on June 16, 2010, 11:20:22 AM
You are such a tease  ;). It looks like an EL-MIS curve over slip road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 16, 2010, 11:34:43 AM
Better: FLEXFly over DRI
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 16, 2010, 12:55:04 PM
Quote from: Blue Lightning on June 16, 2010, 11:12:37 AM
Anyone want to take a guess?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange2-jun._26__021276360267.png&hash=6df46041e10b52ab61433557fc7f5e3c584c892d)

Improved FLEXFly capabilities for that so that you don't get missing FLEXFly bits and other FLEXFly "guts" that fall OUTSIDE of the FLEXFly itself...

(I tried recreating that for myself...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 16, 2010, 02:32:03 PM
Maarten you're cheating  :D

Though in other news, FLEXFly's stability is also been increased dramatically... at least in the parts I've recoded. Still have a lot more to do, so it might be in 4.1 or 4.2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 16, 2010, 03:46:32 PM
my first guess would've been 45º flexfly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on June 16, 2010, 04:58:55 PM
Very nice, too bad I won't use it much. Will it ever be possible to choose between A/B or C/D exits for the RHW-4 DRIs? I use C and D exits whenever possible, and being able to use DRIs would be great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2010, 06:13:53 PM
Quote from: Rionescu on June 16, 2010, 04:58:55 PM
Very nice, too bad I won't use it much. Will it ever be possible to choose between A/B or C/D exits for the RHW-4 DRIs? I use C and D exits whenever possible, and being able to use DRIs would be great.

Yes, the DRIs are planned to be expanded to include C and D-type ramps in the near future--I'd say by Version 4.2 at the latest, if not 4.1.  I had done a little groundwork with them before 4.0 (in fact, if you look in some of the files, you'll see little pieces of them ::)), but they were still a bit unstable and some implementation details still needed to be worked out, so they didn't make the cut.

And I may as well show off a few things I've had in development here for 4.1, now that RL's slowed back down.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F1409%2Frhw051420102.jpg&hash=7356fafa98beea61b593a78906e6bb709e74e9fd)

And before anyone asks, that functionality exists for all the Wider RHWs now.

I know some folks expressed some concern that when we changed the "R" in RHW to mean "Real", that it meant the "rural" aspects would be taken out of the mod.  Well, as these pictures will show, not only has the "rural" stayed in tact, the functionality on that end has actually been expanded even further. 

Introducing RHW-2 and RHW-4 TuLEPs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F2932%2Frhw052620101.jpg&hash=0c01c5ed737d3f2f6d856a2e96e72d33ea3e78d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2716%2Frhw052520101.jpg&hash=b9e8a0cd22ff36f7552cace1233cd1d90862b7b8)

These TuLEPs, like all future TuLEPs, utilize modular flat-model arrow overlays, greatly reducing the number of required textures (and thus, filesize) as well as allowing for interchangeable arrow textures across multiple texture sets.


Finally, I've been working up a few more splitters, including the "full Y" splitters that have been on the drawing board since 2007:

(a little pixel offset to fix here still)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F1904%2Frhw051120101.jpg&hash=80d6cb9ab2d6092ac814a335b8e1cf41180d24d4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F5218%2Frhw051120102.jpg&hash=c596d0ef764f2f1733cc9d956850a04eb08fc40d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F6854%2Frhw051120103.jpg&hash=06ae0f830260ee7ea7d3474c4aeb1caaf86011dc)

And don't worry--we haven't forgotten about the planned 4.0.5 "bugfix" release.  It's still on the docket.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TmiguelT on June 16, 2010, 06:51:17 PM
I have a broken jaw cause it fell right off my head...  :o

You done it again NAM Team &apls &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 16, 2010, 06:54:18 PM
It's good to know that there's more RHW features being developed (Especially the additional RHW-4 splitter ramps; I'll definitely find them handy...), but honestly I didn't know development would go that fast (Maybe it's because we're dealing with features going into Version 4.1 or 4.2 or whatever...)...

To Tarkus and others, keep it up! :thumbsup: Who knows how far the RHW will go...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 16, 2010, 07:12:21 PM
I think its about time we had these.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange2-sep._21__041276740692.png&hash=393f71476bb82b1c4d27622083ba477ad5b91051)

And look out, we might have something half of a quarter of a circle coming ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 16, 2010, 07:31:46 PM
Building on that thought, we can do some math here.  Since a circle's measure is 360°,

360° × ½ = 180°

180° × ¼ = ... ;D

Oh, yes!  This would be the icing on the already amazing cake of new RHW components that have been unveiled today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 16, 2010, 08:11:24 PM
Oh WOW!!! These are amazing development pics! The progression of FLEXFly, as well as new TuLEPs and ramps really show the progression of the RHW and all of the work you guys put into it! &apls &apls &apls You guys are AMAZING! I can't wait for the release of all these new components of the RHW.

Just two things:
One: Will hatching ever be put onto TuLEPs like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2Fhatching.png%2F138448857%2Fhatching.png&hash=1aa9fee03c06b7012a827c6406b15a919cdd0d16)

Two:Blue Lightning, ware did those road cul-de-sacs?

:)

EDIT: Happy 500th post, Blue Lightning! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on June 16, 2010, 08:45:24 PM
Here's my first contribution to transit modding!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi824.photobucket.com%2Falbums%2Fzz165%2Fswamp_ig%2FSim%2520City%2FHighwayJunctions-11Jul211276745281.jpg&hash=030d73008e3f5488fcc28562cdc3da9b32924e35)



Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 16, 2010, 10:38:58 PM
Swamp, I was just thinking this morning that we need curving ramps.
Looks like I don't need to ask any more! They look perfect for an urban environment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 16, 2010, 11:44:31 PM
Swamp, you're work isn't left unnoticed for the NAM Team. Splendid work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on June 17, 2010, 12:43:28 AM
Now thats what the Doc ordered,. Love them curved rams,. would love to put them in use....  Will not even ask when we get them, as i know these things are all on the plans.... &apls ()testing()

swamp_ig would love to give them a try if you care to shoot me over a coppy :-)
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on June 17, 2010, 12:52:03 AM

Well the curved ramps are all finished and working for me now. I've emailed the DATs on to Tarkus, so I guess it's just a matter of waiting for the next release when they get included.



Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 17, 2010, 05:16:19 AM
Swamp, those are excellent ramps! Ware did you learn to do that? Seriously. I can't wait for one of those to be in my cities. You must of put a lot of work into these! &apls &apls &apls

Quote
Just two things:
One: Will hatching ever be put onto TuLEPs like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2Fhatching.png%2F138448857%2Fhatching.png&hash=1aa9fee03c06b7012a827c6406b15a919cdd0d16)

Two:Blue Lightning, ware did those road cul-de-sacs?

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 17, 2010, 05:40:23 AM
Nego: Adding hatchings shouldn't be too hard, but they would be released separately from the RHW as a cosmetic mod. Also, those road culdesacs are from an unfinished texture facelift mod.

Swamp: As maarten said, we've taken notice ;) Wonderful work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 17, 2010, 06:07:12 AM
I be lookin' like a fool with my jaw on the ground . . . .

Swell work, y'all!  That RHW-4 / left turn lane picture Alex posted screams Texas to me.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 17, 2010, 06:22:04 AM
Quote from: Ryan B. on June 17, 2010, 06:07:12 AM
That RHW-4 / left turn lane picture Alex posted screams Texas to me.

I have to agree with you there.  From what I have seen, rural non-freeway RHW-4s in Texas typically have left (and often right) turn lanes at side street intersections, and sometimes the turning lanes are present at crossovers as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 17, 2010, 07:47:26 AM
We have one RHW-4 crossing a road around here... has dedicated left and right turn lanes, similar to what Alex's setup is like.

Oh, and if you're wondering, just got this done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange2-oct._13__041276785850.png&hash=87cdd4db65f929b7acaff21b56431dec9ae4ba46)

v4.2 at the earliest ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 17, 2010, 07:48:56 AM
I knew it!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 17, 2010, 12:11:38 PM
Will there ever be any puzzle pieces for double height networks over RHW?  This would allow people to cross elevated rail and monorail over sunken or elevated RHW, and would be a very helpful addition.

Oh, and whatever happened to the Maxis highway to RHW-6S transition?  Will it ever be implemented into the RHW?  I saw one back on page one-thirty-something, but it's not in the mod. Nevermind...I just remembered that Tarkus seems to have said on the NWM thread that there will be transitions from Maxis highway to OWR-3 and MAVE-6 and also between these two networks and RHW (RHW-6, I assume).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on June 17, 2010, 05:30:51 PM
Quote from: Blue Lightning on June 17, 2010, 07:47:26 AM
We have one RHW-4 crossing a road around here... has dedicated left and right turn lanes, similar to what Alex's setup is like.

Oh, and if you're wondering, just got this done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Finterchange2-oct._13__041276785850.png&hash=87cdd4db65f929b7acaff21b56431dec9ae4ba46)

v4.2 at the earliest ;)
That's exactly what I need in my city! I assume that there will be added diagonal functionality, too (eg. diagonal MIS over RHW 6C)  ;)

ALSO the RHW TULEPS are perfect for non control-access highways. They are used everywhere around here for gravel roads by farms.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on June 17, 2010, 06:47:11 PM
Quote from: swamp_ig on June 16, 2010, 08:45:24 PM
Here's my first contribution to transit modding!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi824.photobucket.com%2Falbums%2Fzz165%2Fswamp_ig%2FSim%2520City%2FHighwayJunctions-11Jul211276745281.jpg&hash=030d73008e3f5488fcc28562cdc3da9b32924e35)




This is just perfect.  Exactly what I need.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on June 17, 2010, 07:49:44 PM
Negro:

I've got a background in software development, so it's probably a bit easier for me to understand how it all works than your average.

I learned how to mod by looking at the documentation here and on the wiki. It's not that difficult just takes getting to grips with the data files, plus knowing your way around 3ds max or equivalent. There's documentation around on the wiki and in the forums, you can get there with some persistence.

Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on June 17, 2010, 08:02:53 PM
I had a bit of a thought overnight....

Has anyone ever attempted to do path crossing models (ie: ERHW4 over RHW8, or whaver) by using T21 exemplars?

I'll explain what I mean:

From my understanding T21s are basically props for transit networks. I know props are created by box shaped LODs, but I don't think there's any particular reason why you'd have to do it that way. If this is the case, then the models for the network pieces can be T21s. This is useful because the actual crossing itself wouldn't need a model that combines both parts, you could just use a 'blank' model, a path combining both, plus two T21s with the networks rotated to whatever direction they were going in.

This is very handy because it means that rather than having to create models for every possible intersection, you just combine the parts to get what you want. You could probably even write a script to generate all the required exemplars and paths.

Furthermore, you could code el-network over ramps in a similar way, especially if their models were mostly overhang models from a single tile. This would result in being able to run el-networks over ramps as well.

I might do some experimenting and see if this works out....
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 17, 2010, 11:35:11 PM
Curving ramps, WHERE ITS AT!!!! :o :o

thats awesome, thanks very much :)

JOe
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 18, 2010, 02:20:07 AM
Quote from: swamp_ig on June 17, 2010, 08:02:53 PM
I had a bit of a thought overnight....

Has anyone ever attempted to do path crossing models (ie: ERHW4 over RHW8, or whaver) by using T21 exemplars?

I'll explain what I mean:

From my understanding T21s are basically props for transit networks. I know props are created by box shaped LODs, but I don't think there's any particular reason why you'd have to do it that way. If this is the case, then the models for the network pieces can be T21s. This is useful because the actual crossing itself wouldn't need a model that combines both parts, you could just use a 'blank' model, a path combining both, plus two T21s with the networks rotated to whatever direction they were going in.

This is very handy because it means that rather than having to create models for every possible intersection, you just combine the parts to get what you want. You could probably even write a script to generate all the required exemplars and paths.

Furthermore, you could code el-network over ramps in a similar way, especially if their models were mostly overhang models from a single tile. This would result in being able to run el-networks over ramps as well.

I might do some experimenting and see if this works out....
No, T21s works for 3D objects only, not paths.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on June 18, 2010, 04:09:05 AM
Yeh the paths would need to be merged.

However the paths are small, very easy to merge with a script, and potentially reusable across multiple network types.

The models on the other hand have large file sizes, are difficult to merge, and each x el-network over y ground network is another intersection piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 18, 2010, 04:34:34 AM
I find it generally extremely easy to adapt a model to another network type, especially for ERHW-4 over RHW-x. I simply just change a material IID, make sure the UV mappings are right, and done. Then again I am extremely familiar with the Reader's s3d editor.

As for the RUL code, a lot of it is modular and nowadays a lot of things are copy-paste-replace-fillinthegap jobs. Paths aren't that hard either. (Exceptions being new things (you gotta code it from scratch) or WAVERide (case by case, however the submodules are copy-paste-replaceable))

Plus... non tru3d models don't exactly look as good as tru3d models. Tru3d (RKT0/RKT3) models take up less memory space than regular RKT1 models, since you only need 1 with more vertexes/triangles, which don't take up as much memory, compared to 20 models plus 20+ textures (1 per each, more per each depending on size of model) for a RKT1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 18, 2010, 04:42:53 AM
Beautiful stuff guys, can't wait! Wow.

Thanks for your contributions swamp_ig! Somehow it took me a day to realize those curves were also ground to elevated transitions  ::)

I had a couple questions about a large-ish interchange I'm working on:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi779.photobucket.com%2Falbums%2Fyy77%2Fnoahclem%2Fsc4d%2FRHWslopeissue.jpg&hash=f60a74f2355a4eadae3e4923f64273bfd66e8094)

First (in yellow circle), will there ever be a way to connect the MIS ramp to the adjacent RHW-6? Or to convert the RHW-6 to RHW-4 while still adjacent to the MIS? MIS adjacent to RHW-6 like that is pretty visually appealing I think. Especially with RHW-8 on the one side (a type-C ramp I think)....

Second (red circle) I tried to convert that RHW-6 to RHW-4 here but the piece almost completely flattened the spot (undesirable in this case as I'm trying to sneak a rail tunnel under the highway approximately where the yellow circle is). Is there a way to place that kind of piece on significant slopes? My slope mod doesn't affect RHW. I noticed a similar issue with TULEPs pieces where some are slope-friendly and some not.

Thanks  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 18, 2010, 05:03:18 AM
(1) Type-C ramps are in the works, only the MIS would be one tile further away from the RHW-6S.

(2) Draggable RHW stubs require flat ground, because technically they are intersections (which also require flat ground.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 18, 2010, 05:14:02 AM
Though we have considered the "stubless" puzzle piece route. Also, I've played around with starter stubs, and I have made slope conforming stubs. There's a catch though - if you demolish the stub it takes out whatever network is directly next to it with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 18, 2010, 07:12:05 AM
Thanks for the replies Mrtnlrn and Blue Lightning. Slope-conforming stubs could be really cool. I'm used to tip-toeing around bulldozing RHW anyway as it often has unintended consequences so maybe the slope-conforming stubs wouldn't be too much worse.

Is no-one else interested in interfacing between directly adjacent RHW-6 and MIS though? I think it looks really good and could be a neat addition. Besides pleasant aesthetics it would also conserve space in tight spots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 18, 2010, 08:48:46 AM
I thought there was a straight merge ramp that connects that yellow circled area together, yes MIS to RHW-6. I don't see why a matching curved exit/on ramp would not be developed in the future to connect that section.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on June 18, 2010, 01:51:43 PM
It appers ive missed alot, since my copy of SC4 is forced to hibernate for 4 weeks on my flash drive. I cant stand being grounded right before my birthday. I'm going to explode :bomb: :bomb: :bomb: :bomb: :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on June 20, 2010, 01:42:07 PM
I may have missed it so feel free to redirect me if I did, but is there any chance of making more ramps for left hand exits?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on June 20, 2010, 01:55:28 PM
Hello

 &apls for lanes with speed limits (even if it is again in project )

So I have any problem when i use traffic generator in RHW ( 2x3 lanes by moment  , always with 2x4 and 2x5 lanes ) cars twine in 2 lanes . It is very bad for a realism  &mmm. So i thinks that you don't change it , but i prefer prevent of this problem  &mmm

For a futur Nam i have serverals ideas can i propose it ?

PS : you do a go job  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 20, 2010, 05:28:50 PM
Another bug to report. I don't know if this happens with RHD, but when travelling on the inside lane of FARHW-4, the paths seem to be broken. Automata will not use the inside lane and UDI will end when in the inside lane.
I can't really can't provide a screenie because the paths appear intact.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on June 20, 2010, 05:47:48 PM
I have one brief question,  Would there by Chance be anyone working on 22.5 degree angles for roadways, Hwy's and Street's?  and need I forget Ave's

P.S.  would be very very helpfull in making realism... &Thk/(

18.435-degree would work if only can drag at that,.
but considering,.. was thinking we can drag out at 45/90 and so on,. but why not 22.5...  I know it should be possible.. hmmm  We could all only hope... perhaps will do some trying on my own and see what can come of it as am learning to mod...
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 20, 2010, 06:13:26 PM
It was determined that 22.5-degree transit networks were impractical because a 22.5-degree network would require very large puzzle pieces.  However, the 18.435-degree FAR (road) and FARR (rail) are included in the latest NAM, and 18.435-degree FARHW-2, FARHW-4, FARHW-6, and FAMIS to match are included in the latest RHW.  At this time, though, there are no such pieces for Maxis Highways, Avenues, or Streets.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 21, 2010, 01:51:42 AM
The traffic on the ERHW-4 stops to let traffic on the avenue below pass.  It is as if the ERHW-4 is part of a controlled intersection.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRWH4overAveTraffic.png&hash=63a6fbecff48338e8a237728af1daf903fe9d771)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 21, 2010, 04:21:39 AM
I've actually had that happen to me too... has to do with how the stop points are set up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 21, 2010, 09:42:11 AM
Currently, tunnels do form but with a blue hole.  I can live with this as my game goal is traffic flow and a tunnel entrance is no more than eye candy.  The RW6 and 8 has become important as the RHW-4 capacity is quickly overloaded.   As traffic is moved from multiple locations far from a single industrial area, interchanges become very important.  Like a chain is only as good as it's weakest link, a system of highways is only as good as it's most congested interchange.  The simplest solution to creating an interchange without the need for a full compliment of overpasses is to simply create burms and tunnels as a substitute for elevated sections and underpasses. 

In Oakland/Hayward, California, a main artery that connects the Pleasant Hill region to the SF Bay coast line is I-580.  It connects to I-80 which serves the entire East Bay, from San Jose in the south to Hercules in the north.  The main connection between the two is a full two lanes.

The existing RHW-6 and 8 to 2x RHW-4 offer a method for emulating this high capacity interchange.   And, theoretically, this should be sufficient as half of the traffic continued forward with the other half taking the alternate route.  In reality, with the two highways already nearing full capacity, the reduction just moves the bottle neck further down stream.  An RHW-4 to RHW-6 transition followed by an RHW-6 to RHW-8 transition help alleviate this issue at the expense of the inability to provide for off ramps immediately after the interchange. 

RHW-6 and 8 to RHW-4 splitters without lane reduction would useful. In combination with tunnels effective high capacity connectivity can be accomplished without the need for for a myriad of under/overpass puzzle pieces.

Now, admittedly, as I recall, the Oakland/Hayward I-580 to I-80 interchange does have a lane reduction as I-580 continues.  And, in the opposite direction it has a single MIS interchange.  (I was going to DL the map but I'm on Dial Up and BW limited. I'm currently loading the RHW Interchange Guide in another window.)  Suffice it to say that Oakland/Hayward still suffers from terrible congestion during commute hours.  They are always behind the 8 ball when it comes to widening the freeways in this area.  Cal Trans has many projects on it's plate and I don't suppose they will get around to this one for a while.  On the other hand, us Sim City mayors can do much better than Cal Trans anyways.

Perhaps on the next revision of the RHW system, the team might consider adding tunnel entrances and additional splitters without the lane reduction.   
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 21, 2010, 09:49:51 AM
Tunnels. Are. Not. Possible. Am I clear? Me and plenty of other people tried. What did we come up with? Tunnels can be visually made (entrance, exit, paths) but the simulator will not calculate commutes for it. Automata will use it fine however.
Quote
Tunnels are, however, hardcoded, so it does not appear that a standard RHW tunnel will be possible at this time.  While it is possible to actually build a tunnel with the RHW, and the Maxis default slope settings for the network will allow it, the tunnel will show up missing models and will not function.  Even if proper models and paths are applied, the tunnel cannot be made to function due to the hardcoding.

Though I suppose this might make some of you happy.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FProjects%2F07.jpg&hash=51f1dad536258542263d02b9a1b47701cf57b348)
Will be lot or FLUP based NOT draggable.

PS: Full. Stops. Are. Fun.

PSS: Also, for those who want HOV designations for their RHW's, click here. (http://www.simtropolis.com/stex/details.cfm?id=24184)
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on June 21, 2010, 09:54:25 AM
that looks like a great tunnel, I can already think of a few ways to use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 21, 2010, 10:11:24 AM
Nice Blue Lightning. Now is that a picture of a possible FLUP entrance for RHW-6C, or a never-to-be-released tunnel entrance model you just drew up for fun?

FLUPs for RHW networks wider than RHW-2 would be great. FLUP pieces for under a RHW would be great, too.

Quote from: itfitzme on June 21, 2010, 09:42:11 AM
Perhaps on the next revision of the RHW system, the team might consider adding ... additional splitters without the lane reduction.   
That does sound nice, but it may look unrealistic. It would have to be looked into.

;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 21, 2010, 10:18:32 AM
Uh yeah we kinda already have FLUP under RHW. Road x RHW button, end of ring.

And I actually do plan on releasing that model, once 3ds max decides to cooperate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on June 21, 2010, 11:15:11 AM
 &apls,  Now thats what AM talking about Blue.  Love the Tunnel......  I whant I whant ,, grovel grovel.. hehehe...  When can we betta test it?  Would love to get my hands on it. :-)

itfitzme ,  Thats a great Pic,.. there confuser,. should submit to the Pic contest..
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 21, 2010, 11:21:19 AM
Nice work Blue!

In case not already, I would suggest some simple chevron warning rectangle prisms next to the sides there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 21, 2010, 11:51:12 AM
Quote from: Blue Lightning on June 21, 2010, 09:49:51 AMTunnels can be visually made (entrance, exit, paths) but the simulator will not calculate commutes for it. Automata will use it fine however.

The thread continued while I was composing the following.  And, it seems that they are highlighting the very point that I am about to make in the following "essay".  I'm all about finding a solution to the ultimate problem and the compromise necessary to do so.  I sensed an engineers frustration with technology meeting my frustrations in construction.   This leads me to step up the game to a broader "behavioral" level.  And when that happens, I get verbose.

And, you totally nailed the idea with the ploppable tunnel entrance while still expressing a bit of frustration with "Though I suppose this might make some of you happy."  

My apologize for frustrating you.  Had I known, I wouldn't have mentioned it.  On the other hand, I'm just in the mood to build stuff, not program and it seems there are plenty of folks about that are having fun programming.  And, I do expect that you should be having fun.  If you find yourself not having fun, step back, take a breath and relax.  Your certainly not under any obligation to "take your turn" with immediacy.  And, as words are used to communicate as well as to beat others up, please understand that my only intent is to communicate as effectively as possible.  And there are a couple of interesting stories about Nokia and Motorola along with Ford and Chevrolet buried in it.

There were, of course, two parts to my consideration; the tunnel entrance and the transition pieces without lane reduction.  As frustration tend to dismiss everything, for the sake of relieving the frustration over one, I'll try posting my desire for the transition pieces separately, later.  

Clearly, my desire is for some sort of high capacity interchange between two high capacity, perpendicular, RHW's.  The RHW-4 has simply become inadequate.  I was tempted to scrap the whole RHW mod altogether and return to the original Maxis highways as they seem to be as effective as the RHW-4 and the RHW-6/8 is pretty useless without an effective method for creating a high capacity interchange.  I figured, seeing as some very intelligent and dedicated folks went through all the trouble to make the RHW, I'd give it my best shot.  And I am one to assume that there is some good reason that overpasses are available for only the RHW-4, draggable or otherwise.  Now, I must admit that I haven't done a full methodical exploration with a matrix of combinations that I can check off so I am not 100% confident that I haven't missed something.  On the other hand, while I might spend a good week at such a thing at work, I assume were just having fun here so I stopped when I felt reasonably sure that I had considered all existing options, I had some reasonable sense of what might be the easiest approach, and I had done a modest search of the forum for any previous discussion.  

Again, my desire is for some sort of high capacity interchange between two high capacity, perpendicular, RHW's.   The burn/tunnel approach does give me some additional flexibility that I can depend on with regularity.   Now, I suppose this all depends on what you mean by a "tunnel".  Clearly, dragging an RHW-6 across an elevated section of ground creates what appears to be a tunnel.  And, what exits on the other side is the underlying RWH construction element.  So, I suppose, lacking any good test tools, that the tunnel capacity is not that of an RHW-6 but rather the lower capacity of the underlying construction element.  That's fine as tunnels are inherently congestion points in real life traffic situations and so are interchanges even when they have multiple lanes.    This makes the situation actually realistic.  And, of course, I have to live with any fundamental limitations that exist after all possible solutions have been exhausted.

So, while I have heard that "TUNNELS! ARE! NOT! POSSIBLE!", it appears that, with a bit of leeway on the definition of a "tunnel", they are in fact possible.  From my perspective, a "tunnel" is any sort of network that passes through a burm and under some other object above.  That it has a limitation of not being included in commute time calculations is an attribute of that particular "tunnel".  That it suffers from reduced capacity is also an attribute.  The goal isn't the method or materials used in the construction of a "tunnel".  The goal is getting the traffic from point A to point B without interfering with or being interfered with some immovable object in the way. An overpass, an underpass, a tunnel, and an underground road all accomplish this same goal.  Unfortunately, I have no generalized term for this.  

Seeing as tunnels are possible, the only question is what needs to be done to make it as realistic as possible.  The ploppable entrance is an excellent solution towards achieving the goal.  Perhaps a set of them for each highway size would be an excellent compromise.  As the game seems to go, I'm the mayor and your the engineer.  I don't care how you get me to the goal, just that you get me there.  This game, including the community at large, seems to be attempting to emulate the real world as closely as possible while still having fun.  This is, in fact, the very definition of "play" from an anthropological standpoint.  Adult and young humans do this as well as dogs, cats and bears.  In the real world, there is no "can't".  I find, as an engineer, that the sales staff does not accept "can't" as an answer to "the customer needs some specific thing."  Rather, they are quite happy when I give them an alternative that is "close enough".  They don't care what my technical issues are.  Indeed, the plobbable entrance seems to be "close enough" where the underlying technology simply doesn't exist.  

Still, my larger goal is to achieve the highest capacity interchange possible.  Here I have two orthogonal highways coming in from two different residential areas.  One is an RHW-8, the other an RHW-4.  The RHW-4 is already overcapacity and needs to be widened.  I can replace the RHW-4 with an RHW-6/8 but the interchange itself becomes the bottle neck.  All I'm managing to accomplish is to move the bottleneck from a continuous function along the highway to a step function at the interchange.   Now, it would be very effective if the RWH-6/8 had elevated puzzle pieces.  I'm all for that.  

With all this in mind, seeing as "can't" is simply not an option. Typically, as engineers tend to not function well in interaction with sales people, companies have created the position of "applications engineer".  Perhaps there is an applications engineer about the community somewhere?  It is interesting as this very process is how Nokia took the cell phone market away from Motorola.  One of my professors was, in fact, the very individual that accomplished this.  Motorola was very "old school", still functioning in the 1950's perspective, driven by engineering.  Nokia, on the other hand, was driven by sales and the customer's needs.  Motorola's philosophy was, like Ford with the model T, that you could have a cell phone in any color you wanted, as long as it was black.  So when the customer came to Nokia, and my esteemed professor, and asked if they could have it in red, the answer was an unequivocal "yes". Nokia became the leader in the cell phone market and Motorola was left by the wayside.  The exact same thing happened with Ford and Chevrolet.  While Ford continued to sell cars, Chevrolet sold an image.  (Of course, more recently, Ford seems to be winning out in the long run, they did fold the "image" approach into their marketing with the Mustang becoming the "Ford Model-T with attitude" and the Ford Focus being their latest success.

So, if "standard tunnels" are not a solution that you can provide, then...How do you, the engineer, propose to provide for high capacity interchanges and bypasses between RHW-6/8 highways?   (Perhaps there is the terminology, "interchange" and "bypass" combined with "parallel", "orthogonal", etc.)  

Come on, I can't be the only one that really, really, really, want's to connect them darn RWH-8 together with an interchange.  I'm just trying to avoid learning what a T21 exemplar is and how to create a MOD.  But if you enjoy it....and enjoy the accomplishment of seeing others use your newest creation....excellent.


&apls :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 21, 2010, 12:02:56 PM
After reading most of that essay, I have two things that I feel must be pointed out.

1. As reading through the last few pages of the thread would have shown you, draggable overpasses involving wider RHW networks are already rather far along in development, and should be in one of the next few releases.

2. While for your purposes a RHW tunnel lacking consideration by the simulator may be sufficient, for most players it is not. Such a tunnel would, in the eyes of the game, not be capable of carrying any traffic. Thus you would see no traffic using it, as sims would not commute VIA it, and it would be pointless for players who do anything other than create eye candy, which goes against one of the NAM "mottos": Function before aesthetics.

It would be nice, but the way the game is written this is how it must be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 21, 2010, 12:03:27 PM
Quote
So, if "standard tunnels" are not a solution that you can provide, then...How do you, the engineer, propose to provide for high capacity interchanges and bypasses between RHW-6/8 highways?   (Perhaps there is the terminology, "interchange" and "bypass" combined with "parallel", "orthogonal", etc.) 

Of course we have under development wider RHW's over other RHW's and RHW's over wider RHW's so the point of tunnels becomes a null point.
Either way, when I say tunnels are not possible, I mean that they do not function at all. 0 capacity. Does not carry traffic at all. Traffic would take other routes and this would render one of the highways in the interchanges non-usable.

As a side note, remember this is a game and that this is merely a hobby. Its not the real world where people won't take no as an answer (and the sims could hardly care less)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 21, 2010, 12:53:13 PM
Quote from: Blue Lightning on June 21, 2010, 09:49:51 AM
Though I suppose this might make some of you happy.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FProjects%2F07.jpg&hash=51f1dad536258542263d02b9a1b47701cf57b348)

I was about to ask about a FLUP piece based off of the street tunnel entrance; You know, the kind of FLUP entrance that can be placed directly on a slope...?

Even if the tunnels have to be FLUP-based, that's OK, but an RHW-equivalent of the street tunnel piece, I suppose, would be quite an addition to the RHW FLUP selection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on June 21, 2010, 01:24:43 PM
Will the Tunnel have lights at night or even day like Real Tunnels do , or will it be like Maxis Tunnels? 
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on June 21, 2010, 01:27:11 PM
How about if you were to make an overhanging piece like that, only there would be oneway going underneath it.
Maybe combining these things together:
-RHW-6s/-8s->RHW-4 (just the pathing and stuff, texture would be from RHW-6s/-8s)
-RHW-4 turns easily to OWR-2 so that is less needed
- A long portal for the tunnel (personally this one you've made looks okay, but is a bit too ''heavy''), I can make a model and send it to you if you want.

I hope you got what am I pointing at. It would definately be function in front of aestethics, but would also look like it's a real tunnel. There could also be a piece for RHW-4, but for that you'd need only a portal, because, you can already make an OWR-2 tunnel.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 21, 2010, 01:35:46 PM
Quote from: Blue Lightning on June 21, 2010, 09:49:51 AM
Though I suppose this might make some of you happy.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FProjects%2F07.jpg&hash=51f1dad536258542263d02b9a1b47701cf57b348)
Will be lot or FLUP based NOT draggable.


Blue Lightning, this will for sure make me happy!!!!!!!!!!!!!!!!!!!!!!1

If I only could spend you a couple of beers for all that work you do that make our SC4 live so wonderful!!!!

I'm
(1) looking forward for the future releases of the NAM / RHW

(2) still try to cope with all the possibilities that all of you have provided with the latest NAM / RHW release

&apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 21, 2010, 02:56:46 PM
Quote from: Blue Lightning on June 21, 2010, 12:03:27 PM
Of course we have under development wider RHW's over other RHW's and RHW's over wider RHW's so the point of tunnels becomes a null point.
Either way, when I say tunnels are not possible, I mean that they do not function at all. 0 capacity. Does not carry traffic at all. Traffic would take other routes and this would render one of the highways in the interchanges non-usable.

As a side note, remember this is a game and that this is merely a hobby. Its not the real world where people won't take no as an answer (and the sims could hardly care less)

Indeed, it is just a hobby.  And I recognize this.  As such, I avoid any negative feedback and work hard to stick with "how do I" questions.  

To put my experience in context, he game I'm playing is the "maximize density and traffic flow" game.  

What I have found so far is that the RHW-4 provides less capacity than the standard Maxis highways which make it simply eye candy.  The RHW-6/8/10 are not capable of an effective interchange.  And, the fundamental restriction on a highway network is the capacity of the interchange system.  With the RHW mod limited by the MIS interchange on the RHW-4, the whole thing just doesn't deliver anything more than a different skin on the network with less capacity when connected.   There is eye candy and there is eye candy.  There is eye candy that doesn't do anything and there is eye candy that does exactly the same thing as what is already there but looks different.  

It's my own fault really.  The intense effort analyzing the game and traffic, the traffic simulator configuration tool, the appearance of the different networks in the NWM and RHW mods led me to believe that they would add to my game play. Unfortunately, in deeper analysis they don't deliver more often than they do.  The NWM and RWM aren't really adding as much to my game for all the puzzle pieces that they contain.  I'm just saying.

But, I'm all about positive feedback, and as "sims could hardly care less" anyways, then I'lll just say that

On the other hand, "What a great job you've done."   &apls   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 21, 2010, 05:24:40 PM
Any who....  So the attached pic is what I'm up against.  Note the MIS is at capacity of nearly 500 cars.  The RHW-8, it is feeding, is at 1000+ cars.  That MIS is actually coming off of an RHW-4 from a residential zone and the RHW-8 is also being fed by residential.  Indeed, there are three residential zones coming in from three quadrants but the third isn't connected as I can't bypass or interchange the RHW4 with the RHW8 yet.  There are the two issues that I'm butting up against.  I've hit this roadblock before and thought that I might just as well use the Maxis standards.  Then I've thought, "nahh, these guys put alot of work into these mods, the least I can do is not give up easily.  There must be a workaround that I can use while waiting patiently for the all anticipated and upcoming revision."  And I thought I had it with the tunnel with a blue hole.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FMIS2RHW8496.jpg&hash=ddf6e05ad53c831e57f5ae6f8bca3bc3dc91c1a1)

What I'm thinking is that I may have to settle with lane reductions to RHW4s at the interchange and bypasses.  And, if needed, I will have to settle with multiple parallel RHW4s if I need more capacity across the interchange.  I'm not sure if I like that any more than transitioning to the Maxis defaults but I am thankful that someone was thoughtful enough to include those splitters.  It may take up a bit more room than I prefer but I have already had to compromise on room.  For instance, below is my best attempt at the clover leaf.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2Fycloverleaf.png&hash=8a537131815d23307b7b296f2f51eefb523c8e08)

So far, that's as tight as I can get it.  It is an RWH4 under an avenue using those nifty slip lanes.  I haven't yet tested it for capacity or actual traffic connectivity for that matter.  That's an issue as both the automata and the Showpaths function can provide the illusion of connectivity where the capacity is actually zero (something I learned recently). 

I'm wondering if that FlexFly might give me some utility in tightening it up.  I'm not entirely clear on what utility FlexFly is meant to have and need still to find some good tutorial on it.  Perhaps if someone knows the link, they might point to it.

Thanks,

And happy traffic engineering.



Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 21, 2010, 06:25:35 PM
If you do have to reduce the RHW-8 to RHW-4, you could try splitting the RHW-8 into two RHW-4s for interchanges and the like.  This would not only retain the capacity, but it would provide enhanced flexibility for interchange design.  In any case, you are indeed putting the RHW to its limits in a way that I rarely ever see.  It seems like you would be able to effectively recreate a realistic traffic jam this way.  The RHW is meant to be a real highway, which would mean that it simulates RL.  Traffic is a fact of life in virtually any RL big city, but most of these cities have public transportation, too.  Could it be that you should build a mass transit system?

The FlexFly is a curved elevated MIS-1 ramp that the RHW-4 can be built under.  This allows for more compact interchanges, which may be what you're looking for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 21, 2010, 06:31:17 PM
You know, 500 sims isn't really that much :P I have plenty a MIS that runs 3,000 sims. And the RHW is plenty capable of high capacity systems, I've shuttled 850,000 sims along a RHW-8S-6C-8S collector/distributor setup.

And as metarvo said, splitting it into a collector/distributor system works well.

FLEXFly's usage is pretty straightforward, plop the piece, demolish the helper tile, and draw RHW under it. It's not too stable in v4.0 however it should be a lot more stable in v4.1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on June 21, 2010, 06:34:48 PM
I need yellow lines outside of the FLEXFLY puzzle piece. Right now for me, FLEXFLY is a bust if it is not completed. Blue Lightning, this is not meant for you to start a rampage, burn your computer, and go out into the streets and start a riot. ()sad() I would very much like to see it completed. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on June 22, 2010, 02:39:33 AM
I'd like to see ramps that go straight to RHW-4 instead of MIS, without lane dropping, to create 2-lane slip roads.
These would be much more realistic, as I do believe that most motorway slip roads are 2 lanes - especially here in the UK.
This picture should show you what I mean:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi397.photobucket.com%2Falbums%2Fpp56%2Fsmileymk%2Frhw-4sliproadidea.jpg&hash=d81a1d9dab2255e37722dd450bbdccd0536c1a05)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 22, 2010, 07:07:29 AM
You mean thes kind of ramps?
http://maps.google.nl/?ie=UTF8&ll=51.454899,-1.489398&spn=0.001188,0.003473&t=k&z=19
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wilfried on June 22, 2010, 10:30:57 AM
Smileymk, virtually any UK 2-lane on-ramp has a smooth transition into one lane just before it merges into the main carriageway. The 2-lane setup is just to enable overtaking before the merging point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on June 22, 2010, 11:25:21 AM
Quote from: mrtnrln on June 22, 2010, 07:07:29 AM
You mean thes kind of ramps?
http://maps.google.nl/?ie=UTF8&ll=51.454899,-1.489398&spn=0.001188,0.003473&t=k&z=19

Pretty much, only quite a lot shorter.
Quote from: Wilfried on June 22, 2010, 10:30:57 AM
Smileymk, virtually any UK 2-lane on-ramp has a smooth transition into one lane just before it merges into the main carriageway. The 2-lane setup is just to enable overtaking before the merging point.

Many of these are wide enough to be effectively 2 lanes. The 2-lane setup actually serves the purpose of creating separate lanes for separate turns, useful considering that the vast majority of motorway junctions are roundabout interchanges.
Anyway, why would you want to overtake on a slip road?
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on June 22, 2010, 11:31:26 AM
Hello

I have one idea for a futur nam

http://covoituragedynamique.files.wordpress.com/2010/04/voies-de-covoiturage-dynamique-san-francisco-covivo.jpg

http://covoituragedynamique.files.wordpress.com/2010/01/carpool_sign_500.jpg


It is a " carpools " this system it is used in USA in great city ( seattle , los angeles , honnolulu ... ) . You are 2 in a car when you use ring way ? You can use this lane   :P.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F5829%2Fhexap.png&hash=b27dbfa3e6c6db4b1c96939fc2d78886dbc57c08)

for lhd                                     for rhd

We can place a lozenge in lane for the carpools , and a rafter for the direction of drive .

PS : have you a news about RHW euro road texture for lhd system ?  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 22, 2010, 11:41:27 AM
While HOV (or carpool, what they're known as in California) lanes would be wonderful in SC4, the game cannot tell how many sims are in a car. The idea could, however, be applied restricting the lane to buses only (and has been done before--see Blue Lightning's latest STEX upload), but not on the same tile as the regular lanes, as buses use the same paths as cars.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on June 22, 2010, 11:43:46 AM
What about cosmetic pieces? Couldn't this design be used?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 22, 2010, 11:50:12 AM
Yes, it would be perfectly feasible to make a cosmetic mod that uses this design.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on June 22, 2010, 12:07:58 PM
Greetings my friends,  I only stopped by to lurch and to ask if anyone is working on this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F8766%2Fkuwait04thring.jpg&hash=8a910d3b319d60cb45481e291fcc1d206d195685) (http://img685.imageshack.us/i/kuwait04thring.jpg/)

Am able to do everything.. but the overpass.   and is anyone thinking of making 4+ lane over passes.

am Working on my Kuwait City. and so many of the roads/Hyw's are 6+.. and the overpasses as well.  Thank you for taking a look. God Bless.

P.S.  That looks great with the buss lanes...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 22, 2010, 12:33:04 PM
Quote from: smileymk on June 22, 2010, 11:25:21 AM
Pretty much, only quite a lot shorter.
Many of these are wide enough to be effectively 2 lanes. The 2-lane setup actually serves the purpose of creating separate lanes for separate turns, useful considering that the vast majority of motorway junctions are roundabout interchanges.
Anyway, why would you want to overtake on a slip road?


Sounds like a piece you'd want to have as a unidirectional setup--on-ramp but no off-ramp.

Quote from: MOREOPTIONS on June 22, 2010, 12:07:58 PM
Greetings my friends,  I only stopped by to lurch and to ask if anyone is working on this?

That looks like a Three-Level Diamond Interchange (http://en.wikipedia.org/wiki/Three-level_diamond_interchange), popularly called a "Volleyball Interchange" by many road enthusiasts.  Unless you use some tunnels in there, it's not quite possible yet, as we haven't gotten into the "multi-height" ERHWs yet, and to emulate that particular setup, we'd need to make dual-lane slip TuLEPs, elevated OWR-4 pieces, and elevated Wider RHWs. 

All of those are things that are planned as long-term development goals, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 22, 2010, 01:52:42 PM
Well... you can use tunnels (level -1) and Elevated RHW (level +1) and the intersecting roads at the Level 0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 22, 2010, 01:53:56 PM
I tried something before around those terms...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Fnew_city-jan._27__001276651994.png&hash=6ca6d3578f6fd2a2f40b4e66c087d209798e6ff8)

Limits when vehicles can enter/leave the center lane. If used in conjuction with TE bus lots it would create HOV lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 22, 2010, 02:59:07 PM
Quote from: jdenm8 on June 20, 2010, 05:28:50 PM
Another bug to report. I don't know if this happens with RHD, but when travelling on the inside lane of FARHW-4, the paths seem to be broken. Automata will not use the inside lane and UDI will end when in the inside lane.
I can't really can't provide a screenie because the paths appear intact.

I was able to replicate it and diagnose what was causing that.  It appears that the pathing was cutting across the diagonal at the -8/+8 point, and while it actually lined up geometrically, it didn't line up tile-wise and the game didn't like it.  I added a short little jog at -7.99 on the connecting tile and it appears to work now.  It'll be going into 4.0.5.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kaylacey on June 22, 2010, 05:45:14 PM
When I used the RHW none of my residentials or commercials would grow facing the RHW.  Is it supposed to be that the way?  They come up with the no road connection zot.  &cry2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 22, 2010, 05:52:30 PM
The RHW is a highway network, therefore it does not directly support RCI development along it. Its akin to zoning along a maxis highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 22, 2010, 06:16:00 PM
Quotewe'd need to make dual-lane slip TuLEPs
Thats funny, not the haha funny, but before TuLEPs, I had to use just that at certain intersections, OWR for slip lanes, in comparison basically acted like a double right turn slip lane. This works like a charm for turning onto avenues.

Also, while double height car traffic networks are not yet here, I have in fact seen similar triple level setups in this game. However, you will need more land in order to achieve this. The only working 6 lane draggable tunnel is the Maxis one, and that can be dropped -1 like El_Cozu said, but you just have to know what your doing in this situation to build it up right.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on June 22, 2010, 11:11:58 PM
Quote from: deathtopumpkins on June 22, 2010, 11:41:27 AM
While HOV (or carpool, what they're known as in California) lanes would be wonderful in SC4, the game cannot tell how many sims are in a car.

You can make the lane forbidden to all other cars. Use it as your emergency UDI lane.
If it is possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on June 22, 2010, 11:55:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F379%2Fsurleymar7021277256960.jpg&hash=2f07c9bf9918952fad7f1c69dd68db2ca7091187)

I was messing around earlier, when a thought struck me. Is that possible? So, after messing around with starter pieces, i discovered it is. Automata drive across it and its UDI compatible.

            -Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on June 23, 2010, 02:51:21 AM
Quote from: Tarkus on June 22, 2010, 12:33:04 PM
Sounds like a piece you'd want to have as a unidirectional setup--on-ramp but no off-ramp.

No, you'd want it for both, especially for exit ramps.
I take it you got confused by the pic - it was meant to represent an exit ramp, as I live in a country that drives on the left...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 23, 2010, 06:30:10 AM
Hey, didn't io_bg discover that a while ago? Because I've done that a few times before in my cities. Well at least the people who didn't know about it before, know about it now.  ;)

:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 23, 2010, 07:31:26 AM
Nego - Yes, I did, but somehow my previous comment was deleted $%Grinno$% Maybe the mods wanted to clean-up the thread? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 23, 2010, 09:06:19 AM
Quote from: canyonjumper on June 22, 2010, 11:55:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F379%2Fsurleymar7021277256960.jpg&hash=2f07c9bf9918952fad7f1c69dd68db2ca7091187)

I was messing around earlier, when a thought struck me. Is that possible? So, after messing around with starter pieces, i discovered it is. Automata drive across it and its UDI compatible.

            -Jordan :thumbsup:

Yep, that works. I found that this is UDI-compatible as well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F4397%2Fwitburgapr9138127723536.jpg&hash=5e3fd0001f458cb75233ed5b4864622a053c81b1)

If only the OWR-1 and TuLEP slip ramps lined up with the MIS...   ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 23, 2010, 09:31:06 AM
Hi all, not sure whether I should post this here or open a new thread ... I have a diagonal RHW-4 and want to build an 90°-overpass (thus the overpass will be diagonal, too) with something like an avenue or an El-RHW-4. I already found some "diagonal-over-diagonal" RHW-4 puzzle pieces, but they don't align correct. The first puzzle piece will fit in correst, but afterwards I cannot get the other puzzle pieces in place.

My latest conclusion is that I would need at least one tile gap between those two RHW-4 lanes to be able to build an overpass. Can someone confirm that assumption? Or possibly show me a way to accomplish that overpass?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F2942%2Frhw411.jpg&hash=c1ee69453ad87b30de280b8dba36d941d4afeb29)

Second, I noticed that when dragging a diagonal RHW-4, those side barriers are turned by 90° as you can see easily. It looks like there was a sign every 5 m or so ... has someone else noticed that behaviour? Or is there something wrong with my installation?

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 23, 2010, 09:58:16 AM
The same thing happens to me with the same guard rail barriers. I don't know why it happens, it just does. ()what()

Quote from: Rady on June 23, 2010, 09:31:06 AM
The first puzzle piece will fit in correst, but afterwards I cannot get the other puzzle pieces in place.
About the ERHW over RHW diagonal pieces, there are more in the tab cycle so if the first piece lines up and the second one doesn't, hit the tap key and try rotating that piece. It should line up then.
If the problem is that the puzzle piece is just not wanting to be plopped in a certain spot, make sure the land is completely flat ware our putting it. If it is, then bulldoze the other pieces and plop that one first and the other ones after it. Good luck!

;)

Edit: BTW, nice find, Haljackey. I just wish they lined up a little better. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 23, 2010, 10:34:36 AM
@Rady: those barriers are outdated. I noticed this before in V3.0, so I don't use them anymore. Unfortunatly, I have no new version available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 23, 2010, 11:00:55 AM
Quote from: mrtnrln on June 23, 2010, 10:34:36 AM
so I don't use them anymore.

Aha .. and how do you do so? How can I "not use" them?  ??? I don't remember selection something like that when installing the RHW ...?  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 23, 2010, 11:25:29 AM
Quote from: Rady on June 23, 2010, 11:00:55 AM
Aha .. and how do you do so? How can I "not use" them?  ??? I don't remember selection something like that when installing the RHW ...?  ()what()
Those barriers are a separate mod. They should be somewhere in your NAM install folder ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2010, 12:20:28 PM
Quote from: io_bg on June 23, 2010, 11:25:29 AM
Those barriers are a separate mod. They should be somewhere in your NAM install folder ;)

Precisely.  They're part of mrtnrln's RHW Addon Mod, which was released 2 years ago as an attachment in this thread.

The files it contained it were named as follows:
AmericanExitSign.dat
DutchExitSign.dat
FrenchExitSign.dat
GermanExitSign.dat
z_RHWmod_Type21_ExitSigns&GuardRails.dat
z_RHWmod_Type21_Lights&ExitSigns&GuardRails.dat

I've removed it from the T21 mod list as well for the time being.  I'll probably take a look at it at some point and try to figure out why things are incompatible.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 23, 2010, 04:04:53 PM
So, after careful examination, what I get for the highway capacities given the traffic simulator is set to one of the low thru ultra settings is that the MIS/EMIS, RHW/ERHW-4 and RHW-6S are functionally equivalent.  Based on that table of tile widths, they all come in at two tiles for two directions.  As well, the standard Maxis highways, the RHW-6C, RHW-6C8C and the RHW-8C are also functionally equivalent at three tiles for two directions.  Lastly, the RHW-8S and RHW-10 are funtionally equivalent at three tiles.

One could, for purely traffic capacity purposes, eliminate the RHW-6S, 6C, 6C8C, 8C, and RHW-10.  Or, if one prefers all RHWs rather than the Maxis highway, the RHW-6C might be used instead. 

This kinda narrows down the list the list of functionally different highway networks to the RHW-2, E/RHW-4, RHW-6C, and RHW-8S along with the E/MIS.  One could drop the 6C if willing to accept the look of the Maxis freeway while taking advantage of it's smaller interchange footprint.

It seems that, from a purely traffic capacity standpoint, the RHW adds two capacities between the avenue and the Maxis standard along with one capacity that is higher than the Maxis standard. 

One would generally expect that the look of the highway would be a good indicator of it's capacity.  This tends to be so in real life.  More lanes means more capacities.  A wider shoulder means more capacity as people are naturally slow down when the shoulder or other objects are wizzing by close to the side of their car.

Perhaps I've missed the meaning of the tile widths.  If I have them correct, I have to wonder why the RHW-10 and 8S should be designed with the same capacity except that the 10 could be designed that narrow and the 8 couldn't be designed any narrower so they just ended up the same.  I just don't see the highway department going through the expense of adding additional lanes only to end up with the same traffic capacity.

It just seems to me that the whole set would present a better "feel" if the capacities increased with the lane count, shoulder width, etc.  Maybe I'm missing something but if the tile count for the 6C and 8C are both three, then they both have identical capacities.

With the RHW-2 at one tile for two lanes and the MIS at two tiles for two lanes, then one lane of a two lane highway has less capacity than an offramp. For that matter, it appears as if two MIS lanes are functionally equivalent to a four and a six lane highway.

I can rationalize the 6S having less capacity than the 6C if I imagine that, perhaps, it's a better designed highway. Same with the 8S and 8C pair.  Though I'm not exactly sure, I'd have to spend some time finding a real life example of a split and combined highway.  Seems to me that its actually the other way around as the split pair looks more like what I see in more rural areas, like coming up I-5 or I-99 while the combined one is more like through Walnut Creek or Livermore. (California)  That's not necessarily a good comparison though as they aren't equivalent sizes.  What I really need are real life examples with the same number of lanes. I just can't think of anywhere that I've seen six or eight lanes in rural areas.  They tend to be the result of high commute traffic volume.

I must be understanding the tile width thing incorrectly or do you see what I mean?  It just seems like the Traffic Configuration guys went through a lot of trouble to straighten out the capacities to more realistic levels given the network type and look. 

Just wondering. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 23, 2010, 09:06:09 PM
Here's my understanding of the situation based on reading this and other threads. If anyone on the NAM Team knows better than I, I'm open to being corrected.

The SC4 traffic simulator is set up to only calculate network capacities based on how many cells (the game's own term for what you're calling "tiles") wide a network is. This fact explains what you've observed - that all two-cell-wide versions of the RHW have the same capacity and both three-cell-wide (and, likewise, four-cell-wide) versions also share a common capacity. The traffic simulator is basically blind to how many lanes are on a network's textures; it only considers the network's width in cells. This results in a less-than-realistic progression of RHW capacities, as you noticed, but because the game is fundamentally based on the grid of cells, there's no way to improve the situation. You could say that the difference between, say, a RHW-4 and a RHW-6S is purely cosmetic, and that's pretty much why the different widths exist. Lots of players enjoy building things that are just eyecandy; these different RHW widths are yet another way to cater to those players' desires.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 23, 2010, 11:38:41 PM
Quote from: woodb3kmaster on June 23, 2010, 09:06:09 PM
This results in a less-than-realistic progression of RHW capacities... the difference between, say, a RHW-4 and a RHW-6S is purely cosmetic... eyecandy

Thanks for validating this.  It does go to the heart of my recent consideration that there is "eyecandy" and there is "eyecandy".  We could, with some thought, come up with a series of "eyecandy" definitions that get increasingly closer to being realistic in both performance and look.  The conflict between, what I understood to be a strict adherence to being as functionally realistic as possible and the purely cosmetic difference between the 4 and 6S left me feeling like one of Harry Mudd's androids trying to make sense out of "everything I say is a lie".

It seems that the 10, for instance, could capture an additional tile while still looking like it's physically smaller.  It's not much different than the RHWs that have a disabled shoulder that extends into the bordering cell.  In this case, the bordering cell would be enabled with the RHW skin just extending into half of it.

I can rationalize it as there being two subsets of highways in the RHW, one set giving precedence to the look and the other to the simulation realism.  Perhaps it isn't possible to have both at the same time?  And I still have yet to follow the works of the original TSCT guys and understand what the actual traffic capacity is for a real highway on a per lane basis.  They have made the the TSCT with enough user adjustable parameters that the odds are in the users favor of being able to tweek things appropriately.  And I'm curious to find out if it's not possible to have both model scale realism along with traffic capacity realism.  Folding the physical width of a cell into the table of RHW cell widths and comparing this to real world highways widths and traffic capacities seems like the next thing to do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ophiuchus14 on June 24, 2010, 01:44:39 AM
It's been a while, but I am happy to see the release of some new stuff, especially the RHW.

Unfortunately, I haven't checked yet to see if this was resolved earliers (slow connection) but my Elevated RHW-4 curves are missing :'(.
http://yfrog.com/9hellesmere1jan0012773686p

In addition since I'm an LHD user, I can't build the transition pieces between ground and elevated RHW/MIS either. I was able to do those things with Version 3.

Is there something I need to do to get it fixed. I download RHW 4.0.4 on 23rd June
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 24, 2010, 02:40:50 AM
@itfitzme: Making the RHW networks wider makes the network much more difficult to handle. If for instance you would increase the capacity of the RHW-10 without increasing the capacities of other RHW networks, then the RHW-10 would take up one tile in width more room. This makes it a lot harder to use, a lot harder to path (you would have about 8m/27ft wide lanes, since all tiles need to be pathed in order to work). Making a seperate functional mod would not only mean we need a seperate RHW mod, but also a seperate NAM, because we also need a new controller. Therefore it's quite unpractical.

The problem that capacity is calculated per tile bugged us from the beginning, but unfortunatly there's nothing we can do about it. We just work with the things that we have.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 24, 2010, 04:29:59 AM
ophiuchus14: It seems you have my incompatible ERHW-4 cosmetic mod. Remove the T21.dat file from it and you should be fine, however no new ERHW cosmetic pieces will appear on new RHW's, they will be drawn like the default.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ophiuchus14 on June 24, 2010, 04:49:14 AM
Quote from: Blue Lightning on June 24, 2010, 04:29:59 AM
ophiuchus14: It seems you have my incompatible ERHW-4 cosmetic mod. Remove the T21.dat file from it and you should be fine, however no new ERHW cosmetic pieces will appear on new RHW's, they will be drawn like the default.

Thank you very much for that  &apls. That was the problem. As for the second issue. I've found that was a non-issue anyway as I can still drive over it in the opposite direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 24, 2010, 09:39:05 AM
I am having the same problem as Rady (wanting to pass diagonal ERHW-4 over diagonal RHW-4) but, even though it was said that the correct puzzle pieces are in a different tab set, I can't find them.  I have used the puzzle pieces "diagonal ERHW-4 over diagonal RHW-4" 1 and 2, but unlike the other diagonal overpasses, there are no pieces for 3 and 4, which are what I need.  They've got to be there somewhere (Blue Lightning made a stack interchange with them in "Show us your interchanges"), but I have continuously pressed tab and then cycled through every puzzle piece in that tab set to no avail.  I can't use those two puzzle pieces all the way because the white and yellow lines won't line up for either the ground RHW-4 or the elevated RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 24, 2010, 10:25:54 AM
You need to keep rotating the piece, 3 and 4 are stacked in the rotation ring with 1 and 2.

If its still not there, try flipping which one is elevated and which one is ground.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 24, 2010, 01:34:26 PM
Well, for some reason they simply aren't in the rotation ring...but I did reverse which directions are elevated, and still could not complete the overpass.  I had an image before, but I had to leave so I couldn't upload it.  Here is the image, and the second image is when I reversed which ramps were elevated.  The diagonal overpass pieces shown are the only ones I have in my game.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fzdrie89az9jk9iovw0g6_thumb.png&hash=5284cd5c4ae006b60f8bfb1e9f8c0ea58f1c7331) (http://picpanda.com/viewer.php?file=zdrie89az9jk9iovw0g6.png)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fpicpanda.com%2Fimages%2Fh7us7j9euozbrvmjh3d8_thumb.png&hash=3172710ac07dc83dbc2c60ea287f82d3aa4dcbea) (http://picpanda.com/viewer.php?file=h7us7j9euozbrvmjh3d8.png)
I'm going to reinstall the RHW to see if it will add the missing puzzle pieces.  Edit:  Nope, I still have no 3 and 4 overpass pieces after uninstalling and reinstalling the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 24, 2010, 03:03:30 PM
do i see an attemp of a stack?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 24, 2010, 03:07:51 PM
I have to support what moonraker0 already stated. When trying to build a diagonal El-RHW -4over a diagonal RHW-4 that is seperated by only "half" a tile, there are some important pieces missing. By "half" of a tile I mean what has been shown in my pic in the post from June, 23rd. I will try to upload some pics of what I'm missing tomorrow evening ....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 24, 2010, 04:29:20 PM
Try this. Clear out the area and plop only the pieces down. Then draw the RHW to abut next to it. Then use the filler pieces to bridge the gaps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 24, 2010, 04:51:09 PM
There are indeed only 2 of the diag-over-diags.  There were no indications during testing that more needed to be made, so none were made.  I rechecked after someone (I believe it may have been you, Rady) reported that there may need to be a couple more for certain situations, and it seemed that was the case from my own examination.  As such, I am going to put those additional 2 on the "to-do" list.  I don't know yet which version they'll be incorporated, though--but I'd say 4.1.0 at the latest.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 24, 2010, 07:00:07 PM
Quote from: el_cozu on June 24, 2010, 03:03:30 PM
do i see an attemp of a stack?
Yep, and if you want to see a completed one, it's right here (http://www.simtropolis.com/forum/messageview.cfm?catid=23&threadid=113135&STARTPAGE=7&FTVAR_FORUMVIEWTMP=Linear).
Quote from: Blue Lightning on June 24, 2010, 04:29:20 PM
Try this. Clear out the area and plop only the pieces down. Then draw the RHW to abut next to it. Then use the filler pieces to bridge the gaps.
I'm not sure what you mean...wouldn't that just have diagonal ERHW over blank terrain, not over RHW-4?  Is this how you made your stack interchange in the post that I just linked to?  I see that yours, like what I'm attempting, does have yellow lines on the outsides of the parallel segments of both RHW and ERHW.
Quote from: Tarkus on June 24, 2010, 04:51:09 PM
There are indeed only 2 of the diag-over-diags.  There were no indications during testing that more needed to be made, so none were made.  I rechecked after someone (I believe it may have been you, Rady) reported that there may need to be a couple more for certain situations, and it seemed that was the case from my own examination.  As such, I am going to put those additional 2 on the "to-do" list.  I don't know yet which version they'll be incorporated, though--but I'd say 4.1.0 at the latest.

-Alex

That's good to hear; I'm glad the problem will be fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 24, 2010, 09:49:12 PM
Quote from: Tarkus on June 24, 2010, 04:51:09 PM
As such, I am going to put those additional 2 on the "to-do" list.  I don't know yet which version they'll be incorporated, though--but I'd say 4.1.0 at the latest.

-Alex


Thanks! That will be fine!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on June 25, 2010, 04:10:17 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F3346%2Fpartu.jpg&hash=61294e075043fc2dbf123bed61b3b4778d5963a4) (http://img84.imageshack.us/i/partu.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I think, such a part, will be useful on the right side
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 25, 2010, 04:59:15 AM
Yeah, I built my stack by placing the pieces first then drawing the RHW, then I combined the two with the filler pieces. The placement engine is somewhat picky with those sort of pieces for some reason.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on June 25, 2010, 09:36:22 AM
I don't know if this is the right place to ask, but is it able to transit enable RHW lots? Like in SC4Tool? I couldn't find the RHW piecie in SC4Tool. If not in SC4Tool, in another program?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 25, 2010, 10:34:22 AM
You have to TE it as road (like normal) in SC4TOOL, then change the network type in Reader, and add custom paths if needed.

I can give a hand in this if you need it/unsure of how to do it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on June 25, 2010, 12:20:28 PM
Quote from: Blue Lightning on June 25, 2010, 10:34:22 AM
You have to TE it as road (like normal) in SC4TOOL, then change the network type in Reader, and add custom paths if needed.

I can give a hand in this if you need it/unsure of how to do it.
Please do help. I have enabled it as road networks but what do I do to change it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 25, 2010, 02:24:42 PM
Is there more than one FlexFly piece, found in the curves menu?  If so, where can I find them?  I know how to use EMIS, but are there such pieces, such as curving MIS to EMIS transitions, etc?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 25, 2010, 03:16:06 PM
Quote from: Highrise99 on June 25, 2010, 02:24:42 PM
Is there more than one FlexFly piece, found in the curves menu?  If so, where can I find them?  I know how to use EMIS, but are there such pieces, such as curving MIS to EMIS transitions, etc?

No, there's just the one FLEXFly piece right now.  swamp_ig did make a curving MIS-to-EMIS transition, though, which will be in Version 4.1.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on June 26, 2010, 08:36:41 PM
Is it possible to create RHW 10 curves in any way?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 26, 2010, 09:14:25 PM
Quote from: CityMaster563 on June 26, 2010, 08:36:41 PM
Is it possible to create RHW 10 curves in any way?

Currently, no.  It is planned for a future release, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on June 27, 2010, 09:18:55 AM
Oops.  Found the correct thread to post my RHW issues :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on June 27, 2010, 09:38:53 AM
Hi there,

I've read through some of the tutorials on making interchanges with RHW, and I tried my hands on creating a diamond interchange. The problem is that when I drag the MIS over the road, the intersection texture wasn't right - I failed to get what was shown in the tutorial and ended up with this instead:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F7389%2Fsurayaoct29391277655304.png&hash=07b7ad732fe6bc7ca555b36b84d82351056f1424)

Thanks a lot for the help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 27, 2010, 10:20:23 AM
It looks like you have an orth-diag transition right before the intersection, and that sometimes can be finicky.  Try putting one tile of completely orthogonal MIS on either side of the intersection--that should do the trick.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 27, 2010, 05:42:42 PM
So I was in the middle of reconstructing an old multi-highway when I noticed this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F2149%2Fwitburgmar1614312776192.jpg&hash=e7845fba0e96ab501164e5ebdb9e590d0c2ae05d)

The texture for the RHW-4 is there, but the network is simply a RHW-2 under the elevated highway. I believe this issue has persisted for quite a long time, haven't made one of these in a while but I do remember it happening way back when.

Just thought I would point it out. Keep up the great work! 4.1 sounds promising!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 27, 2010, 06:22:43 PM
Quote from: Haljackey on June 27, 2010, 05:42:42 PM
The texture for the RHW-4 is there, but the network is simply a RHW-2 under the elevated highway. I believe this issue has persisted for quite a long time, haven't made one of these in a while but I do remember it happening way back when.

Actually, I just checked it . . . appears it's actually an RHW-4 path there, but it's facing the wrong direction.  Got it fixed on this end now, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: danny11111 on June 27, 2010, 06:30:58 PM
nice work, but how bout more flexfly puzzle pieces such as the the flexfly mis curve type b
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 27, 2010, 06:35:15 PM
Those are planned and will come later. I can't write 3,000+ lines of code per piece in a single night you know ;)

Though v4.1's FLEXFly might only feature an extensively more stable A1 piece. A2 may come depending on how long it takes to port the code over.
Title: Re: RHW (RealHighway) - Development and Support
Post by: danny11111 on June 27, 2010, 06:37:33 PM
what about left hand versions of the RHW exits and transitions that are compatible with the right hand version and vise-versa.
I got that idea from the I-10/I-65 interchange in Mobile, Alabama
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on June 27, 2010, 07:41:01 PM
I actually wanted to know that too.....for say, directional Y's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: txrailcat74 on June 27, 2010, 08:04:10 PM
Quote from: Blue Lightning on June 27, 2010, 06:35:15 PM
Those are planned and will come later. I can't write 3,000+ lines of code per piece in a single night you know ;)

Sure you can. It's not like you need sleep? lol!

I really look forward to the next release. Wish I had half the talent y'all have. &apls  &apls  &apls  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 27, 2010, 08:09:24 PM
I have a problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F5872%2Frhwproblem.png&hash=e4fb196de0e930c3dc818017f4e3f641687ff80c)
When I try to add the MIS entrances and exits on the East-West Bound Highway, it doesn't work at all.  First, I tried doing it by simply dragging the RHW tool, which should transform into an exit, although I don't always count on it.  Then, I tried plopping the MIS exits, but they wouldn't align.  Is this a problem or do I need more space?  I also noticed that whenever there is OWR in the path of a RHW, with two tiles of median, I can at least plop one exit on one side, but not the other.  I am pretty sure this is a problem, as I have always run into it when trying to construct a small roundabout interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 27, 2010, 08:38:20 PM
Quote from: Highrise99 on June 27, 2010, 08:09:24 PM
When I try to add the MIS entrances and exits on the East-West Bound Highway, it doesn't work at all.  First, I tried doing it by simply dragging the RHW tool, which should transform into an exit, although I don't always count on it.  Then, I tried plopping the MIS exits, but they wouldn't align.  Is this a problem or do I need more space?  I also noticed that whenever there is OWR in the path of a RHW, with two tiles of median, I can at least plop one exit on one side, but not the other.  I am pretty sure this is a problem, as I have always run into it when trying to construct a small roundabout interchange.

That's because the starter pieces on the ends of the transitions there are in the way.  There's currently no way around that other than extending the distance between the transitions by at least a couple more tiles.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on June 28, 2010, 06:50:27 AM
Quick Problem I found. I cant seem to put 2 Flups under RHW-6S, RHW-8S and RHW 10 side by side  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 28, 2010, 06:53:16 AM
Really? I've done this at least once.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 28, 2010, 07:53:55 AM
I dont know if this is a problem that concerns RHW or NWM... but... I have RHW-4 over OWR3... and it wont work because the tiles that are on the OWR3 the RHW4 inverts it's way... i'll post a picture later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 28, 2010, 07:56:42 AM
Highrise, I noticed the RHW-4 to RHW-6 transitions at the end. Maybe instead of those transitions, you can use the ramps that merge MIS with RHW-4 to RHW-6. Otherwise, you have demonstrated a good example of how triple layer highway junctions can in fact be done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on June 28, 2010, 10:01:08 AM
Quote from: Tarkus on June 27, 2010, 10:20:23 AM
It looks like you have an orth-diag transition right before the intersection, and that sometimes can be finicky.  Try putting one tile of completely orthogonal MIS on either side of the intersection--that should do the trick.

-Alex

Thanks! Your suggested helped to fix the problem. I shall be more careful when I plan my interchanges in the future :)

On the other hand, it's a related but kind of stupid question - when I tried cycling through all the different puzzle pieces, I can't seem to find the Ground -> Elevated transition pieces of RHW and MIS. I can't find the puzzle pieces that allows the transition from a slope to an elevated pieces, too. Did I miss out something, or am I just too careless :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 28, 2010, 02:50:19 PM
Quote from: el_cozu on June 28, 2010, 07:53:55 AM
I dont know if this is a problem that concerns RHW or NWM... but... I have RHW-4 over OWR3... and it wont work because the tiles that are on the OWR3 the RHW4 inverts it's way... i'll post a picture later.

Well, both, technically, though the file for that particular piece is in the main NWM .dat.  I've replicated it on this end . . . will see what's going on there later tonight.

Edit as of 6/29/2010: Was a RUL problem.  It's fixed now on my end.

Quote from: teddyrised on June 28, 2010, 10:01:08 AM
Thanks! Your suggested helped to fix the problem. I shall be more careful when I plan my interchanges in the future :)

On the other hand, it's a related but kind of stupid question - when I tried cycling through all the different puzzle pieces, I can't seem to find the Ground -> Elevated transition pieces of RHW and MIS. I can't find the puzzle pieces that allows the transition from a slope to an elevated pieces, too. Did I miss out something, or am I just too careless :P

You're most welcome!  I'll try to get some RULs added in to allow that particular setup you showed in a future release, too.  :)

The Ground-to-Elevated transitions--both the ramp version and the On-Slopes--are under the RHW Transitions button.  There should be two each (one for each direction) for both the RHW-4 and MIS Ramps.  You can find them at the end of the TAB Loop--using Shift-TAB to go backwards through it should take you right there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on June 29, 2010, 01:49:56 AM
Quote from: Tarkus on June 28, 2010, 02:50:19 PM
You're most welcome!  I'll try to get some RULs added in to allow that particular setup you showed in a future release, too.  :)

The Ground-to-Elevated transitions--both the ramp version and the On-Slopes--are under the RHW Transitions button.  There should be two each (one for each direction) for both the RHW-4 and MIS Ramps.  You can find them at the end of the TAB Loop--using Shift-TAB to go backwards through it should take you right there.

-Alex

Oh silly me. I think I missed the part as I cycled through the transition pieces. Thanks a lot for your help :) it's invaluable! I shall get busy with intersections now, then.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on June 29, 2010, 11:49:40 AM
I have succeeded in making the interchange!  I used RHW-8 to RHW-4 splitter transitions and then transitioned to MIS.  This also saved a lot of space, as I didn't have to transition into RHW-8 gradually.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on June 30, 2010, 10:00:52 AM
I'm not sure if this has already been sorted, or if it's included in the patch as I haven't had a chance to check, but the original bridges included with the RHW itself have the same (smaller) textures as the RHW 3.0. I have removed all old files. It's nothing much, but I thought I'd mention it. Sorry if it was sorted in the patch, but I haven't checked yet and I thought I'd best say incase it wasn't included in the patch and I'd probably forget to mention if it wasn't. Is it just something wrong with my game? Thanks, Sam =)
Brilliant mod by the way, thanks guys for your hard work for our use.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 30, 2010, 12:25:20 PM
Quote from: mrtnrln on June 24, 2010, 02:40:50 AM(you would have about 8m/27ft wide lanes, since all tiles need to be pathed in order to work).

Which brings up a question of interest.  I have seen it asked but haven't seen it answered.  What is the scaling for SC4?  That is, how many meters (or feet) square is a tile?  I recognize that the scaling almost depends on what object one is talking about.  It seems like some things, such as the professional sports arena are a bit off scale.   Perhaps it's my eyes as it's a birds eye view and I am not a bird.  Never the less, what do you use?

Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 30, 2010, 12:39:35 PM
Quote from: itfitzme on June 30, 2010, 12:25:20 PM
Which brings up a question of interest.  I have seen it asked but haven't seen it answered.  What is the scaling for SC4?  That is, how many meters (or feet) square is a tile?  I recognize that the scaling almost depends on what object one is talking about.  It seems like some things, such as the professional sports arena are a bit off scale.   Perhaps it's my eyes as it's a birds eye view and I am not a bird.  Never the less, what do you use?

The official scale for SC4 is one tile = 16x16 meters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 30, 2010, 12:44:59 PM
I was looking for a "Show us your interchanges"  Found "Show us your intersections".

So here are a series of RHW-2/MIS and RHW-MIS/MIS interchanges.  Due to tile size and capacity setting of the TSCT, the MIS/MIS interchanges actually have greater capacity, being one tile wide per direction.  My sense of it is that they are also easier to construct as 1)  the MIS is happy, though occasionally finicky, with dragging  connectors 2) there are fewer things to go clicking after when dragging just won't do.

For BW purposes, I've re-sized them to just on the edge of getting too pixellated.

Now, the final pic, RHW-MIS-002 is RHW-MIS-001 with one clover changed.  It's the lower left corner.  I was trying to see if an alternate method might make it a bit more compact.  It didn't seem to help.  There may be a couple of tiles to be squeezed out of them, not sure, they were plenty of work as it was.

For the sake of compactness, I cheat and use the on slope piece instead of the ramp.

I have DLed the interchange guide, it's good.  I still have a few references to go as BW is limited.  If these aren't duplicated, perhaps they might go there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRHW-2wMIS-002.jpg&hash=6ef7d524088da8d12da5c94b0632eabf9202945d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRHW-2wMIS-001.jpg&hash=ea1ed866ab2f76de326a65057afa0dd8f030fe84)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRHW-2wFlex-001.jpg&hash=440d02d0ba08be4a46a31a74b5e44d97b491d418)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRHW-MIS-001.jpg&hash=ee6101b09f4a309c838c5e71a471076e8e96f0aa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi776.photobucket.com%2Falbums%2Fyy42%2Fthefitz3%2FRHW-MIS-002.jpg&hash=7cf9e041595a06245baea761e58329345dfdcd21)



Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 30, 2010, 01:48:49 PM
The fact is that the RHW is a highspeed network, and therefore requires bigger curve radii. It's meant to be realistic as possible, and size is one thing. Have you seen how big interchanges are in real life? Usually they can take up a space of 1 x 1 km! That about one SC4 small city! The Maxis cloverleafs only take up 224x224m. That's shorter than a common dutch acelleration/decelleration lane, which is about 400m in length. So it might look bulky, it's more realistic than the drasticly underscaled Maxis interchanges.

If you want a small but realisic 4-way interchange, try this instead, a roundabout interchange:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4330%2Fa55newexite.jpg&hash=19add4102e8edc4483adced2f203c02d15bd265b)
My solution when it comes to tight spaces.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 30, 2010, 02:58:41 PM
Quote from: samerton on June 30, 2010, 10:00:52 AM
I'm not sure if this has already been sorted, or if it's included in the patch as I haven't had a chance to check, but the original bridges included with the RHW itself have the same (smaller) textures as the RHW 3.0. I have removed all old files. It's nothing much, but I thought I'd mention it. Sorry if it was sorted in the patch, but I haven't checked yet and I thought I'd best say incase it wasn't included in the patch and I'd probably forget to mention if it wasn't. Is it just something wrong with my game? Thanks, Sam =)
Brilliant mod by the way, thanks guys for your hard work for our use.  &apls

There were some texture issues with the bridges in LHD due to some changes in IIDs . . . those were fixed with the current patch, as I recall.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: itfitzme on June 30, 2010, 08:46:43 PM
Quote from: mrtnrln on June 30, 2010, 01:48:49 PMHave you seen how big interchanges are in real life? Usually they can take up a space of 1 x 1 km!

Nice. Much to my preference, the intersections seem to be uncontrolled and therefore not a congestion point.  It does contain a few things that my plugins don't include.   Well, just about everything of significance.  The overpass is unfamiliar, the exit lane, even the multi lane highway surface doesn't seem familiar.  Perhaps when I'm all growed up (mayor-wize, that is).

In learning to put things together, the limit is at the lower end, how small can it be.  I can always make things larger, there is no limit on the upper  end. I'm basically going up the list of combinations to see what I can do.  I figured I'd start with the low numbers and work up (MISxMIS, EMIS x MIS, RWH-2 x MIS, etc.  Then there is the T and + styles.  This will take a while)  I pulled the tutorial which is where I learned "trumpet".  It is good on theory but seems missing a bit on examples.  Could be my DL speed.  I can justify dialup for email but not high speed just to play so I get bored after a while and give up.

I think some bare bones basics might be useful.  I got the stuff on dragging out an exit ramp.  That was a lot of help once I understood it.  There are some finicky points that might be useful to point out about the auto fix tendencies.  Like, I've found that there can be some utility in overdragging then bulldozing excess and watching it all just magically snap into place.

I have yet to get to the point that I start measuring.   Thanks for the 16x16 meter info, it's everything.  I did an RHW-8 x RHW-8 with RHW-4 clovers.  The sports stadium fit neatly in one leaf with room to spare.  This, of course, brings up the whole issue of what has been shrunk a bit much.  Now that it comes to mind, the arena is 7 x 7 or 112 x 112 meters on an edge or 12544 sq meters.  The Oakland Colosseum is 10 033 square meters in the fair territory for the baseball field.  My initial sense of things had me considering that Maxis would have under scaled some things for effect.  I am a bit surprised that it is this close.

Of course, the whole arena, including parking, is larger.  If i did my math right, that is reasonably close though.  My sense of it is that most clover's are not so big as to fit an entire sports arena.  The one down the street would fit a nice size family home, but not an arena.  The exit ramps (what you may be calling a deceleration lane, (not clovers) extend a few city blocks (a many few at 1.3 miles or 2.1 km) as the begin at the previous intersection, literally connecting one intersection to another. (you can go from intersection to intersection without actually entering highway traffic.   The clovers, on the other hand, can't be much more than 100 meters in diameter.  The Watt Ave-I50 intersection is, at best, 320 meters across both clovers.  That is, for sure, not an interchange but rather a major avenue and highway.  What I am use to are the interchanges and intersections in the SF Bay and Sacramento areas, major metropolitan areas where space is a premium.  320 meters seems fairly typical for avenue-highway intersections and this is on the order of the Maxis interchange at 224 x 224.  Of course, freeway speed is 60 to 70 mph.  Through out the US, 70 mph (112 kph) is about max before one gets arrested for reckless driving.  I had thought that European speeds were considerably higher but a google search turned up 140 kph max with typical metro areas within the same range as the US at 60-70. 

Hmmm.... so far, that all seems to be fairly consistent.  With a typical clover being 150 meters in diameter, that would be about 150/16 = 9. some odd grid squares in diameter for a realistic loop.  That MIS only clover that I did came in at about 5 tiles in diameter so about half.  The full RWH-2 is about 12 tiles on the long measure (it's a bit oval).  That is about right, though, perhaps, a bit oversized.

So, yeah, I agree.  Deceleration/accelleration ramps at a good 2 km or (good god!!!) 125 tiles in length from one intersection to the next.  Maybe 1000 meters if you consider that the accel ramp for one onramp becomes the decel for the next here in SAC.  400 meters doesn't seem odd at all, which is, what....     25 tiles...   And clovers at 150 meters or ten tiles in diameter seems about right.  I've been on some that were only about 100 meters with a much tighter radius, there is one in Concord, by the Weapons Station.  If your not prepared, you will darn near end up in the ditch.

Thanks for getting me started. 



Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on July 01, 2010, 08:02:00 AM
Quote from: Tarkus on June 30, 2010, 02:58:41 PM
There were some texture issues with the bridges in LHD due to some changes in IIDs . . . those were fixed with the current patch, as I recall.

-Alex

Thanks for the quick reply =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 01, 2010, 10:25:52 AM
why does this happen??
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F9915%2Fflexflyoverrhw4.jpg&hash=bf3241b2c61248378cfdec28265e281767a6a2c0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on July 01, 2010, 04:52:58 PM
Try running RHW under it again. Works for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 01, 2010, 04:59:00 PM
Quote from: canyonjumper on July 01, 2010, 04:52:58 PM
Try running RHW under it again. Works for me.

nope... done that... doesn't work... and aparently is only when i place it in that direction.... the other ones are just fine... what i dont know yet is that if it has it's drawpaths intact...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 01, 2010, 07:10:12 PM
Click around on different segments of the RHW on the ground at varying distances. And no, in that setup the EMIS is disabled.

v4.1's FLEXFly will not have this issue (well, aside from very rare cases, the code is extremely stable)
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 01, 2010, 07:23:04 PM
^^

actually... it's just like... random... sometimes it works perfectly fine on the first time... sometimes i have to bulldoze and plop again at different distances................... and other times, it wouldn't work at all... anyway... it appears that the cars kinda jump that hole on the pavement... lol...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on July 01, 2010, 08:33:14 PM
I've noticed that there are no SPUI pieces with the avenue on top...

Will they ever be made? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 01, 2010, 11:36:13 PM
Quote from: Aldini10 on July 01, 2010, 08:33:14 PM
I've noticed that there are no SPUI pieces with the avenue on top...

Will they ever be made? ()what()

Yes--however, they would require Elevated Avenue TuLEPs to be in place first.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on July 02, 2010, 09:56:17 AM
Quote from: el_cozu on July 01, 2010, 10:25:52 AM
why does this happen??
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F9915%2Fflexflyoverrhw4.jpg&hash=bf3241b2c61248378cfdec28265e281767a6a2c0)

I apologize for going off-topic for a moment, but the screenshot reminds me so much of Speed (1994)  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on July 02, 2010, 02:23:03 PM
Uhh, sure!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 02, 2010, 05:48:14 PM
Let me just say that I am very grateful for the RHW filler pieces. They're so useful! One piece that I think would be especially useful, if it existed, would be a MIS orthogonal-diagonal elbow piece. I've used some of the ERHW-4 over diagonal MIS puzzle pieces to extend two of the ramps of my future stack, but I can't bend those ramps to be parallel and adjacent to my ERHW-4 (i.e. no empty cells between them) without the piece I've just described. Sure, I could simply extend the ramps so that they're one cell away from the ERHW, but I want this interchange to be as compact as possible. I hope you'll consider making such a filler piece for inclusion in an upcoming release :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 05, 2010, 03:34:43 PM
I don't know if this is the same thing your are talking about woodb3kmaster, but I am missing an elbow piece on the EMIS, any one know a how tyo fix this?

I could not pind any filler pieces, I even trie removing the Eastbound lanes to give it more room, but with no result.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F3180%2Fortegamunicipalityjan30.jpg&hash=59e81e7770355c23e12331a6fbd255de3ac0e82d)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on July 05, 2010, 04:25:00 PM
Congrats, you found one of the things that annoys me most. When you're using El-MIS, you have to use two 45-degree turns to make a 90-degree turn.  :thumbsdown:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 05, 2010, 04:27:47 PM
The absence of that piece is known and I think it was written a few posts back that that piece will be there in a later version. It is annoying, but I don't recall being able to do that in RHW V3.2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 05, 2010, 04:44:19 PM
Quote from: woodb3kmaster on July 02, 2010, 05:48:14 PM
Let me just say that I am very grateful for the RHW filler pieces. They're so useful! One piece that I think would be especially useful, if it existed, would be a MIS orthogonal-diagonal elbow piece. I've used some of the ERHW-4 over diagonal MIS puzzle pieces to extend two of the ramps of my future stack, but I can't bend those ramps to be parallel and adjacent to my ERHW-4 (i.e. no empty cells between them) without the piece I've just described. Sure, I could simply extend the ramps so that they're one cell away from the ERHW, but I want this interchange to be as compact as possible. I hope you'll consider making such a filler piece for inclusion in an upcoming release :)

Thanks for the kind words on the fillers--I'm glad they've proven useful! :)  It wouldn't be too difficult to make what you've described, either.

As far as the 90-degree turn issue with the EMIS, the difficulty with any elevated anything is making the models.  Namely, the barriers--it takes awhile to get them just right.

MattyFo, I think in your situation, it actually looks like you might have enough room for a FLEXFly piece.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 06, 2010, 10:58:09 AM
Thanks for the quick response Tarkus!  I managed to get it working by just "stretching" it out a bit.  ;)   However, I did look for the FLEXFly pieces but I looked everywhere and found nothing of the sort. Where are the FLEXFly pieces located in my menu?  Were they an optional Addon I forgot to install with RHW 4.0?

- Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 06, 2010, 11:28:53 AM
FLEXFly is located at the end of the curves button. hit SHIFT-TAB to go directly to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 06, 2010, 11:42:29 AM
I'll try that.  I guess I didn't check EVERYWHERE..... :P

- Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on July 10, 2010, 07:02:50 AM
Apologies if this has been asked before, but I came accross this issue earlier today:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi29.tinypic.com%2F2v3kay9.jpg&hash=1ae67becf6e03866f024f9e63702dbd888649300)
I have tried clicking around with RHW and OWR3 and updated the RHW and NWM with the newest patchs but to no avail . It don't think it is just a texture issue as it doesn't allow UDI to go through it but the OWR3 is fine. I don't know if this problem if LHD specific (I have LHD), or just a general problem with OWR3 and ERHW4 compatabilty.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 10, 2010, 08:35:57 AM
I think it's a general problem with OWR-3 and ERHW-4 compatibility for everyone because I have the same problem. The RHW will 'flip' the wrong way when I drag OWR-3 underneath it, and I have RHD. When I click around, though, the ERHW-4 will revert to normal, but the OWR-3 will revert back to OWR-2. I've tried rebuilding, rearranging, but nothing works. I also have the ERHWs right next to each other instead of one tile apart like citybuilderx does.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 10, 2010, 10:03:26 AM
Quote from: citybuilderx on July 10, 2010, 07:02:50 AM
Apologies if this has been asked before, but I came accross this issue earlier today:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi29.tinypic.com%2F2v3kay9.jpg&hash=1ae67becf6e03866f024f9e63702dbd888649300)

Someone else reported that a few days ago . . . I have it fixed on my end now.  The EMIS-over-OWR-3 suffered from the same issue, and it's been fixed as well, and both should work properly after the "bugfix" release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on July 11, 2010, 10:49:12 AM
 &hlp  Dang, NAM Team! You guys can fixany minor bug or issue in a small amount of time. If I tried to fix an issue, I'd probably crash my computer-which happened yesterday ()sad()- I'd like to take this time to thank the Nam Team before something vital to Simcity 4 gets released. You guys are awesome. &hlp &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: kaylacey on July 11, 2010, 10:51:34 AM
I can't get any housing or commercial to grow when it is facing the RHW.  Why not?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 11, 2010, 11:05:33 AM
Quote from: kaylacey on July 11, 2010, 10:51:34 AM
I can't get any housing or commercial to grow when it is facing the RHW.  Why not?

The RHW, being a Highway-type network, generally does not support zones along it.  There is a note about this in the Readme under the section describing the networks:

Quote
All RHW networks are also highway-type networks, meaning that they generally do not allow access to RCI Zones.

Somehow I neglected to add that to the FAQ . . . that shall be rectified. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 12, 2010, 07:08:11 AM
Quote from: Tarkus on July 11, 2010, 11:05:33 AM
The RHW, being a Highway-type network, generally does not support zones along it.  There is a note about this in the Readme under the section describing the networks:

Somehow I neglected to add that to the FAQ . . . that shall be rectified. ;)

-Alex




Actually, I can get Commercial and Industrial to grow up when right next to any RHW network. I need to post some pics of this when Mom allows me on my laptop. I'm just posting thins on my iPod Touch.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2010, 10:08:45 AM
Quote from: Monorail Master on July 12, 2010, 07:08:11 AM
Actually, I can get Commercial and Industrial to grow up when right next to any RHW network. I need to post some pics of this when Mom allows me on my laptop. I'm just posting thins on my iPod Touch.  ;D

From my own trials, the RHW-2 does not allow zones at all.  The override-based ones can, on occasion, allow C and I, but never R.  I don't really advertise that fact, though. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 12, 2010, 10:32:38 AM
Well, I'm able to get any zone to grow along an RHW... with a little trick ;)

Hint: Starter pieces. Specifically stubs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on July 12, 2010, 01:11:47 PM
  Ooh! A "secret" way of zoning along a highway! It would suck to see your car crashed up a few miles along the highway. You shouldn't tell us yet, you tease! :-X
Title: Re: RHW (RealHighway) - Development and Support
Post by: remanh on July 12, 2010, 02:13:41 PM
Because the stubs are roads, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on July 12, 2010, 02:33:36 PM
I thought it was the Type of Network. Because i was able to zone with a RHW-4, but not a RHW-6
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 12, 2010, 04:35:20 PM
QuoteHint: Starter pieces. Specifically stubs.

Quotebut not a RHW-6

Now, RHW-6 + stubs + RHW cosmetic pieces= ()what() (play for yourself, now see what happens with RCI along that type of RHW, results may vary)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on July 12, 2010, 04:48:07 PM
Drag the starter, just like any regular person would do, then fill the whole strech of highway wirh cosmetic pieces. Or place a bunch of starter pieces next to each other, I haven't done this yet, because I lost my hard drive to a monster virus, and I can't find my SC4Deluxe disks. But I will try it very soon to see if it works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on July 12, 2010, 05:16:23 PM
Not sure if this is the place to post about some issues with RHW, but if not, I couldn't find a separate thread for troubleshooting RHW, so here goes.

First, in the pic below, is there anyway to bridge my 8-lane freeway as shown with an avenue?  You can see that there is puzzle pieces for that to do so, but the two opposites lanes of traffic are spaced further apart than my freeway.  There's one for a 6-lane as pictured below but I'm wondering if there are there any puzzle pieces to accommodate my 8-lane?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F9606%2Favebrdg8lane.jpg&hash=6d85f01bfc2b52837449b485668b871744e34fb2)

Second, in the pic below, what the heck am I missing for just this one piece?  It's the only one that has this problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F7572%2Fmissingdependency.jpg&hash=b71118dce59b4e7aa7d3f45f69d1cca16259709a)

Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2010, 06:28:50 PM
You just need to rotate one of the avenue-over-RHW 8 pieces so the yellow line is on the inside and they'll fit.

As for that puzzle piece, have you installed all of the patches?
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on July 12, 2010, 06:44:38 PM
Quote from: deathtopumpkins on July 12, 2010, 06:28:50 PM
You just need to rotate one of the avenue-over-RHW 8 pieces so the yellow line is on the inside and they'll fit.

I tried that, but it still puts that space between the opposite lanes of traffic which throws the rest of my freeway off.  In the pic, you can see that my freeway has the opposite lanes of traffic closer together, where the bridge pieces add in that space.

Quote from: deathtopumpkins on July 12, 2010, 06:28:50 PMAs for that puzzle piece, have you installed all of the patches?

Ok, now you have me confused.  What patches?
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 12, 2010, 06:51:56 PM
The bridge pieces have that space because one of them needs to be rotated ;) The yellow lines should both be on the inside. I promise you, rotate it and it will work.

Patches: RHW patches, found in the sticky post. I do remember that being an issue at one point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MOREOPTIONS on July 12, 2010, 07:35:01 PM
I have also had trouble making the bridge get over 8 lanes.  have installed all patches with no results. am sure there must be a way. it's a mater of something simple am sure.  I resorted in splitting my Highways into sections and then plasing bridges and it worked ok . having an island between the two directions.  Thank you for reading what i share. God Bless
Quote from: blade2k5 on July 12, 2010, 05:16:23 PM
Not sure if this is the place to post about some issues with RHW, but if not, I couldn't find a separate thread for troubleshooting RHW, so here goes.

First, in the pic below, is there anyway to bridge my 8-lane freeway as shown with an avenue?  You can see that there is puzzle pieces for that to do so, but the two opposites lanes of traffic are spaced further apart than my freeway.  There's one for a 6-lane as pictured below but I'm wondering if there are there any puzzle pieces to accommodate my 8-lane?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F9606%2Favebrdg8lane.jpg&hash=6d85f01bfc2b52837449b485668b871744e34fb2)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2010, 07:49:49 PM
If it isn't rotating to the correct position, try hovering the piece over the other tile of the RHW-8 and then rotating it until it lines up.  That usually does the trick.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on July 12, 2010, 10:46:20 PM
Quote from: Tarkus on July 12, 2010, 07:49:49 PM
If it isn't rotating to the correct position, try hovering the piece over the other tile of the RHW-8 and then rotating it until it lines up.  That usually does the trick.

Ok, after going back into the game, bingo, it worked like it was supposed to. :P  Must have been a glitch in the system.  Anyways, what patches is deathtopumpkins talking about for my other problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2010, 11:38:50 PM
Quote from: blade2k5 on July 12, 2010, 10:46:20 PM
Ok, after going back into the game, bingo, it worked like it was supposed to. :P  Must have been a glitch in the system.  Anyways, what patches is deathtopumpkins talking about for my other problem?

The Version 4.0.4 patch.  It's attached to the "sticky post" that's at the top of every page of this thread.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: blade2k5 on July 12, 2010, 11:52:20 PM
Ah, ok.  Thanks. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on July 13, 2010, 02:28:47 AM
Is it ok to suggest new puzzle pieces in this thread?

I came across several situations where the following piece would be useful:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F6682%2Frampi.jpg&hash=2491a6e5b51a659d03c61552d1ad2dd82bc4e989)

Excuse my bad paint skills. It is a RHW-6 splitter where a RHW-4 curves off and a MIS lane continues straight. This would allow to build more compact cloverleafs where the main road continues in another direction and the straight road is a less important one.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 15, 2010, 10:10:31 AM
RickD, that piece would be VERY helpful. Mainly when building a T-Interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 15, 2010, 03:09:59 PM
So while building a RHW/Maxis highway interchange, I noticed that the MIS under elevated highway isn't pathed:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F5382%2Fwitburgjan1715612792303.jpg&hash=db41b1c7cd14993adff7bf2316d1b28a29316d37)

Also, how is the RHW-4 under elevated highway patch coming along? I can't open the interchange until those are fixed. :P (Although I could rebuild the Maxis highway into a RHW-4 without too much trouble.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 15, 2010, 04:39:09 PM
Quote from: Haljackey on July 15, 2010, 03:09:59 PM
Also, how is the RHW-4 under elevated highway patch coming along? I can't open the interchange until those are fixed. :P (Although I could rebuild the Maxis highway into a RHW-4 without too much trouble.)

I have it fixed on my end here.  Hadn't caught the MIS-under-EMHW path yet, but I fixed it while typing up this reply. :D  As there's been a fair bit of stuff adjusted since 4.0.4, and some of the things fixed are on the RUL end, which requires a NAM Controller update, the fixes will be part of the next full release.

We apologize for the delay on this end on the fixes.  There has been some RL across the board amongst the NAM Team since May, which has slowed things, and we're also taking care to ensure that things are totally copacetic on our end before release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 16, 2010, 05:33:52 AM
 hello
I have a few suggestions to team of RHW
because I saw that you have started projects to FLUPs  for RHW C6
would be great if you make and for RHW-10
Will it be possible to have something like a compact version of RHW 10 with tower lights and barriers in the middle?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3844%2Fnewcitymay2100126403247.jpg&hash=cfe6cb1ec689febec0f290bc9bd66eb96942110a)
as this picture but with tower lights in the middle
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on July 16, 2010, 05:38:15 AM
Is that an RHW version of the ARD-3 I see in that picture? (The 2nd one on the left.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 16, 2010, 05:41:10 AM
Quote from: smileymk on July 16, 2010, 05:38:15 AM
Is that an RHW version of the ARD-3 I see in that picture? (The 2nd one on the left.)
Yes but this is for RHW-C8 not RHW-10
;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on July 16, 2010, 05:53:47 AM
What do you mean by "it's for 8C"? If you're referring to the barriers, I'm not one to know much about that. Surely a 3-lane RHW can't be for RHW-8?

I'd definitely like to know how you made that 2+1 asymmetrical setup. Or is it not out yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 16, 2010, 07:02:06 AM
Quote from: smileymk on July 16, 2010, 05:53:47 AM
I'd definitely like to know how you made that 2+1 asymmetrical setup. Or is it not out yet?

That picture an old development picture from a while back. The ARD, or three lane RHW (RHW-3/ARHW?) has not been released yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 16, 2010, 07:37:35 AM
Quote from: RickD on July 13, 2010, 02:28:47 AM
Is it ok to suggest new puzzle pieces in this thread?

I came across several situations where the following piece would be useful:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F6682%2Frampi.jpg&hash=2491a6e5b51a659d03c61552d1ad2dd82bc4e989)

Excuse my bad paint skills. It is a RHW-6 splitter where a RHW-4 curves off and a MIS lane continues straight. This would allow to build more compact cloverleafs where the main road continues in another direction and the straight road is a less important one.
I was thinking about that too. I would call it the TOTSO-Ramp (Turn Of To Stay On).
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on July 16, 2010, 07:47:48 AM
Quote from: mrtnrln on July 16, 2010, 07:37:35 AM
I was thinking about that too. I would call it the TOTSO-Ramp (Turn Of To Stay On).

That is the term I was looking for but couldn't remember.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2010, 10:46:02 AM
Quote from: smileymk on July 16, 2010, 05:53:47 AM
I'd definitely like to know how you made that 2+1 asymmetrical setup. Or is it not out yet?

That's the RHW-3.  It's actually been on the drawing board since 2008, with a prototype debuting around then, but it has never actually been released.  It was actually planned for Version 3.0 originally, but had stability issues and didn't make the cut.  There's not been much done on it since then, though it was briefly re-enabled in the Version 4.0 alpha phase (the pic was originally posted back in January by Haljackey, one of our testers), and the current plan is to include it as part of the 4.x series.

As far as an RHW-10C, the idea's been thrown around, but it's not on the drawing board.  Perhaps once we get into the "Ultra-Wide" RHWs, it'll be looked at again, though tentatively, I'd say that wouldn't happen until the 5.x series.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on July 17, 2010, 04:46:56 AM
Quote from: Tarkus on July 16, 2010, 10:46:02 AM
That's the RHW-3.  It's actually been on the drawing board since 2008, with a prototype debuting around then, but it has never actually been released.  It was actually planned for Version 3.0 originally, but had stability issues and didn't make the cut.  There's not been much done on it since then, though it was briefly re-enabled in the Version 4.0 alpha phase (the pic was originally posted back in January by Haljackey, one of our testers), and the current plan is to include it as part of the 4.x series.

-Alex

OK. Thanks for clearing that up. I'm looking forward to its release - should be useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 17, 2010, 12:00:25 PM
Quote
As far as an RHW-10C, the idea's been thrown around, but it's not on the drawing board.  Perhaps once we get into the "Ultra-Wide" RHWs, it'll be looked at again, though tentatively, I'd say that wouldn't happen until the 5.x series.
I'm going to pull another "oh by the way" thing here...

I made these prototypes about 6 months ago.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-10c.jpg&hash=1589eded8cbe47f1c7f6506f02efce82423ed46a)

And the way the lanes are set up you can also do this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-16c.jpg&hash=ac9829f179389c0fe387f9ad2a59ef74693c979f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on July 17, 2010, 12:28:25 PM
massive!!  :o

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 17, 2010, 12:34:39 PM
Quote from: Blue Lightning on July 17, 2010, 12:00:25 PM
I'm going to pull another "oh by the way" thing here...

Why Vince, you tricky little fellow, you. :D :D  That's awesome--an RHW-16C!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on July 17, 2010, 02:51:15 PM
Lightning in a bottle I say  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 17, 2010, 08:10:08 PM
Except the wider the highway is, they all feel, well 99% of 'em them anyway feel like they need to speed faster. I have been on a Real 10 lane highway , and they will go past 100 if not, at least 90mph, despite the speed limit, including curves If your going to drive the minimum speed limit, your as good as dead.

And I know the east coast of the US does have at least a 16 lane wide highway, somewhere.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 17, 2010, 08:25:00 PM
Quote from: j-dub on July 17, 2010, 08:10:08 PM
And I know the east coast of the US does have at least a 16 lane wide highway, somewhere.

The I-75/I-85 "Downtown Connector (http://en.wikipedia.org/wiki/Downtown_Connector)" in Atlanta, GA . . . that thing's huge.  Though I think it's only 15 lanes at the widest spot. ::)

There's a section on I-5 near San Diego that rival it, though, just north of the interchange with I-805 (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=San+Diego,+CA&sll=36.421835,-121.289749&sspn=0.238689,0.676346&ie=UTF8&hq=&hnear=San+Diego,+California&ll=32.910982,-117.228295&spn=0.001964,0.005284&t=h&z=18).  It appears there's a point there where there's at least 15 lanes plus another 3 C/D lanes on either side.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 17, 2010, 08:32:55 PM
Don't forget Houston's I-10, at some intersection it has like 21 lanes
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 17, 2010, 10:18:36 PM
The 401 (http://en.wikipedia.org/wiki/Highway_401) in Mississauga swells to 26 or so lanes near the 403/410 interchange.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F7149%2Fclipboard02mx.jpg&hash=71737812963b6148ff618a62c66eb7f5638dd06f)

...And organizes itself to 18 through lanes a little east of it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F1879%2Fclipboard023.jpg&hash=267a661458b3f032525679a86a8abb68eb73759f)

A little off topic, but interesting conversation nonetheless.  &opr
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 18, 2010, 08:48:00 AM
Quote from: j-dub on July 17, 2010, 08:10:08 PM
And I know the east coast of the US does have at least a 16 lane wide highway, somewhere.

I know that the Garden State Parkway (in New Jersey) is 16 Lanes wide at Exit 125.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2F_86.JPG%2F153029351%2F_86.JPG&hash=7fad5dafc76f0e943a59407d20a57ac8f0ba5ed9)

It's also 15 lanes wide going over the Driscoll Bridge.
I'm sure that there is some point along I-95 that is 16 lanes or more.

Nice job Blue Lightning. Keep up the good work, everyone! I can't wait for RHW v4.1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Chrisim on July 18, 2010, 08:50:20 AM
With 16 lanes the widest European highway that I am aware of is close to The Hague in the Netherlands: Link. (http://maps.google.com/maps?hq=&ll=52.052883,4.364512&spn=0.00221,0.00604&t=k&z=18)
However, the 16 lanes are split over several roads. They connect five highways.

Only a few toll booths are wider, like this one close to Paris: Link. (http://maps.google.com/maps?hq=&t=k&ie=UTF8&ll=48.553042,1.929388&spn=0.002379,0.003996&z=18)

With up to 10 lanes the widest normal highway in Germany that I am aware of is close to Frankfurt: Link (http://maps.google.com/maps?hq=&t=k&ie=UTF8&ll=50.041664,8.598553&spn=0.000577,0.000999&z=20)
This highway exchange close to Wuppertal has 13 lanes : Link. (http://maps.google.com/?ie=UTF8&t=k&ll=51.242371,7.093488&spn=0.00225,0.003996&z=18)

Anyway, I would think that the present RHW is wide enough to create real highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on July 18, 2010, 09:11:37 AM
The most lil ol' blighty can manage is 10/12 lanes on the M25! Never been...Preston Bypass is more my scene.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 18, 2010, 10:06:28 AM
I don't think Finland ever manages more than 8 or maybe 10 lanes near junctions in Helsinki. Nowhere else I've lived has either (Chicago~12 lanes, Milwaukee~10, Sioux Falls 8) but this spot in nearby Minneapolis gets up to 14-15 lanes, albeit on separate roads (EDIT-Link removed after realizing I don't know how to post links from google maps ;) ). I think having 6 or more lanes per direction would be a really great addition to RHW though, as even though long stretches of ultra-wide motorways aren't particularly common in RL, areas like that approaching and leaving large interchanges are not so rare. Also, I think there's plenty of people out there who just want ultra-wide networks whether it's realistic or not  ::)

Thanks Vince!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 18, 2010, 12:53:05 PM
Chrisim: there is a wider highway in Europe, in fact, it's also in the Netherlands. It's the A15/16 between Ridderkerk-north and -south, which is 17 lanes wide: 8 to the north, 9 to the south. Basically, the A15 and A16 run side by side, with the A16 in the centre, and the A15 around that one. However, it is a very short section. [linkie] (http://maps.google.com/maps?f=q&source=s_q&hl=nl&geocode=&q=Rotterdam&sll=51.855239,4.808056&sspn=1.263853,3.56781&ie=UTF8&hq=&hnear=Rotterdam,+Zuid-Holland,+Nederland&ll=51.866117,4.583943&spn=0.002551,0.006968&t=k&z=18)
And how do you get to 5 highways connected by that point? You've got the A4, which is the highway the basket-weave is located on, the A12, and the A13. That makes three highways, so where are the other two?

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on July 18, 2010, 02:08:36 PM
I think Chrisim meant that there are five "arms" stretching from that heap of interchanges that gobble up within very short distance. Personally, I think it's not really necessary to have such ultra-wide highways, as they merely serve as a huge "parking lot" during rush hour - it's much more crucial to design the interchanges themselves for higher capacity. The Frankfurter Kreuz is one of the busiest interchanges in Europe with over 300,000 cars per day, and yet the A5 and the crossing A3 "only" have five lanes per direction. Granted, there are still traffic jams, but driving was a true nightmare before they remodeled the interchange a few years ago.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 18, 2010, 03:30:04 PM
Quote from: j-dub on July 17, 2010, 08:10:08 PM
Except the wider the highway is, they all feel, well 99% of 'em them anyway feel like they need to speed faster.
I haven't noticed anything like that on I-405 through Greater Los Angeles, even at night, when the traffic finally dies down. At that time, motorists seem to just drive a few mph over the limit. Most of the time, though, it's impossible to go even that fast, since traffic on the 405 slows to 10-25 mph while the sun's out.

Anyway, enough of this off-topic stuff. Vince, that RHW-10C looks great; I hope to see it in a future release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on July 18, 2010, 04:26:15 PM
Quote from: Andreas on July 18, 2010, 02:08:36 PM
Personally, I think it's not really necessary to have such ultra-wide highways, as they merely serve as a huge "parking lot" during rush hour.

Is that why they call them 'parkways' in the USA?  :D

Of course this prompted me to go find the widest freeway in Perth. I was thinking it wouldn't be that big, but there's a short section with 16 lanes, including C/D and ramps. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 19, 2010, 12:45:01 AM
Quote from: Blue Lightning on July 17, 2010, 12:00:25 PM
I'm going to pull another "oh by the way" thing here...

I made these prototypes about 6 months ago.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-10c.jpg&hash=1589eded8cbe47f1c7f6506f02efce82423ed46a)

And the way the lanes are set up you can also do this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-16c.jpg&hash=ac9829f179389c0fe387f9ad2a59ef74693c979f)
sorry I saw that you started doing RHW 10 with barrier
so my question is how can I make them just that by the middle tower light
perhaps with programs such as SC4 Tool, LE or reader
problem is not to detect textures RHW
anyway props for lights and barriers they have in LE
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on July 19, 2010, 01:34:24 AM
I don't understand why the Freeways are so wide in America. Cities in Europe are on par with the population of Cities in the US, and our highways are usually half the width of US highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 19, 2010, 01:42:31 AM
Maybe it's because in Europe you may only overtake to the left lanes (or right lanes in the UK and Ireland). In the US you can overtake to the left lanes as well as the right lanes. In Europe this results that slow traffic stays on the outer lanes and faster traffic moves in the inner lanes, while in the US you can't see this system.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 19, 2010, 02:22:29 AM
I do not think that Sim City is required to highways are more than 6 lanes because traffic is not as busy but also can hardly do the exact proportions to be responsible for 3 or 10 lanes
This not  makes sense because their construction will have had no effect on traffic
Title: Re: RHW (RealHighway) - Development and Support
Post by: SC4BOY on July 19, 2010, 03:08:40 AM
We are indeed carrying what amounts to eye-candy to the extremes
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 19, 2010, 06:11:09 AM
I think the main reason why freeways are so wide in America is that the vast majority of development besides old city cores has been planned around the car with long trip times to anywhere and exceptionally low population density, which severely limits opportunities for designing efficient public transport systems. Also, wide freeways can be a self-fulfilling prophecy: if traffic flows quickly people don't worry as much about how close to work they live, increasing congestion as cities grow and resulting in demand for a still wider freeway.

Maarten, I think your point does explain a bit of congestion which is why left-hand exits are being almost completely phased out in the States--so the left lanes are dedicated passing lanes, not merging lanes. The "pass-on-the-left" system generally exists there but is much less rigid than over here, especially when left-hand exits are a factor ;)

And don't forget that if you don't like wider networks you can feel free not to use them  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on July 19, 2010, 08:30:13 AM
I noticed in the progress report, version 4.05 is no longer recorded.  Is it complete, or is it now basically part of version 4.1, as the "east side issue" is now part of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 19, 2010, 08:38:08 AM
I've visited this page for a long time, but i haven't seen this request... some splitters..........

RHW-10  ---> RHW6S/RHW4... or... RHW6C/RHW4.................

or it could be

RHW10 ----> RHW8C (or S) /RHW4
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 19, 2010, 09:39:33 AM
Quote from: mrtnrln on July 19, 2010, 01:42:31 AM
Maybe it's because in Europe you may only overtake to the left lanes (or right lanes in the UK and Ireland). In the US you can overtake to the left lanes as well as the right lanes. In Europe this results that slow traffic stays on the outer lanes and faster traffic moves in the inner lanes, while in the US you can't see this system.

Best,
Maarten

Not true, actually. In the U.S. that is left up to the states to decide, and quite a few have made driving in the left lane illegal.  New Jersey comes to mind as really strict on it. It doesn't seem to matter to most drivers though.

As for everybody saying that these are solely eye-candy in SC4: If you develop a city to resemble an American one, it is actually quite easy to get these traffic volumes on a RHW. I do it all the time, and Vince (blue lightning) has actually maxed out the traffic volume on one (somewhere around 65,000 on the traffic query).

noahclem: Actually, that really has nothing to do with why the U.S. is phasing out left exits. The real main reason (from what I have read in DOT news items) is just that drivers are not used to exits on the left, and don't expect them, which is also why the 2009 MUTCD (http://mutcd.fhwa.dot.gov/) requires more prominent warnings of such an exit.
Though your last point is an excellent one... everyone should take that to heart.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 19, 2010, 09:50:24 AM
Quote from: el_cozu on July 19, 2010, 08:38:08 AM
I've visited this page for a long time, but i haven't seen this request... some splitters..........

RHW-10  ---> RHW6S/RHW4...
You mean these?:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6277%2Fpiecesnorm.jpg&hash=9287b43f22bea35729ea1ec4ed251e3bcdfa22e0) (pieces are at the left)
Still in development...
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 19, 2010, 10:05:48 AM
Indeed  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2010, 11:37:12 AM
Quote from: Highrise99 on July 19, 2010, 08:30:13 AM
I noticed in the progress report, version 4.05 is no longer recorded.  Is it complete, or is it now basically part of version 4.1, as the "east side issue" is now part of it.

4.0.5 is now going to be a small-ish Version 4.1 release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Sartoris on July 19, 2010, 04:52:41 PM
Quote from: darraghf on July 19, 2010, 01:34:24 AM
I don't understand why the Freeways are so wide in America. Cities in Europe are on par with the population of Cities in the US, and our highways are usually half the width of US highways.

#1 reason is that people in the U.S. don't ride trains.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on July 20, 2010, 10:39:23 AM
Maarten, I may switch to Euro just for the AVE-MIS pieces ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 20, 2010, 10:40:48 AM
Well, they are not released until Alex has made US Textures for my pieces  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on July 20, 2010, 06:03:58 PM
folks check out this interchange in shanghai! :o

http://maps.google.com/maps?ll=31.120942,121.38418&z=15&t=h&hl=en
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 20, 2010, 09:50:34 PM
Quote from: superhands on July 20, 2010, 06:03:58 PM
folks check out this interchange in shanghai! :o

http://maps.google.com/maps?ll=31.120942,121.38418&z=15&t=h&hl=en

I believe that was built for the Shanghai 2010 world expo. Crazy design nonetheless, thanks for sharing it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 21, 2010, 12:48:58 AM
Errr... *gets confused  ???*

It would take a very long time before we can replicate this design in SC4  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 21, 2010, 12:06:56 PM
Quote from: mrtnrln on July 21, 2010, 12:48:58 AM
Errr... *gets confused  ???*

It would take a very long time before we can replicate this design in SC4  $%Grinno$%

That being said, would it ever be possible to make a "double-decker" overpass?  or simply, an overpass over another overpass?  That interchange in Shainghai just itched my curiosity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on July 21, 2010, 01:25:20 PM
Hello

This type of concrete wall : http://img696.imageshack.us/img696/2046/sanstitrewp.png

exist for the RHW V3 , but there is a new version for the RHW V4 ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 21, 2010, 02:58:17 PM
pierrebaptiste: See HERE (http://sc4devotion.com/forums/index.php?topic=990.6920#post_CosmeticMods), first entry.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on July 21, 2010, 03:29:15 PM
Is it necesary to have some development near the RHW to have the lights?... cuz normally our rural highways are at least 1 or 2 tiles from development
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 21, 2010, 09:00:45 PM
Quote from: el_cozu on July 21, 2010, 03:29:15 PM
Is it necesary to have some development near the RHW to have the lights?... cuz normally our rural highways are at least 1 or 2 tiles from development

There are other ways to get highway lights.  You can simply place an empty or transparent lot,  if you have the Lot Editor you can go there, find the "Open Grass Area" lot I think is called (PZ 1X1 grass), then browse your textures and replace the lush green with something that matches your terrain mod and place those along the highway.  If you don't like the look of that, hide it with flora.  There are also plopabble street lights you can place along the highway.  I wish I could give you a link but I searched simtropolis for a while and couldn't find them.  Give the STEX and LEX a search and your bound to find them.  Also powerlines, and basically any building will do it.  I'm sure there's something I'm missing and I wish I had that link, but good luck!!

- Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 21, 2010, 11:36:31 PM
Quote from: el_cozu on July 21, 2010, 03:29:15 PM
Is it necesary to have some development near the RHW to have the lights?... cuz normally our rural highways are at least 1 or 2 tiles from development

The way Xyloxadoria's Lights and Barriers T21 mod is designed, it will cause the appropriate props to appear on any zone/wealth type, including no zoning/wealth.  Thus, it is not necessary to have development near the RHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 22, 2010, 05:46:57 AM
I don't know whether it has been asked before but a few things that I'd really like to see are diagonal avenue to diagonal RHW 4 transition as well as FAR MIS/RHW 4 to diagonal MIS/RHW. I hope these will be included in a future RHW release ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 22, 2010, 05:20:09 PM
Your flash tags don't work, TJ1. I have corrected them below:

http://www.youtube.com/v/F647rqsxpvM&fmt=18

http://www.youtube.com/v/avQUtrgB5JU&fmt=18

If you want to see what I did to make the links work, just quote this post and look at the tags. Happy video-posting!
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 22, 2010, 05:25:47 PM
Thank you so much woodb3kmaster. :thumbsup: I did need some help :-[.

A guy on youtube called ScrewdUPclickV2 made these videos of my home state and they look very interesting.
The first video has the grand Dallas High Five.

Here is also one in Houston, Texas of  the beautifly reconstructed Katy Freeway.
http://www.youtube.com/v/MxCt_NwUR5k&fmt=18
Title: Re: RHW (RealHighway) - Development and Support
Post by: shaylan221 on July 22, 2010, 05:50:15 PM
You guys are doing awesome work  &apls  &apls  &apls . I look forward to see what else you guys produce.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 23, 2010, 08:58:16 AM
@ io_bg: Interesting request. Draggable RHW 4 on a diagonal is going to have a further parallel gap compared to width of diagonal avenues, its not impossible at the current state, but maybe a transition like that could save some space, compared to what you have to do now. Some people such as I have built diagonal avenues that change into diagonal RHW 4, which is useful for certain diagonal interchanges, you have RHW-4 diagonal filler pieces that work next to the diagonal OWR-2 squares, and then from the diagonal OWR 2, you then can change into regular diagonal avenue. So its kind of a three network transitional process.

RHW 4 diagonal fillers > OWR 2 alignment > diagonal avenue
Title: Re: RHW (RealHighway) - Development and Support
Post by: kabal223 on July 25, 2010, 06:04:31 AM
Sorry to bother you guys, but do you know where can I find the .dat for this kind of ramps? I want to edit the paths

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F7506%2F81986253.jpg&hash=14d6d030ad7c89b7dbc7ec683ab7f740876f4901)

Thanks!!

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 25, 2010, 10:46:39 AM
First, these are the Maxis Highways (and not the RHW). Second, you can find it in SimCity1.dat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 25, 2010, 10:55:01 AM
I have a question about editing RHW ramp textures. I want to add chevrons, hatching, ect. to RHW exit ramps like in the below picture.
*Edit: Added the alpha:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FRamp.png%2F153944915%2FRamp.png&hash=17978c1c1829e53f356215f364fad02f855f4526) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FRamp_Alpha.png%2F153951181%2FRamp_Alpha.png&hash=0bebe738118032607432ce9aef58feabdb0f2b04)
The problem is that when it comes time to use them in the game, the ramp still looks like the default original. I exported the *.FSH files using iLive's Reader and used FSHman to extract the color and the alpha textures. And after editing them, I used SC4Tool to put them into a data file as shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FSC4Tool.JPG%2F153947037%2FSC4Tool.JPG&hash=9b0df4fc2a6ee581c05010ece26a8e7dc2957773)
I even changed the last letter in the IID, which I copied directly from iLives Reader, from 'e' to '0'. The IID that was shown in iLives Reader is shown below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FReader.JPG%2F153947055%2FReader.JPG&hash=0edf3420b0b562ab01b4689c7d056f92a66aa2d8)

Am I doing something horribly wrong? Also, I did make sure that the data file loaded after the rest of the RHW data files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kabal223 on July 25, 2010, 11:30:55 AM
Quote from: mrtnrln on July 25, 2010, 10:46:39 AM
First, these are the Maxis Highways (and not the RHW). Second, you can find it in SimCity1.dat

Thanks!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 25, 2010, 11:41:06 AM
Quote from: kabal223 on July 25, 2010, 06:04:31 AM
Sorry to bother you guys, but do you know where can I find the .dat for this kind of ramps? I want to edit the paths

A quick look in RUL 0x10000000 seems to suggest they would start at IID 0x0c882000.  As mrtnrln correctly indicated, they'll be in SimCity_1.dat--all paths for Maxis default items can be found there.

Quote from: Nego on July 25, 2010, 10:55:01 AM
The problem is that when it comes time to use them in the game, the ramp still looks like the default original. I exported the *.FSH files using iLive's Reader and used FSHman to extract the color and the alpha textures. And after editing them, I used SC4Tool to put them into a data file as shown below:

When in SC4Tool, try using "A" instead of "0" as the last digit of the IID.  This should put everything in the A-E range instead of 0-4.  If you've changed the IID on one of the textures to end in "E", and it is indeed loading last, it should at least be showing up in Zooms 5 and 6.

Additionally, I'd consider using null45's Batch PNGToFSH Tool (which you can pick up here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2255)) instead of SC4Tool.  It's got a simple drag-and-drop interface, allows you to use PNG transparency instead of fiddling with Alpha Maps, and if you specify the IID of the Zoom 5 texture in the file name, it'll assign it automatically when you import.  It's what I've been using for awhile myself and it has really sped up the process immensely for me. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 25, 2010, 11:53:20 AM
Also, have you made sure it loads last?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 25, 2010, 12:26:11 PM
Good news everyone! I've goten the textures to work in the game! Thanks to Alex for pointing out that the IIDs should end 'A' instead of '0'. That fixed it. I will also to try out using null45's Batch PNGToFSH Tool. And yes, mrtnrln, I did make sure it loaded last by naming the folder 'zzzzzzReal Highway Texture Mod', though I think I may have gone a little overboard with the 'Z's. :D I will post a picture of the result later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on July 25, 2010, 01:23:47 PM
Is there anyway to get a RHW-4 over RHW-6? I've cycled through all of the RHW categories and found no puzzle pieces that are helpful.  I didn't even find any ERHW Ortho over Ortho puzzle pieces which I could swear I have seen before.  Am I doing something wrong here?



EDIT:  Forget this question.  Perhaps reading the FAQ before posting my question would have been wise.  :D

Title: Re: RHW (RealHighway) - Development and Support
Post by: kabal223 on July 25, 2010, 03:54:15 PM
Quote from: Tarkus on July 25, 2010, 11:41:06 AM
A quick look in RUL 0x10000000 seems to suggest they would start at IID 0x0c882000.  As mrtnrln correctly indicated, they'll be in SimCity_1.dat--all paths for Maxis default items can be found there.

-Alex

Paths done thanks to you! a bit tricky because the height though ;D.

Man, how do you find that path so fast? (one of the instance was 0x0c882430, you almost got it)...

Thanks again and sorry for the offtopic, I thought you guys had made those ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on July 27, 2010, 09:01:08 AM
Hello

Sorry , but texture (euro road texture ) for the RHW V4 in LHD is ready or not ?

Mrtln have said that is in stand by and he had a programmation problem with several piece ?  ()what()

Because several player of simcity wait for this version (RHW V4 euro road texture in LHD )

Good luck  :thumbsup:

I think that is a biggest project  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 27, 2010, 09:07:13 AM
Quote from: pierrebaptiste on July 27, 2010, 09:01:08 AM
Sorry , but texture (euro road texture ) for the RHW V4 in LHD is ready or not ?

Mrtln have said that is in stand by and he had a programmation problem with several piece ?  ()what()

mrtnrln updated his set the day after RHW 4.0 came out.  It's on the STEX over at Simtropolis and there's a link here (http://sc4devotion.com/forums/index.php?topic=990.msg337148;boardseen#post_TextureMods) in the "sticky post".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 27, 2010, 09:08:51 AM
I think pierrebaptiste asks for a LHD version of his textures since currently they are only for RHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 27, 2010, 09:15:39 AM
Quote from: io_bg on July 27, 2010, 09:08:51 AM
I think pierrebaptiste asks for a LHD version of his textures since currently they are only for RHD.

As far as I know, while there are some things in there that are RHD-specific, the mod should mostly work in LHD, aside from some reversed chevrons and maybe the cosmetic pieces with arrows.  Maarten could probably give a more concrete answer on that, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 27, 2010, 11:22:06 AM
Well, it might work with LHD if you leave the modded pathing file out. Besides from some odd looking pieces (like Alex pointed out) it will work fine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 27, 2010, 08:48:41 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg691%2F8628%2Fsuggist.png&hash=081bb5cb1eef1923ed2f438ed91d4ff1e4e0e761)

In the 4.X  release's can you guys make inside ramps for farrhw ()what() and can you make it easier to do what is in the red circles above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Buzzit on July 28, 2010, 04:24:02 AM
i've got a small question: when i drag the RHW piece to the edge of a map i can make a connection to the neighbours but is this the right way to make a functional highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 28, 2010, 04:47:58 AM
Only the RHW-2 can make neighbour connections without any problem. For any other width you have to plop neighbour connector pieces over the tiles where the RHW enters/exits the city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zorro98 on July 29, 2010, 11:04:08 AM
Why arent there no download link at he downlaod page T_T  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on July 29, 2010, 11:09:21 AM
Quote from: zorro98 on July 29, 2010, 11:04:08 AM
Why arent there no download link at he downlaod page T_T  &hlp

What?  It's right here... http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 29, 2010, 11:18:51 AM
Quote from: zorro98 on July 29, 2010, 11:04:08 AM
Why arent there no download link at he downlaod page T_T  &hlp
Have you registered separately at the LEX?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2010, 12:33:14 PM
Quote from: zorro98 on July 29, 2010, 11:04:08 AM
Why arent there no download link at he downlaod page T_T  &hlp

As stated right at the top of the thread where the download page links are (http://sc4devotion.com/forums/index.php?topic=990.6960#post_DownloadLinks):

Quote
PLEASE NOTE: In order for the actual "Click here to download" button to appear, you must be registered for and logged into the LEX (http://sc4devotion.com/csxlex/Default.htm).  LEX registration is separate from Forum registration.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 29, 2010, 03:02:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg691%2F8628%2Fsuggist.png&hash=081bb5cb1eef1923ed2f438ed91d4ff1e4e0e761)

In the 4.X  release's can you guys make inside ramps for farrhw ()what() and can you make it easier to do what is in the red circles above.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2010, 03:07:47 PM
Quote from: TJ1 on July 29, 2010, 03:02:31 PM
In the 4.X  release's can you guys make inside ramps for farrhw ()what() and can you make it easier to do what is in the red circles above.

Eventually, I'd say.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 29, 2010, 04:06:30 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg695%2F1008%2Fchristchurchjun14391280.png&hash=011e06fa65513e0b84d89ae28e31e9f7404433b5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg94%2F6743%2Fchristchurchsep19391280.png&hash=6e1c959a1c4e8300f18a407b9c74b7a8b538acaf)

If only this was an HOV Expressway
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on July 30, 2010, 04:20:28 AM
TJ1, did you just combine MAVE-6 and RHW-6c, or what the ---- is this? :D I gotta try this out, it looks awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on July 30, 2010, 06:24:40 AM
I just wanted to bring up a suggestion:
I noticed in other NAM networks, there are "high puzzle pieces", usually used for sunken overpasses, however, they could also be used for overpasses.  Currently, in the city I'm working on, I had two RHWs intersecting in the middle.  I wanted to make a four level stack.  Although I've been experimenting for quite a while, I kept running into problems, before making the decision I had to use the custom interchange for the maxis highway.  I might have been able to complete the interchage with RHW if there were some higher EMIS pieces.  This would open the door to many more four level interchanges, and even three level with no tunnels.  The higher network wouldn't need very many pieces, just a starter piece, a few filler pieces, some FlexFly, and transitions between it and EMIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 30, 2010, 07:20:04 AM
Quote from: Ciuu96 on July 30, 2010, 04:20:28 AM
TJ1, did you just combine MAVE-6 and RHW-6c, or what the ---- is this? :D I gotta try this out, it looks awesome!
Why yes, yes I did.  ;D

Quote from: Highrise99 on July 30, 2010, 06:24:40 AM

This would open the door to many more four level interchanges, and even three level with no tunnels
And your so right, If  they do that it would be a huge breakthrough "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 30, 2010, 07:44:46 AM
Here [linkie] (http://sc4devotion.com/forums/index.php?topic=3917.480) you can read that mtg has already done some work on the HEMIS, though it isn't quite finished yet. Hopefully, it will be included in some future RHW release. I remember Tarkus having said a version, in which it would be included, but I can't remember which one...

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on July 30, 2010, 08:42:27 AM
Quote from: Korot on July 30, 2010, 07:44:46 AM
Here [linkie] (http://sc4devotion.com/forums/index.php?topic=3917.480)Hopefully, it will be included in some future RHW release. I remember Tarkus having said a version, in which it would be included, but I can't remember which one...

Well maybe this will answer your question:

QuoteIn case anyone's wondering what the interim long-term plan is:


  • Early 4.x series releases - mostly new ramp interfaces, transitions, curves/fractional angles and cosmetic pieces, improved stability of existing features, new DRIs, possible addition of ERHW-2 and RHW-3.  First TuLEPs likely to appear.
  • Mid 4.x series releases - conversion of SPUIs to WAVERide system, expansion of FLEXFly, likely more ramp interfaces/DRIs, curves, etc. (as they're an ongoing thing)
  • Late 4.x series releases - incorporation of Wider ERHWs
  • 5.0 - incorporation of Multi-Height ERHWs/EMIS, fully-modular stack interchange functionality possible.  (Initial groundwork may be integrated by 4.8 or 4.9.)
It goes without saying that there are no dates attached to these bullet points, and they are, of course, subject to change. 

So as you can see Multi-Height ERHWs won't be around for a long time, but remember, these bullet points are subject to change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 31, 2010, 02:31:46 AM
I'm not proud enough of this to put it in the "Show us your Intersections" thread, but I'll post it here because it makes a good case for a RHW wishlist.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fturbine_small.jpg&hash=17290382a0e110033a8aff4d3a74c16d37acf0ab) (http://www.thedwarfers.net/otherstuff/random/turbine_full.jpg)
(Click for the full size image)
It's a bit ugly, but it is a functional Turbine interchange as compact as I could make it with the current set of pieces.

Here's my suggested wishlist based on this interchange, in order of my personal desires:  ;D

1. A sort of inverted FLEXFly piece.  Instead of the immutable MIS 90deg curve we currently have, a piece like the FLEXFly A (And eventually B) curve only upside down.  It would be plopped on the ground and could have various elevated networks dragged over top.  This would tighten up the above interchange in the N/S direction and make other double decker interchanges with MIS curves easier to build.

2. These EMIS junctions finished:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fmissing_junctions.jpg&hash=2ebfeed09871602e887dda47b138ed4b4fb1104f)
The elevated outer ramps on this interchange are awkward from a driver's point of view and take up additional space without these junctions.

3. Diagonal and curved (perhaps 90deg to start and 45deg later) MIS->EMIS ramps.  They would increase the flexibility of just about every interchange, especially where two diagonal RHWs meet.

4. ERHW-4 -> EMIS B exits and possibly A-wide exits.  They would save a bit of space in certain situations.

5. And last, and least: A fix for the MIS under X pieces to eliminate the excess white edges that are always quite visible.

This interchange was a fun mental challenge to build.  Not to mention all the fun I had fighting with the overrides to draw the pieces I want rather than turning back to convoluted RHW-2 junctions. :P  Thanks for putting up with all our insane requests all the time!  :thumbsup:

-Jon
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 31, 2010, 06:24:34 AM
Pretty good interchange I'd say, would probably look better with a few smooth curves (45 degree ones for example) and embanking the ERHW might have been a better idea (except over when it crosses a ramp or the mainline :P )

As for the diagonal splits, that was taken out temporarily due to conflicts with the would-be-then draggable RHW under diagonal MIS (we're going to try and finish that once we fix other things) and that the models weren't finished in time.
Quote
1. A sort of inverted FLEXFly piece.  Instead of the immutable MIS 90deg curve we currently have, a piece like the FLEXFly A  (And eventually B) curve only upside down.  It would be plopped on the ground and could have various elevated networks dragged over top.  This would tighten up the above interchange in the N/S direction and make other double decker interchanges with MIS curves easier to build.

Well I suppose I should say it now, it is in the works, though I'm not sure by what RHW version it will be done. I can assure its in development.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 31, 2010, 10:37:59 AM
It was definitely meant to be more proof of concept than anything else.  Once I get my new pieces I'll do it up properly and take it to show. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 31, 2010, 11:08:28 AM
The RHW-4 Compact Plain Suspension bridge is now released on the STEX. LINK (http://www.simtropolis.com/stex/details.cfm?id=24543#)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on July 31, 2010, 12:44:48 PM
Hey Blue LIghtning, I tried out your suspension bridge, but it doesn't exactly look right.  I'm not sure if I did something wrong?  Is this bridge only meant for a certain distance?  Anyways it looks really cool nice work!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2FRHW4SuspensionBridge.jpg&hash=3dd6edce73fcbd10adc29fe18079c57c92c95226)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 31, 2010, 01:36:16 PM
Erm, yes, it has to be a longer distance for proper usage, but I intentionally left it able to draw a short span to build "asymetrical half-anchor spans"

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FProjects%2FRHW4CmptSus%2Fbridge_testing-may._16__001280593255.png&hash=d47a9a0587621eccf18457a78f4d12038bf3a42d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 31, 2010, 02:19:31 PM
Hey, it still looks good. However, wouldn't it just be easier to centre the centre pillar, if there is an odd number of pillars? Well, it might not be easier... (where are those rolling eyes?) but it will look better.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 31, 2010, 04:19:34 PM
Sweet to finally see one of these MHW-based RHW bridges I've heard about for so long! And, since the situation in which two parallel bridges is least appropriate is long spans it's great to have something specifically meant for those first  :thumbsup:

...and sorry to inquire but -- is there anything in the works for RHW-6? And has anyone heard from Choco of any progress with the MHW-based wide-RHW bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 31, 2010, 05:02:10 PM
choco still lurks on occasion, but mentioned in his thread about 3 months ago he was planning on changing jobs and would have virtually no free time as a result.  He has, however, passed on his RHW-8 and RHW-10 bridges along with a few others.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on July 31, 2010, 07:10:03 PM
..............."Alert sound"
"Too much awesomeness!!! He can't hold on much longer!!!"
"OPEN THE DROOL-GATE DOORS!"
*they open*
*Me drools a waterfall*

This is so awesome! I can't wait for the bridges!
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 01, 2010, 12:14:43 PM
ERHW-8 and ERHW-10...? Wow... that's... amazing.... I wish you the best of luck for this and future projects!
Thanks for your time and effort for a project for us all to enjoy.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 01, 2010, 05:08:33 PM
[EDIT: Moving development of this mod to a new thread here (http://sc4devotion.com/forums/index.php?topic=11430.0).]
So.................

What happens if you combine the traffic volume data view with the region transport view?

This:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fbefore.png&hash=13ff702c5aff9939c45d0d97debd472425efd481)

Becomes this!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fafter.png&hash=bee2636030326a5b3d54c26a174cb0959e81343a)

There are a few caveats.  In order to get the roads and streets to stay relatively the same color, they changed to cyan to counteract the pinkish overlay.  (The streets are still a little pink at the moment)  Puzzle pieces (TuLEPs, wide curves, and bridges, etc) and diagonals show up in cyan or pink because the two overlays don't quite line up.

But for some, this alternative might be better than RHW not showing up at all.  $%Grinno$%

It's not quite ready for release, I want to do a little more tweaking with the colors.  But if any NAM people want the dat for testing, I'll be happy to pass it along.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 01, 2010, 05:29:28 PM
jondor, that's pretty wild--you've certainly piqued my curiosity! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on August 01, 2010, 05:44:01 PM
jondor: Very interesting! Good job on that. That would be nice if it becomes availible for download sometime soon, but sadly, we have to be patient.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 01, 2010, 05:51:31 PM
Here's the basic premise:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fproperties.png&hash=9f493c9a1f62d6158da2733e2abaa6091a3ba8ab)

I added the highlighted properties from the car volume data view.  The color ramp uses a slightly more transparent version of the Highway color for all values.  The rest involves changing the colors in the regional transport map exemplar to correct the color shift.  Unfortunately, the game applies the volume data view on top of the transport view, so it may be easier to recolor the whole view and make the highways white to avoid some of the color correction work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on August 01, 2010, 06:16:16 PM
you might wanna rephrase this...

"1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

This issue cannot be fixed.  It's simply not possible.  "
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 01, 2010, 06:24:25 PM
Quote from: el_cozu on August 01, 2010, 06:16:16 PM
you might wanna rephrase this...

"1. Why doesn't the RHW show up on the Region Transport Map View in-game?  Can this issue be fixed?

This issue cannot be fixed.  It's simply not possible.  "

Technically, this is another workaround a little like the drawpaths workaround.  This one is just a bit more refined.  It actually highlights any and all networks that support car traffic and then uses the regional transport view settings to differentiate the networks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 01, 2010, 06:55:50 PM
Good work, Jondor.  I'll be watching to see where you go next with this promising find.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 01, 2010, 10:23:13 PM
Okay, so this is (almost) totally unrelated to the transport data view above and a completely accidental find that's marginally RHW related:

In SimCityLocale.dat, entry #3513
QuoteTo me, pavement is a wonderful thing - the hard smooth surface, the extreme heat on a summers day. But it can be costly to create and maintain. If you are looking to save a few simoleons you might consider <a href="#link_id#game.tool_plop_network(network_tool_types.DIRT_ROAD)">dirt roads</a > as an alternative. There's something special about the bumpy ride and billows of dust that only an unpaved path can provide. And what a boon to our local car wash owners!

And in case it turns out it's in a different location in someone else's files, the IID id is: 0x0BF0384D

Looks like this really was supposed to be a rural dirt road, which might be another reason why Maxis didn't have it show in the transport map.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 02, 2010, 03:25:18 AM
Yeah, the NAM team have known about the 'Dirt Road' network for a long time. They thought that instead of dirt roads, how about another Motorway system?

LOL at the dialogue box text though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 02, 2010, 06:40:26 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F6276%2Fmainairportapr610128066.png&hash=5c11dd4841ec08d43ceeb686ee454b18a7a23154)

Has anyone else noticed this? It's on all of the wide curve pieces... I don't think it's significant.. but I just wanted to let you all know. It might have even been reported before... sorry if it has.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on August 02, 2010, 09:06:10 AM
I believe that path is just a dummy path added onto that tile if the piece to ensure that it has one, because if not all tiles have paths the game lags when you plop the piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nazrah on August 05, 2010, 02:31:43 AM
Fantastic job with this mod guys, however I really really look forward to wider bridges, any news on that?

p.s. Im kinda n00b, but I got many ideas and would like to help mod developers. If u got any kind of way to help you, just let me know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 05, 2010, 04:22:50 AM
Narzrah:
Quote from: Blue Lightning on July 31, 2010, 11:08:28 AM
The RHW-4 Compact Plain Suspension bridge is now released on the STEX. LINK (http://www.simtropolis.com/stex/details.cfm?id=24543#)
Eventually, choco's bridges (which include RHW-6S, 8S, and 10S bridges) will be released, and I plan on finishing the 6C bridges sometime.

Psst, Alex, can this be stuck in the sticky?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 05, 2010, 03:44:07 PM
Well, considering it's paths are patchy at best in LHD... I've only found two four tiles on a recently constructed bridge that actually work and have paths. The rest are as functional as... Tissue paper floors...

I can provide screenies if you want them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 09, 2010, 06:18:07 AM
Seeing that it's been... three days since the last post, I think I can double-post this.

I made a mosaic of the problem with the bridge and am posting it here (due to the lack of anywhere else to post it). It links to the full-size Zoom 5 shot.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhwbridgebug_small.jpg&hash=9d0d33ef308720127d07fcf6a67653d639771b34) (http://www.majhost.com/gallery/jdenm8/RHW/rhwbridgebug_large.jpg)

BIG BIG PIC WARNING. 3636x1424

It's a nice bridge, apart from the fact that it doesn't work :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Internet_Exploder on August 09, 2010, 07:26:43 AM
That's a pity, it looks like a real nice bridge too...  :'(

EDIT: Reply #7000! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2010, 09:53:08 AM
Quote from: jdenm8 on August 09, 2010, 06:18:07 AM
It's a nice bridge, apart from the fact that it doesn't work :P

Appears it will need some LHD paths in order to work in your case . . . it's odd that it figured out how to flip the one in the middle, but not the rest of the bridge.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 09, 2010, 11:43:26 AM
@ Internet_Exploder : you're reply #7001  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 09, 2010, 12:59:44 PM
I'll upload a path fix soon, depending on how it works. If it works, then I'll upload it. If it doesn't, you're going to have to wait for a new bridge controller to come out.

Funny thing is, all of those paths are on the "dummy" tiles (tiles that just have a flat S3D and a path, instead of the full model)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 09, 2010, 03:56:46 PM
Hm... Okay. That RHW-2 bridge is the one it's replacing and it's not having too many issues so I can wait and I have yet to nut out the intersection on the southern end  :thumbsup:. Choco's new HSR bridges have much the same issue, but I don't think I'm going to see LHD paths for them, unless I do them myself...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ebina on August 10, 2010, 07:44:05 AM
Quote from: Blue Lightning on August 09, 2010, 12:59:44 PM
Funny thing is, all of those paths are on the "dummy" tiles (tiles that just have a flat S3D and a path, instead of the full model)

A rule in the UK path remapping section of the network INI handles 0x33 bridges, but only 0x33NNNNN0 pieces. Since IID of the dummy tile is 0x33170001 the game didn't catch the piece.

Quote
;RHW Bridges
1   = 0x33000000,0xFF00000F,0x3300000F,0x00FFFFF0 ;Custom RHW Bridges Draggable

When I asked IID range for LHD, Jeronij suggested remapping 0x3NNNNNN0 into 0x3NNNNNNF. I didn't assume that 1-F will be assigned to the eighth digit since then. Please consider avoiding assigning at least 8-F to the eighth digit of 0x3 bridge pieces. They can be used for LHDified 0-7 whenever needed.

Quote from: jdenm8 on August 09, 2010, 03:56:46 PM
Choco's new HSR bridges have much the same issue...

Will be resolved in the next NAM release. Before the May 2010 release I divided LHD files for HSR bridges into another file but it didn't work well (and not included into the release). New version of NetworkAddonMod_Bridges_LEFT_HAND_VERSIONS_ONLY_Required_Additional_Plugin.dat will contain LHD files for any bridges except for RHW bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SPygkeren on August 11, 2010, 07:18:51 AM
which RHW 3.0 file i must remove from the plugins folder??? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 11, 2010, 07:28:39 AM
All of them. The folder called "Rural Highway Mod" should be removed from your NAM folder. The new version is called "Real Highway Mod" and should be present in your NAM folder
Title: Re: RHW (RealHighway) - Development and Support
Post by: SPygkeren on August 11, 2010, 08:09:34 AM
Quote from: mrtnrln on August 11, 2010, 07:28:39 AM
All of them. The folder called "Rural Highway Mod" should be removed from your NAM folder. The new version is called "Real Highway Mod" and should be present in your NAM folder

thx so much ;D
it;s work perfectly &apls

i want to create more highway with this mod! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on August 14, 2010, 05:48:55 PM
I wonder if anyone has tried this before. I have a flexfly piece over a TuLEP intersection piece. It plops but the part over the TuLEP, including the paths, disappear. Any idea?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F6128%2Fkernvillejan27001281832.jpg&hash=fc810021a12a7d16af225db8a8fd1dc458382bd6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MattyFo on August 14, 2010, 07:15:05 PM
I haven't tried that exactly, although I had the same thing happen to me when I tried to put a FLEXFLY piece over the tile where a RHW started to go diagonal.  My best guess was that this happens when the FLEXFLY goes over something it is not compatible with.  Hopefully Alex or somebody from the NAM team can come by and confirm this.

- Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 14, 2010, 07:42:56 PM
Well, see, FLEXFly doesn't have the power to "fly" over puzzle pieces or setups that have not been supported yet (ie diagonals). They might eventually, and if you place FLEXFly on road or OWR in a certain place, it will work. FLEXFly is inherently designed to "drop out" in unsupported circumstances (aka the game forces it). So usually you can tell if something works or not depending on how it looks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 14, 2010, 08:45:48 PM
The NAM Team is pleased to announce the release of RealHighway Mod Version 4.1!  The content in the version is listed below:


Here are the links:

RealHighway Mod Version 4.1
Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853) | MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432)

You'll also need the following in order for RHW 4.1 to work:

Network Addon Mod Version 29
Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851) | MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)

NAM Essentials Version r84 is not required.  All the files contained in it are already in NAM Version 29. 

Hope you all enjoy the latest version, and thanks again for your continued support!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on August 14, 2010, 10:03:10 PM
OMG Thank You NAM!!!! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on August 15, 2010, 01:45:58 AM
Thank you. I am looking forward to testing this in game.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on August 15, 2010, 02:09:30 AM
This problem here apparently occurred after i installed the new nam (or I just didnt notice it before :p) ... anyone know what could cause it to show the wrong intersection like this but not on the other side?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg638%2F9954%2Fsimcity4201008150442218.jpg&hash=9548b8c303c0f75d42510e83105282674d21414a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on August 15, 2010, 02:12:41 AM
At the right side you've used RHW 2 and at the left one - a Maxis road ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on August 15, 2010, 02:15:36 AM
nope both are RHW 2, my roads dont have yellow lines... could it be because i went from the transition piece to the intersection in 1 tile? I've seen goofy textures appear for this reason before but I dont really wanna rebuild the intersection to test it out ;p

actually your right, the actual intersection was road but the rest was RHW *facepalm*
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 15, 2010, 05:09:26 AM
Okay... My first findings are promising, I've only come across a few token bugs none of which really affect gameplay.

All the images in this post are in my native resolution (1366x768), in fact, they're straight from the game, that's why they're only links.

First, texture issues.

Texture issues:
I had several texture issues, most of which I repaired myself (an out-of-date file) but others have arisen.

All MIS to EMIS transitions (including the curving one) appear to have no textures in the preview but do after they have been placed. (Another user has confirmed this bug in an RHD game)
Picture available in this post: http://sc4devotion.com/forums/index.php?topic=1444.msg339767#msg339767

On puzzle pieces (I can't remember which ones), the shared inside lane texture on RHW-6S, RHW-8S and RHW-10 is missing in the preview but appears to function normally in-game. I don't know if it is related to those mods.

RHW-2 when passing under Elevated rail has no texture. I play with MoonLight's Japanese mod and the ElRail Facelift mod and this occurred both times I loaded the game. (this also happens with the monorail mod in that picture, but that happened back in RHW v3 too, it's the monorail mod, not RHW)
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_6_aug_5201281862334.png

Pathing issues:
An FARHW-4 pathing issue I reported earlier (http://sc4devotion.com/forums/index.php?topic=990.msg331844#msg331844) doesn't seem to have been repaired. I still can't UDI past that point and Automata still don't use that lane (normally).

General issues:
The advertised small 90 degree EMIS curve doesn't seem to want to work. It just reverts to RHW-2 past where the EMIS begins its curve.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_13_jul_5211281863820.png

I remember there being a Starterless ERHW-4 to RHW-4 transition but I'm not 100% sure. I think there was and if there was, it's missing now from the tab ring.

ERHW-4 Ortho to Diag doesn't have textures (still) in the same direction.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_9_jul_5211281863803.png

The LHD fix for Transition arrows needs to be undone before playing the game after installation. Leaving it as-is can cause some... interesting... bugs like the textures on every tile of the 2xRHW-8S to RHW-6C and 2xMIS exit setup becoming the multi-colour, missing texture tile.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_6_feb_5211281863019.png

That's all I've come across so far while playing. Some might be bad caches of my mod folder (It's been happening lately, I don't have a clue why, fluggi's extra cheats not working is a good indication - it loads absolutely last in my plugins) and might not reoccur. If that happens, I'll post them here.

I also liked the new (and partially incomplete) road textures in the new NAM :thumbsup:
Down with 90o gutters!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 15, 2010, 07:48:41 AM
Another bug I noticed:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg251%2F6459%2Frhw41elmisbug1.jpg&hash=b8d2bb3a4b95da9c89ea56011bc9c0b5a73b787b) (http://a.imageshack.us/img251/6459/rhw41elmisbug1.jpg)

No matter what I tried, those two tiles refused to point in the proper direction. Well, the left one did a couple of times, but reverted back immediately I tried getting the right one to stand in line. Oh, and I've got the feeling the whole thing got a lot less stable with the new release, when trying to construct interchanges.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 15, 2010, 08:12:36 AM
I've never had that issue before. Maybe it's because I use the starterless variant of the curved MIS transistion. Try that and see if the starters may cause the problem...
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on August 15, 2010, 09:49:35 AM
im confirming that I have indeed seen most of the bugs jdemn mentioned, all but the LHD transitions and the el-rail one
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2010, 10:14:08 AM
Quote from: jdenm8 on August 15, 2010, 05:09:26 AM
Texture issues:
I had several texture issues, most of which I repaired myself (an out-of-date file) but others have arisen.

All MIS to EMIS transitions (including the curving one) appear to have no textures in the preview but do after they have been placed. (Another user has confirmed this bug in an RHD game)
Picture available in this post: http://sc4devotion.com/forums/index.php?topic=1444.msg339767#msg339767

That one seems to be the result of a fix to eliminate the sidewalk bug that was happening on the MIS Starter and Filler pieces.  The IID got changed on the preview texture, and it appears the transitions didn't get changed to reflect that.

Quote
On puzzle pieces (I can't remember which ones), the shared inside lane texture on RHW-6S, RHW-8S and RHW-10 is missing in the preview but appears to function normally in-game. I don't know if it is related to those mods.

Same thing as above--preview texture IID change to eliminate sidewalk bug.

Quote
Pathing issues:
An FARHW-4 pathing issue I reported earlier (http://sc4devotion.com/forums/index.php?topic=990.msg331844#msg331844) doesn't seem to have been repaired. I still can't UDI past that point and Automata still don't use that lane (normally).

Could have sworn that one was fixed.  Don't know what's going on there.

Quote
General issues:
The advertised small 90 degree EMIS curve doesn't seem to want to work. It just reverts to RHW-2 past where the EMIS begins its curve.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_13_jul_5211281863820.png

Yeah, it looks like the RULs didn't make it into the release build of the controller somehow.

Quote
I remember there being a Starterless ERHW-4 to RHW-4 transition but I'm not 100% sure. I think there was and if there was, it's missing now from the tab ring.

There never was a starterless ERHW-4-to-RHW-4.  Just EMIS-to-MIS.  We're planning on starterlessifying (?! :D) most of the ramp interfaces and transitions for Version 4.2, though, as the reception has been positive.

Quote
ERHW-4 Ortho to Diag doesn't have textures (still) in the same direction.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_9_jul_5211281863803.png

I can't replicate this on that end.  I'd hazard to guess you've still got Blue Lightning's ERHW Cosmetic Mod floating around there somewhere, which is incompatible with the 4.x series.

Quote from: Korot on August 15, 2010, 07:48:41 AM
No matter what I tried, those two tiles refused to point in the proper direction. Well, the left one did a couple of times, but reverted back immediately I tried getting the right one to stand in line. Oh, and I've got the feeling the whole thing got a lot less stable with the new release, when trying to construct interchanges.

Probably the result of not being able to see the arrows there because of the IIDs not getting changed on the preview after the sidewalk bug fix.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 15, 2010, 10:20:34 AM
Quote
ERHW-4 Ortho to Diag doesn't have textures (still) in the same direction.
Image: http://www.majhost.com/gallery/jdenm8/RHW/Bugs/hunters_straight_9_jul_5211281863803.png
You've got my old ERHW Cosmetic mod still. Throw it out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 15, 2010, 11:01:29 AM
I'm glad the "East Side Issue" is fixed, but where is the new FlexFly piece?  I can't seem to get A2 no matter how much I rotate the A1.  Is it missing or not compatable with LHD?  I am also wondering where the curved ground to elevated MIS transitions are.  Please help.  Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on August 15, 2010, 11:02:38 AM
Quote from: Highrise99 on August 15, 2010, 11:01:29 AMI am also wondering where the curved ground to elevated MIS transitions are.  Please help.  Thank you!
In the RHW Transitions tab ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2010, 11:04:27 AM
Quote from: Highrise99 on August 15, 2010, 11:01:29 AM
I'm glad the "East Side Issue" is fixed, but where is the new FlexFly piece?  I can't seem to get A2 no matter how much I rotate the A1.  Is it missing or not compatable with LHD? 

It's there--it should appear after 4 rotations of A1.  If it's not, you've got an outdated NAM Controller in your Plugins that is blocking it, which you'd need to remove.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 15, 2010, 11:13:40 AM
Quote from: io_bg on August 15, 2010, 11:02:38 AM
In the RHW Transitions tab ;)
Thank you!
Although, as I usually do, I forgot to include details:
I cycled through all the transitions, but I couldn't find it.
Quote from: Tarkus on August 15, 2010, 11:04:27 AM
It's there--it should appear after 4 rotations of A1.  If it's not, you've got an outdated NAM Controller in your Plugins that is blocking it, which you'd need to remove.

-Alex
Thank you also!
However, after four rotations, it didn't appear.  What file(s) should I look for?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2010, 11:16:46 AM
Quote from: Highrise99 on August 15, 2010, 11:13:40 AM
Thank you!
Although, as I usually do, I forgot to include details:
I cycled through all the transitions, but I couldn't find it.Thank you also!
However, after four rotations, it didn't appear.  What file(s) should I look for?

That'd be another sign that you've got an incompatible controller around.  Both that piece and FLEXFly A2 were enabled with the new one.

Edit: And I've just checked the most recent LHD controller that went into the public build.  Both the Curved MIS-EMIS Transition and FLEXFly A2 are included in RUL 0x10000000 in there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 15, 2010, 11:28:06 AM
Quote from: Tarkus on August 15, 2010, 11:16:46 AM
That'd be another sign that you've got an incompatible controller around.  Both that piece and FLEXFly A2 were enabled with the new one.

-Alex
Thx, but what is a NAM controller?  Also, what might the file name possibly be?
Just a note: I restarted my computer and opened an old city.  After that didn't work, I opened a new city, and the new plugins still weren't there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on August 15, 2010, 12:18:57 PM
Quote from: Alex
Probably the result of not being able to see the arrows there because of the IIDs not getting changed on the preview after the sidewalk bug fix.

The ramp is heading the way it is supposed to be, namely downhill. I might not be able to see preview arrows, but the description is still there, and I understand the difference between ON and OFF. That is not the problem, the problem are the EL-MIS over RHW-4/MIS Section right next to it, which are pointing in the wrong direction.

Here I've encircled the problem (click for full resolution):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg580%2F1%2Frhw41elmisbug1pic2.jpg&hash=8e37568027b4d03b068017e5f19e9ef186f05f8d) (http://a.imageshack.us/img580/1/rhw41elmisbug1pic2.jpg)

@Highrise: Mine is called NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat, yours is probably called the same.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 15, 2010, 12:45:13 PM
Thank you everyone!
Really sorry, I forgot to install the new version of the NAM!  I'm just wondering if I have to uninstall the old version and reinstall the new version of everything like I just did a few minutes ago.  Can I simply install the new versions?  By the way, great work everyone!  I love the new versions!  I just rebooted and everything works fine, transitions and FlexFly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2010, 01:03:01 PM
Quote from: Korot on August 15, 2010, 12:18:57 PM
That is not the problem, the problem are the EL-MIS over RHW-4/MIS Section right next to it, which are pointing in the wrong direction.

Had missed the path arrows there on the EMIS bit.  I just attempted to replicate the issue on my end with a clean install, however, and was not able to replicate it. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6716%2Frhw081520102.jpg&hash=42fe3f3ce568d637d63cbe8ab299c0cb32aeb08b)

This worked fine, too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F8184%2Frhw081520101.jpg&hash=50334f46a1ed29f535859e111e109df5d49f5b71)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 15, 2010, 01:08:33 PM
Maybe he has a stray starter laying around somewhere? The starters can reside on RHW x RHW overpass tiles. Try demolishing the two problem tiles and redraw it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on August 15, 2010, 03:14:40 PM
Some of the Pieces that were, said to be included were not in the mod. Like the Splinters ,RHW TULEPS,and the curved transitions. Did i miss something?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 15, 2010, 03:46:34 PM
The new splitters and RHW TuLEPs to my knowledge weren't to be included in this release.
The curving ramps are however included at the very end of the transition tab ring.

Quote from: TarkusThere never was a starterless ERHW-4-to-RHW-4.  Just EMIS-to-MIS.  We're planning on starterlessifying (?! Cheesy) most of the ramp interfaces and transitions for Version 4.2, though, as the reception has been positive.
I wasn't 100% sure there was but I thought there was one. Thanks for clearing that up.

Quote from: TarkusI can't replicate this on that end.  I'd hazard to guess you've still got Blue Lightning's ERHW Cosmetic Mod floating around there somewhere, which is incompatible with the 4.x series.

But I like it sooooo much :cry: (and I left it in deliberately)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2010, 06:30:41 PM
Quote from: sitejunction on August 15, 2010, 03:14:40 PM
Some of the Pieces that were, said to be included were not in the mod. Like the Splinters ,RHW TULEPS,and the curved transitions. Did i miss something?

Quote from: jdenm8 on August 15, 2010, 03:46:34 PM
The new splitters and RHW TuLEPs to my knowledge weren't to be included in this release.

jdenm8 is essentially correct.  There had been discussion some of those items being put into Version 4.1, but anything of that sort is usually rather tentative/subject to change unless stated otherwise in the form of an "official" feature list.  Additionally, what was originally to be Version 4.0.5 became 4.1, which changed things up a bit. 

The new splitters/transitions shown a couple months ago currently only have Euro textures, and as soon as they get default US textures, they'll get released.  Tentatively, they're planned for 4.2, though that is, of course, subject to change.

It's not certain when the RHW TuLEPs will get released.  It'll depend on how the texturing process goes, mainly.  Right now, there's just Road intersections.  Probably 4.2 or 4.3, though of course, that's subject to change.

As far as the fixes for the most recent release, I have fixed the affected preview models and am working on getting the EMIS sharp 90-curve back in and ready.  Once that process is done, the main download will be updated to reflect the changes. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 16, 2010, 07:18:57 AM
It would be nice to have some inside type-B exit/entrance ramps and some Type-B diagonal exit/entrance ramps. I know there is draggable type-B inside ramps with the RHW v4, but what about puzzle pieces? Are they in the works?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on August 16, 2010, 10:30:26 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F1148%2Fmariusz.jpg&hash=987fd97a20edc7d3090f69ed4cfb6e61f2fc5755) (http://img265.imageshack.us/i/mariusz.jpg/)

I have got problem with 6c on the lower level of junction. This is probably caused by parallel mis. Is there any solution of this situation apart from erasing mis?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2010, 10:49:42 AM
Quote from: Nego on August 16, 2010, 07:18:57 AM
It would be nice to have some inside type-B exit/entrance ramps and some Type-B diagonal exit/entrance ramps. I know there is draggable type-B inside ramps with the RHW v4, but what about puzzle pieces? Are they in the works?

Well, a puzzle piece version of the Type B-Inside wouldn't be particularly difficult to make.  I wouldn't be surprised if one popped into Version 4.2.  Type B Diagonal's been talked about since Version 3.0 . . . it is planned, but I'm not sure when it'll go into the mod.

Quote from: mariuszd on August 16, 2010, 10:30:26 AM
I have got problem with 6c on the lower level of junction. This is probably caused by parallel mis. Is there any solution of this situation apart from erasing mis?

It looks like you have a starter piece really close to the overpass on the RHW-6C there--that can sometimes destabilize intersections if they're made immediately afterward.  Try moving/getting rid of the starter and that may help.  If that still doesn't do the trick, you may have come across a setup that isn't yet supported.

Also, I've just made a slight update to the NAM and RHW files, so the preview model missing textures should no longer be missing, and the EMIS draggable sharp 90-curve should function more or less properly now (though like its ground-level brethren, it's not the most stable beast in the world at this stage).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 16, 2010, 12:55:53 PM
Does that mean that they are ready for download?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2010, 02:59:04 PM
Quote from: Nego on August 16, 2010, 12:55:53 PM
Does that mean that they are ready for download?

Yes, the fixes are up on the LEX. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on August 16, 2010, 04:49:09 PM
Its a shame my SC4 just died i'll have to wait till my Birthday..... :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 16, 2010, 05:06:25 PM
Nexis4Jersey: I hope your only talking about the game on disc, and not your machine, otherwise all hope is Not lost, in case the disc is not available at stores, or if your B-day is too far, just this summer, they now sell SC4D digitally, you don't even need the disc, you just need an account, an ez to remember password, not to mention a $ card or something to replace it. All you need to do then is move your plugins folder to wherever the new SC4 is installed on your machine. It still is 19.99 though, but that is with Deluxe, otherwise they still sell regular SC4 without the D at stores for 9.99 However not needing the disc, you could potentially play SC4 on a whole new computer, its just you have to worry about plugins, they come, they get made and potentially, they go. If I can remember the URL, I talked about this on another section of the forum, where you can find more detail.
(someone feel free to edit if I can't)

Best of all; NAM, RHW, NWM, they all still work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on August 16, 2010, 05:10:45 PM
Will there ever be flexfly pieces for elevated RHW-4 and other future elevated RHW networks ? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 16, 2010, 05:54:32 PM
Quote from: j-dub on August 16, 2010, 05:06:25 PM
Nexis4Jersey: I hope your only talking about the game on disc, and not your machine, otherwise all hope is Not lost, in case the disc is not available at stores, or if your B-day is too far, just this summer, they now sell SC4D digitally, you don't even need the disc, you just need an account, an ez to remember password, not to mention a $ card or something to replace it. All you need to do then is move your plugins folder to wherever the new SC4 is installed on your machine. It still is 19.99 though, but that is with Deluxe, otherwise they still sell regular SC4 without the D at stores for 9.99 However not needing the disc, you could potentially play SC4 on a whole new computer, its just you have to worry about plugins, they come, they get made and potentially, they go. If I can remember the URL, I talked about this on another section of the forum, where you can find more detail.
(someone feel free to edit if I can't)

Best of all; NAM, RHW, NWM, they all still work!

ta da.... http://www.direct2drive.com/9665/product/Buy-SimCity-4-Deluxe-Edition-Download

About time too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2010, 06:00:33 PM
Quote from: TJ1 on August 16, 2010, 05:10:45 PM
Will there ever be flexfly pieces for elevated RHW-4 and other future elevated RHW networks ? ;)

RHW-4 ones are planned to the best of my knowledge--Vince could probably give you a more definitive answer, though.  Wider ones are unknown--it's usually pretty rare to see a flyover wider than that from what I've seen.

Quote from: Kitsune on August 16, 2010, 05:54:32 PM
ta da.... http://www.direct2drive.com/9665/product/Buy-SimCity-4-Deluxe-Edition-Download

About time too.

It's on Steam (http://store.steampowered.com/app/24780/) as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 16, 2010, 06:42:14 PM
I've got RHW-4 planned for FLEXFly, in fact I was figuring out how I was going to chop things and decided to play with the models a bit:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Fclipboard03.jpg&hash=e5b4aca6b26247b0fdeb5b003e784255c8fd7250)

But I have other things up my sleeve...
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on August 16, 2010, 08:22:14 PM
Nice.  I'll be looking forward to that.   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on August 16, 2010, 11:34:53 PM
That looks great. I agree that wider fly-overs are probably unnecessary considering how rarely you could use it. In reality I only know of one 3-lane flyover, and driving on that was really weird because you don't encounter it terribly often. Regardless, I can't wait to see what else you gus come up with. Keep up the good work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 17, 2010, 04:49:08 AM
I'm just wondering: what was the "side by side" method in 2007?
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on August 17, 2010, 04:54:24 AM
back in the old days when you had to walk uphill both ways in 3 feet of snow to school, the RHW was much like the NWM and the dual tile networks are now. They could not be seperated easily. Is this what you mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 17, 2010, 05:22:25 AM
Quote from: Highrise99 on August 17, 2010, 04:49:08 AM
I'm just wondering: what was the "side by side" method in 2007?

Here's what I'm thinking, based on a lot of lurking:

Back then, RHW only went up to RHW-4 and there were no starter pieces for it and you had to draw TWO stretches of RHW-2 next to each other (Hence, side-by-side) to make it into RHW-4.

I believe that was version 0.13 or 0.12 or something...? Whatever it was, I found it in one of Haljackey's threads (Simcity 4 Archives), and was actually up for download (Look here -> http://sc4devotion.com/forums/index.php?topic=4575.msg163353#msg163353). A little side note: The (primitive) textures made it feel like slabs of burnt rubber... And that it took forever to cure... (Lag...)  :P

Quote from: travismking on August 17, 2010, 04:54:24 AM
[T]he RHW was much like the NWM and the dual tile networks are now. They could not be seperated easily.

Wait, what...? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 17, 2010, 05:47:26 AM
I've encountered a problem with the RHW in one of my older cities. I started the city in November last year, and I built a RHW as the main transport system. It was RHW 3.0. When I now load the city, it is RHW 4.1, but my European RHW textures for 4.0/4.1 aren't showing completely as there are patches of both standard and the European ones. The textures work fine in my newer cities. The textures were fine, however, in RHW 4.0.
When I bulldoze all of the RHW and rebuild it completely, the textures are still dodgy - some pieces are the RHW standard, but others are the European textures. The game seems to remember that there was a stretch of the RHW with original textures there. Should I change the road to Maxis Highway? I wouldn't like to, but the city is going to be included in my MD..

Hope that made sense....

I will get screenies if you want them.

Edit : forgot to mention that I have deleted all of the RHW 4.0 files... and totally re-installed 4.1. I also uninstalled the May 2010 release of the NAM, and re-installed v29.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 17, 2010, 06:25:05 AM
Well, here are some things that cause the problems you're experiencing:

- The Draggable Ramp Interfaces (DRI) do not have Euro Textures yet. (Have to re-texture those)
- The Euro TRM for V3.0 is not compatible with the RHW 4.x series.
- The RHW-2 intersections and diagonals are still somewhat buggy and incomplete. (Have to rework those textures)
- Make sure the textures load AFTER the RHW Mod.
- Check if there are any duplicates or other conflicting plugins.
- If it still shows buggy, delete the Euro Texture Mod, because even the standard RHW textures look better than the Maxis Highway.

Maybe some screenies will be helpful.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 17, 2010, 09:21:44 AM
Sorry.. the screenies are quite big!Here are some screenies.

I have got the Euro TRM for 4.x... and all of the fixes you listed are already in place.

Here are some screenies.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F6590%2F97611872.jpg&hash=60d4d36b8a04610d5e603ff58ae5b71051e47adc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F8140%2F95339172.jpg&hash=4402b833e29da2d02c94a0b11098ddfbe8ad4f52)

There are lots of patches like that

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F8896%2F20724414.jpg&hash=3fe5e50591783a8761e83296bc691475473c20dc)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F2105%2F44457111.jpg&hash=eff2a927b41e6a3d3cfd99600f579f91247f8c79)

When I drag the RHW, the preview is with the European textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9400%2F40215623.jpg&hash=59169b6e3158a3d960890d6451f8181d9867608e)

This is when I actually release the mouse button and the RHW is built....


As I said before... the problem didn't occur with RHW 4.0, just 4.1.

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 17, 2010, 09:45:13 AM
Well, if this helps any, it looks like the issue is with wealthing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 17, 2010, 09:53:36 AM
Judging by how they're showing up, it almost looks like you have pieces of an old 3.x series RHW release sitting in there in addition to some old Euro textures.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 17, 2010, 10:20:37 AM
Ah, I see the problem: you build RHW in the middle of Medium and High Density zones. I noticed that the Euro TRM doesn't seem to handle that well. Try to avoid this from happening by leaving room on either side of the RHW. This also leaves room for:
- Signage
- Lights
- Noise barriers
- Future expansions for your RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jerommeke1701 on August 17, 2010, 10:26:44 AM
Well, to add my $0.02 worth on the Flyover discussion:

I agree a three-lane flyover is rare: (especially in combination with all the other flyovers in this one)
http://maps.google.com/?ie=UTF8&hq=&ll=51.874663,4.570742&spn=0.00463,0.010697&t=k&z=17

But a two-lane flyover is much more common:
http://maps.google.com/?ie=UTF8&hq=&t=k&&ll=52.062056,4.376024&spn=0.004611,0.010697&z=17
http://maps.google.com/?ie=UTF8&hq=&t=k&&ll=50.923036,7.061323&spn=0.004727,0.010697&z=17

So I am all for creating a 2-lane FlexFly (But realistically, it should probably have a wider radius)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 17, 2010, 10:37:18 AM
Hey, that's Knooppunt Ridderkerk-Noord at the first picture. A three-lane flyover is indeed uncommon. In fact, that flyover is probably even the widest in Europe!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 17, 2010, 11:45:51 AM
The A8/B27 interchange near Stuttgart/Germany has a three-lane-flyover as well, although the third lane is connected to another offramp. Originally, it was built as a large roundabout interchange, but due to the heavy traffic, the interchange has been rebuilt into a partial turbine/windmill interchange with some basketweave collector/distributor lanes in the vicinity.

http://maps.google.com/maps?ie=UTF8&hq=&hnear=Stuttgart,+Baden-W%C3%BCrttemberg,+Deutschland&t=k&ll=48.703169,9.169464&spn=0.010763,0.027788&z=16
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jerommeke1701 on August 17, 2010, 02:23:22 PM
MRTNLN:

Well, I am Dutch, So I have to choose a local example don't I ;)


LOL Andreas  :) I remember that one from when it wás a roundabout. Wasn't the original Raststätte Sturtgart located there too? (When the A8 was still a 2-lane Autobahn without hard shoulders)

Used to be on my route to the summer holidays. (Ah, the good old days, when I was young.......)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hadrean2 on August 17, 2010, 08:19:11 PM
A 2 Lane Flyover would be so great! I see them a lot around California
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on August 17, 2010, 08:35:17 PM
Quote from: j-dub on August 16, 2010, 05:06:25 PM
Nexis4Jersey: I hope your only talking about the game on disc, and not your machine, otherwise all hope is Not lost, in case the disc is not available at stores, or if your B-day is too far, just this summer, they now sell SC4D digitally, you don't even need the disc, you just need an account, an ez to remember password, not to mention a $ card or something to replace it. All you need to do then is move your plugins folder to wherever the new SC4 is installed on your machine. It still is 19.99 though, but that is with Deluxe, otherwise they still sell regular SC4 without the D at stores for 9.99 However not needing the disc, you could potentially play SC4 on a whole new computer, its just you have to worry about plugins, they come, they get made and potentially, they go. If I can remember the URL, I talked about this on another section of the forum, where you can find more detail.
(someone feel free to edit if I can't)

Best of all; NAM, RHW, NWM, they all still work!

Its in October its now on the list with the Tripod present and my other 4 presents have been moved to Christmas.   I haven't played SC4 since April , and i was going to start playing it again.   I guess i'll just continue Rail Fanning which eats up all my spar time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 18, 2010, 07:04:47 AM
Quote from: Blue Lightning on August 17, 2010, 09:45:13 AM
Well, if this helps any, it looks like the issue is with wealthing.
Quote from: mrtnrln on August 17, 2010, 10:20:37 AM
Ah, I see the problem: you build RHW in the middle of Medium and High Density zones. I noticed that the Euro TRM doesn't seem to handle that well. Try to avoid this from happening by leaving room on either side of the RHW. This also leaves room for:
- Signage
- Lights
- Noise barriers
- Future expansions for your RHW
Quote from: Tarkus on August 17, 2010, 09:53:36 AM
Judging by how they're showing up, it almost looks like you have pieces of an old 3.x series RHW release sitting in there in addition to some old Euro textures.

-Alex


Thanks!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on August 19, 2010, 07:21:35 AM
For some reason I can't place the RHW-4 Lanes Shift in the area shown in this picture (http://a.imageshack.us/img836/466/mebinnairportnov5011282.png).  In fact, I am unable to place the puzzle piece anywhere along the east side of the city tile.  I have the latest NAM and RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on August 19, 2010, 11:48:17 AM
Hello

Here is a bug that is interessant to corret , i'am ready to help if it is necessary to find a solution

Trafic Generator us usable only for road/avenue/ one way road (it is default maxis road)

Here is a picture of this bug

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F6835%2Fesskdfo.png&hash=1dd6391b1a73c6a3f069e6a256c5070a351fa51c) (http://img443.imageshack.us/i/esskdfo.png/)

1 > Here 3 independantes lanes of RHW are under the texture of trafic generator , normaly it is RHW on the texture of trafic generator ( but the trafic it is okay)

2> On the 4 lanes independantes RHW it is okay but for the trafic it is not okay, the cars circulate in zigzagging between severals ways , it is not realistic
2b > (5 lanes independantes ) even problem like for 4 lanes , trafic zigzag

3> on the piece 2x3 lanes dependentes , no problem with texture but trafic zigzag again 
3b> on the piece 2x4 ways dependentes , texture it is okay but trafic zigzag again ...

Trafic generator is a very good mod but , the bug like on the pictures should be corrected

May be there is a mod against the zigzag of trafic ?

For the future it is interessant to build a piece for RHW with trafic generator like there :

- 2x1 ways
- 2 ways independentes
- 3 ways independentes
- 4 ways independentes
- 5 ways independentes
- 2x3 ways  dependentes
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 19, 2010, 12:07:04 PM
The zigzagging is required for the RHW to work properly, otherwise there's no way to spread the traffic between tiles. And also, the zigzagging only occurs (for the most part) with traffic generator traffic, but not with standard simulator traffic. As for item 1, that's because of how the game z-buffers a 0m model with a lot texture. The only reason why it doesnt affect the 8C is because I had lifted the model up 0.1m..
Title: Re: RHW (RealHighway) - Development and Support
Post by: kabal223 on August 19, 2010, 02:25:13 PM
Quote from: Blue Lightning on August 19, 2010, 12:07:04 PM
The zigzagging is required for the RHW to work properly, otherwise there's no way to spread the traffic between tiles.

Oh, ¿are there others side effects if I delete the zigzag paths?, I will delete them in my custom paths.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on August 19, 2010, 02:29:59 PM
If you modify the paths, the RHW will not work properly anymore.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2010, 02:55:11 PM
Quote from: Moonraker0 on August 19, 2010, 07:21:35 AM
For some reason I can't place the RHW-4 Lanes Shift in the area shown in this picture (http://a.imageshack.us/img836/466/mebinnairportnov5011282.png).  In fact, I am unable to place the puzzle piece anywhere along the east side of the city tile.  I have the latest NAM and RHW.

It appears that the issue you're facing is the same thing that was affecting the Wider RHW Neighbor Connectors on the east side of the city tile.  It actually seems to be an issue with the game itself, unfortunately, which restricts the rotation of multi-tile puzzle pieces immediately adjacent to the east side of a city tile.  It even affects Maxis pieces.

I was able to fix the Wider RHW NCs because they were 1x2 pieces--I just re-oriented them so the single-tile part was going vertically instead of horizontally. The RHW-4 Lane Shift/S-Curve is a 5x2, so reorienting it would just shift the problem 90 degrees (in addition to making everyone rebuild every single Lane Shift piece they've ever placed).  The only way to make that connection right now is to use the sharper draggable connection.

Quote from: kabal223 on August 19, 2010, 02:25:13 PM
Oh, ¿are there others side effects if I delete the zigzag paths?, I will delete them in my custom paths.

Quote from: Andreas on August 19, 2010, 02:29:59 PM
If you modify the paths, the RHW will not work properly anymore.

Andreas is correct.  Without the crossovers, no cars will use the outer lanes at all, as there will be absolutely no way to access them.  It'll basically turn the RHW-10 into an oversized RHW-4. Just don't use traffic generators on Wider RHWs.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kabal223 on August 19, 2010, 09:48:51 PM
Ok, thanks. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on August 20, 2010, 03:37:22 AM
Thanks for this information  :thumbsup:

PS : Where I can propose my help for the RHW an join the RHW team ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on August 21, 2010, 01:51:22 AM
I would like to suggest the following pieces for a future release:

EMIS over MIS FARHW
EMIS over RHW4 FARHW
ERHW4 over MIS FARHW
ERHW4 over RHW4 MIS

It would also be good to see FLEXFLY work RHW8,10 and diagonal networks

Keep up the good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 21, 2010, 01:58:30 AM
^^ I think it's going to be very hard to make puzzle pieces over FARHW, since they are all 3x2 large, so that would deliver at least 3 overpasses for each elevated network AND each underlying network. That would make 12 pieces in total, if you only count FARxOrth overpasses.

The FLEXfly over RHW-8 and 10 however is in that perspective a lot easier. I think that's quite possible in the future...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 21, 2010, 05:29:13 AM
I have solutions for both... the FLEXFly one is obvious, just finish the models, paths, and the RUL code. For FARHW x RHW... just wait... and its not a puzzle based solution ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 21, 2010, 08:06:22 PM
Quote from: Blue Lightning on August 21, 2010, 05:29:13 AM
For FARHW x RHW... just wait... and its not a puzzle based solution ;)

Let me take a wild guess,...

WAVERide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: santoan on August 21, 2010, 10:19:26 PM
Why does the file is corrupted?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 21, 2010, 10:28:46 PM
Quote from: santoan on August 21, 2010, 10:19:26 PM
Why does the file is corrupted?

I just attempted downloading it myself off both the LEX and the STEX at ST.  Neither one came out corrupted for me--it may be a connection issue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 22, 2010, 03:49:27 AM
Quote from: Blue Lightning on August 21, 2010, 05:29:13 AM
I have solutions for both... the FLEXFly one is obvious, just finish the models, paths, and the RUL code. For FARHW x RHW... just wait... and its not a puzzle based solution ;)

Hm... I'm gonna mirror GDO29Anagram and ask WAVEride? I've thought for a while WAVEride would make all the puzzle-based networks a billion times better. Plop it piece by piece, but it acts like a draggable. That would difficult, but awesome, cull a LOT of the tab loops and just make the NAM easier to work with all round. I don't know if it'd be possible, but it'd be awesome to have it.
Imagine, just a single straight road overpass piece that works for every one of the SC4 transit networks? Building a rail viaduct system and just draging all the roads and such straight under? Building transit under those High ElRail and High Monorail transitions?
Awesome. So much is (theoretically) possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 22, 2010, 07:10:31 AM
WAVERide isn't just FLEXFly styled puzzle pieces...
Title: Re: RHW (RealHighway) - Development and Support
Post by: fedorr on August 22, 2010, 11:32:17 AM
Quote from: Blue Lightning on August 22, 2010, 07:10:31 AM
WAVERide isn't just FLEXFly styled puzzle pieces...
Then what is WAVERide exactly? What is possible with WAVERide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aldini10 on August 22, 2010, 11:59:45 AM
I need a puzzle piece. A 4 lane shift with a MIS lane going in. I dont have a pic, I will post here what I mean.

             ||
             / /l
            / / l <--MIS
           / /  l
          || <--4 lane shift

Sorry for the bad post I just need this piece. Also, what is WAVERide?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 22, 2010, 01:31:15 PM
Quote from: GDO29Anagram on August 21, 2010, 08:06:22 PM
Let me take a wild guess,...

WAVERide.
What does WAVERide stand for?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 22, 2010, 04:56:25 PM
Quote from: Blue Lightning on August 22, 2010, 07:10:31 AM
WAVERide isn't just FLEXFly styled puzzle pieces...

Well, we don't really know what WAVEride is I guess. All we have seen that uses WAVEride is FLEXfly so the link is obvious and natural. Though, you have piqued our interest.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 22, 2010, 08:30:35 PM
Quote from: jdenm8 on August 22, 2010, 04:56:25 PM
All we have seen that uses WAVEride is FLEXfly so the link is obvious and natural.

Well, I've read somewhere in this thread that the SPUI can be converted into WAVERide...

The thing about WAVERide, as I have found from reading the readme, is that as long as the starter piece parts are intact, the entire piece can be regenerated. In the case of the Flexible Flyover pieces, it's the EMIS part.

Two traits of WAVERide, as far as I can deduce at this point: Flexibility and the ability to be regenerated.

I had one crazy idea: A WAVERide version of the Ground MIS 90 degree wide-radius curve (The big WRC, not the 2X2 draggable one), allowing ERHW-4 and EMIS to be dragged over it, and, unless the idea is too radical and impossible, the ability to stack the FLEXFly on top of the FLEX-WRC. Imagine...

Maybe I can "Paint.NET" a picture to show what I mean...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 22, 2010, 09:04:12 PM
Quote from: GDO29Anagram on August 22, 2010, 08:30:35 PM
Well, I've read somewhere in this thread that the SPUI can be converted into WAVERide...


I had one crazy idea: A WAVERide version of the Ground MIS 90 degree wide-radius curve (The big WRC, not the 2X2 draggable one), allowing ERHW-4 and EMIS to be dragged over it, and, unless the idea is too radical and impossible, the ability to stack the FLEXFly on top of the FLEX-WRC. Imagine...

Maybe I can "Paint.NET" a picture to show what I mean...?

The SPUI converted to WAVERide? That sounds interesting. And so does the idea of a FLEX-WRC for the MIS 90 degree curve. I can see how that would be useful.
Oh and BTW, does anyone know what 'WAVERide' actually stands for?




BTW, is it just me or has SC4D been slow lately? &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 22, 2010, 09:24:00 PM
Quote from: Nego on August 22, 2010, 09:04:12 PM
BTW, is it just me or has SC4D been slow lately? &Thk/(

Ah, the dog days of summer. A lot of people are on vacation and what not. On top of that a new NAM came out so they deserve a rest. Don't worry, things will pick up a bit as the (Northern Hemisphere's) summer comes to an end.

(I just got the new NAM and RHW installed today lol!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2010, 09:53:12 PM
Quote from: GDO29Anagram on August 22, 2010, 08:30:35 PM
I had one crazy idea: A WAVERide version of the Ground MIS 90 degree wide-radius curve (The big WRC, not the 2X2 draggable one), allowing ERHW-4 and EMIS to be dragged over it, and, unless the idea is too radical and impossible, the ability to stack the FLEXFly on top of the FLEX-WRC. Imagine...

As far as I know, a ground FLEXFly is in fact planned for down the road (no pun intended ::)).  With regards to stacking FLEXFly upon FLEXFly . . . I can only imagine the RULs that would require. :D  

Since several folks have asked what WAVERide is, it's not an acronym, but rather a "brand name" of sorts, essentially referring to modding techniques involving various sorts of quasi-draggable/semi-draggable-type network items.  

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on August 23, 2010, 03:46:26 AM
Quote from: Tarkus on August 22, 2010, 09:53:12 PM
Since several folks have asked what WAVERide is, it's not an acronym, but rather a "brand name" of sorts, essentially referring to modding techniques involving various sorts of quasi-draggable/semi-draggable-type network items.  

-Alex

Eh? Quasi-draggable? Semi-draggable? In English please! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 23, 2010, 04:58:08 AM
^^ It is plain English, actually. There are simply no better terms for quasi-draggable and semi-draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 23, 2010, 05:31:36 AM
Ooops, looks like I should clarify...

WAVERide (or override wave) is a method where, using anchor point tiles OR Individual Network RUL triggers (such as with DRIs) to initiate an override to draw a setup, allow for extremely flexible setups, extensibility, regenerability (usually), and draggable solutions to normally considered impossible to drag setups (barring autoplace puzzlepieces, and we all know what happened with autoplace FAR).

Currently the WAVERide you all know very well is the anchor point puzzle placed based FLEXFly system. A WAVERide SPUI would allow for various different RHW's to pass over/under the SPUI without having to make a puzzle piece for all of those setups.

Future FLEXFly stuffs:
Ground FLEXFly (FLEXUnder?): Planned: MIS-1 90 large, MIS-1 45, RHW-4 45 single and dual
FLEXFly x FLEXFly: Planned, but will have to wait until other ERHW heights are developed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 23, 2010, 07:03:29 AM
Quote from: Blue Lightning on August 23, 2010, 05:31:36 AM
...
Future FLEXFly stuffs:
Ground FLEXFly (FLEXUnder?)
I would call it FLEXCurve
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 23, 2010, 11:52:18 AM
Hey guys, check this out:

:blahblah: The NAM-DC (http://sc4devotion.com/forums/index.php?topic=11561.msg341111#msg341111)*, a cool new way to download the NAM and its components. "$Deal"$

*roll over for the acronym
Title: Re: RHW (RealHighway) - Development and Support
Post by: santoan on August 24, 2010, 03:51:02 PM
Quote from: Tarkus on August 21, 2010, 10:28:46 PM
I just attempted downloading it myself off both the LEX and the STEX at ST.  Neither one came out corrupted for me--it may be a connection issue.

-Alex
I will use the lex one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on August 24, 2010, 08:26:36 PM
Hey guys, I have a piece that I'd love to see included. It's pretty simple, it's just a different texture for dual RHW-4 to RH-6S that would bring it up to worldwide standards by making one lane down the entire entering RHW-4. I've seen it a few times before in reality, incuding twice in this interchange (http://goo.gl/maps/tDI5). As a side-note, that interchange should be RHW-able since it's only 2 levels. I also photoshopped an in-game pic to give a better idea of exactly what I'd like to see. As comparison, the top one is a mirror image of what we have right now. You can clearly see in the picture what I mean about the merging room, since the cars could merge in anywhere along the merging RHW-4...well theoretically, the sims are too stupid to do it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi904.photobucket.com%2Falbums%2Fac246%2FRionescu%2Fscrn35.jpg&hash=efa663fd045ee115c8898e02569d7039ff8ca759)

Thanks for taking the time to consider this and whether you include this or not, the RHW is great and is probably one of my favourite aspects of SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 24, 2010, 10:28:02 PM
We do something (slightly) different here and place the broken line along the centre, Like here:
http://maps.google.com/maps?t=k&hl=en&ie=UTF8&ll=-27.596776,152.846072&spn=0.001112,0.002642&z=19
There's another instance about 900m away to the left.

Admittedly, that area is under reconfiguration at present so I don't know of the future state (They an inside ramp for that overpass now (It's completely different), it's so inconvenient).

If we could have something along those lines too, I'd be thrilled.

And as an added bonus, here's a weird T intersection near there:
http://maps.google.com/maps?t=k&hl=en&ie=UTF8&ll=-27.59105,152.831433&spn=0.001113,0.002642&z=19
and a dumbell with a difference :P
http://maps.google.com/maps?t=k&hl=en&ie=UTF8&ll=-27.575024,152.789354&spn=0.004451,0.010568&z=17

If you're interested, there's a few weird intersections along that stretch of the Warrego Highway. (like one that's sort of Half a Parclo, Half a dumbbell)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on August 25, 2010, 09:26:08 AM
Oh yeah, almost all of our exits are like that first one, except we don't have the dotted line there. Our equivalent looks like this (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Lincoln+M.+Alexander+Parkway,+Hamilton,+Ontario,+Canada&sll=-27.596249,152.843245&sspn=0.002643,0.004823&ie=UTF8&hq=&hnear=Lincoln+M.+Alexander+Pkwy,+Hamilton,+Hamilton+Division,+Ontario,+Canada&ll=43.212839,-79.861381&spn=0.001087,0.002411&t=k&z=19), almost the same. That entry ramp 100m to the left on the other hand is exactly what I want, and is a better example than mine.

BTW, everyone keep in mind that Aussies drive on the left while Canadians drive on the right.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 25, 2010, 12:09:02 PM
In, New Jersey, the exit ramps are like thextures Rionescu showed before, but the entrance ramps are like the current RHW ones.

Example of an Exit ramp: here (http://maps.google.com/?ie=UTF8&ll=40.910304,-74.564571&spn=0.001105,0.002417&t=k&z=19) and to the right of that is an example of an entrance ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on August 25, 2010, 02:43:06 PM
Quote from: Nego on August 25, 2010, 12:09:02 PM
In, New Jersey, the exit ramps are like thextures Rionescu showed before, but the entrance ramps are like the current RHW ones.

Example of an Exit ramp: here (http://maps.google.com/?ie=UTF8&ll=40.910304,-74.564571&spn=0.001105,0.002417&t=k&z=19) and to the right of that is an example of an entrance ramp.

Ugh that Interchange is terrible , its a shame the won't build the Route 15 Rail line.....sigh...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 27, 2010, 01:40:55 PM
I was just going through Haljackey's RHW Interchange Guide, when this happened!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F3673%2Fbritannica3jan001282941.png&hash=d595cecf4970301956485e721a91050c5eb2a787)
Great work NAM Team!  Looks like you've got RHW signals.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2010, 02:02:46 PM
Quote from: Highrise99 on August 27, 2010, 01:40:55 PM
I was just going through Haljackey's RHW Interchange Guide, when this happened!

Great work NAM Team!  Looks like you've got RHW signals.

Actually, we didn't do anything there.  That's just a bog-stock Road/Road + intersection with RHW-2s transitioning to Road one tile before the intersection.  It looks a bit smoother than it did in earlier RHW versions, though, because of the double-solid yellow striping on the RHW-2 in the 4.x series.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 28, 2010, 02:11:38 PM
I've got a big problem:  I still have the east side issue.  I have the latest version of the NAM, RHW, and NWM.  That's not all:  The textures for the main tile of the wider neighbor connectors and MIS connectors are gone until I plop them.  The textures aren't really a big problem as most of the textures are missing like that with the new version.  Thank you!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2010, 02:21:04 PM
Quote from: Highrise99 on August 28, 2010, 02:11:38 PM
I've got a big problem:  I still have the east side issue.  I have the latest version of the NAM, RHW, and NWM.  That's not all:  The textures for the main tile of the wider neighbor connectors and MIS connectors are gone until I plop them.  The textures aren't really a big problem as most of the textures are missing like that with the new version.  Thank you!

Yeah, there are some extraneous textures in the LHD Plugin for the Neighbor Connectors that are causing that--ebina alerted me to it not too long ago.  In the interim, stick RealHighwayMod_NeighborConnectors.dat in your RHW LHD Plugin folder, which should fix it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on August 28, 2010, 02:37:05 PM
Thank you!  That solved both problems.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 28, 2010, 02:42:20 PM
Hi all,

I do have a question regarding those neighbour connection pieces. I'm using the RHW-4, and there are two connection pieces in the tab ring: one's named "IN", one's named "OUT". To mee that means that I do have to use both of them on each side of the city border: the "OUT" one for the RHW-4 lane leaving the city tile, the "IN" one for the lane entering the city tile. However, one of them (I think it's the "OUT" one) doesn't match the RHW-4 texture when rotated into the position where the placement arrow points outwards. It only fits when the arrow points inwards. The IN piece positioning arrow points inwards and the texture matches.

So - do I just forget about the placement arrow and use the IN and OUT one? Or ..? And how wouild I be able to check if the neighbour connection is working? Should there be a popup when clicking that tile, that gives some information on the usage of that connection, like it is with railroads, ...?

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 28, 2010, 02:47:14 PM
Ignore the In/Out thing and the arrows. Just base it off of the yellow and white lines. Though, you shouldnt even have arrows and in/out with the latest RHW (v4.1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2010, 02:57:50 PM
Yes, if you're still seeing arrows, you have some old 4.0 files in there.  They were removed for 4.1.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 28, 2010, 03:49:50 PM
I'm still missing preview textures for the MIS on/off slope pieces and the curving up/down ramp, along with D-Type exit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2010, 04:41:33 PM
Quote from: TEG24601 on August 28, 2010, 03:49:50 PM
I'm still missing preview textures for the MIS on/off slope pieces and the curving up/down ramp, along with D-Type exit.

The RHW files were updated again on the 16th of August to fix that . . . if you're still missing them, you've got the original 4.1 files from the 14th or some 4.0 files sitting in there somewhere loading after and overriding the updated ones.  I haven't heard of any issues with the D-Type preview textures before (and haven't been able to replicate that here on my end), so I'm not sure what would be causing that for you.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 28, 2010, 04:51:17 PM
I also have the problem with the D-Type preview textures. I can't remember whether it's the entrance or he exit ramp preview texture, though I think it's the entrance ramp texture that is missing. It's only the one texture missing, not both.

PS. I have the newest RHW and NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2010, 07:08:33 PM
I've just checked my source files, and the textures used on that preview are in the .dat as they should be.  I also just checked the Mac version on the LEX, which seemed to be okay.  Nego and TEG, did you by chance use the NAM-DC for your installation?

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 28, 2010, 07:42:23 PM
No, in fact, I think it's been like that since the original v4 release. I also just ran SC4 and it is only the entrance ramp preview texture, not the exit ramp preview texture.

Picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnego.wikispaces.com%2Ffile%2Fview%2FPicture_143.JPG%2F158872811%2FPicture_143.JPG&hash=82e836f09757e588378511bef93915c0f4cc4f29)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 28, 2010, 10:09:50 PM
I just did a clean install here--nothing in my Plugins but NAM Version 29 and RHW 4.1, and I am seeing the preview textures on the RHW-4 Type D Entrance Ramp instead of the colored checkerboards.  I think there may be some 4.0 stragglers somewhere in your Plugins if you're seeing that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on August 29, 2010, 12:15:14 AM
I am also seeing no preview textures on many pieces, including MIS and RHW6C starter pieces and various other transisitions and curves. I am not aware that I have any rogue files, however since I have the LHD version could this be a bug in the installer that fails to remove the LHD files?  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 29, 2010, 01:48:44 AM
Actually, I removed all of 4.0, then installed 4.1.  I had the issue with both 4.0 and 4.1, after which, I used the NAM-DC, same results.

To clarify, I have never had a preview for the D Ramp, or the curved up/down ramp, and with 4.1, I've lost the previews for the on/off slope MIS.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on August 29, 2010, 08:20:41 AM
I have the same exact problem
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2010, 10:14:14 AM
Quote from: TEG24601 on August 29, 2010, 01:48:44 AM
To clarify, I have never had a preview for the D Ramp, or the curved up/down ramp, and with 4.1, I've lost the previews for the on/off slope MIS.

It appears the fixed file didn't get into the Mac version for some reason and I'm getting the on/off preview issue.  However, Type D is showing up perfectly fine with a clean install.  I checked both the Windows and Mac versions on the LEX just now with a clean install.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 29, 2010, 04:45:50 PM
Have you undone the LHD arrow fix for V4.0? The uninstaller WILL NOT remove that file if you moved it or renamed it so it does actually load last (fixing the bug). I encountered many similar issues, but when I removed that file, many of them resolved themselves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 29, 2010, 05:33:38 PM
(My)Stats:


and still have the problem of the missing D ramp preview. &mmm I'm not sure where the problem could be origenating from, since you, Tarkus, said that when you did a clean install of the RHW, everything was fine. Remember though, it's just the Style D Entrance Ramp and NOT the Style D Exit Ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on August 30, 2010, 12:07:38 PM
Quote from: jdenm8 on August 29, 2010, 04:45:50 PM
Have you undone the LHD arrow fix for V4.0? The uninstaller WILL NOT remove that file if you moved it or renamed it so it does actually load last (fixing the bug). I encountered many similar issues, but when I removed that file, many of them resolved themselves.

What is lhd? Is it the name of the file. I've got the same problem with mis ramps of all types and puzzle avenue,road and one way road over rhw 6s,8,10. I use windows version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 30, 2010, 12:25:22 PM
LHD = Left-Hand Drive.

Quote from: mariuszd on August 30, 2010, 12:07:38 PM
I've got the same problem with mis ramps of all types and puzzle avenue,road and one way road over rhw 6s,8,10. I use windows version.

Redownload the RHW--that issue was fixed in an update on August 16th.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on August 30, 2010, 12:59:00 PM
Sorry for the mad posting rampage  ;).

I have seen the following piece in variuos MD's and CJ's, but still have yet to see it in a release. Will it ever be released?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F6390%2Frhwpiece.jpg&hash=26af64e85d0e9ff5c3bb785fff3125ab56836e91)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 30, 2010, 02:37:27 PM
Quote from: citybuilderx on August 30, 2010, 12:59:00 PM
I have seen the following piece in variuos MD's and CJ's, but still have yet to see it in a release. Will it ever be released?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F6390%2Frhwpiece.jpg&hash=26af64e85d0e9ff5c3bb785fff3125ab56836e91)

An RHW-8S C/D Type Ramp? I'm hoping that kind of piece to be released by RHW 5.0, though I haven't seen one in development from any of the RHW team yet...

I'm just a fanboy of the RHW Mod, and yet I'm disappointed with the overall lack of ramp variety for RHW-8S and RHW-10 for the past two versions (3.0 and 4.1)... Still, great work to the RHW Team, and I hope to see more ramps for the RHW-8S and RHW-10, among other things...

Of course, you guys always seem to surprise us...

Oh, a few more things:

- Are Wide-Radius Curves for something like the RHW-6S and RHW-8S possible or would they be rather large?
- Is a FARHW-8S piece possible, or would it be rather bulky?
- You know the RHW-8S Splitter piece? Is it possible for the RHW-4 splitting off to be FARHW; We already have orthogonal and diagonal...
- (I think I've seen a one-tile shift for an RHW-8 here before...)
- FARHW to Diagonal RHW, at least for RHW-4...? And MIS...?

Forgive me if I'm really demanding; It's just that I just keep thinking of what's missing with this mod...  :-[ There's such a great potential for this still...
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on August 30, 2010, 03:17:36 PM
^ I really need that RHW-6S and 8S C/D ramps too!!! A RHW-6C C/D ramps would be great too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 30, 2010, 03:34:46 PM
Quote from: citybuilderx on August 30, 2010, 12:59:00 PM
I have seen the following piece in variuos MD's and CJ's, but still have yet to see it in a release. Will it ever be released?

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
An RHW-8S C/D Type Ramp? I'm hoping that kind of piece to be released by RHW 5.0, though I haven't seen one in development from any of the RHW team yet...


If you've seen something like that, it was probably the existing RHW-8C ramp that was in 4.0.  There's been no development done on RHW-6S Type C or D ramps to the best of my knowledge.  They are, however, planned, though it's uncertain which version they'll be added--it'll probably be a mid-4.x release like 4.3 or 4.4.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
I'm just a fanboy of the RHW Mod, and yet I'm disappointed with the overall lack of ramp variety for RHW-8S and RHW-10 for the past two versions (3.0 and 4.1)... Still, great work to the RHW Team, and I hope to see more ramps for the RHW-8S and RHW-10, among other things...

That is one of the gaps that'll be filled in over the 4.x series.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
- Are Wide-Radius Curves for something like the RHW-6S and RHW-8S possible or would they be rather large?

They are possible--the size would not be too prohibitive, as long as we're not talking about a full 90-degree curve.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
- Is a FARHW-8S piece possible, or would it be rather bulky?

It is possible as well--the size would probably end up being one tile wider than the existing FARHW-6S.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
- You know the RHW-8S Splitter piece? Is it possible for the RHW-4 splitting off to be FARHW; We already have orthogonal and diagonal...

A good idea--will likely happen in a 4.x release.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
- (I think I've seen a one-tile shift for an RHW-8 here before...)

I believe smoncrie showed a pic of an RHW-10 S-Curve/Lane Shift last year some time--it was made using his MORPH Curve models which bend the orthogonal texture.  Unfortunately, he disappeared shortly after posting it and none of us have the model.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
- FARHW to Diagonal RHW, at least for RHW-4...? And MIS...?

Shadow Assassin did up some work on FARHW-4 to Diagonal RHW-4 pieces during development on 4.0, though they hadn't gotten pathed yet.  That'll probably happen by 4.2.  MIS is uncertain but probably going to find its way into a 4.x.

Quote from: GDO29Anagram on August 30, 2010, 02:37:27 PM
Forgive me if I'm really demanding; It's just that I just keep thinking of what's missing with this mod...  :-[ There's such a great potential for this still...

No worries--all of us RHW developers have very similar lists in our minds. :D  It's mostly just a matter of "when" instead of "if", as we gradually fill everything in over additional releases.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 30, 2010, 05:06:14 PM
Could we get some 1 tile shifts for the expanded networks (6C/S, 8S, etc), sometimes you just need to move everything over one tile, and it is not feasible yet?  Additionally, much like the WA Curves for the RHW-4, could we get a single piece to shift RHW-4 over 1 tile, side by side?  It would also make things a bit easier if the 45° that comes off of the wide curve was also a starter to keep the road going, then filler wouldn't need to be used as often.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 30, 2010, 05:32:37 PM
If you've read above,

Quote
I believe smoncrie showed a pic of an RHW-10 S-Curve/Lane Shift last year some time--it was made using his MORPH Curve models which bend the orthogonal texture.  Unfortunately, he disappeared shortly after posting it and none of us have the model.

Its not entirely true, I have the 1 tile version of them and I should be able to edit the models to support a 2 or 3 tile wide network. It all depends on how much time I have though, as RL is crashing down on me.

Quote
It would also make things a bit easier if the 45° that comes off of the wide curve was also a starter to keep the road going, then filler wouldn't need to be used as often.
We might possibly think about having a starter and starterless version of the piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 30, 2010, 05:37:23 PM
Additionally, I'm not aware of a way to make a starter for the diagonal RHW-6S.  I attempted to make one awhile back (during 3.0 development), but had absolutely zero luck with it given the way that network's diagonal is situated.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on August 31, 2010, 09:52:52 AM
Hello  :)

Can you give me the size of this piece of RHW in gmax   ? 

RHW-2   
RHW-4   
RHW-6S   
RHW-8S   

I practice an expereience

Tanks  :thumbsup:


Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 31, 2010, 10:12:55 AM
This might be helpfull:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg194%2F1011%2Ftut01.jpg&hash=fdf1e49489a2d9f465ae401cfcf66d7de69bf3b9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on August 31, 2010, 10:54:42 AM
Wow. Thats so funny. I was about to post the same thing! :D

Anyway, so what's going to happen with the missing preview texture for the Style D Entrance ramp. What's the status on fixing it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on August 31, 2010, 11:43:10 AM
Quote from: Tarkus on August 30, 2010, 12:25:22 PM
LHD = Left-Hand Drive.

Redownload the RHW--that issue was fixed in an update on August 16th.

-Alex

Thank you. It helped.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on August 31, 2010, 12:30:57 PM
Mrtnrln, I think in your picture, with the grey highway, you have some mistake with lenght  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on August 31, 2010, 12:43:20 PM
Quote from: kbieniu7 on August 31, 2010, 12:30:57 PM
Mrtnrln, I think in your picture, with the grey highway, you have some mistake with lenght  ???
That's a Maxis highway after all ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 31, 2010, 02:27:20 PM
Quote from: mrtnrln on August 31, 2010, 10:12:55 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg194%2F1011%2Ftut01.jpg&hash=fdf1e49489a2d9f465ae401cfcf66d7de69bf3b9)

Wow... I never thought I'd be able to see the actual measurements... That's why I hate the Maxis highways: No elbow room...

Hold on...

- If the 10M measurement and the 4M measurement on the MHW combined represent just one side of the MHW, then wouldn't the measurement of the entire highway be 28M? Is there an inadvertent calculation error in here...? (kbieniu7 could be right...)
- I'm also curious about the measurements of the shoulder lanes on the RHW...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 31, 2010, 02:39:50 PM
Quote from: Nego on August 31, 2010, 10:54:42 AM
Anyway, so what's going to happen with the missing preview texture for the Style D Entrance ramp. What's the status on fixing it?

I've looked over the released versions of the files (both Mac and Windows) several times over--the texture IIDs that are being applied to the Entrance ramp are the exact same as those applied to the Exit.  As the Entrance and Exit ramps use the same texture IIDs, and the Exit is working, the only possible explanation for the problem is that you have a file somewhere in your Plugins that has a duplicate preview model at the same IIDs with different texture IIDs applied.  The model in question is 0x5ceb2a05.  

mrtnrln's Euro Texture Replacement mod does modify the texture IIDs applied to that particular model to ones that do not exist in the default set (in the file zzzz_TRM_Euro_MRTNRLN_V40_AlteredModels_RHD.dat)--is it possible you may have a piece of that somewhere in your Plugins?  You can probably find the conflicting model by using a process similar to the one here (http://sc4devotion.com/forums/index.php?topic=9898.0), by comparing RealHighwayMod_RampInterfacePieces.dat and looking for matches on 0x5ceb2a05.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 31, 2010, 04:40:51 PM
Any chance of a type C/D style 90 degree curve ramp? Where the MIS merges after a 90 degree curve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on September 01, 2010, 11:31:01 PM
Hello  :)

It is possible to find a solution for motorway in 2x3 ways of RHW and bridge system . Because When we use a motorway in 2x3 ways we must create a separator : 3 ways > 2 ways + 2 ways > 3 ways . It's not good for the trafic  &mmm .

May be we can create a system with the RHW pieces suspended :

- 2 ways
- 1 ways

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg59%2F733%2Fsmallloop.jpg&hash=d9b94e273dc8feecbd6405e36a002f76c65620fa) (this piece on the picture )

Because when i want create a bridge with the piece 2 ways or 1 way suspended , i have a basic road of RHW in 2x1 ways



Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 08, 2010, 09:51:33 PM
Wow, these new pieces are very useful for me. :thumbsup: Thanx to Tarkus and all the the other NAM Dev, u r the best. &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 16, 2010, 05:31:34 AM
I found where FLEXfly doesn't work properly ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F2221%2Fzgunning26apr1001284604.jpg&hash=52e2fa17621305491947bb04fc56aa10bd1075ad)

A1 and A2 both have the same result. I placed A2 by accident here but placed A1 later.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F344%2Fzgunning21jun1001284604.jpg&hash=4f7d28cf72e3e24fbd5fc4a81897c9a5994f3069)

A1 is the top ramp in that pic.

Not meaning to be a pain but would would like to use FLEXfly here,
Jdenm8 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 16, 2010, 10:22:56 AM
I don't have any pictures to hand right now, but there have been situations I've noticed (usually regarding that particular tile) where a given crossing only works in 2 or 3 out of the 4 possible rotations.  And I was using RHW-4 at the time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on September 16, 2010, 12:02:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F2726%2Fnowemiasto5sty001284663.png&hash=0ec7826ebb5609c85d12f0b3f58d09adc5b493bc) (http://img267.imageshack.us/i/nowemiasto5sty001284663.png/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F8829%2Fnowemiasto5sty001284662.png&hash=9054220aae6a8b6342afee8043d1e8bda40f5f63) (http://img72.imageshack.us/i/nowemiasto5sty001284662.png/)

This could be solution but then order is different.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 16, 2010, 12:48:35 PM
Sorry, apparently I didn't catch that one (somehow missed it in the brute force section). I'll add some additional code tonight, you should see it in the next NAM controller update.

Note to self:
Case: RHW-6CEdgeLWB@pos5/2' next to pos0'net43

Thanks for the bug report! And remember, if anyone else finds an issue, just post it up! I'll try and see if I can fix it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vitorhnn on September 16, 2010, 01:53:56 PM
I have a lil' request for RHW 4.2, 180º MIS to EMIS transitions... it would help alot! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on September 16, 2010, 04:25:33 PM
I would like a 270 degree MIS to EMIS transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2010, 05:16:07 PM
Quote from: vitorhnn on September 16, 2010, 01:53:56 PM
I have a lil' request for RHW 4.2, 180º MIS to EMIS transitions... it would help alot! :thumbsup:

Quote from: Twinsfan14 on September 16, 2010, 04:25:33 PM
I would like a 270 degree MIS to EMIS transition.

Both of those requests kind of duplicate functionality that's already in place, between the existing curved MIS Ground-to-Elevated Transition and the MIS 90-Curve.  I wouldn't completely rule it out, but I think they may be borderline on being too "pre-fab".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on September 16, 2010, 06:18:23 PM
I want a 720 degree transition. Totally useless, but hilarious!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 16, 2010, 07:56:37 PM
Well, for the simple fact of looking nice, the 270 degree ramp makes more sense. I don't think I've ever seen a 180 degree ramp. a 270 degree ramp would be useful for Trumpet and Cloverleaf intersections as well as maybe the odd Parclo. And yes, while it may be duplicating functionality, I personally find the existing solution quite clunky, with the 90-degree curves of the correct size not wanting to place correctly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 17, 2010, 06:58:13 PM
Alright I know I'm a fan of RHW so I can't help but to post all possible non-RHW-2/6C/8C ramps that I can think of.

There are six ramps listed in the RHW by letter: A, B, C, D, E, and F. These ramps already exist. This is how I define the ramps: A/B for splitting off MIS without changing the number of lanes, C/D for splitting off MIS, but reducing the number of lanes, and E/F being FARHW variations of A/B and C/D.

Now, there are ramps that split off RHW-4 off the main highway; I gave them other classifications: G/H is as follows with the formula RHW-X -> RHW-(X-2) and RHW-4, where X is the network before it splits off, EG the RHW-6 splitter that splits a highway into two RHW-4; I/J is as follows with the formula RHW-X -> RHW-X and RHW-4, such as the RHW-8S splitter that splits into two RHW-4's; and K/L ramps, FARHW variants of the G/H and I/J ramps. (Tarkus, if you remember, I requested a FARHW ramp for RHW-8S.)

Note that I added RHW-12S; I doubt it's likely that such a network would be created at this point (Or at all), making RHW-10S C/D type ramps impossible, along with all other ramps for RHW-12S also impossible.

Note that there are no G-L ramps for RHW-4; An RHW-4 cannot be split so that an RHW-4 branches off and another network such as another RHW-4 remains; The same can be said for RHW-6S I/J/L ramps.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWChartJPG-Ganaram09172010-1727.jpg&hash=6e2a148be1075f3f2e5f66baa37186c426fd7af4) (http://i887.photobucket.com/albums/ac72/GDO29Anagram/RHWChartJPG-Ganaram09172010-1727.jpg)

Don't mind all the Russian letters; I wondered what it'd look like if I used the Russian alphabet instead.

Of course, this is an incredibly radical proposal, in terms of ramp design and ramp nomenclature beyond F-type ramps.

Remember, I said that this doesn't include ramps for RHW-6C, RHW-8C, RHW-2. I also didn't list special RHW-4 ramps that split into two MIS or any ramps that transition from RHW-(X)S to RHW-(X)C and two MIS (This kind of transition/ramp have a C/D ramp design in mind.)

Note: I've been putting RHW-(X) everywhere in here; Mathematically speaking, X, in this case, is any even number.

Hopefully you can read the chart. The ramp types I circled are the already existing types of ramps for the corresponding networks. Everything else are ramps that are possible but uncreated. (Except for ramps that contain RHW-12S).

There are a lot of ramps here...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2010, 12:11:23 AM
That's quite the list there, GDO29Anagram!  I'm really quite impressed with it, and I kind of like the idea of continuing the "letter name" types to the ramp interfaces with RHW-4s branching off that we have (somewhat inconsistently) marked as "splitters" right now.  It may prove to be a rather useful resource as we continue development.  And of course, the number of possible ramps increases even further when one considers Fractional Angle and Diagonal rotations of those, plus the Inside and Wide ramps and the elevated versions. 

A few folks have, over time, also requested splitters for the RHW-10 involving an RHW-6S branching off . . . perhaps a Type M, N and O? ::)  I'd be curious to see if there might be a way to incorporate the other splitters into the scheme as well, as the single-letter nomenclature has a nice consistency to it--perhaps considering their base network type as MIS?  Reminds me of a prediction I made back in 2008:

Quote from: Tarkus on August 27, 2008, 09:50:51 PM
Oh, and just out of curiosity, I did some calculations on the number of MIS Ramp Interfaces needed to, in my mind, effectively make the RHW "complete" in that regard.  Assuming seven width variations--RHW-2, RHW-3, RHW-4, RHW-6C, RHW-6S, RHW-8, RHW-10--and three heights--Ground, Elevated, High Elevated--there would be roughly 50 basic ramp designs (combining both orthogonal and diagonal), so total, there'd be about 300 MIS Ramp Interface puzzle pieces when it's all said and done.  ;)

Somewhat related to this, interestingly--the RealHighway development group is currently discussing the possibility of a major realignment of the button/TAB Loop setup for the mod, with an eye toward streamlining it for the users.  Right now, the current setup involves a "by-type" arrangement, where items are grouped according to whether or not they are ramp interfaces, transitions, etc.  The course of action we are looking at involves a switching to a "by-network" arrangement, under which all pieces of a given network will be grouped, with the intent of minimizing the amount of switching between different TAB Loops and even across menus.

A little over two years ago, when RHW Version 3.0 was in the midst of its lengthy development cycle, this topic was being discussed then, too, as it was the point where the size of the mod really began to expand to some semblance of its current proportions and scope (RHW Version 2.0 had one RHW Puzzle Pieces button with only 18 pieces under it).  I held a poll here for user input on that topic, with three options--a "by-type" setup, a "by-network" setup, and "no preference".  The latter won by a landslide, with "by-network" slightly edging out "by-type" for second.  Because of how RUL 0x10000000 technology was at that time and trying to figure out how to assign a single network to transitions and things like C Type ramps (which hadn't quite gained a relatively unambiguous single-network identity as they seem to have nowadays), by-type made more sense then. 

However, with 12 buttons spread across 3 separate menus, some of which have as many as 40+ puzzle pieces (ramp interfaces) and may expand exponentially through the 4.x series and into Version 5.0, it is looking like continuing with "by-type" may cause an "information overload" to many users, while switching to "by-network" would mitigate it, in addition to potentially speeding up the amount of time required to build complex RealHighway setups.  The benefits may be particularly noticeable on the MIS side--having Ground-to-El transitions and FLEXFly under the same button and probably in close proximity.

The number of buttons required to contain all current RHW Version 4.1 functionality at this point would be 8, assuming combining elevated and ground networks of the same width under a single type.  Combining related network types that have fewer pieces (i.e. combining both existing "C" networks) could reduce this even further.  The longest RotationRing that would result, for the RHW-4, would be of comparable length to the existing Ramp Interfaces button at this current stage of development.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2010, 02:00:11 AM
Well, a RHW-6 I, J and L style ramp are indeed possible: the TOTSO (Turn Off To Stay ON) ramps. You just have a MIS ramp going straight and a RHW-4 branching off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on September 18, 2010, 05:10:56 AM
Quote from: mrtnrln on September 18, 2010, 02:00:11 AM
Well, a RHW-6 I, J and L style ramp are indeed possible: the TOTSO (Turn Off To Stay ON) ramps. You just have a MIS ramp going straight and a RHW-4 branching off.
I've been thinking about this for a while.  It would be great to see some of these in future releases, along with all those in the diagram, with other networks. Also, I wonder if it would at least be reasonable to, on FAMIS of FARHW exits/splitters, to have the exit an obtuse fractional angle. (instead of about 18 degrees, 108 degrees)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 18, 2010, 07:07:53 AM
Hi guys, nice to see a bunch of activity around here  :thumbsup:

GDO29Anagram, that's a thoroughly thought out list (which I'm glad I took the time to read  $%Grinno$%  )  I agree with you and Alex that it would be nice to continue into former "splitter territory" with single-letter nomenclature.

Alex, if you're holding a new vote I would go with a "by network" organization of RHW pieces. That really just sounds like a huge step forward in user interface  :thumbsup:  I think I would vote against combining 6C & 8C however.

The thing I would like to see the most is 7.5m elevated networks. The greatest thing RHW has accomplished in my mind is allowing realistically-scaled, natural-looking highways and 15m/50' overpasses seems pretty excessive while 7.5m/25' should be more than enough clearance. Now that 7.5m elevated RHWs are planned for eventual inclusion I hope that they are created with the same or greater amount of function as 15m elevated RHWs so players can use them as their "default elevated freeway".

Keep up all the great work guys  &apls &apls

EDIT: I'd really like to see a "type-C" for this situation with MIS directly adjacent to overhanging RHW-6 (pretend the MIS isn't curving away right there, it could also be moving parallel to the RHW-6). It looks so awesome and every bit of space saved counts....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi779.photobucket.com%2Falbums%2Fyy77%2Fnoahclem%2Frhw6swmis2.jpg&hash=ac23ae997ca6ca60380dde532822b9f82a7213bc)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 18, 2010, 07:57:45 AM
Like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2Frhw6smisrampcclose.png&hash=ca2a2b8fada11d0e60ef40849625a80f2b5b11c8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 18, 2010, 08:55:13 AM
Yes, exactly like that. You rock Vince!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on September 18, 2010, 10:25:28 AM
Wow. That's pretty amazing how you can make RHW textures just like that. You're definitely an asset to the NAM team.

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 18, 2010, 12:44:09 PM
Quote from: noahclem on September 18, 2010, 07:07:53 AM
(...)
The thing I would like to see the most is 7.5m elevated networks. The greatest thing RHW has accomplished in my mind is allowing realistically-scaled, natural-looking highways and 15m/50' overpasses seems pretty excessive while 7.5m/25' should be more than enough clearance. Now that 7.5m elevated RHWs are planned for eventual inclusion I hope that they are created with the same or greater amount of function as 15m elevated RHWs so players can use them as their "default elevated freeway".
(...)
i'd also support this idea!

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 18, 2010, 12:59:17 PM
Me again.

I'm just wondering if starterless on-slope pieces can be made or are being made/planned, because...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FSevenWayInterchange-Jan2001284839405.jpg&hash=1c1372b58dc7f535335ad8703ada7e2c5aefd0dd)

I got this to happen...  :)

Note: I got this to happen by dragging RHW-2 perpendicular to the starter piece straight through both sides, and carefully bulldozing the RHW-2 stubs up to the starter piece. I may have to show in full detail how I did this...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2010, 02:21:19 PM
WOW! That's a great discovery, GDO29Anagram!

EDIT: Tried to replicate it, and it worked!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 19, 2010, 02:00:32 PM
which menu is the rhw-4 diagonal piece located? I knows it theres as I've used it before... but cant seem to find it anymore.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 19, 2010, 02:18:09 PM
Quote from: Kitsune on September 19, 2010, 02:00:32 PM
which menu is the rhw-4 diagonal piece located? I knows it theres as I've used it before... but cant seem to find it anymore.
Do you mean the diagonal RHW-4 filler piece? If yes, it's located in the RHW starter pieces menu.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on September 20, 2010, 07:32:07 AM
GDO29Anagram, i gotta know how you did that :o  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on September 20, 2010, 12:27:55 PM
Hello

I have built this :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F4084%2F44828292.png&hash=84293fb487e093f3a74867c65d2256b7f40ae66d) (http://img825.imageshack.us/i/44828292.png/)

It is a future brigde for RHW .

I think build 2 versions , one for RHW 6 s and an other for RHW 4.

Sorry but i have several problem with asphalt texture  ()sad() .

In first time I have had idea to use 1/2 of the bridge for RHW4 and in the futur 2x2 > in RHW 6 s and I will use 2 parts on 2 of the bridge


Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 20, 2010, 02:49:01 PM
Quote from: rhwfanatic221 on September 20, 2010, 07:32:07 AM
GDO29Anagram, i gotta know how you did that :o  :thumbsup:

The starterless trick?

Luckily I created a video tutorial on how to do that; I just posted it on YouTube... Here's the video demonstration: http://www.youtube.com/watch?v=wT8HDeQXFrY

It works with ground to elevated transitions and on-slope transitions; It can be applied to ramps and transitions where there's an RHW-4 or MIS starter piece that has both sides exposed, so that you can drag RHW-2 across it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 20, 2010, 10:00:29 PM
Quote from: GDO29Anagram on September 20, 2010, 02:49:01 PM
The starterless trick?

Luckily I created a video tutorial on how to do that; I just posted it on YouTube... Here's the video demonstration: http://www.youtube.com/watch?v=wT8HDeQXFrY

Let me get that video embedded for ya. It's very useful!
http://www.youtube.com/v/wT8HDeQXFrY

Hopefully a later 4.x release will include a starterless RHW-4 piece like this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2010, 10:38:57 PM
Quote from: Haljackey on September 20, 2010, 10:00:29 PM
Hopefully a later 4.x release will include a starterless RHW-4 piece like this.

I can confirm that starterless pieces are officially planned.  :thumbsup: The response to the initial starterless Ground-to-Elevated MIS Transitions in Versions 4.0 and 4.1 has been overwhelmingly positive.

And on another note, those of you who have been following my work on modernizing the SAM to interface with new, post-April 2008 content may enjoy this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3065%2Frhw092020101.jpg&hash=e85d4ab9d4b46992089a6a516d7b46a1fcc66b36)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 21, 2010, 12:44:15 AM
Yay!
Is it a copy-paste job to do it for the upcoming wide ERHWs and EMIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2010, 01:04:08 AM
Quote from: jdenm8 on September 21, 2010, 12:44:15 AM
Yay!
Is it a copy-paste job to do it for the upcoming wide ERHWs and EMIS?

It's a copy-paste for the EMIS, and will be for the multi-height ERHWs once we get to that point.  The Wider ERHWs have a different tile configuration and have to be coded differently.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on September 21, 2010, 01:20:43 AM
Sorry if this is a stupid question but what are those starterless transitions good for?  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 21, 2010, 01:21:52 AM
Quote from: RickD on September 21, 2010, 01:20:43 AM
Sorry if this is a stupid question but what are those starterless transitions good for?  ()what()
Space-saving ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2010, 01:24:06 AM
Quote from: RickD on September 21, 2010, 01:20:43 AM
Sorry if this is a stupid question but what are those starterless transitions good for?  ()what()

They also don't flatten slopes like the ones with starters do, making them a little bit easier to place.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 22, 2010, 02:19:40 PM
Quote from: Tarkus on September 21, 2010, 01:24:06 AM
They also don't flatten slopes like the ones with starters do, making them a little bit easier to place.

-Alex

this is wonderful!

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 23, 2010, 12:07:01 PM
Awesome to hear about the starterless pieces!  &apls  Slopes are a big enough pain as it is and if I can be a control freak over them within my interchanges that's one less way they'll bother me  ;)  Every tile of space saved is almost more important.

Great to see the SAM/ERHW progress as well Alex  :thumbsup:

pierrebaptiste that's a promising looking project. Cool concrete RHW textures. I would dirty up, or at least add variety to, the orange/brown wall on the side, though it still looks nice now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dany10000 on September 27, 2010, 09:02:47 AM
HI everyone!
I've a problem with the euro texture mod.
I've installed the file but when i run the game the rhws are all with default texture! Any suggests?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 27, 2010, 09:08:03 AM
Did you make sure it loads after the NAM? If not, make it so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on September 27, 2010, 01:03:43 PM
Quote from: pierrebaptiste on September 20, 2010, 12:27:55 PM
Hello

I have built this :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F4084%2F44828292.png&hash=84293fb487e093f3a74867c65d2256b7f40ae66d) (http://img825.imageshack.us/i/44828292.png/)

It is a future brigde for RHW .

I think build 2 versions , one for RHW 6 s and an other for RHW 4.

Sorry but i have several problem with asphalt texture  ()sad() .

In first time I have had idea to use 1/2 of the bridge for RHW4 and in the futur 2x2 > in RHW 6 s and I will use 2 parts on 2 of the bridge





pierrebaptiste: Nice job! It boggles my mind a bit, because my mind sees it as a cutaway view for a tunnel section. Just give thanks to those yellow walls. That seems like you made it to hold up to a RHW-8S.

Ok, I'd just thought about this. I'm sure most of you know that big decorative lot on the STEX that's a big Road Loop-de-Loop. I'll just love it if someone replaced the texture and other stuff to make MIS, RHW-2, and RHW-4 be on it instead of just road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 28, 2010, 08:25:12 PM
QuoteOk, I'd just thought about this. I'm sure most of you know that big decorative lot on the STEX that's a big Road Loop-de-Loop. I'll just love it if someone replaced the texture and other stuff to make MIS, RHW-2, and RHW-4 be on it instead of just road.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.therecordplayer.net%2Fuploaded_images%2FLoopRoad-725207.jpg&hash=b96fd77024730a7a7d868c5ea900bd8b547f4a2b)
You mean this stuff?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flabgoneawry.files.wordpress.com%2F2009%2F09%2Fspagetti_junction.jpg%3Fw%3D400%26amp%3Bh%3D271&hash=61eb96beb1ca51bb5fceda26a259c622e2c811e3)


Well, thats a little of a different story. You see, the loop is actually a 3D model, and even if that loop model was somehow editable, I am sure someone would have to talk to the creator, unless it was a full reconstruction, in any event, I don't know if that idea would even be considered to be a part of Alex's RHW project, due to the loop would have no effect on the simulator, and its kind of cosmetic, but yeah, I would find loops for the RHW-4 to look cool, but I don't know if I would seriously use it, because I only used the road loop once, just because it was next to a very steep drop. Impossible, no, anyone could potentially fully redo the loop, it would just require extraction of NAM related texture, and mapping, not to mention an expert modeler.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on September 29, 2010, 07:57:57 AM
that looks like fun XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on September 30, 2010, 11:05:00 PM
Quote from: noahclem on September 23, 2010, 12:07:01 PM
pierrebaptiste that's a promising looking project. Cool concrete RHW textures. I would dirty up, or at least add variety to, the orange/brown wall on the side, though it still looks nice now.

Quoteby : Monorail Master

pierrebaptiste: Nice job! It boggles my mind a bit, because my mind sees it as a cutaway view for a tunnel section. Just give thanks to those yellow walls. That seems like you made it to hold up to a RHW-8S.

Ok, I'd just thought about this. I'm sure most of you know that big decorative lot on the STEX that's a big Road Loop-de-Loop. I'll just love it if someone replaced the texture and other stuff to make MIS, RHW-2, and RHW-4 be on it instead of just road.

Thanks you very much for your supporte  ;) .

To programm my bridge I think that I have need of a special programm ? If it's yes , can you give me the like for download it ? And can you send me a link with tutorial ?

:)

Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on October 02, 2010, 12:49:02 PM
Will be more types of left hand (inside) exits in 4.2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 02, 2010, 03:24:58 PM
Quote from: mariuszd on October 02, 2010, 12:49:02 PM
Will be more types of left hand (inside) exits in 4.2?

Uncertain at this time.  There are more planned, but there's been no development on new inside ramp types as of late, so I'd say more likely around mid-4.x series, like 4.3 or 4.4

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 02, 2010, 07:50:49 PM
Made this in about ten minutes... its for RHW-6S, 8S, and 10S.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2Frhw6s8s10sinsidea.png&hash=0ce63065a95e62bfa89031d75e95f386558ad3e7) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Texture/rhw6s8s10sinsidea.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 02, 2010, 08:12:20 PM
You know, Blue Lightning, that looks great.

iFound through the DRIs that for the RHW-4 Inside A Ramp, there's a DRI-only B version of that ramp. iFigured that could be applied to inside ramps for all types of RHW widths, and (Someone probably already said this before) a FARHW inside ramp for these things; That would be a great contribution to the selection of ramps we have. (IE, In addition to Inside A-Ramps for everything else, Inside B-Ramps, and Inside F-Ramps should be considered/planned.)

Quick question: Blue Lightning, are you the developer of the DarkPhalt Textures I once saw on this thread? If so, I'm just wondering what happened to that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 02, 2010, 08:15:01 PM
Yeah, I'm that guy. Its been sorta slowly progressing. I've been unhappy (until recently) on how I've been doing the streaks. Origionally it was a gradient path, but required extra stroking in photoshop for curves, then I moved to completely stroked in photoshop, then I moved to a vector streak, which is what I'm doing everything in now. Its a lot faster to make textures now and it looks better.

In fact, I'll post up an example sometime soon...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 03, 2010, 02:05:21 AM
Hm... Nice. Another tool to confuse tourists with  ;D

And, long story short, I was bored:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FCSGchat%2Frhw_68s_inside_demo_wca.jpg&hash=118fc089e2538e2423f3f8b1ac65200fe4622f47)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on October 03, 2010, 06:51:30 AM
:blahblah: &opr This is an important announcement! &opr :blahblah:

If anybody hasn't yet noticed, the RHW Regional Transport Map (http://www.simtropolis.com/stex/details.cfm?id=24992) by jondor is now out on the STEX! It is "A mod that allows for RealHighway networks to appear on the Regional Transportation View, something once thought impossible." So get it today! :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 04, 2010, 03:07:58 PM
Fantastic! But I will have to wait another day after school later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 04, 2010, 08:55:48 PM
Quote from: Nego on October 03, 2010, 06:51:30 AM
:blahblah: &opr This is an important announcement! &opr :blahblah:

If anybody hasn't yet noticed, the RHW Regional Transport Map (http://www.simtropolis.com/stex/details.cfm?id=24992) by jondor is now out on the STEX! It is "A mod that allows for RealHighway networks to appear on the Regional Transportation View, something once thought impossible." So get it today! :P

Thanks for announcing it for me here, I had planned on it, but it slipped my mind at the last minute.  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on October 05, 2010, 04:23:26 AM
Quote from: Blue Lightning on October 02, 2010, 07:50:49 PM
Made this in about ten minutes... its for RHW-6S, 8S, and 10S.

Can you create it with acceleration/deceleration lines?

Will diagonal mis on slope/rhw 4 ground to elevated be possible in 4.2 or later? 
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 05, 2010, 05:28:36 AM
In other news... I was bored again :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_68s_inside_on_demo_wca.jpg&hash=ac35c944ec6f91c468ad889589b4fa61e36d25b2) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FCSGchat%2Frhw_68s_inside_demo_wca.jpg&hash=118fc089e2538e2423f3f8b1ac65200fe4622f47)

That's both now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on October 05, 2010, 08:28:14 AM
@ jdenm8: nice  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 09, 2010, 12:06:48 PM
Looking good there!

Just a look at what's going on on the Darkphalt end...

A Ramps
Exit:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fexport_exit_full.png&hash=31324b0c4cdcee69634d145be0921bfb6c011cdd)
Entrance:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fexport_entrance_full.png&hash=a3d7e8ab7a122262bed1f274971d375a84f5f9c1)

Unfortunately, due to how the piece is laid out, the dividing gore has to look like that &mmm I wish I could do it properly, but that would require re-RULing the piece just for Darkphalt, which would really be impractical. Other ramps shouldn't look as bad though.

EDIT: Progress so far on the B Exit ramp
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fb_exit.png&hash=b08adaccc5ca942d73852d1ff35c3a8f0162fa80)
Title: Re: RHW (RealHighway) - Development and Support
Post by: debutterfly on October 09, 2010, 12:55:23 PM
Quote from: Blue Lightning on October 09, 2010, 12:06:48 PM
Looking good there!

Just a look at what's going on on the Darkphalt end...

A Ramps
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fexport_exit_full.png&hash=31324b0c4cdcee69634d145be0921bfb6c011cdd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fexport_entrance_full.png&hash=a3d7e8ab7a122262bed1f274971d375a84f5f9c1)

Unfortunately, due to how the piece is laid out, the dividing gore has to look like that &mmm I wish I could do it properly, but that would require re-RULing the piece just for Darkphalt, which would really be impractical. Other ramps shouldn't look as bad though.

I've seen the second layout in real life but for entry ramps only.

Larry (debutterfly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 09, 2010, 02:05:47 PM
QuoteUnfortunately, due to how the piece is laid out, the dividing gore has to look like that

How do you mean? I thought alternate textures had been RULed in for the draggable ramp interfaces for this exact same situation...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 09, 2010, 02:21:45 PM
I was mainly referring to the A ramp, on how the markings on the mainline for the gore have to end, since the bottom right tile is a starter stub. The DRI's have the same layout. The puzzle pieces might be exit texture only (maybe I could do what Maarten did for the Euro mod), but the DRIs will use the corresponding texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 09, 2010, 02:36:54 PM
Well, when I tried to mod the DRIs the other day, I discovered that the onramp and offramp have a different texture. I modded some textures and thought it was done, except for a few bugs. Then I found out that it only worked in one direction. So even the DRIs can have different on- and offramp textures...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2010, 04:36:26 PM
The DRIs are indeed designed as such to allow chevroning.  The textures/paths with the seventh digit in the range 0-7 are for the exits (entrances in LHD) and the ones in the range 8-F are for entrances (exits in LHD).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 09, 2010, 04:48:35 PM
I'm quite aware of that, in fact in one of the old Darkphalts I had, before we announced the DRIs...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2Fdarkphalt-jun._1__041272723766.png&hash=7efe1d495da72e31b2b673a2054981dfa5fce064)

But my main issue is again, the fact that the texture can only apply to the "#" tiles:

##
##
#.


Notice how the A ramp thick line ends on the mainline extremely quickly, and that only 2 hatchings are on the exit gore (in above post). The B ramp suffers from it too, but not as much. Also partially why the hatchings are reversed in the above image, it was done so that I could make it look at least a little more realistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Highrise99 on October 10, 2010, 06:44:19 AM
Wow, I really like the dark asphalt.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on October 10, 2010, 09:51:55 AM
Quote from: Highrise99 on October 10, 2010, 06:44:19 AM
Wow, I really like the dark asphalt.

Agreed. Great work there!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 10, 2010, 06:28:37 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Ferhw-apr._30__001280410119.png&hash=bada3f9cd7bf5a7e216ee97eb1b16ba50a7e0fa0)

T21's, attack!
Support pillars, MARCH!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Ferhw-apr._15__001280353593.png&hash=4074d5642095d3f70216e93436c81d6f2175f1bb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 10, 2010, 06:41:34 PM
LOL  :D

Wow, BL,... A T21 Army is just random...

On a serious note,... You rigged something in the exemplars or models to make the pillars appear 15M higher... That is, if what I'm seeing is an ERHW beyond RHW-4... Otherwise,... You really messed up that RHW-6s...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on October 11, 2010, 06:21:05 AM
Elevated RHW-6S  &hlp

I like how you can have stuff on the tile where the shoulder overhangs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on October 11, 2010, 08:10:13 AM
@ Blue Lightning: Wow  :o  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on October 11, 2010, 10:46:54 AM
T21'd support pillars, Vince? I'm intrigued. I assume there's at least one advantage to this method of adding them to the wider ERHW networks as opposed to making them part of the model, though I don't know what that advantage might be. Perhaps you could enlighten us?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on October 11, 2010, 11:05:32 AM
Elevated RHW-6S! That will be so important for a RHW project in my city!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 11, 2010, 11:08:07 AM
Quote from: woodb3kmaster on October 11, 2010, 10:46:54 AM
T21'd support pillars, Vince? I'm intrigued. I assume there's at least one advantage to this method of adding them to the wider ERHW networks as opposed to making them part of the model, though I don't know what that advantage might be. Perhaps you could enlighten us?
It's quite simple actually. The pillars are not placed under each tile. This is possible with T21ing. If you put the pillar into the model, however, can have two results:
1. The pillar is present at every tile of El-RHW over empty land
2. The pillar is not present at every tile of El-RHW over empty land, but you'll have a heck of a lot of complicated RUL-code.

So that's why we chose this method.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on October 11, 2010, 11:24:35 AM
Because the ERHW-6S is only one tile wide (technically) does that mean it can make curves by dragging it? Or is that not possible yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 11, 2010, 11:36:16 AM
How about "Invasion of the T21s" for a movie or at least a book?  I imagine it would probably do well.  ()stsfd()

ERHW-6S would be a welcome edition, errr... addition, lol.  I must say that the Darkphalt looks very nice as well.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 11, 2010, 12:13:47 PM
Quote
On a serious note,... You rigged something in the exemplars or models to make the pillars appear 15M higher... That is, if what I'm seeing is an ERHW beyond RHW-4... Otherwise,... You really messed up that RHW-6s...

Was messing around with T21s and just wanted to get them aligned properly. Accidentally modified the wrong value ;D

Quote
T21'd support pillars, Vince? I'm intrigued. I assume there's at least one advantage to this method of adding them to the wider ERHW networks as opposed to making them part of the model, though I don't know what that advantage might be. Perhaps you could enlighten us?
On top of what Maarten said, all the supports are done this way anyways. My setup is just different, lets see who can figure that out ;) (Hint: there's a reason why there's an EMIS over there)
Title: Re: RHW (RealHighway) - Development and Support
Post by: toja on October 11, 2010, 12:38:25 PM
It seems, as if you know what to do with the RotationsAllowed-Property.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on October 11, 2010, 01:04:47 PM
The pillars are lined up on the RHW-6S while they're staggered on the MIS!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 11, 2010, 01:29:14 PM
Exactly ;)

I can make a mod for the ERHW-4 and EMIS-1 that does the same, if there's any demand :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on October 11, 2010, 05:47:35 PM
I for one would love that
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on October 15, 2010, 01:54:37 AM
Hey, I'm having issues with connecting a RHW-10 to other cities. No one will use them unless I adjust it down to a RHW-8. In addition, is it set up to where you must have the highway side by side in order for these neighbor connectors to work? I can't seem to get anybody to use my roads when I put an elevated rail in the median. Kind of hard to explain, think SR 4 in California from Brentwood to I-80, or I-580 from Pleasanton to Hayward. It's pretty much just a rail line built between in the median of the freeways; we call it BART out here. (Bay Area Rapid Transit) Not a biggie but if anyone knows I'd welcome an answer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 15, 2010, 08:30:03 AM
You can't put an elevated rail line in the median like that if you want a neighbour connection using the connector pieces. You can only use a combination of the connector pieces and the filler, unless you used the old loop connector method. It might work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 15, 2010, 09:35:34 AM
ERHW Inline Support Mod v1.0 has been uploaded to the STEX. (http://www.simtropolis.com/stex/details.cfm?id=25065)
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on October 15, 2010, 11:03:25 AM
Great work, Blue Lightning!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2010, 12:44:58 PM
Quote from: kings_niners on October 15, 2010, 01:54:37 AM
I can't seem to get anybody to use my roads when I put an elevated rail in the median. Kind of hard to explain, think SR 4 in California from Brentwood to I-80, or I-580 from Pleasanton to Hayward. It's pretty much just a rail line built between in the median of the freeways; we call it BART out here. (Bay Area Rapid Transit) Not a biggie but if anyone knows I'd welcome an answer.

From what I know of our userbase, I trust you're not alone on that.  I will look into creating a Elevated Rail-over-NC Underground Loop piece for a future update. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on October 15, 2010, 03:42:20 PM
If possible, I'd love the same thing for heavy rail, HSR and GHSR.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on October 27, 2010, 11:25:55 AM
Hello

I prepare a bridge for RHW 6S ( it's a futur landmark model, because I have a problem to use RHW piece and transit unable )

This it is a bridge  which will complete with a toll barrier .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5835%2Fsanstitre2sts.png&hash=f8e7d9de1a6d2a2b801b4c09e313f390cee48de8) (http://img14.imageshack.us/i/sanstitre2sts.png/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F5944%2Fsanstitreflz.png&hash=fc3d199805ad89a77a0e1dd619ff345b3884157b) (http://img251.imageshack.us/i/sanstitreflz.png/)

There is again a little work like (lights system , VMS , road sign , color texture ... )

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 27, 2010, 11:40:25 AM
Well, I know it's possible to convert it into a bridge, but I don't know how...
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on October 27, 2010, 12:13:52 PM
I can convert my bridge in landmark with job because.

I want install a toll barrier, (can be here for job ).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on November 06, 2010, 11:03:00 AM
I have just noticed a path issue with the orthogonal-diagonal RHW-8 draggable transition.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F4923%2Fpyunecmay30117128906644.th.png&hash=4fc984cb1bbcb9a1e87fe82c114cf57509e80878) (http://img530.imageshack.us/i/pyunecmay30117128906644.png/)
Cars will jump to the rightmost lane of the draggable transition shown here if they are ever in the inner two lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on November 13, 2010, 02:03:42 PM
I'm not sure if this problem encountered before, but it seems that orthogonal MIS does not interface correctly (visually it interfaces correctly, but not the paths) with diagonal one way roads:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F4489%2Fmisoneway.jpg&hash=3343464628b48804dbd82325d311cce3d550736b)

I was trying to create a traffic circle underneath RHW-4 with off ramps on the sides. However, when I drag orthogonal MIS to the diagnoal sections of one way roads, the path disappears.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 13, 2010, 03:21:37 PM
Quote from: Moonraker0 on November 06, 2010, 11:03:00 AM
I have just noticed a path issue with the orthogonal-diagonal RHW-8 draggable transition.

Cars will jump to the rightmost lane of the draggable transition shown here if they are ever in the inner two lanes.

I'll take a look into that . . . automata are really stubborn little pains in the rear. ::)

Quote from: teddyrised on November 13, 2010, 02:03:42 PM
I'm not sure if this problem encountered before, but it seems that orthogonal MIS does not interface correctly (visually it interfaces correctly, but not the paths) with diagonal one way roads:

As I recall, I think that's one of those "easter egg" features, which I started to add and didn't finish that sneaked into the mod. ::)  I'll put it on the list for a future 4.x release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2010, 10:58:19 AM
Well, believe it or not, today marks the 5th anniversary of the first release of the RHW project.  RHW (then "Rural Highway") Version 1.2 was released back on November 16, 2005.  Who would have thought we'd still be at it in 2010?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F7299%2Frhw5thanniversary800x15.png&hash=587f6ede9577cbf3b8a6658ceeef073cdd480c65)

Thanks to everyone for all their support over the years! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 16, 2010, 11:57:58 AM
Yay! Up to another five years!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on November 16, 2010, 12:37:30 PM
&apls

Great achievement from you guys, to keep this up for this long!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on November 16, 2010, 01:26:07 PM
Indeed, a master piece of the NAM thanks to modders for developping this baby and the community to integrate it in fabulous MD  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on November 16, 2010, 02:33:24 PM
Congratulations.  Keeping any project going for 5 years is an achievement.  Keeping the extraordinary high level of quality going is even more impressive.  Looking forward to many more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on November 16, 2010, 02:35:30 PM
 &apls &apls &apls &apls &apls

Congrats on creating one of the greatest SC4 mods ever and making it last 5 years!!!
http://www.youtube.com/watch?v=rur5wKoua1o (http://www.youtube.com/watch?v=rur5wKoua1o)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 16, 2010, 02:42:25 PM
Happy Birthday RHW! Here's to another 5 years! 2015 here we come!  &apls  &hlp  :party:


If anyone wants to see how far the RHW has come, why not check out the excellent article on the SC4 Wiki?

http://www.wiki.sc4devotion.com/index.php?title=RHW (http://www.wiki.sc4devotion.com/index.php?title=RHW)

You can also check out some old RHW creations in my Simcity 4 Archives thread: http://sc4devotion.com/forums/index.php?topic=4575.0 (http://sc4devotion.com/forums/index.php?topic=4575.0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on November 16, 2010, 02:42:49 PM
Happy 5th birthday RHW!! :P &apls ;D &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 16, 2010, 03:29:01 PM
i knew this was coming up soon, but damn congratulations on five years of computer game life support.
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on November 16, 2010, 03:42:28 PM
Happy Birthday RHW! Hopefully by 2015 we'll have even more amazing stuff added ;D

                   Your friend,
                                  Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 16, 2010, 04:34:40 PM
Happy Birthday RHW long life for you  ;D ;D ;D

- Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 16, 2010, 04:40:23 PM
Cheers to 5 years of possibly the best add-on to SC4!! 2015 here we come!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 17, 2010, 06:37:54 PM
Five years,... I didn't realise that 'til I saw Tarkus's post... It's amazing to see how far RHW has come... Especially looking back at everything, despite my relatively short time here... Here, I'm gonna make a wild prediction: By 2015, RHW tech will expand to the point to allow 5-level stacks, but not until we get a bigger assortment of ramps and transitions... I have more ramps to propose 'til then... (Oh no, he's at it again!!! RUN!!!)

Though something tells me that we're getting close to multi-level stacks... http://sc4devotion.com/forums/index.php?topic=1138.msg353243#msg353243

See you in 2015!!! (Let's see if my prediction comes true in 17 November 2015...)

As Haljackey said,...

Quote from: Haljackey on November 17, 2010, 05:38:34 PM
Only time will tell.

Honestly,... Where would we be without RHW...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on November 17, 2010, 10:06:10 PM
Congrats to the NAM Team and longevity of the RHW Project!
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on November 18, 2010, 05:45:32 AM
Happy 5th birthday to the Rural Highway Project! I've been a huge fan to it since it first came out (remember the grey highway textures?), and has not stopped using it ever since.

I would really like to extend my most sincere gratitude to all those who have initiated and contributed to the project in any way &apls - without you guys, creating custom interchanges and realistic expressway networks would still be an impossible dream in SC4. You guys have made playing the game very more worthwhile with this amazing addon.

I guess the Maxis engineers will be surprised that you guys actually came out with a whole new network from one that they have abandoned (and hidden), heh ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on November 18, 2010, 11:02:14 PM
Great job guys, happy birthday and keep going :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on November 18, 2010, 11:10:55 PM
happy birthday! &apls

Im writing this with cake in my hand, literary its arvo tea!

-dave
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on November 20, 2010, 08:59:19 PM
I think theres a conspiracy going on in the NAM / RHW dept ......ive noticed the RAM team has slowly gone extinct........Railways vs. Roads......sounds like US history being repeating in the SC4 community  :P 
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 20, 2010, 10:31:53 PM
I miss RAM development too   :-[   But if I can continue the metaphor, there has been talk of new high-speed trains on America's east and west coasts--and even speculation around Chicago. We can only hope a similar (potential) renaissance for SC4 rail comes about  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 20, 2010, 11:06:01 PM
Hey guys...? You might wanna take that over to the RAM Department... They'll know what to respond with... That is, if they have anything to respond with...

http://sc4devotion.com/forums/index.php?board=212.0  "$Deal"$

Yeah, I too am up for a RAMaissance... (What a name...) And needless to say, people have also been hoping for a TRAMaissance, too... (That's for the TRAM Department...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 21, 2010, 03:03:46 PM
Quote from: Nexis4Jersey on November 20, 2010, 08:59:19 PM
I think theres a conspiracy going on in the NAM / RHW dept ......ive noticed the RAM team has slowly gone extinct........Railways vs. Roads......sounds like US history being repeating in the SC4 community  :P 

Well, actually, the first release of the RAM is just shy of 2 years old, while the RHW's first release is 5 years old, so not quite. :D 

The basic situation with the RAM right now is that there's actually a substantial stockpile of partially completed content: textures and models for three additional networks beyond STR, plus a myriad of switches and fractional angle content, much of which incorporates an additional angle beyond the standard 18.4/71.6-degree FARR.  Most of the folks who were really into the RAM have had extended cases of RL, and the rest of us already had our hands full with other projects.  I've done "pinch hitting" where I can--I have starters in place for the new networks and ported over some override code for them, but there's a massive amount of pathing to be done, which is the main hangup.

Quote from: GDO29Anagram on November 20, 2010, 11:06:01 PM
And needless to say, people have also been hoping for a TRAMaissance, too... (That's for the TRAM Department...)

There actually was a TRAMaissance of sorts already (I like the portmanteau :D).  The repertoire of T-RAM and Tram-Avenue pieces has expanded a great deal in the past few NAM releases--there was a dedicated group of predominantly German NAMites from the SFBT, who worked primarily on Tram and FLUPs content.  If you look at the "new feature" lists of the NAM releases from last year, you'll notice the majority of the additions are to TRAM, FLUPs or URail.  They really accomplished quite a lot in a fairly short period of time.

However, Chrisim, who has been one of the key developers on that side of things, is taking a hiatus, so things are likely to slow down on that front for awhile, though he did leave a few semi-complete things that will likely make their way into the next NAM.

Just to get things back on topic . . . here's one of the new RAM networks crossing an RHW-2:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg804.imageshack.us%2Fimg804%2F2830%2Frhw112120101.jpg&hash=b186f7dd0675a98060eb71c4a71ecbc13e6a9863)

Now to really segue--you may notice something *different* about that RHW-2.  Look closely . . .

. . .
. . .
. . .
. . .

Yes, those are new textures on there.  Each "major" RHW release--2.0, 3.0, and 4.0--has coincided with a change in the default texture set.  (Why should 5.0 be any different? :P)  The scaling has been revamped some after some new measurements I did on representative RL highways showed that, in general, the lanes were too wide and the shoulders too narrow.  I've also tried to get things a little less "bright" this time around, and take advantage of some new techniques developed by Dave (superhands) and toja (with some help from SimFox) to vastly improve the smoothness (and geometric accuracy) of any curve texture.  An example of what I'm talking about:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F2114%2Frhw112020101.jpg&hash=8743cac385a2ee08971cd6e3b7757283d5f6b22b)

The new scaling also means a couple other things--it has resulted in some of the Wider RHWs being a bit narrower, which has had a particularly positive impact with the RHW-6S and RHW-8C.  The RHW-8C also no longer needs an overhang, and it's now possible to place two RHW-6S networks directly parallel one tile apart with a decent result, as shown below.  As the stubs still have the current public release textures on them, you can see how things line up.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3081%2Frhw111920102.jpg&hash=6a66663a9fee39c171b87db0be73c0051a86be0c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 21, 2010, 04:32:00 PM
QuoteThere actually was a TRAMaissance of sorts already

Well, what I was thinking at the time was NWM-TRAM... And the only semblance of "development" were just the textures that were posted on the NWM thread.

Getting back on topic,... Looks like an RHW-NAMaissance may be coming... I, too felt that the RHW lanes were too wide, and what's more is this: I looked at the RHW 10S and compared it to RHW-6S, and thought that it may be possible to create an RHW-12S. Would this NAMaissance result in making the development of RHW-12S potentially possible? I think that's far off... But I'm still surprised by whatever happens here...

I'd have to say, everything looks better now. In fact, I'm forever appalled by lane width inconsistencies between Ortho RHW-4 and Diag RHW-4. I was gonna suggest an overhang method as used with some NWM networks (Such as Diag OWR-3), but you took the backwards approach: As opposed to making Diag RHW-4 wider, there are now plans on making the Ortho RHW-4 narrower, and more realistically scaled, as you stated.

As far as I can deduce from your pics, Tarkus/Alex, aside from what you said in your descriptions already, is this:
- RHW-6S overhang is smaller.
- The paint lines are faded.
- The new texture sets for RHW 4.0 (And up) are potentially incompatible with that of RHW 5.0. (Blue Lightning, how's your DarkPhalt texture set gonna fit to what's being planned...?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 21, 2010, 05:12:44 PM
om nom nom.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 21, 2010, 05:35:41 PM
Wow, that's awesome news!!  &apls

While the old lane widths for RHW weren't excessive per se, 5m/16ft would be very uncommon in RL. Those parallel 6S's look nice and I'm enjoying imagining how an avenue tunnel under an 8C would look (with both entrances directly adjacent to the RHW). It's interesting to note that 2 RHW-6s adjacent would cover almost exactly 2 tiles, the same width as a certain largely redundant, under-scaled network (that unfortunately requires 3D models to alter  :'().

Sorry to here about Chrisim's bout of RL but it happens to the best of us  ;)  And it's a very pleasant surprise to know that additional rail content is in the works  :thumbsup:

EDIT: If two RHW-6S's fit nicely in adjacent tiles like that...then any RHW-S will fit nicely adjacent to and RHW-6S! Which means Maarten's beautiful RHW-10 parallel splitter could be redone without the empty tile between the RHW-4 & -6  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on November 21, 2010, 08:09:08 PM
Ah, it's always good to get a glimpse of what's going on behind closed doors!

Just had a thought, has Modular Multi-tile RHW ever been experimented with?

Need 6 pieces: Outer Shoulders (with or without additional lanes), Inner Shoulder: Separate (with or without additional lanes), Inner Shoulder: Compact, Full Tile Filler Lanes.

I foresee quite a few ramps, transitions, and under/overpasses though, but it would allow much greater freedom with lane designs that the current set pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on November 22, 2010, 08:10:46 AM
Wow, it all really looks great!  Regarding the Maxis highways, I seem to remember a few years ago someone was working on a mod to retexture and repath them into a 4 lane network, so they kinda looked like elevated avenues.  Pity it was never finished, it looked much better  &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 22, 2010, 08:52:40 AM
especially now, when you look at RHW-6, it was not a bad idea, to use RHW for the six lane purpose, and put the Maxis back to four lanes so it was scaled better, but then again, there now already is El-RHW. Maxis was going to originally do a four lane highway, since they left some unfamilliar cement textures behind, but it looked nothing like what that proposed retexture mod you mentioned was.

And Tarkus, love the new retexture, it makes me wish roads looked about that great from the start, because this just has a lot more realism, I wish you could shove it in Maxis face, and show them how this game could have had looked with better textured, smoothed curved roads from the start.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 22, 2010, 09:03:36 AM
^^ Yes, SC2000 did have six-lane freeways:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.dosgamesarchive.com%2Fscreenshots%2Fsimcity2000-4.gif&hash=3cef2cb32614eb16983238e4b0ae938924a0d2b7)

But SC3000 did not:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.cmoo.com%2Fsnor%2Fweeds%2Fsimcity_2000%2Fweedmt3k.jpg&hash=aef6e71b04bc8e5dc160d4d79e89329316d2e4d9)

But that's an off-topic subject  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on November 22, 2010, 09:15:05 AM
The new textures really look great, huge improvement to the before ones, as you said smoother and less bright.

[offtopic?]

Also, what actually happened to that 4-lane MHW mod? Was it just abadoned, or was there some other reason it could not be completed? 4-lane MHWs would just be so awesome, I have seen a picture of the mod and it looked great!

I guess no models would have to be changed, so just re-texturing stuff couldn't be so hard. Of course pathing adds lot of difficulty to it. Maybe I should consider doing something, even though I know nothing about pathing.

[/offtopic?]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 22, 2010, 09:32:41 AM
Quote from: Dexter on November 22, 2010, 08:10:46 AM
Regarding the Maxis highways, I seem to remember a few years ago someone was working on a mod to retexture and repath them into a 4 lane network, so they kinda looked like elevated avenues.  Pity it was never finished, it looked much better  &ops

Quote from: Ciuu96 on November 22, 2010, 09:15:05 AM
Also, what actually happened to that 4-lane MHW mod? Was it just abadoned, or was there some other reason it could not be completed? 4-lane MHWs would just be so awesome, I have seen a picture of the mod and it looked great!

I guess no models would have to be changed, so just re-texturing stuff couldn't be so hard. Of course pathing adds lot of difficulty to it. Maybe I should consider doing something, even though I know nothing about pathing.

You mean these guys?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2030%2Frhwfhwmodifiedab5.jpg&hash=5d4b823be03a841855b302a888a49b8bddf40b57)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F4646%2Frhwfhwcloverleafnk7.jpg&hash=62618a64a2670a7f3364ccc91ce05ad485bdd98a)
(Dug up from my archives. I believe Shadow Assassin made these)

Oh, and if your posts are referring to modding highways, then I don't think you're off topic in this thread. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on November 22, 2010, 11:17:46 AM
Yeah, I meant that. If SA or just somebody would pick that project up and continue the development, it would be great. I mean it looks like it's pretty far already, I thought that there weren't any interchanges done yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 22, 2010, 11:31:56 AM
Well, this picture is quite old, even before I signed up here and on ST (which is two or three years ago). I guess the project files are lost or stored somewhere no one will look. But a restart of the project might be possible (maybe using the current RHW-4 textures  ;D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Battlecat on November 22, 2010, 11:34:20 AM
Great to hear so much is still in the works.  Those revised textures look fantastic and I'll be eagerly waiting to apply them to my region when it comes out! 

On another note, I thought I should mention that I just stumbled across the fraction angle RHW pieces while working on my region and they work beautifully!  Thanks for the great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 22, 2010, 01:52:50 PM
Speaking on the whole Maxis Highway 4-laning, I've played with the idea off-and-on as well.   I found this pic from my personal archives from back in 2009 . . . that's actually the RHW 4.0 RHW-4 texture there (with the RHW 3.0 RHW-2 texture crossing under--transitional phase ::)).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F6249%2Fmhw100320091.jpg&hash=1e2008efba13d97898049a8bf14ea90c8ecc83f8)

Tried it out with the new textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F4917%2Fmaxishighway112220101.jpg&hash=c98d41c9ef99c75b13a537704f22fb3f4e2867c4)

The biggest obstacle to it isn't the texturing side of things--it's been figuring out what to do with the pathing.  The most feasible option may be to simply delete the center lane paths--the alignment looks like it should work.

Thanks for all the kind words on the new textures, too!  I have a few more pics of how things are going on that front, too.

The good ol' RHW-4 45-degree curves, introduced in RHW Version 2.0, have always been a bit tricky to texture.  Here's what they look like in Version 4.1:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F4200%2Frhw112220101.jpg&hash=377ea942105cc857e4ae810498a12ea9cdb42b8d)

And here's a rough draft of the new look--they haven't been "puzzle darkened" yet and I may tweak a few minor alignment things:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F2269%2Frhw112220102.jpg&hash=bbf80cd94adb9aee04d825dc5f18f8d6237930fa)

The RHW-4 diagonals in their current state are actually narrower than the RHW-4 orthogonal stretches, as before, but the lane widths are the same--the extra width has been taken from the outer shoulder.  However, I am looking at going to an overhang setup, though there are several things to consider before a decision on that front is made.

Speaking of "puzzle-darkened" things, here's a peek at the revamped FARHW-4.  I managed to find a very precise and simple "darkening" formula that seems to do the trick on the new textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F4927%2Frhw112220103.jpg&hash=952eff63cbae02ca26064061d93b082ad814104a)

Now to answer consider a few questions and concepts:

Quote from: GDO29Anagram on November 21, 2010, 04:32:00 PM
Getting back on topic,... Looks like an RHW-NAMaissance may be coming... I, too felt that the RHW lanes were too wide, and what's more is this: I looked at the RHW 10S and compared it to RHW-6S, and thought that it may be possible to create an RHW-12S. Would this NAMaissance result in making the development of RHW-12S potentially possible? I think that's far off... But I'm still surprised by whatever happens here...

RHW-12S has been discussed off-and-on for awhile now.  With the new alignment, it actually fits almost entirely on 4 tiles--there's only a very slight overhang to maintain the shoulder width, and the truncation to fit it without the overhang is so minor that it would probably make sense just to skip the overhang.  The one problem, though, is that it's not going to result in any increase in capacity.  The working out of capacities and network geometry (which are heavily interrelated given the game's per-tile capacity calculation) is probably the biggest thing with the logistics of adding additional networks on that end of the spectrum.

Quote from: GDO29Anagram on November 21, 2010, 04:32:00 PM
- The new texture sets for RHW 4.0 (And up) are potentially incompatible with that of RHW 5.0. (Blue Lightning, how's your DarkPhalt texture set gonna fit to what's being planned...?)

I'm not sure what Vince's plans are, but I did work up a prototype for a "dark asphalt" RHW-4, as shown below.  Not sure if the travel lane area has too much of a blue tint, though:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F8071%2Frhw112220106.jpg&hash=efb879a2d86ae9318c28742a6375f275e0eefcfd)

Gave this a whirl, too:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F2912%2Frhw111920101.jpg&hash=d6f1af72a812b7ac5b8b2e8598a30e7cae2c3cc1)

Quote from: noahclem on November 21, 2010, 05:35:41 PM
EDIT: If two RHW-6S's fit nicely in adjacent tiles like that...then any RHW-S will fit nicely adjacent to and RHW-6S! Which means Maarten's beautiful RHW-10 parallel splitter could be redone without the empty tile between the RHW-4 & -6  ::)

The main reason the 6S worked out like that is because it's flat-model based.  I tried an RHW-4 next to the RHW6S earlier, and ended up with this result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F2783%2Frhw112220104.jpg&hash=5baa0685be83485c38ef06d5aee181fa27511707)

The overhang on the RHW-6S is laying on top of the RHW-4, as the RHW-4 is simply texture-based.  However, if the RHW-4 Orthogonal Filler pieces are used, which are flat-model-based, the game is able to resolve the issue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F1778%2Frhw112220105.jpg&hash=f8dcfdf1a355c5d82b2130774f05552390fe63ff)

Quote from: kassarc16 on November 21, 2010, 08:09:08 PM
Just had a thought, has Modular Multi-tile RHW ever been experimented with?

Need 6 pieces: Outer Shoulders (with or without additional lanes), Inner Shoulder: Separate (with or without additional lanes), Inner Shoulder: Compact, Full Tile Filler Lanes.

I foresee quite a few ramps, transitions, and under/overpasses though, but it would allow much greater freedom with lane designs that the current set pieces.

An interesting idea . . . there's been some somewhat related discussions over time (namely on with the "RHW-6 genre"), though as with the RHW-12S and other proposed networks on the wider side, capacity/functionality will play a role.  I may play around with different alignments of the existing networks to see if anything interesting results--you've piqued my curiosity. ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 22, 2010, 02:11:58 PM
Hey Alex, while you're busy with texturing, could you try to make a set only using white lines. If so, a Euro/International set is quickly done, right?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 22, 2010, 02:18:11 PM
Quote from: mrtnrln on November 22, 2010, 02:11:58 PM
Hey Alex, while you're busy with texturing, could you try to make a set only using white lines. If so, a Euro/International set is quickly done, right?  ;)

I was just thinking the same thing. :)  Just whipped up this prototype here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F1783%2Frhw112220108.jpg&hash=17394b1da6f247171015b98dd98699e45cd467c7)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 22, 2010, 03:33:04 PM
Quote from: Tarkus on November 22, 2010, 02:18:11 PM
I was just thinking the same thing. :)

Yeah, I was wondering about the same - while you have the original texture open in your graphics program anyway, it shouldn't be all to hard to replace the yellow line with a white one. That way, Euro textures can be done with a minimum amount of time, I'd say. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 22, 2010, 03:38:55 PM
that euro texture looks great, the new texture itself looks great the light grey version also looks great, what are the new dimensions on the carriageways? could you send me a couple of the textures.... (remember my beige concrete.... i have a hankering see all the different varieties here(while realistic lane widths and no squash on diagonal was cool, the repathing is beyond me at this stage.) i may have to take a second pass).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 22, 2010, 07:12:55 PM
While we're on the topic of textures, I've always really liked this one.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Frhwasphaltwithhovno9.jpg&hash=8548661e6623b111faac6353398d4f5d8ee42c72)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi267.photobucket.com%2Falbums%2Fii281%2Fhaljackey%2Frhwasphaltwithhovno9.jpg&hash=8548661e6623b111faac6353398d4f5d8ee42c72)

Maybe its just because I love black asphalt lol. The HOV lanes would be sweet too, even if they just functioned like a regular lane. (Although you might want to space the diamonds a little further apart than that pic. :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 22, 2010, 08:04:35 PM
Quote from: Haljackey on November 22, 2010, 07:12:55 PM
Maybe its just because I love black asphalt lol.

So do I, Haljackey. But that one's old (obviously) and... I know it's me, but it feels like burnt rubber. I think we need a sample of the new RHW textures (Preferably RHW-4, 6S, 8S, and 10S at least) so people can play with them in all sorts of ways... And so that someone can create a modern version of that HOV texture... Tarkus/Alex, can you provide a sample at this point?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 22, 2010, 08:26:44 PM
I agree, both textures are looking great! And it's definitely a plus if the Euro textures can be quickly made by subbing white lines for yellow ones as pieces are redone/created  :) This whole new round of development is really exciting  &apls

Thanks for the reply Alex, I'm glad there's a trick to get the RHW-4 adjacent to -6S to work.

I'd agree also on a carpool lane being cool even if not functional but there are a lot of things I'd rather see first.

To throw in my humble two cents on the RHW-12S capacity issue I wouldn't be overly concerned if it's not higher than the other 2-tilers since I would pretty much use it for aesthetic purposes like merging lanes next to ramps on -10S's or maybe splitting into to -6S's. I'm sure you've thought of it and there's a reason why it's not done, but could you use network overrides for MHW for the highest capacity networks like -10S & -12S and then increase the capacity of MHW relative to ANT? If it worked it shouldn't get in the way of normal MHW functioning either. Just an idea...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 23, 2010, 12:21:02 AM
*Maarten looks at the Euro textures
*Maarten is impressed  &apls

Looks good, Alex. Maybe some details are different (mostly added details), for example the Ramp textures (which I maybe can help you out with), but the basics are the same. Keep up the good work  :thumbsup:

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on November 23, 2010, 04:09:05 AM
The Euro textures look great, and I have also liked the HOV idea always. Something similar could also perhaps be done to the NWM too.

When I saw this (http://sc4devotion.com/forums/index.php?topic=990.msg337462#msg337462) idea, I liked it very much too. HOV on 6Cs inner lanes would just be great.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on November 23, 2010, 12:31:00 PM
Mmm, something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Fnew_city-jan._27__001276651994.png&hash=6ca6d3578f6fd2a2f40b4e66c087d209798e6ff8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on November 23, 2010, 06:52:17 PM
@Tarkus: The dark textures look nice, though the shoulders look like there is too much yellow... But overall, the next version of the RHW looks great, especially the new curves! Can't wait to see more! ;)

@GDO29Anagram: I have to agree, having some new textures to play with would be nice! I hope we can get some soon. *hint* *hint*  ::)

@Haljackey: Speaking of HOV textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FRHW%2FTextures%2Frhw-6c_hov.png&hash=c222734d2c91d0f97eb24cbd3032ac296784e378)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on November 23, 2010, 11:39:09 PM
@Nego
The only problem with adding the diamonds to the texture itself is that they would show up on every tile.  However, it would be pretty easy to add them as flat prop t21s the same way I did the center turn arrows on the TLAs.  I'll see what I can whip up if I have some spare time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on November 24, 2010, 05:40:58 AM
@ BL

Yep, that looks great, it only needs few of those diamond-thingies. Maybe adding them as cosmetic pieces would be good, then just some car transit blocker lot there and it's perfect!

@ Nego

Very nice too. But as jondor said, T21 work better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 24, 2010, 08:27:20 AM
Quote from: jondor on November 23, 2010, 11:39:09 PM
@Nego
The only problem with adding the diamonds to the texture itself is that they would show up on every tile.

They could just be cosmetic pieces you know....

In fact I think they would work best because it would allow you to plop broken line segments where lane changes in and out of the HOV lane take place.

Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.mto.gov.on.ca%2Fgraphics%2Fenglish%2Ftraveller%2Fhov%2F400m.gif&hash=9e64b7789c0f821fe075daeb37d0efdc8d3d6848)

So the cosmetic pieces might include:
-HOV lane with diamond symbol
-HOV lane without symbol
-Transition zone / inner broken line (similar to the outer broken line cosmetic pieces already in place for the RHW-6S and 8S)

Edit: Just remember no pathing changes are taking place. This is for appearance only. Yes this means cars will change into the lane when the HOV line is solid but changing the pathing for cosmetic pieces is a lot of work isn't it? I'm sure there's more important RHW and NAM related stuff to get done first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 24, 2010, 12:02:42 PM
Guys your work is great. Long dream of bus lanes and now I think that this will soon be a fact, thanks to you. I have several comments and suggestions:
- I think this bus bar (HOV) must be in the right lane because the buses are moving slowly, left lanes are for overtaking ie fast movement. Logically and stops if they are not in the middle of a highway are in the right lane.
- Much better was if we replace the diamond symbol with a simple inscription Bus (at least it is in Sofia)

Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 24, 2010, 02:13:04 PM
Ivaylo, I think you didn't quite understand the concept of what's displayed here. HOV lanes are carpool or toll lanes (at least, that's what I think they are), not bus lanes. I agree if it were bus lanes, they would be on the outside lanes...

However, with Euro Textures you could do something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F29ooaa9.jpg&hash=72146806fb6206cbe1f01767e712332c10ee4087)
Plus lanes. These are open during rush hour, but closed during the rest of the day (the reason why has a complicated background). In the Netherlands you see quite a lot around here. There is also another variant, Peak lanes, which are located on the rightmost lane (often a reconstructed emergency lane). This last variant is more commonly applied in Europe.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 24, 2010, 04:29:17 PM
Quote from: Haljackey on November 24, 2010, 08:27:20 AM
They could just be cosmetic pieces you know....

In fact I think they would work best
. . .

I'd agree there 100%.  It would provide the most flexibility and best use of resources.

Quote from: GDO29Anagram on November 22, 2010, 08:04:35 PM
Tarkus/Alex, can you provide a sample at this point?

Absolutely. :)  I should have them up in the next couple of days.

Quote from: noahclem on November 22, 2010, 08:26:44 PM
To throw in my humble two cents on the RHW-12S capacity issue I wouldn't be overly concerned if it's not higher than the other 2-tilers since I would pretty much use it for aesthetic purposes like merging lanes next to ramps on -10S's or maybe splitting into to -6S's. I'm sure you've thought of it and there's a reason why it's not done, but could you use network overrides for MHW for the highest capacity networks like -10S & -12S and then increase the capacity of MHW relative to ANT? If it worked it shouldn't get in the way of normal MHW functioning either. Just an idea...

The MHW does already have a slightly higher capacity than an RHW-4 with the current version of the NAM Traffic Simulator, and that idea has crossed my mind.  However, the diagonals on the MHW uses a "shared-tile" diagonal setup, where as the RHW-8S (the current widest diagonal RHW) uses a "split-tile" diagonal setup.  The RHW-12S would also require a split-tile setup due to its geometry, and it may be a bit tricky from both a modding standpoint and an ease-of-use standpoint to put together a split-tile setup with a natively shared-tile dual-tile network.

Now onto some updates on the textures . . . 

In doing some research on road markings, I've found that South Africa and a few other countries actually use a sort of "inverse North American" color scheme on their roadways . . . so I whipped up a South African RHW-4 texture for kicks:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7966%2Frhw112420102.jpg&hash=fa5e57a3f9ad423b4ce22c0b9044430b71400788)

I've also been tackling some of the more difficult, curve-related textures first . . . here's progress on the RHW-6C diagonals.  I still need to adjust the placement of the dashed lines, obviously.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F6753%2Frhw112420101.jpg&hash=736958be78f517ecb935aa0456a5c22d344748c7)

And here's a planned new feature that you haven't yet seen.  I've realigned the RHW-6S diagonals such that they're on a single-tile-with-overhang setup (like some of the NWM networks), and as a result, I was able to copy over the RHW-4 diagonal override coding and create a draggable diagonal RHW-6S without any real difficulty:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F4453%2Frhw112420103.jpg&hash=c6fcb9f2e5b896cded6527273881d8b885e8f1c1)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 24, 2010, 04:48:37 PM
nice stuff, the draggable 6S is pretty.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 24, 2010, 05:20:31 PM
Quote from: mightygoose on November 24, 2010, 04:48:37 PM
nice stuff, the draggable 6S is pretty.

Absolutely. Great work Alex!




mrtnrln: Question for you. If plus lanes are just general lanes, why not just keep them open 24 hours a day like a regular lane? Is it because there's no inner shoulder or something?

ivo_su: I think you're confusing bus lanes with HOV lanes. Bus lanes do run on the right side of the highway, sometimes on the hard shoulder.

Quote from: mrtnrln on November 24, 2010, 02:13:04 PM
HOV lanes are carpool or toll lanes (at least, that's what I think they are)

Carpooling is what HOV lanes are primarily for. Buses can also use them, but they're usually the longer distance ones, not city buses intended to locally serve that area. As for tolls, that's where I get confused. There are no tolled HOV lanes here in Canada, but some do exist in the USA. They, however, are called HOT lanes most of the time.

As you can see, definitions for these terms vary widely from country to country, sometimes even from region to region. The same can be said for highway, freeway, expressway, etc.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on November 24, 2010, 06:43:23 PM
Hey everyone,

I've been following RHW for quite a bit now, I've seen it transform over time and become one of the top three best things in Simcity 4!
Since there will no likely be 12 lane-wide highways in Simcity 4, I propose a transition piece that hasn't crossed my city... Yet.

This transition piece will enable highways to elaborate on the puzzle pieces considering that there will be no expanding lanes past 10. I've always run into this problem while building my highways, I really hope this transition/exit/entrance piece is taken into consideration.

Here is a hand sketch of the transition/exit/entrance piece i am talking about:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F106mw5g.jpg&hash=daffec30fc1c6738a79f19c11bc85dec070ba1d5)

I know there isn't a 10C, but maybe concluding a RHW-4 Exit/Entrance connecting 6C while making a 10S transition would be helpful? This will definitley make the RHW larger looking (transition wise) rathar than MIS ramps everywhere.

Here's where it would deem useful:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F2iialmo.png&hash=a0187db2e28552f7195d91e1d818b5abb8dca7cf)


Also, Will we ever see a ERHW-6 C/S?

Thank You, Original.


ps; Haljackey, I love your videos! It's not surprising how we both live in the same city and love highways. 401 FTW! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 24, 2010, 07:59:34 PM
Quote from: Original on November 24, 2010, 06:43:23 PM
Also, Will we ever see a ERHW-6 C/S?

Absolutely. :thumbsup:  Every RHW network is planned to have an elevated version at some point in the not-too-distant future--RHW-2, 3, 6C, 6S, 8S, 8C and 10S included.  The main reason we don't have them now is because of the difficulty of making elevated ramp interfaces--getting the barriers lined up just right is the tricky part.

Quote from: Original on November 24, 2010, 06:43:23 PM
Since there will no likely be 12 lane-wide highways in Simcity 4

If you mean 12 lanes total (not 12 per direction), I wouldn't say it's unlikely--in fact, it's been in discussion for some time now.


Quote from: Original on November 24, 2010, 06:43:23 PM
I know there isn't a 10C

One has been proposed (with a prototype shown here by Blue Lightning back in July) and will likely make it in at some point.  The ramp interface type setup you've proposed (nice sketch, too, btw :)) would make a perfect addition for the 10C as well. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 25, 2010, 12:26:35 AM
Quote from: Tarkus on November 24, 2010, 07:59:34 PM
Quote from: Original on November 24, 2010, 06:43:23 PM
...
Since there will no likely be 12 lane-wide highways in Simcity 4, I propose a transition piece that hasn't crossed my city... Yet.

This transition piece will enable highways to elaborate on the puzzle pieces considering that there will be no expanding lanes past 10. I've always run into this problem while building my highways, I really hope this transition/exit/entrance piece is taken into consideration.

Here is a hand sketch of the transition/exit/entrance piece i am talking about:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F106mw5g.jpg&hash=daffec30fc1c6738a79f19c11bc85dec070ba1d5)

I know there isn't a 10C, but maybe concluding a RHW-4 Exit/Entrance connecting 6C while making a 10S transition would be helpful? This will definitley make the RHW larger looking (transition wise) rathar than MIS ramps everywhere.
...
One has been proposed (with a prototype shown here by Blue Lightning back in July) and will likely make it in at some point.  The ramp interface type setup you've proposed (nice sketch, too, btw :)) would make a perfect addition for the 10C as well. 

-Alex
Actually, I made these pieces a while ago for the RHW-10S:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6277%2Fpiecesnorm.jpg&hash=9287b43f22bea35729ea1ec4ed251e3bcdfa22e0)
Quote from: Haljackey on November 24, 2010, 05:20:31 PM
mrtnrln: Question for you. If plus lanes are just general lanes, why not just keep them open 24 hours a day like a regular lane? Is it because there's no inner shoulder or something?
I was asking the same question before. During college this matter was explained to me and it has to do with juridical reasons. There are certain limits e.g. noise and air pollution for freeways. Every extra lane contributes to these effects. However, plus lanes don't contribute that much to the effects, since it's not opened 24 hours a day, and therefore it's juridically easier to gain permission to build plus lanes than a regular lane But as far as I've seen, the number of plus lanes is never more than one plus lane in each direction.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on November 25, 2010, 07:51:37 PM
It's nice to see that the progress on the RHW has really started to pick up again!
I personally think it would be a good idea to have HOV and/or bus lane cosmetic pieces. Even if the HOV lanes weren't functional, at least the bus lanes could be.

@Tarkus: That's very interesting (about the road markings in South Africa), though again, I'm not so sure about the yellow tint on the shoulders. I'm sure that can be fixed, though. Keep up the great work and I can't wait to see more!


FYI: HOV Lane=High Occupancy Vehicle Lane
       HOT Lane=High Occupancy/Toll Lane
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 27, 2010, 01:12:04 AM
Quote from: Nego on November 25, 2010, 07:51:37 PM
I'm not so sure about the yellow tint on the shoulders. I'm sure that can be fixed, though. Keep up the great work and I can't wait to see more!

The yellow used on the new textures is actually the same yellow used on Maxis textures and on the NWM.  It's considerably less saturated than the yellow on the current default RHW texture set.  The RHW-2/Road transition is used below as an example.

Here's the existing Version 4.1 transition, between the default Road and the new RHW-2 textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F5577%2Frhw112720101.jpg&hash=d3ac2402d322d22f5ab04b4f35691886ce5a8493)

Here's a rough draft of the revamp (in particular, the placement on the white lines/curbing is subject to change):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F6976%2Frhw112720102.jpg&hash=288ff9d010fe07178a192799b440645c8d65f111)

As you can see, the new yellow blends very well, and for that reason, it is unlikely it will be changed.

And before I close out this post, a look at some initial ramp interface revamping:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F3048%2Frhw112720103.jpg&hash=53cc9cda385bc770943b9f2b5c08fd78675b9be6)

As with the existing set, the new default will most likely not have chevrons, but chevrons will be available as a separate option.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 27, 2010, 02:31:36 AM
Quote from: Nego on November 23, 2010, 06:52:17 PM
@Tarkus: The dark textures look nice, though the shoulders look like there is too much yellow...

Quote from: Tarkus on November 27, 2010, 01:12:04 AM
The yellow used on the new textures is actually the same yellow used on Maxis textures and on the NWM.  It's considerably less saturated than the yellow on the current default RHW texture set.

Actually Tarkus,... I believe Nego's referring to the colour of the shoulder in here, not the yellow lines:

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F8071%2Frhw112220106.jpg&hash=efb879a2d86ae9318c28742a6375f275e0eefcfd)

I did a chromatic analysis on the shoulder and found that there is yellow in it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F781%2Fchromaticanalysis.jpg&hash=ba4dac2399d473f030635acbb7bd22dbe6e50884)
(Analysed using Inkscape. Ignore the "FF" part. That's the alpha value.)

For a closer look of the colour, here (And colour-coded accordingly): 1D1D15. It's the blue value being less than the red and green values that made it all yellow. Yes Nego, you're not the only one who's seeing yellow...

Other than that,... Now the yellow lines REALLY match. I'd imagine the textures for the Ave-4/OWR-2 to RHW-4 transition matching perfectly as well...

As for the new RHW-2 to Road transition, I don't think the curb and white line should be crammed together like that. That's just a suggestion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on November 27, 2010, 07:53:53 AM
I'm drooling here...lol. Those textures look fantastic Alex!

Though on the note of dual A ramps...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FNew%2Fdualaexit.png&hash=5bf1dc7e205737ef9bd48aeac71e6af1869a4719)

Something for the future, maybe 4.2 or 4.3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 27, 2010, 10:13:40 AM
Quote from: GDO29Anagram on November 27, 2010, 02:31:36 AM
Actually Tarkus,... I believe Nego's referring to the colour of the shoulder in here, not the yellow lines:

I did a chromatic analysis on the shoulder and found that there is yellow in it:

Ah, so the dark asphalt texture prototypes are looking yellow-y. &idea  Yes, that'll definitely get corrected. 

Quote from: GDO29Anagram on November 27, 2010, 02:31:36 AM
As for the new RHW-2 to Road transition, I don't think the curb and white line should be crammed together like that. That's just a suggestion.

I'd agree with you there.  I've actually gone through several drafts on that one, trying to make the transition as "transitional" as possible and get just the right look for it.  I'll definitely be retweaking that one.  And the RHW/Road intersections, which I just started. :)

Quote from: Blue Lightning on November 27, 2010, 07:53:53 AM
I'm drooling here...lol. Those textures look fantastic Alex!

Thanks for the kind words, Vince!   :thumbsup:  That interface looks interesting as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 27, 2010, 12:38:16 PM
Tarkus, about those road - RHW-2 conversions. For the OWR-2 to RHW-4, or the Maxis Avenue to RHW-4, for the sidewalks, what about adding some form of small barrier at the sidewalk ending? Because it's a law and common sense to not walk on a freeway.

EDIT:

Hmmm.....I've started page 365. And 365 is my parking space number at my workplace.........interesting.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 27, 2010, 02:28:58 PM
... and it's the number of days in a normal year ...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on November 27, 2010, 02:31:06 PM
... unless its a leap year...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on November 27, 2010, 08:34:21 PM
Well this year isn't a leap year so... Let's get back on topic, shall we? :P

* * * * * * * *

Thanks for pointing that out for me, GDO29Anagram. Yes, it was the shoulders, not the striping, that had the yellow tint that seemed unappealing. Anyway, the new line color looks really nice, and so do the new curves,and ramp interfaces,etc., Tarkus. It's all great work! :thumbsup: I can't wait for more. :)

It's nice to see some more progress on the Darkphalt textures. Keep up the great work! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 27, 2010, 10:19:12 PM
Tweaked things a little bit on my dark asphalt pavement . . . does this appear to be an improvement? :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F1006%2Frhw112720104.jpg&hash=1002d115f4ea2fa018973369d82253d4a245286f)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: superhands on November 27, 2010, 10:50:55 PM
looking nice :P

i just found a good real life example of new and old rhw.

http://maps.google.com/maps?ll=33.904711,-116.54504&z=17&t=h&hl=en
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 27, 2010, 11:37:36 PM
@Tarkus: Looks better, Tarkus.  :thumbsup:

@Blue Lightning: To be honest, that ramp setup is rather uncommon, simply because I never that before...  :-[ Here's something to wrap your head around: We got RHW-2 dual A-Ramps and dual B-Ramps. How about dual AB Ramps? (Now this sounds more like Haematology...)

@Original: I got a ramp proposal that's similar to yours: An RHW-8 ramp that splits off into an RHW-4 and RHW-6, and an RHW-10 ramp that splits into two RHW-6's. I already drew out the first one here http://sc4devotion.com/forums/index.php?topic=990.msg345116#msg345116 , but it would obviously be a C-highway version of the ramp. I'm gonna update my "Periodic Table" of RHW Ramps... But I'm probably gonna propose another way of organising these ramps...

@mrtnrln: I once saw a Modern Marvels documentary on the History Channel about the Autobahn. Apparently, they do a similar thing to plus lanes with the outer shoulder to alleviate traffic during rush hour.

@Superhands: What a coincidence. I remember driving down that highway (Actually, I was a passenger) and my comment was that it looked exactly like RHW. Maybe more like a DarkPhalt version of it. It's the the perfect real-life example of an RHW-8S in action, and the closest US Interstate highway in my not-so-immediate vicinity...

(@Haljackey: Hal, you're just lucky that you get to live in a more immediate vicinity to an insanely busy highway... At least I get to watch videos of it...)

@Superhands again: ... And also the perfect real-life example of FAMIS in action, which got me thinking about a new RHW-TuLEP-SIP piece idea: See how the "FAMIS" part of that diamond interchange meet with the road? That would be a great SIP/TuLEP piece. That would allow for greater realism for diamond interchanges; No need to transition FAMIS to ortho MIS when you could go directly to an intersection. That way, diamond interchanges would look more like a real diamond, and less of a rounded one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 28, 2010, 12:42:08 AM
Hm... I like the last idea about the angled intersection. That'd help to greatly reduce the footprint of FAMIS diamond intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on November 28, 2010, 06:09:01 AM
Alex, if you put chevrons and hatchings on ramps for that dark asphalt, I'll have to stop making Darkphalt :P That just looks amazing!! (And if you don't add hatchings, I'll settle for adding them in afterwards :P )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on November 28, 2010, 06:45:55 AM
The dark asphalt textures look great, Tarkus! And the shoulders look much better. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 28, 2010, 09:52:46 AM
Tarkus: I love those new American RHW textures! It looks just like I-75 from Knoxville, TN (Knox County) up to the Anderson County (Oak Ridge, TN) and Knox County line after they repaved that stretch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 28, 2010, 04:22:57 PM
Thanks for the feedback and kind words on the Dark Asphalt shading! :thumbsup:  I may require your keen eyes again, too, as I've started playing around some more with concrete:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F3059%2Frhw112820101.jpg&hash=dcc41d2906bc628d4421cdb71c1cbbc4db90233b)

Tricky to get the shade just right on it before I plow through and work up some more of those.

Quote from: jdenm8 on November 28, 2010, 12:42:08 AM
Hm... I like the last idea about the angled intersection. That'd help to greatly reduce the footprint of FAMIS diamond intersections.

I do, too--I'm thinking up the logistics of just how to orient everything on that end.  :)

And another interesting new development that's coming out of the retexture project . . . this is right now set up as an IID replacement on the RHW-8 diagonals just to check the alignment, but it'll be going draggable before long:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F8688%2Frhw112820102.jpg&hash=2e4e8624b202febcc099a5b0ea351994de6bfea3)

-Alex

Edit: And before I forget, as promised, some samples of the new textures, current as of 11/28/2010:

MIS
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F5593%2Fmisorth11282010.png&hash=fb343a3cc4c237e5e898de7b2d55cab4e85d77d3)

RHW-2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F1070%2Frhw2orth11282010.png&hash=9850f1476d86a0bb79813e9d28cf8bc37bf55342)

RHW-3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F5091%2Frhw3orth11282010.png&hash=e96abcbaab436a3d9114ea3e21bd43235dd1295a)

RHW-4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F9297%2Frhw4orth11282010.png&hash=cb99d3d39063413f358444f56a3183870664f21c)

RHW-4 DarkAsphalt
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F7577%2Frhw4orthda11282010.png&hash=86cb220f34793428dc448c1366e0483b5348acbe)

RHW-4 Euro DarkAsphalt
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F872%2Frhw4ortheu11282010.png&hash=7cfe07a1d3a257d8f499abc0623e2178167b3d6c)

RHW-6C
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F1309%2Frhw6corth11282010.png&hash=df73bfb027057377a2cc5774fdecb44fa23527dc)

RHW-6S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F4973%2Frhw6sorth11282010.png&hash=1c470a567f6367f29d209a242843a965bb35b814)

RHW-8C
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F8601%2Frhw8corth11282010.png&hash=9d0715a8854d352e15171d1040758c7ff23349fa)

RHW-8S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F4140%2Frhw8sorth11282010.png&hash=b21d5094492b6c9571b36edde6a47e60c017f638)

RHW-10C
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F2750%2Frhw10corth11282010.png&hash=91f28a025030b68fcffa081ec576d20560295e1b)

RHW-10S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F8620%2Frhw10sorth11282010.png&hash=cad48f59b53e4c81ebc76ad90a18ac16cc35d429)

RHW-12S
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F3962%2Frhw12sorth11282010.png&hash=b1dfeaf8a33272e539f02584bd079a899d19dd4c)

Enjoy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 28, 2010, 04:49:01 PM
sorry to be a stickler for realism but normally the lanes nearest the edge have more pollution staining (darker black band) than the innermost lanes....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on November 28, 2010, 05:57:26 PM
The RHW is looking really nice! I do have a suggestion on the RHW-8 curve. I think you should add another set of dashed white lines on the curve itself so that there isn't such a great space in between the ones that are there now. You could even make them different lengths if you needed to, that way, they're not too close together on the inside and far apart on the outside of the curve.

Thanks for all of the new textures. They look great! &apls And about your concrete textures, I think they look a little too grey. Try adding a more cream color. I remember someone posted a good example a while back. I'll see if I can find it. Keep up the great work! :thumbsup:

Edit: Found it!

Quote from: packerfan386 on April 08, 2010, 02:46:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fff594038.jpg%3Ft%3D1270719559&hash=527bde1fd680fd3185ff00791703c6c5b410274b)


I thought these would look good if they were given a little tune up. Adjust the lane width, change the colors slightly and I think we will end up with a great concrete texture. What do you think? (remember, this texture isn't mine, it's packerfan386's texture)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DCMetro2834 on November 28, 2010, 07:13:12 PM
Looks pretty good here, will definitely add realism to the Real Highway system.  :thumbsup:

DC
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 28, 2010, 09:25:13 PM
Alex, thanks for making my job making signs a lot easier.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on November 28, 2010, 10:38:17 PM
Can we have a concrete texture similar to this......it should be more whiter , and with the slab textures added in...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.static.flickr.com%2F2434%2F3981352461_9f6abd53db_z.jpg&hash=ddf04420bf0ebb4e33f3f28c166706902106d22f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 29, 2010, 12:21:08 AM
The textures are looking great! Although I have to mention that the Euro versions of the RHW-#C networks should have a grass median...

EDIT: An Euro concrete version would also be nice, for instance if you want to create some old German Autobahns.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toja on November 29, 2010, 12:32:45 AM
I think so, too - on both subjects  :)

But I've another question: I'd like to rerender the RHW-2 ramp with the new texture(s). Are these the draggable or the PuzzelPiece texture versions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 29, 2010, 02:18:14 AM
toja i assume the draggable as the puzzle piece ones need a darkening filter...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 30, 2010, 04:36:25 AM
Here are some ideas for some RHW-texture variations...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F6630%2Frhwtexturevariations.png&hash=abfa304bcfe629ffb82d5b82002cee970fef62c4)

(NOTE: Some variations are quite exotic, but you get the idea of some setups...)

I know it would be hard to make all these setups, but it would be nice if we have some of them. Tell me what you think  ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on November 30, 2010, 04:47:14 AM
Euro Autoroute is the best according to me or which one I prefer and I used to see  ;D

I am really asking if we can't do anything about the "urgence way" at the left of these textures, indeed I think this part of the texture doesn't fit good in the game (certainly because there is no variations and it's a unique color). I will think about what we can do and post more ideas later if I find.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 30, 2010, 06:48:47 AM
You mean the emergency lane? That's one of the vital aspects of a freeway! The MHW was lacking those. This lane is ment for traffic to stop in case of vehicle break downs or other emergencies...

EDIT:
Now what you may want is a difference between freeways (like the french Autoroute or the German Autobahn) and freeway-like roads (like some french Routes National or the German Gelbe Autobahnen). The last one doesn't have a emergency lane and can have at-grade intersection. Therefore this is not a freeway.

In the US this might seem hard to understand, but let me show the difference:
Freeway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.autoweetjes.com%2Fverkeersborden%2520groot%2FAutosnelweg.gif&hash=08588d9139c88f16e75496808682892dc371ba70)   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm4.static.flickr.com%2F3655%2F3488262035_55f1717290.jpg%3Fv%3D0&hash=a40968c3b5b59077ed028e882bed6e0bdc3817b1)

Freeway-like road:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.rijschoolemir.nl%2Fimages%2Fg3.gif&hash=783ebe30bde1c517c98e2378508e11fb206cb75d)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Flh6.ggpht.com%2F_sU_z2SEvUig%2FRtG_SGjIeFI%2FAAAAAAAAA8Q%2Fy4NK-uI53Is%2FIMG_2945.JPG&hash=00e7b40c138e3e9ef23a9babc1aa1b15964a3bc7)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: WC_EEND on November 30, 2010, 07:10:20 AM
I like Euro Autoroute and Euro Standard and the addition of an emergency lane is indeed quite vital. I've always wondered why Maxis left that out
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 30, 2010, 07:43:53 AM
Might have gone too far on the light side here . . . ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F6412%2Frhw112920101.jpg&hash=084964b8a19ce57307242ecf50f8584221b7e9e8)

Second draft:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F3862%2Frhw112920102.jpg&hash=f4c3c8e23ed90e0b42c91a32b18f70263addb6ec)

Tried to incorporate the "seams" Nexis4Jersey described as well in both drafts.

Quote from: mightygoose on November 28, 2010, 04:49:01 PM
sorry to be a stickler for realism but normally the lanes nearest the edge have more pollution staining (darker black band) than the innermost lanes....

Definitely an interesting point to consider. :)  From what I've seen, though, the darkness of the "staining" is largely a function of the lane's traffic volume.  There are many situations in which the outermost/shoulder lane is indeed the most used, but this can vary substantially, particularly on wider networks  and in the proximity of interchanges.  Interstate 5 near Tigard, Oregon (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Interstate+5,+Tualatin,+OR&sll=45.382356,-122.743335&sspn=0.013022,0.042272&ie=UTF8&hq=&hnear=Interstate+5,+Tualatin,+Washington,+Oregon&ll=45.4028,-122.744488&spn=0.000575,0.001321&t=k&z=20) is a prime example.  It might also be a bit difficult to really work that out from a logistical standpoint within the game context as well. 

Quote from: toja on November 29, 2010, 12:32:45 AM
But I've another question: I'd like to rerender the RHW-2 ramp with the new texture(s). Are these the draggable or the PuzzelPiece texture versions?

Draggable versions . . . to create puzzle piece versions, I adjust the Lightness in Photoshop by -14.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Andreas on November 30, 2010, 09:14:10 AM
While I agree that some variety couldn't hurt, I think we should be careful not to get carried away too much. It's easy to whip up some variations for straight RHW, but think of all the curves, on-ramps and interchanges. I'm not entirely sure, but we don't even have a complete Euro texture mod yet (when I looked last, some special textures were still missing, but maybe Maarten added them already). There's no doubt that we learned quite about about creating textures lately, and texture quality improved a lot as well, but for the average user (including me :P ), it probably gets quite confusing if there are too many options. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on November 30, 2010, 09:21:23 AM
Quote from: mrtnrln on November 30, 2010, 06:48:47 AM
You mean the emergency lane? That's one of the vital aspects of a freeway! The MHW was lacking those. This lane is ment for traffic to stop in case of vehicle break downs or other emergencies...

Yep, I agree with you about this lane, what I mentionned is the fact that it looks like "untextured". Indeed, the other lines have different colors (different grey and black what break the monotony)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F5a0c6228b198042592dc1834c586760a.png&hash=40852f4ba115affae95fd0a8f079fa5f3cf320d1) (http://www.ld-host.de/)

Moreover I found this texture and asked me if something with a grain texture could be work or not.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.efl.fhwa.dot.gov%2Fmanuals%2Fdv%2Fmanual%2Fchapter5%2Fimages%2FCuba-roadMap.gif&hash=cbc7356800d83e8d57683a730373a399a04f3a7b)

Really nice job Tarkus  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 30, 2010, 09:31:43 AM
@Andreas: agreed, I think it would be logic if first the standard US and Euro version first, then we could consider a few variations...

By the way, the current Euro set is still quite incomplete. But I like the version Alex has come up with...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 30, 2010, 09:31:51 AM
Wasn't the issue that the grain is so small, the game wouldn't be able to see it? However, if it is do-able, I would like to see those details in the final.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 30, 2010, 10:49:05 AM
Quote from: Andreas on November 30, 2010, 09:14:10 AM
While I agree that some variety couldn't hurt, I think we should be careful not to get carried away too much. It's easy to whip up some variations for straight RHW, but think of all the curves, on-ramps and interchanges.

I'd agree there.  Obviously, getting a default North American set and a Euro set together are the highest priorities, and those need be done first.

Fortunately, the new methods I'm using make generation of the "hard stuff" (curves, ramp interfaces) much easier to make than in the past.  Once the defaults lay the "groundwork", it won't be nearly as difficult to generate additional sets.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on November 30, 2010, 11:05:30 AM
Quote from: Tarkus(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F3862%2Frhw112920102.jpg&hash=f4c3c8e23ed90e0b42c91a32b18f70263addb6ec)

That looks pretty good, Alex!  My only suggestion would be to add "contrast markings".  Here are some examples:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fonlinemanuals.txdot.gov%2Ftxdotmanuals%2Fpmh%2Fimages%2FFig_2_14.jpg&hash=2dc963c0657ac5a01d04401523e09a8a03820f81)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fonlinemanuals.txdot.gov%2Ftxdotmanuals%2Fpmh%2Fimages%2FFig_2_15.jpg&hash=df7914f9fac5d1e34b9e4c75572054e1fa61a19c)

Heck, they even do this stuff for turn lane arrows & words:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.flinttrading.com%2Fgetfile%2F63a29f65-3c72-4ebc-8a40-1709aba4a8bd%2FAbout-PreMark-Contrast-Collage.aspx&hash=b7f0f9983b97b2556685cb03bf62643f2de53cb8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on November 30, 2010, 12:29:49 PM
Quote from: Ryan B. on November 30, 2010, 11:05:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fonlinemanuals.txdot.gov%2Ftxdotmanuals%2Fpmh%2Fimages%2FFig_2_14.jpg&hash=2dc963c0657ac5a01d04401523e09a8a03820f81)

The 401 has something similar where it has a black stripe between the lanes with the white markings on top.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 30, 2010, 12:52:55 PM
Quote from: Rionescu on November 30, 2010, 12:29:49 PM
The 401 has something similar where it has a black stripe between the lanes with the white markings on top.

Yeah but it's nowhere near as extreme as what is shown above.

Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.asphaltplanet.ca%2FON%2Fhwy_401_images%2F401_cl_31_east_Oct10.jpg&hash=60fd1db09265305b84c9c25eb40573fbe897da82)

Click here for full size. (http://www.asphaltplanet.ca/ON/hwy_401_images/401_cl_31_east_Oct10_24x16.jpg)

Besides, the vast majority of concrete sections of highway in Ontario don't use any stripes at all (can't say all of Canada because I'm just not sure), and very few routes use concrete. Good old freeze/thaw cycles.  :P

Maybe you can add some salt and deicing residue on the RHW textures for SC4 regions that experience winter... taking textures to the extreme lol!  :D


Seriously though, excellent work on the textures shown on the last page. The US dark asphalt one is my favorite but the Euro Autoroute looks awesome too. Great job!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on November 30, 2010, 02:43:08 PM
Quote from: Haljackey on November 30, 2010, 12:52:55 PM
Yeah but it's nowhere near as extreme as what is shown above.


Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.asphaltplanet.ca%2FON%2Fhwy_401_images%2F401_cl_31_east_Oct10.jpg&hash=60fd1db09265305b84c9c25eb40573fbe897da82)
Whoops, I wasn't very clear in my statement. To clarify, most of the 401 looks just like any other Ontario highway, but a portion of roughly 100 km somewhere between Kingston and Trenton (IIRC) that was recently repaved has the black stripes with white dashes. I'm not a big fan of it, but it shows that the stripes are used in reality.

EDIT: I couldn't find a pic of the 401 section I'm talking about, but here's the A-40 in Montreal with very similar lane markings.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Ff%2Fff%2FAutoroute_40_Montreal.JPG%2F800px-Autoroute_40_Montreal.JPG&hash=f370065562d503dfb748de58691d65cfca957048)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on November 30, 2010, 03:45:30 PM
why do i get the feeling the RHW is about to get alot more interesting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 30, 2010, 04:06:11 PM
Rionescu: Ok I now see what you mean... but that's for asphalt roads. You were talking about Ryan B's example which was concrete and that's where I got misled.

@MG: Not only about to "Get" a lot more interesting, but "Look" a lot more interesting too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on December 01, 2010, 03:37:19 AM
Can the Next Texture Release have both Asphalt and concert choices , so we can recreate highways better?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on December 01, 2010, 04:14:54 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)

in HD or in SD

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmightygoose%2FNAM%2Fretroconcrhw4straight.png&hash=139ab0ae7758e606aa9f2da32c1018cf5767562b)

as i mentioned earlier this is actually UK standard RL measurements. it is also less than 11m wide which means that there is zero shrinkage on diagonals...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2010, 01:57:51 PM
Quote from: Nexis4Jersey on December 01, 2010, 03:37:19 AM
Can the Next Texture Release have both Asphalt and concert choices , so we can recreate highways better?

The most likely possibilities with the packaging is that a single default set--most likely the new gray-ish asphalt set seen in the majority of the texture revamp images here--will be integrated into a new RHW release.  Version number for that release is unknown at the moment, but possibilities include 4.2, 4.5 or 5.0.  Alternate sets--including the proposed concrete set--would be released separately.  Ideally, it'd be nice to have some Euro textures out at the same time--that and the default set are the main priorities.  The concrete and dark asphalt versions, etc. are subsidiary concerns and probably won't be out until sometime later.

Now onto development pics . . . been working on ramp interfaces as of late.  Here's a look at the RHW-2 Type B DRI.  I rather like how the geometry turned out on this one:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F8545%2Frhw120120101.jpg&hash=6711ee17460f316eb48a4295c51f09da93b53b35)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 01, 2010, 02:27:41 PM
Indeed  :thumbsup: It's very smooth...

Question: how would the Euro version of this ramp interface look like? Just curious...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 01, 2010, 03:33:14 PM
Greetings NAM team,

So, I've gotten myself into pickle with your NAM pieces. I can't get vehicles to drive on any of my RHW, MIP, or any roads that goes over RHW...I'm not sure why. I've reinstalled NAM to ensure I've got all the right folders. I'm in the USA so I don't need anything to do with left hand driving. The Widening Mod works just fine, as does the single rail mod, and all the bridges, and the rural intersection pieces. It's literally just the RWH (such as being used as a rural highway) will not be access or used. I've posted a few pics below. There is also a thread at Simpeg.com that I've started looking for ideas as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Sep2921290902856.jpg&hash=3e1aaf6a0830952f922af4cb58e4e5487e86ef73)

With RHW nothing will travel over it (ignore where the farm is placed, that has nothing to do with it, the trucks from an I-D/I-M also won't travel over that road.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Jul2931291085007.jpg&hash=d2ed4594d0beab1b589692020a85bec3675bea77)

If I switch over the standard Simcity 4 highways...it works just fine.

Help!

Jet
Title: Re: RHW (RealHighway) - Development and Support
Post by: mightygoose on December 01, 2010, 03:50:27 PM
have you tried leaving a tile space between the ERHW ramp and the avenue intersection, it might be an override issue???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 01, 2010, 03:59:31 PM
Have you tried wating 2-5 Ingame Months after building the overpass to do route query on?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2010, 04:14:31 PM
That looks to me like the version of the traffic simulator exemplar that is currently loading in your game has a speed of 0 specified for the RHW network.  This could mean one of two things:

a) you do not have a NAM Traffic Simulator Plugin installed.  

This means the game is using the default settings in SimCity_1.dat, which specifies a speed of 0 for the RHW network.  This could happen if you either removed the NAM Traffic Simulator Plugin, selected "I want to keep a previous simulator" without having a compatible plugin already installed, or selected "I want to build a custom simulator" without then installing/running the Traffic Simulator Configuration Tool.

b) you have an incompatible Traffic Simulator Plugin installed which is conflicting with your NAM Traffic Plugin installation.  

Examples of this include the following:
-pre-NAM traffic plugins from 2003-2004
-the original Version 1.0 release of the High Speed Rail Project (the Monorail-replacement one), which included a modified traffic simulator exemplar
-the original version of APTX's Shinkansen Addon Mod/Bullet Train Mod (BTM), which included a modified traffic simulator exemplar.  (The version uploaded by Haljackey on the STEX does not have the modified traffic simulator files included.)
-hailman's Variable Route Buses Plugin, released last year on the STEX, which is basically just a modified (and incompatible) traffic simulator.

Both of these possibilities will also result in severely reduced capacity on NWM networks--check the Congestion DataView and Traffic Query tool for evidence of this.

Hope that helps!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 01, 2010, 05:26:36 PM
Um...that's a lot of information and sadly I'm not very fluent in this speak. How can I check if either of these are the issue? If they are what do I need to do? I'm not very tech oriented, so bare with me. For a while it worked out great, until I had to reinstall SC4 all together and then I've had issues since. Sorry for being difficult, I download and place into files, that's what I do, and then I hope it plays out well. Obviously at the moment I'm having issues. So, if you trim down the instructions to a level like a lowlife as myself could understand, we'll be good to go.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 01, 2010, 05:41:17 PM
Basically he's saying that you're either missing a file or you've got files that interfere and screw everything up.

Missing the file: Bad NAM install.
Interfering files: See his list of files.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ScottFTL on December 01, 2010, 06:11:31 PM
Quote from: JetShadez66 on December 01, 2010, 05:26:36 PM
Um...that's a lot of information and sadly I'm not very fluent in this speak. How can I check if either of these are the issue? If they are what do I need to do? I'm not very tech oriented, so bare with me. For a while it worked out great, until I had to reinstall SC4 all together and then I've had issues since. Sorry for being difficult, I download and place into files, that's what I do, and then I hope it plays out well. Obviously at the moment I'm having issues. So, if you trim down the instructions to a level like a lowlife as myself could understand, we'll be good to go.

Do you know which Traffic Simulator file you have installed?  It sounds like that is the most likely suspect.  Look in the Plugins > Network Addon Mod folder for a file that starts with NetworkAddonMod_Traffic_Plugin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 01, 2010, 06:43:19 PM
Quote from: ScottFTL on December 01, 2010, 06:11:31 PM
Do you know which Traffic Simulator file you have installed?  It sounds like that is the most likely suspect.  Look in the Plugins > Network Addon Mod folder for a file that starts with NetworkAddonMod_Traffic_Plugin.

I did find that, it says I'm using Traffic Simulator Z Medium. I've also checked the files that are incompatable with NAM and haven't downloaded any of them either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2010, 07:51:13 PM
Z Medium basically is the NAM Traffic Simulator--the file name is simply a vestigial reference to the current NAM unified simulator's origins.  I use that one myself, in fact, and have no issues.

That rules out "a"--the absence of a simulator, but does not necessarily rule out "b".  There's still a high degree of likelihood that there's a conflicting Traffic Simulator Exemplar file sitting in your Plugins somewhere. 

There are a couple of things I'd like you to try to aid in diagnosing the issue:

1) Pull up the Congestion Data View in your city that contains the RHW.  Take a screenshot of the Data View.

2) With the Congestion Data View still displayed, check the color of any Streets and note the amount of traffic on them using the Traffic Query tool.  Streets should remain a green color until relatively high volumes with Simulator Z Medium--the conflicting plugins generally specify an extremely low value for Street capacity, and if you've got a bunch of Streets showing up red on long stretches (not just at intersections), you definitely have something conflicting.

3) If you do not already have it, pick up the Maxis Extra Cheats .dll file from Buggi--it can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2261).  Place the .dll file contained in the package in your Plugins folder.  Then, load up the city with the RHW, press Ctrl-X, and type "DrawPaths" into the box that appears in the upper left corner of the screen and press enter.  This will cause the transit paths to be displayed on all networks--check the RHW system and take a screenshot of the RHW with the DrawPaths cheat turned on.

SimCity 4 is designed to load Plugins in alphabetical order.  If there are multiple copies of one "unique" file (i.e. the Traffic Simulator), it'll just load the one that appears last in the alphabetical order.  In your Plugins folder, check any subfolders that come later than "Network Addon Mod" in alphabetical order.  Also, to be on the safe side, look at loose files in your main Plugins folder (that aren't in other subfolders), for anything that comes later than "Network Addon Mod" as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 01, 2010, 08:50:36 PM
Ok, got two photos. COuldn't get the link to download for the DrawPath cheat, but I've got these two photos with the RHW outlined with red:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Oct22921291264758.jpg&hash=c06f126089117d1af9cab192d957ed6a8782d52b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Oct22921291264794.jpg&hash=f2c23e21fa0e716761e6c68d1b84d7a112db2eee)

Jet
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 01, 2010, 09:12:42 PM
From what I can see, it appears the problem is the road tiles, since the color is absent, so for some reason the el-road filler pieces appear to not be pathed!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2010, 11:38:20 PM
Quote from: j-dub on December 01, 2010, 09:12:42 PM
From what I can see, it appears the problem is the road tiles, since the color is absent, so for some reason the el-road filler pieces appear to not be pathed!

Those have always looked that way--it's one of the quirks with some of the elevated puzzle pieces.

Quote from: JetShadez66 on December 01, 2010, 08:50:36 PM
COuldn't get the link to download for the DrawPath cheat

You need to be logged into the LEX in order for the download button to appear.

As far as the images go, nothing really conclusive jumps out from them, unfortunately. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 02, 2010, 12:32:14 AM
Have you checked if you installed the right version of the NAM (Left Hand Drive or Right Hand Drive version). The paths of these piece could be oriented in the wrong direction, resulting in no traffic access.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 02, 2010, 08:51:49 AM
I've checked the LHD bit and I'm clear in that sector. I do know that I've got the correct driving setup (as in which side to drive on). I got the .dll downloaded, installed, and I snapped a few shots. Honestly, I'm not sure what I'm looking at, but I do have them:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Feb3931291308497.jpg&hash=fde324ef82346517b32b75c7bd61f85eb234019d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi253.photobucket.com%2Falbums%2Fhh59%2FJetShadez66%2FEllisburg-Feb3931291308517.jpg&hash=acfed8a37e9c87df944849f48406c1977af5cfb0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 02, 2010, 08:56:44 AM
I see the problem: these are the RHD paths...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 02, 2010, 08:59:35 AM
Quote from: mrtnrln on December 02, 2010, 08:56:44 AM
I see the problem: these are the RHD paths...

Meaning? Is it treatable?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 02, 2010, 10:18:45 AM
Oh wait, I thought you were using the LHD version of the game. How could I've been so stupid! *facepalm* Forget what I said in the last post.

Note to myself: read more carefully next time...

It looks like the problem might be a conflicting simulator plugin. Check your plugins folder again to see if there's any conflicting Traffic simulator plugin...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 02, 2010, 11:00:13 AM
Quote from: mrtnrln
It looks like the problem might be a conflicting simulator plugin. Check your plugins folder again to see if there's any conflicting Traffic simulator plugin...

What exactly should I be looking for? Will it be in the Network Addon Mod folder? Just not sure how to tell if I have a conflicting issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 02, 2010, 11:42:29 AM
Most likely it's not a NAM component, so likely it would not be found in the NAM folder. However, it's still a good idea to check your NAM folder too. I believe ebina has a tutorial somewhere on this forum to check conflicting plugins, but I don't know where...

Sorry for being a bit vague, but I also don't excactly know what's wrong here...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 02, 2010, 12:45:11 PM
The images with DrawPaths turned on clearly show that the network paths and everything are working correctly.  It rules out the possibility of issues with your RHW installation and basically confirms the notion that your issue is related to a conflicting traffic simulator plugin.

The tutorial mrtnrln referred to can be found here (http://sc4devotion.com/forums/index.php?topic=9898.0).  It actually deals with conflicting RUL controller files, but the same process can be used, but instead of looking for RUL files, look for an Exemplar file of Type 0x6534284a, Group 0xe7e2c2db, Instance 0xc9133286.  (You can probably manage by just looking at the instance.)

Other things to try:
-Do a search in Windows Explorer on your Plugins folder for the following:
Var_rt_Bus
Transit_BugFix
Transit_supp
hsrp.dat
Plugin_DM_TransitSupermod
BetterPathfinding
PerfectPathfinding
Network Addon Mod.dat

-Move everything out of your Plugins and do a clean install of the NAM and RHW.  If it still does not work, the conflicting Plugin is located in the "alternate" Plugins folder: Program Files\Maxis\SimCity 4\Plugins.  (Program Files may be "Program Files (x86)" on a 64-bit operating system.)

On another note, relating to textural developments--here's a preview of the RHW-4 Type C Ramp Interface:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F6698%2Frhw120220101.jpg&hash=89ca4ae2939a6137b704a9ec7c46396a3b3cca6f)

Quote from: mrtnrln on December 01, 2010, 02:27:41 PM
Question: how would the Euro version of this ramp interface look like? Just curious...

Here's a trial on that one--tried chevroning it as well . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F3289%2Frhw120120103.jpg&hash=841ae268ea5b840faf0adaa298dea48bede897bb)

And a look at the Eurofied FARHW-2:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F5320%2Frhw120120104.jpg&hash=7b05ff55177fc81e34cb69c829e3bdb69bffca05)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on December 02, 2010, 01:06:44 PM
Wow, Tarkus! Those curves are looking great! A little note regarding your chevrons, they should all be at the same angle and I'd suggest making them a little bit thicker. Example[linkie] (http://maps.google.com/?ie=UTF8&ll=53.349447,-2.516105&spn=0.000893,0.003431&t=k&z=19) I'm also not to sure about the color either. It seems rather dark. What do you think, mrtnrln (or other European member)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 02, 2010, 01:15:50 PM
Quote from: Nego on December 02, 2010, 01:06:44 PMA little note regarding your chevrons, they should all be at the same angle and I'd suggest making them a little bit thicker. Example[linkie] (http://maps.google.com/?ie=UTF8&ll=53.349447,-2.516105&spn=0.000893,0.003431&t=k&z=19) I'm also not to sure about the color either. It seems rather dark.
I agree with you here. I'd also like to add that it'll be better if the Euro textures for the RHW 2 have dashed lines instead of double ones. Double lines can be seen only in cities. Other than that, excellent work! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on December 02, 2010, 01:32:42 PM
I agree with Nego, chevrons should be thicker. In my opinion, the color looks great even though it is pretty dark, it's kinda like euro version of all the dark asphalt stuff here. I also agree with io_bg on the line thing, single dashed line is usually used in euro countries. (although it depends a lot of the country)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on December 02, 2010, 02:18:15 PM
Looking good Alex! However, I think the Euro textures are a little too dark and I'd say the angle of the chevrons should be as consistent as possible. And if that's an exit ramp, the chevrons should be flipped.

As for dashed vs. double lines, I'd say keep them double for the RHW-2! Dashed lines are available from the cosmetic pieces or by using a road instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 02, 2010, 02:41:28 PM
I've three things to say here:

1) The Euro textures are somewhat dark. It may look better if you use the same asphalt color of the standard US set. Those textures match with the other road networks perfectly.
2) As riiga and nego pointed out, the chevrons should all have the same angle and they should be reversed (something I did wrong with my set). Also try make the chevrons a bit thicker and keep some space open between the lines like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FCSGchat%2Frhw_68s_inside_demo_wca.jpg&hash=118fc089e2538e2423f3f8b1ac65200fe4622f47)
(But these chevrons are way too thick)
3) As for the double solid lines vs dashed lines, keep them double solid. I did this in my set for safety reasons. Cars will travel at about 100 km/h on these roads. Having a frontal collision would be really bad. You see setup quite often in the Netherlands, known as the Durable Safety policy, and even if you are allowed to pass, it's limited or discouraged.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: ScottFTL on December 02, 2010, 02:48:55 PM
Quote from: JetShadez66 on December 02, 2010, 11:00:13 AM
What exactly should I be looking for? Will it be in the Network Addon Mod folder? Just not sure how to tell if I have a conflicting issue.

Do you have the SPAM Beta installed by any chance?  It includes a traffic simulator that is not compatible with NAM.  Look in the Plugins > SPAM_BETA > Core folder for a file with Traffic in the name.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 02, 2010, 03:40:13 PM
@Tarkus: Imagine the guy from the Staples commercial who says "Whoa!!! That's a low price!!!" That's what I'm feeling right now about the new ramp textures. A lot smoother than its current counterpart :thumbsup:

Please tell me there are also starterless pieces also in progress, otherwise,... Let's just say I know how to remove starters for things like RHW-6S...

Here's something to think about: RHW-6S is now a one-tile network (but with an overhang) but its starter and most of its related ramps and transitions is still two-tile. But one of the new RHW v4.0 transitions has a one-tile RHW-6S starter... Are you thinking what I'm thinking...? (Who developed that transition piece, by the way...?)

@Nego: If you zoom out of your example, you'll find what looks like an RHW-4 to RHW-8S transition. Weird... :D Unless it's commonplace in European interchanges...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JetShadez66 on December 02, 2010, 03:59:01 PM
Quote from: ScottFTL on December 02, 2010, 02:48:55 PM
Do you have the SPAM Beta installed by any chance?  It includes a traffic simulator that is not compatible with NAM.  Look in the Plugins > SPAM_BETA > Core folder for a file with Traffic in the name.

JACKPOT! I indeed am a Beta Tester of SPAM for Simpeg and I do indeed have that file!
Title: Re: RHW (RealHighway) - Development and Support
Post by: interim on December 02, 2010, 04:07:43 PM
Any idea if an interchange like this is possible? That's an elevated highway.

http://maps.google.com/?ie=UTF8&ll=39.73637,-121.819271&spn=0.0033,0.008256&t=k&z=18&layer=t
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 02, 2010, 04:28:49 PM
Quote from: GDO29Anagram on December 02, 2010, 03:40:13 PM
Here's something to think about: RHW-6S is now a one-tile network (but with an overhang) but its starter and most of its related ramps and transitions is still two-tile. But one of the new RHW v4.0 transitions has a one-tile RHW-6S starter... Are you thinking what I'm thinking...? (Who developed that transition piece, by the way...?)

It's a bit better to leave it as-is and support existing setups, than for everyone to replace the piece with the new version and make all new pieces use the new setup. It might not be consistent, but with the way SC4 handles mods, it's the most logical.

And anyway, who says you HAVE to draw from the outside starter stub?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 02, 2010, 04:52:07 PM
@interim: That appears to be a Roundabout interchange (with a lot of extra appendages). We have a Roundabout with Elevated Maxis Highway on top, but none for ERHW. I personally doubt it would be made. Though Maarten has made a few examples of an RHW RA interchange that uses One-Way Roads instead...

The key thing to keep in mind about RHW is modularity; Making an interchange with it is like putting a puzzle together, so there are no fully prefabricated interchanges.

@jdemn8: No, that ain't what I'm thinking... Though I now see why we still have two-tile 6S starters... What I'm thinking is isolate the one-tile 6S starter from the RHW-6S to RHW-6C transition, and use it in conjunction with starterless 6S ramps, whether they're actually made or manually de-starterfied.

Hint hint: The one-tile 6S transition doubles as a diagonal STR Starter, so you could isolate a one-tile 6S starter from that. But it's tricky...  ;) (Do you want another video of me manipulating RHW pieces in strange ways...?)

And another thing: Ever wanted to draw El-Rail or Monorail over one-tile 6S but found there's no overhang...? That has to be the only time you'll ever have to draw the now-redundant shoulder part... (Is that gonna be fixed/assessed...?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 02, 2010, 05:50:57 PM
Quote from: interim on December 02, 2010, 04:07:43 PM
Any idea if an interchange like this is possible? That's an elevated highway.

http://maps.google.com/?ie=UTF8&ll=39.73637,-121.819271&spn=0.0033,0.008256&t=k&z=18&layer=t

Quote from: GDO29Anagram on December 02, 2010, 04:52:07 PM
@interim: That appears to be a Roundabout interchange (with a lot of extra appendages). We have a Roundabout with Elevated Maxis Highway on top, but none for ERHW. I personally doubt it would be made. Though Maarten has made a few examples of an RHW RA interchange that uses One-Way Roads instead...

Actually, that really just looks to me like a Split Diamond setup for a One-Way Couplet with slip lanes.  You can probably do something at least somewhat resembling that just by using the TuLEPs Slip Lanes.  The addition of further TuLEPs currently planned will improve the ability to recreate something like that.

Quote from: GDO29Anagram on December 02, 2010, 03:40:13 PM
Please tell me there are also starterless pieces also in progress

There are some planned. :)

Quote from: GDO29Anagram on December 02, 2010, 03:40:13 PM
Here's something to think about: RHW-6S is now a one-tile network (but with an overhang) but its starter and most of its related ramps and transitions is still two-tile. But one of the new RHW v4.0 transitions has a one-tile RHW-6S starter... Are you thinking what I'm thinking...? (Who developed that transition piece, by the way...?)

Quote from: jdenm8 on December 02, 2010, 04:28:49 PM
It's a bit better to leave it as-is and support existing setups, than for everyone to replace the piece with the new version and make all new pieces use the new setup. It might not be consistent, but with the way SC4 handles mods, it's the most logical.

Actually, there is a full switch from dual-tile to single-tile starter planned for the RHW-6S.  It is possible to allow existing dual-tile starters to continue working properly, while ensuring that all new starters placed are single-tilers.

And thanks for all the textural feedback, everyone!  I think I'm likely going to go with Maarten's suggestion on the Euro texture end.  But those of you wanting dashed lines (including North American users) . . . well . . . there may be some interesting stuff on that front before long. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: interim on December 02, 2010, 10:37:41 PM
Around here, there are red 'sidewalks' in the areas where the Euro examples above have chevrons. It looks neat. There are some places here that have chevrons, too.

Thanks for the notice, Alex. Here's how the interchange works. I know the scale would make it difficult in SimCity since it is all modular, but any new pieces that facilitate it would be great. (Trying the ol' "recreate my own city" thing.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi123.photobucket.com%2Falbums%2Fo305%2FAewyn_Murayama%2Fth_directional_interchange.jpg&hash=4d87906fa70969ef20dccf7e9493cf8d47f69ac0) (http://s123.photobucket.com/albums/o305/Aewyn_Murayama/?action=view&current=directional_interchange.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 03, 2010, 03:22:03 PM
Great work everyone!

Would there be any chance of something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F1968%2Frhwroundabout.png&hash=a7d3646a521596067cf5f7f20db083af8bd12891)

You often get such markings in the UK when a high speed carriageway or slip road is about to terminate into a roundabout (and surely equivalents exist in other countries). Bear in mind that I based this off of UK markings, and thus it is for LHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on December 03, 2010, 04:59:47 PM
We have similar markings on provincial highways leading up to stop signs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on December 03, 2010, 05:19:08 PM
Quote from: Dexter on December 03, 2010, 03:22:03 PM
Would there be any chance of something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F1968%2Frhwroundabout.png&hash=a7d3646a521596067cf5f7f20db083af8bd12891)

You often get such markings in the UK when a high speed carriageway or slip road is about to terminate into a roundabout (and surely equivalents exist in other countries).
I remember something like that being posted a few months ago...

Ah. Here it is:
Quote from: Dexter on June 03, 2010, 07:04:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F4807%2Fyellowrboutrhw.png&hash=67fbf1118d1280cdf7d9e9e5ca5618a09fe85919)

There was that, among others:
Quote from: Dexter on June 03, 2010, 07:04:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F1176%2F50limitrhw2.png&hash=908fcd97eee1165f19111c8747066e2314f7f514) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F9055%2F50limitrhw1.png&hash=51e9b38e795e728f68141a7bee7d3db85c8db17c)
and
Quote from: jdenm8 on June 03, 2010, 07:51:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_60.jpg&hash=5466a9dbd56f3e81cfd8a9c69385b7a6ef9c537f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_70.jpg&hash=03a1b77577d3c8c4d2cb926998c0ecb7bdf0e660) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_80.jpg&hash=d47f3820c2abaae7a6d5a8a6e0cb1e532f37637b) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_90.jpg&hash=fa637dd6b84dd77542e704fc2c1aa971b4b3e681) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_100.jpg&hash=68463bb7ac7f7dc2538f18be60f2585c1d65e8db) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw_numbers_concept_110.jpg&hash=4c51160ffb306dda3c436ad5fa0e4a467e903097)
The problem is that all of these textures go with the RHWv3...




By the way, is there a tutorial anywhere on how to make cosmetic pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 03, 2010, 06:40:38 PM
Quote from: Nego on December 03, 2010, 05:19:08 PM
By the way, is there a tutorial anywhere on how to make cosmetic pieces?

There are tutorials on making custom textures for anything (A viable example http://sc4devotion.com/forums/index.php?topic=4140.0). Obviously you need the base textures as a base and the proper tools to edit them. Nego, I noticed you created a texture modification for the Street 4-Way Intersection (And that inside-out Tram-Ave texture that was intended for Tram-MAve-4), so you probably know how to edit existing textures.

But assigning them is the tricky part; For me, I have to use Ilive's Reader to find the proper texture IID in the corresponding DAT file, then use the FSH to PNG Program to export the textures. (There's an RHW DAT file dedicated solely to textures, but figuring out which texture is which can get tricky... I don't think anyone else thought of editing the default CPs...)

Since there's no room for customised CPs, you'll have to replace an existing CP's texture.

...
... ...
... ... ...

This is bad. Wanna know why? 'Cause I just got another thought. You know how there are blank FLUPs that are reserved for custom FLUP textures...? (Are you thinking what I'm thinking...? Again...?  ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 03, 2010, 08:21:47 PM
Quote from: Dexter on December 03, 2010, 03:22:03 PM
Would there be any chance of something like this?

Quote from: Rionescu on December 03, 2010, 04:59:47 PM
We have similar markings on provincial highways leading up to stop signs.

We have something similar in some places here in Oregon as well--usually just thin white lines perpendicular to the direction of travel on one side coupled with rumble strips.  California has the same thing as well in some spots.

Quote from: Nego on December 03, 2010, 05:19:08 PM
By the way, is there a tutorial anywhere on how to make cosmetic pieces?

Maarten did a puzzle piece tutorial--it's currently on the private board and will be moved over to the NAM Tutorials board at some point in the very near future.

Quote from: GDO29Anagram on December 03, 2010, 06:40:38 PM
This is bad. Wanna know why? 'Cause I just got another thought. You know how there are blank FLUPs that are reserved for custom FLUP textures...? (Are you thinking what I'm thinking...? Again...?  ;))

I am thinking what you are thinking, and that's a rather intriguing idea. :thumbsup:

On the texture front, I attempted chevrons again . . . these should be going the proper direction for RHD.  They may be a bit thick still, but I've managed to implement a technique to simplify making them (using the chevron arrows included in the Roadgeek font set).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F9440%2Frhw120320103.jpg&hash=066a54d0ce8e54477a6e97f4f665ff5852b72972)

I've also been toying around more with shading for dark asphalt and concrete, and trying to automate as much of the process of creating them from the defaults as possible. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F6734%2Frhw120320101.jpg&hash=bd20869b4f02258b9cbc2afa9470c3b7a8217888)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F8969%2Frhw120320102.jpg&hash=6fb4cfabb9751b93299640807bb3ad8bd6134e89)

Work on the ramp interfaces is going well, too--I have Type A-D ramps for most networks textured now.  Once the interfaces and curves are done, I'll probably then move onto transitions and intersections in earnest.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 04, 2010, 02:22:30 AM
^^ I believe the chevrons from the Roadgeek Font set are for signs, not for the road surface. In my opinion, these chevrons are way too thick...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 04, 2010, 05:42:44 AM
Yup, they should be thinner, perhaps something in a 3:1 ratio or thereabouts. (3 black, 1 white)

In other news, guys... I don't think there will be another Euro RHW mod from me. I simply don't have the time (nor motivation) nowadays to work on the textures, but this isn't all bad news. I will still be assisting with other RHW functions, such as creating new puzzle pieces, creating additional textures for the RHW where needed. Alex is currently working on an alternate texture set for the Euro RHW, so all is not lost.

-- SA
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on December 04, 2010, 06:23:39 AM
I have to agree with mrtnrln and Shadow Assassin. Your Chevrons look a little thick. Also, they almost look like they're curved, instead of being strait. Also, the angles don't appear to be consistent, still. It looks a little weird in my opinion. Regarding the concrete and darkphalt textures, they look great! That's probably the best RHW concrete texture yet! I can't wait to see more!

QuoteMaarten did a puzzle piece tutorial--it's currently on the private board and will be moved over to the NAM Tutorials board at some point in the very near future.
That's very exciting news! I hope to see it moved over in the very near future, too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 04, 2010, 07:59:21 AM
Wow is all I can say on that Concrete texture. The only way it could be really improved is to include the join marks found on many concrete roads.

*kathunk kathunk kathunk kathunk kathuk kathuk kathuk kathunk kathunk*   ;D

Those chevrons though... They're good for a first attempt. What I have is a single chevron that I repeat over and over below every other texture besides the Master pavement (Below the used pavement).
It means that they're a bit more consistent and they look straighter.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 04, 2010, 08:53:43 AM
Wow this is going to be so realistic when done.

I guess that's why the R in RHW was changed to real. Keep up the good work everybody!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 04, 2010, 10:31:48 AM
Alex, for help on the chevrons & striping, you may want to check out Part 3 of the 2009 MUTCD:

http://mutcd.fhwa.dot.gov/pdfs/2009/pdf_index.htm

Also, I've found that (in the US) striped-off areas betwen lanes have double yellow lines on either side, then the diagonal stripes.

Like so:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsafety.fhwa.dot.gov%2Fintersection%2Fresources%2Fintsafestratbro%2Fimages%2Fub1.jpg&hash=1968d7c1cc80e0f28c65964a71bf7f6dc1acf17c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 04, 2010, 11:18:38 AM
^^ Indeed the MUTCD is helpfull. Especially page 358-367 are noteworthy when it comes to chevron markings. The offramps in the Euro version should have the same chevrons as in the US version (maybe more closer together), but the onramps in the Euro should also have chevrons, pointing in the opposite direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 04, 2010, 12:37:29 PM
Thanks for the kind words, everyone, and for all the helpful suggestions on the chevrons!  I'm really glad the concrete and darkphalt turned out alright!

I've gotten started on making some of the splitter interfaces now . . . here's the RHW-2-to-Dual MIS Parallel and Y Splitters:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F1313%2Frhw120420101.jpg&hash=7d47158b70b9186ab41aadbb0a1ab18bab988dac)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F8959%2Frhw120420102.jpg&hash=ac2af1e1092d17c30a4305790df2d7c3ec673f33)

-Alex


Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on December 04, 2010, 01:02:45 PM
I have to say, that what I'm seeing is incredible! Eventhough I do have an issue with the RHW (lack of bridges) and other traffic systems (El. LR, HSR...), but nevermind that. I first tried this quite some time ago (around 2008 I think) and got frustrated with the stupid thing, cuz it was so enourmous and lacking so many pieces. Now, you're at the point, where you're making me a happy user, barely ever getting mad at it, because, this is the most perfect mod for SC4.

Now the thing I wanted to ask you Alex:
Sorry for offtopiccing, but what's that terrain mod you've got? It's really nice looking. =)
I will be glad if you'd reply. =)

&apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 04, 2010, 05:32:17 PM
I'm not sure how many of you have been following the Show us your...Intersections (http://sc4devotion.com/forums/index.php?topic=252.1920) thread lately, but a question regarding the RHW's slope has come up. (Pages 97 and 98 of that thread.)

It seems as though the RHW has a little trouble creating slopes on the diagonal by itself.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F7448%2Fclipboard01lhu.jpg&hash=e1a52e00fd3e8a19c315625f532e619e62ef81e1)
(image crop courtesy of trafficnut)

I'm not sure of this can be fixed in the mod itself, but using a slope mod can help eliminate or reduce this problem, as well as make orthogonal RHW slopes smoother.




In addition to this, Alex, I was wondering if you could add the RHW slope mod to the list of optional / recommended addons on the RHW sticky post. It's attached to this post if you don't already have it. It is different from the NHP Ennedi Slope Mod and it only affects the RHW network. Thanks in advance!

-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 05, 2010, 04:04:50 PM
Quote from: strucka on December 04, 2010, 01:02:45 PM
Now the thing I wanted to ask you Alex:
Sorry for offtopiccing, but what's that terrain mod you've got? It's really nice looking. =)
I will be glad if you'd reply. =)

That's my Wasco Terrain Mod, which is designed to emulate the "high desert" regions of Central/Eastern Oregon and Washington states here in the US.  I attached an earlier version to my "non-transit" thread (http://sc4devotion.com/forums/index.php?topic=3777.msg146912#msg146912) on the NHP board a couple years back.  I've revised it a little since and one of these days may finally submit it for the LEX.

Quote from: Haljackey on December 04, 2010, 05:32:17 PM
In addition to this, Alex, I was wondering if you could add the RHW slope mod to the list of optional / recommended addons on the RHW sticky post. It's attached to this post if you don't already have it. It is different from the NHP Ennedi Slope Mod and it only affects the RHW network. Thanks in advance!

Sure.  :)  Is that by chance the one that was done a couple years ago by nwelsh/bigdope404?  At any rate, I had a chance to try it out a little last night.  It does seem to make diagonal building easier, and smooths things out a fair bit from the "default", but it still suffers from some "bumpiness":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F5780%2Frhw120520102.jpg&hash=5a2b7d29c12df749532598b994ac5c8251b2f0a7)

Additionally, it seems that the speed of construction vehicles is also slowed dramatically with it as well.  (Construction vehicle speed is controlled by the same exemplar as slope--the Network Tuning Parameters Exemplar that each game network has.)

The whole sloping issue is something that I'd like to revisit at some point, too.  The RHW itself does not include a Network Tuning Parameters Exemplar for its base network, as I did not want to complicate the installation of external slope mods.  Versions 1.2 and 1.3 actually did contain one, which exponentially sped up the construction vehicles to counteract the slowdown from lack of stub pathing--the stub pathing was added in 1.3a and the exemplar copy was removed in either 1.3b or 2.0.  As a result, without an external slope mod, the game uses the default settings in SimCity_1.dat, which, unfortunately, allow the completely non-functional tunnels to be built, which has led to some confusion and tech support issues for awhile. 

As slope is very much a network-related concept, I have wondered for awhile if it might be advantageous to integrate some sort of slope settings into the NAM in much the same way we have Traffic Simulator and Automata Tuning plugins.

Things are still progressing along nicely on the texture front and I've managed to sneak in a few new features along the way--including DRIs for the RHW-6S (like most of the images in this update, it's still needing some color correction):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F1221%2Frhw120520101.jpg&hash=72fb670a6f8c37ee5ffb588e80b2c4b463b47103)

The RHW-8C and its ramp interfaces were not exactly the prettiest looking thing in the mod before, but that is changing as well (also needing color correction):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F8471%2Frhw120520103.jpg&hash=da9b75a6de7d3b697b72bdb5df3f88ead2c4966d)

It'll be getting DRIs as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F689%2Frhw120520104.jpg&hash=26558c8cec0cd2d5ba28a0f5d68edc6bea699e5f)

A couple of new splitters that'll be coming in the next version--Maarten did the first, and the second is mine (based off a design that was originally to go in Version 2.0 but fell by the wayside)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F689%2Frhw120520104.jpg&hash=26558c8cec0cd2d5ba28a0f5d68edc6bea699e5f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9698%2Frhw120520108.jpg&hash=9b0bdc587faba4c1270cb8ced681391a59d1b4fd)

And a look at some concrete ERHW stuff--I've added a little bit of noise and shadow on the shoulders to make them look a little less "flat".  All the textures will be getting a similar treatment before release.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F9350%2Frhw120520107.jpg&hash=1efc778c1f11da74fd3a712d21efe15ba195a40a)

And another attempt at chevroning--I think this one came closer:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6338%2Frhw120520105.jpg&hash=a8ba011f64f78bbf027d5d56241e28276cf2a470)

Oh, and a heads up for those who are wondering--Maarten's puzzle-piece making tutorial is now live on the public NAM How-Tos and Tutorials (http://sc4devotion.com/forums/index.php?topic=11023.0) board. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 05, 2010, 04:29:03 PM
Alex, the chevrons are looking better.  I think they could use more of an angle, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on December 05, 2010, 05:17:30 PM
concrete rhw is looking great; only suggestion would be to add contraction joints (really don't know how they would look in game)

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 05, 2010, 05:21:02 PM
Wow. 8C looks a lot better than what it did XD kinda my fault too, I had to kludge some things.

I think the concrete texture is too bleached, it should be more yellowish, maybe take the concrete texture for the ERHW substructure, and use that as a base and/or overlay map.

The chevrons are looking better, maybe could be a little sharper, and the white should extend as far as the chevrons go, as the white chevron on yellow line doesn't look good and not to standards.
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on December 05, 2010, 06:17:34 PM
I really like the new chevrons, almost perfect :) And the concrete textures look nice too, but like figui said they may need joints on the elevated parts

here are some examples in the baltimore area

ground level (with metro in the median)  (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=i-795+owings+mills&sll=60.885863,-102.522697&sspn=1.86578,4.938354&ie=UTF8&hq=&hnear=Interstate+795,+Owings+Mills,+Baltimore,+Maryland&ll=39.405884,-76.77409&spn=0.000723,0.001206&t=k&z=20)

elevated  (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=i-795+owings+mills&sll=60.885863,-102.522697&sspn=1.86578,4.938354&ie=UTF8&hq=&hnear=Interstate+795,+Owings+Mills,+Baltimore,+Maryland&ll=39.299717,-76.611225&spn=0.000724,0.001206&t=k&z=20)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 05, 2010, 07:51:48 PM
The chevrons are really coming together ;)

I'd also agree with Blue's comment on the bleaching but as a fan of nice, dark, asphalt textures it don't think I'd use it anyway so might as well disregard  :P

The 8-Cs are looking very good  :thumbsup:  I really like the exact fit of 3 tiles! It'll be sweet having the 10C for longer merging lanes on 8C exits  ;D

One thought I had.... On rhw 6 or 8 and larger networks the left-hand shoulder might look better being wider. I've noticed in RL that that tends to be the case and there is a bit of room for cars that break down in the left lanes. (The C network inside shoulders seem to approximate real life). Of course median barriers would be a challenge for adjacent wider networks....  Anyway just a suggestion that may or may not be worth the effort  ;)

Another small thought--The 6C & MIS used to match up next to each other perfectly but with the new more realistic lane widths there is a tiny gap. Would it make sense to slightly widen the inside shoulders (and possibly to a tiny extent the outside ones)? They'd still be much narrower than the elevated MIS. Just my two cents, I'm sure I'll get along well without  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 06, 2010, 04:22:24 AM
Seeing how many new features are made for the RHW mod and how the old ones are improved is great! :thumbsup: The activity in this thread makes me think we're getting closer and closer to the next RHW release ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on December 06, 2010, 10:26:16 AM
Going back real quick to the sloping....  I do have the slope mod and it works great but if a self contained slope mod is made, one thing that has been killing me is that the MIS can not be steeper then the RHW.   Trying to make off ramps is very difficult for this reason. If it is possible, the MIS limits should allow steeper grade then the rest of the HW.   


Anyways, new textures look AWESOME!   Can't wait for the next release. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 06, 2010, 12:05:13 PM
Slope mods work by network (in this case ANT/RHW) so it's not possible to have different slope limits for MIS vs RHW-6 for example. If you'd like to make steeper MIS ramps the best way would be to remove your slope mod from your plugins folder temporarily, make the ramps you would like, then save and quit the game and put the slope mod back in. You may want to draw another network over the intended MIS path first to smooth the path out. Alternately, you could edit the slope mod to make it less restrictive on all RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 06, 2010, 01:51:25 PM
I need a translation of the MIS to OWR 1 and, if possible to make cuts to suppress HSR with RHW

- Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 06, 2010, 02:16:22 PM
Quote from: Blue Lightning on December 05, 2010, 05:21:02 PM
Wow. 8C looks a lot better than what it did XD kinda my fault too, I had to kludge some things.

As I did some of those textures, I can't let you take all the blame on that one. :D

I'll toy around with the concrete coloration a little more . . . joints/seams are going to be a bit tricky, though, as they kind of lie in somewhat irregular places and may be difficult to get looking right.

The RHW-6S Type B DRI is in place now, and all the RHW-8C DRIs are up as well.  The RHW-3 will be getting some as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F8786%2Frhw120620101.jpg&hash=c5b2d0d5966d570c4771284277413eb3b4d25253)

The ramp interfaces/splitters as a whole are probably about 60% on re-texturing.  Most of the remaining work is with some of the newer pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 06, 2010, 04:29:26 PM
Don't forget the cosmetic pieces!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: abusuffian on December 06, 2010, 04:39:22 PM
Sorrry, i think i have some stupid question but i'm really confuse on it...  ::) ::)

how to determine right hand drive and left hand drive?

is it right hand drive the car come from me to the upward at my right hand? or

is it right hand drive the car come from the upward to me at my right hand
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 06, 2010, 05:06:43 PM
Quote from: abusuffian on December 06, 2010, 04:39:22 PM
Sorrry, i think i have some stupid question but i'm really confuse on it...  ::) ::)

how to determine right hand drive and left hand drive?

is it right hand drive the car come from me to the upward at my right hand? or

is it right hand drive the car come from the upward to me at my right hand

One of the simplest things in the game is finding out what's LHD and RHD. Though I think the first one is correct.

Well, put it this way: It's literally determined by which side of the road you drive on; Do you drive on the left side of the road or do you drive on the right? Try it with U-Drive-It to see for yourself if you can.
Title: Re: RHW (RealHighway) - Development and Support
Post by: interim on December 06, 2010, 11:42:38 PM
I love the new splitters. I'm getting a lot better with RHW and integrating it with the single-rail mod now... I foresee major growth in my Region's future! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2010, 11:02:38 AM
Another crack at the chevrons--with some assistance from Daniel, who provided some working files from his Euro mod.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg574.imageshack.us%2Fimg574%2F6948%2Frhw120620102.jpg&hash=9a21e0dfd2cd7c48d04f5cda29daa0b6331cc689)

Also took Vince's white-line-next-to-chevroned-area suggestion into account here.  The angle here is appropriate from what I've seen of the MUTCD diagrams.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: interim on December 07, 2010, 11:03:43 AM
Looks good! Some of the rural highways around here look just like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 07, 2010, 12:05:24 PM
Quote from: Tarkus on December 07, 2010, 11:02:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg574.imageshack.us%2Fimg574%2F6948%2Frhw120620102.jpg&hash=9a21e0dfd2cd7c48d04f5cda29daa0b6331cc689)

Alex, that's a winner.  Use the same thickness & angle for any median centerline striping.  My jaw's on the floor.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on December 07, 2010, 12:10:21 PM
this last one with this style of chevron is for me the best

good job  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 07, 2010, 02:22:03 PM
I'll only need one word for this: perfect!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 07, 2010, 02:27:08 PM
This indeed is perfect. Nice work! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 07, 2010, 05:43:50 PM
Yep perfect  :D Thanks Alex!

My ongoing debate over Euro v. North American textures is rapidly being resolved in favor of Euro....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 07, 2010, 06:25:04 PM
That looks great, Alex.

It fits perfectly! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on December 07, 2010, 07:17:59 PM
You've hit the nail on the head, Tarkus. Perfect chevrons! I'm guessing we will se chevrons on other ramp interfaces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2010, 11:15:18 PM
Thanks for the feedback and kind words, everyone!   :thumbsup:

Quote from: Nego on December 07, 2010, 07:17:59 PM
I'm guessing we will se chevrons on other ramp interfaces?

Yes.  The default set included in the mod itself probably won't have chevrons on it, but the option will exist as part of a texture pack released around the same time.

Getting further into splitterland now (still needs color correction) . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6032%2Frhw120920101.jpg&hash=1b0a2b32ac427fc206b6df9852730c7eb9b868df)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 10, 2010, 10:45:35 AM
That's some nice work there, Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BigSlark on December 10, 2010, 04:29:29 PM
The more RHW splitters the better! I'm looking forward to playing with these, Alex.

Cheers,
Kevin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on December 10, 2010, 05:12:55 PM
Is there going to be an RHW-4 to dual parallel MIS splitter?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2010, 08:12:19 PM
Quote from: Rionescu on December 10, 2010, 05:12:55 PM
Is there going to be an RHW-4 to dual parallel MIS splitter?

Does this answer your question? :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F4449%2Frhw121020101.jpg&hash=5d629bfae22af420e344ba796efb32174d923a7e)

A "wishbone" parallel splitter, similar to the one shown here (http://img838.imageshack.us/img838/689/rhw120520104.jpg) is also planned for the RHW-4.  The textures are done, but the actual puzzle piece hasn't been built yet.  As a whole, the "splittery" is continuing along well . . . got probably 75% of ramp interfaces/splitters in place now, including some new ones.  A couple of the larger ones involving transitions in/out of the RHW-6C will wait until the transitions are done, as they'll lay a base.

It's looking like the "V5-Spec" textures will actually debut in V4.2, though it's not a given at this point, as we've yet to finalize a "cut-off point" on the features.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on December 11, 2010, 02:21:19 AM
Quote from: Tarkus on December 10, 2010, 08:12:19 PM
Does this answer your question? :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F4449%2Frhw121020101.jpg&hash=5d629bfae22af420e344ba796efb32174d923a7e)

O!!!!!!! I was going to ask you about that. What about elvated spliter?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on December 11, 2010, 04:50:56 AM
Quote from: Tarkus on December 10, 2010, 08:12:19 PM
It's looking like the "V5-Spec" textures will actually debut in V4.2, though it's not a given at this point, as we've yet to finalize a "cut-off point" on the features.

That is great news! Just wondering, will the euro version also be released some time around 4.2, or do we have to wait?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 11, 2010, 06:40:44 AM
That's great news on the V5-Spec textures!! I really like the new lane widths and the euro textures are looking awesome as well.

Nice splitters as well  :thumbsup:  Are there any plans for FAR splitters (RHW-4 to MIS+FAMIS)? Or other exciting new FARHW developments? FARHW to diagonal RHW, FA-2 RHW (~30 degrees) pieces, or exits off of FARHW pieces? FARHW-6 to ortho MIS+FARHW-4, FARHW-6 to diagonal MIS+FARHW-4, and FARHW-6 to ortho RHW-4+FAMIS would all be awesome and I think would add tremendous visual appeal, realism, and "grid-breaking" ability. Also, any news on overpasses (WAVERide-based?) over FARHW pieces? Add type-C&D exits to the wider networks and that's pretty much my current wishlist  ::)

In any case, thanks for all your work! 4.2 is shaping up to look pretty awesome  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on December 11, 2010, 07:20:27 PM
Quick question: Are the neighbourhood loop connection pieces mandatory to make a functional connection for RHW4? My RHW4 doesn't have a one tile gap in between, hence the question.
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on December 11, 2010, 07:30:06 PM
There are pieces also in the neighbor connection tab loop just for that, you simply make the neighbor connection normally, then select the RHW neighbor connection icon, press tab until you see the RHW-4 neighbor connection, and plop on top of the last tile, making sure the yellow and white lines line up
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on December 11, 2010, 08:38:28 PM
The loop connectors are mandatory for anything wider than RHW-2, with or without a median, because otherwise the connection will only be used by freight trucks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on December 11, 2010, 08:39:45 PM
Quote from: metasmurf on December 11, 2010, 07:20:27 PM
Quick question: Are the neighbourhood loop connection pieces mandatory to make a functional connection for RHW4? My RHW4 doesn't have a one tile gap in between, hence the question.

You can always transition to Avenue for the connection, but I've always wondered exactly what situation that loop piece is for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on December 11, 2010, 08:53:56 PM
there are loop connections that dont actually need a loop, it creates a loop without needing a 1 tile median inside the RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2010, 12:20:34 AM
Quote from: Ciuu96 on December 11, 2010, 04:50:56 AM
That is great news! Just wondering, will the euro version also be released some time around 4.2, or do we have to wait?

Yes, a concurrent release is planned. :thumbsup:

Quote from: noahclem on December 11, 2010, 06:40:44 AM
Are there any plans for FAR splitters (RHW-4 to MIS+FAMIS)? Or other exciting new FARHW developments? FARHW to diagonal RHW, FA-2 RHW (~30 degrees) pieces, or exits off of FARHW pieces? FARHW-6 to ortho MIS+FARHW-4, FARHW-6 to diagonal MIS+FARHW-4, and FARHW-6 to ortho RHW-4+FAMIS would all be awesome and I think would add tremendous visual appeal, realism, and "grid-breaking" ability.

FARHW is going to be expanded a fair bit in coming releases.  FARHW-to-Diagonal RHW has been planned for awhile and exists incomplete, and Daniel had done some texture prototypes of additional ramp interfaces and splitters for the FARHW.  The "FAR2" angle (26.5/63.5-degree, as I recall) will make it to the RHW as well, though it probably a little farther out.

Quote from: noahclem on December 11, 2010, 06:40:44 AM
Also, any news on overpasses (WAVERide-based?) over FARHW pieces? Add type-C&D exits to the wider networks and that's pretty much my current wishlist  ::)

We're still trying to figure out the further implementation of the FARHW network content . . . there's been some experimentation with the draggable end, though there hasn't been anything beyond preliminary work on that end.  The helper piece idea may still get another go as well.

And Type C and D exits are planned for all the wider networks . . . in fact, in the process of preparing some of the V5-Spec textures for some of the existing interfaces, I went ahead and made textures for just about all of them.  There's a good possibility they'll be in the next release.

Oh, and to clarify on the whole Neighbor Connections thing.  All the Neighbor Connections have an Underground Loop under them--that is how the pieces actually work.  The "Underground Loop Piece" that has the blue arrow with the "N" on it is used only on empty medians and places where you need to connect multiple carriageways.  They continue the underground loop to ensure functionality.  Essentially, all they do is take the old, aesthetically-displeasing surface-level Loop Connector and put it underground so it's not visible.

This should clear it up once and for all:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F6836%2Fncdiagram.png&hash=6e2f31891eefb2e11685908cb5f8ad3d8d6532d2)

Oh, and a look at the V5-Spec revamp of the Diagonal RHW-4 Type A Ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F581%2Frhw121120101.jpg&hash=eec423b638cca1ce08d36cf34283d8580b92cdb2)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 12, 2010, 02:43:45 AM

Quote

Quote
Are there any plans for FAR splitters (RHW-4 to MIS+FAMIS)? Or other exciting new FARHW developments? FARHW to diagonal RHW, FA-2 RHW (~30 degrees) pieces, or exits off of FARHW pieces? FARHW-6 to ortho MIS+FARHW-4, FARHW-6 to diagonal MIS+FARHW-4, and FARHW-6 to ortho RHW-4+FAMIS would all be awesome and I think would add tremendous visual appeal, realism, and "grid-breaking" ability.

FARHW is going to be expanded a fair bit in coming releases.  FARHW-to-Diagonal RHW has been planned for awhile and exists incomplete, and Daniel had done some texture prototypes of additional ramp interfaces and splitters for the FARHW.  The "FAR2" angle (26.5/63.5-degree, as I recall) will make it to the RHW as well, though it probably a little farther out.

Yup, there will be additional flexibility with FARHW. But the big issue is deciding what pieces should be done as a matter of priority for the next and subsequent releases. I'd say the FARHW pieces for wider networks would be next, as well as diagonal transitions and in-line transitions (eg. FARHW-4 to FARHW-6).
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 12, 2010, 10:17:05 AM
Alex, I don't remember if this was proposed for the current project, but what was the chance of having another diagonal ramp go this direction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Foi53.tinypic.com%2F156g1lt.jpg&hash=8250b43591575b5ef2df2710a623b8f6a2ecd481)
(ramp not to scale)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2010, 10:58:24 AM
Quote from: j-dub on December 12, 2010, 10:17:05 AM
Alex, I don't remember if this was proposed for the current project, but what was the chance of having another diagonal ramp go this direction:

Extremely good chance of it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 12, 2010, 11:29:22 AM
Quote from: Tarkus on December 12, 2010, 10:58:24 AM
Extremely good chance of it. ;)

-Alex

That's what I want, and I like to hear.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on December 12, 2010, 01:59:12 PM
Is there any site, where we can get the concert texture for RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2010, 02:29:58 PM
Quote from: banditp61 on December 12, 2010, 01:59:12 PM
Is there any site, where we can get the concert texture for RHW?

Nowhere, as it's still under development and hasn't been released.  It'll probably come out after Version 4.2 sometime, possibly at the same time if things go well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on December 13, 2010, 06:34:16 PM
Sorry to be a bother, but will there be pedestrian bridges over any of the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2010, 07:54:00 PM
Quote from: banditp61 on December 13, 2010, 06:34:16 PM
Sorry to be a bother, but will there be pedestrian bridges over any of the RHW?

Yes, absolutely.  I'm not sure when--there's been off-and-on interest in revamping/expanding the pedestrian network functionality--but they are planned.

Ramp interfaces/splitters are nearly done now . . . a look at a couple:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F8766%2Frhw121320101.jpg&hash=d7c4db953c74d59867d51b447644a1b39e0129a5)

This one will be new to Version 4.2, thanks to Maarten. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1500%2Frhw121320102.jpg&hash=2290ae80c20951f0e81f70b2fefb24d0bfdfaaec)

And work on transitions has started:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F5084%2Frhw121320103.jpg&hash=9c8d2671f68bdf1bb623ee7ff3bbf87af6214287)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aaron Graham on December 13, 2010, 08:28:40 PM
Looks great. I wish I could get in to the NAMing. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 13, 2010, 10:59:11 PM
That MIS splitter looks great! I hated how bad the old one looked and was going to do a replacement myself, but it looks like I won't have to  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 13, 2010, 11:08:40 PM
Thanks Alex and Daniel for answering my questions relating to FARHW  :thumbsup:  It sounds like your priorities for implementing new FARHW content are spot on! I suspect something similar is already on the "later rather than sooner" list but it'd also be great to see wider FARHW splitters eventually, like RHW-10 to RHW-6+FARHW-4 and RHW-8S to RHW-4+FARHW-4.

Those new splitters and transitions are looking great! Is any consideration being given to a version of Maarten's splitter without the 1-tile gap between the RHW-6 & RHW-4?

Besides thanking you or your replies the main reason I wrote was the I think I may have a really good idea  &idea  Do I remember correctly that work on diagonal RHW-6 has been brought up in this thread that would see it implemented as a single-tile dragable network? If that was the case some overhang would obviously be needed--but what if we put the overhang on the inside? not only would this allow the highway to take up less space, but it might also allow the inner shoulders of the diagonal RHW-6s to be adjacent in a very visually appealing manner. If people preferred a median they could always put an extra space in between. I don't understand too well how overhanging paths work or if they're even possible (I would think at the least that the inner shoulder and a portion of the innermost lane could at least overhang) but I thought I'd share an idea i thought might have some potential  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2010, 12:15:57 AM
Thanks for the kind words, guys! :thumbsup:

Quote from: noahclem on December 13, 2010, 11:08:40 PM
Is any consideration being given to a version of Maarten's splitter without the 1-tile gap between the RHW-6 & RHW-4?

I don't think that one had been thought of yet--I like the idea!

Quote from: noahclem on December 13, 2010, 11:08:40 PM
Besides thanking you or your replies the main reason I wrote was the I think I may have a really good idea  &idea  Do I remember correctly that work on diagonal RHW-6 has been brought up in this thread that would see it implemented as a single-tile dragable network? If that was the case some overhang would obviously be needed--but what if we put the overhang on the inside? not only would this allow the highway to take up less space, but it might also allow the inner shoulders of the diagonal RHW-6s to be adjacent in a very visually appealing manner. If people preferred a median they could always put an extra space in between. I don't understand too well how overhanging paths work or if they're even possible (I would think at the least that the inner shoulder and a portion of the innermost lane could at least overhang) but I thought I'd share an idea i thought might have some potential  :)

This is a very interesting idea as well!  Originally, the draggable overhanging-single-tile RHW-6S was mocked up with the V4 textures, and as those textures were wider, it had an overhang on both sides.  The current alignment was chosen mainly to line up on the yellow-line-side of the diagonal RHW-4 (think transition):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F5686%2Frhw121420101.jpg&hash=457807f21b8d0bba2910837d4d2f580ffcb722e1)

However, it doesn't line up quite as nicely with the diagonal RHW-8S (again, with transitions in mind) due to how it had to be situated, and an overhang on the yellow-line side as opposed to the white-line side might mitigate that issue and create a middle ground.  The pathing displacements on the diagonal RHW-4 are -2 and +4 and it may be possible to just squeak the paths in there without having to go into overhanging path land--which, in some instances, does work--namely in situations in which the overhanging path is a width-extension rather than a length-extension (the latter was a focus of many unsuccessful attempts at true underbridge roads), but it can lead to some weird behavior. 

Technical curiosity side note: When I re-started the NWM with Dave (superhands) in early 2009, my initial prototype of the pedestrian paths on the diagonal TLA-3 had them out at weird coordinates like -11,-8.5,0 to keep them from walking in the midst of vehicular traffic.  It physically worked, but caused a bit of commute arrow weirdness and pedestrian automata would "moonwalk" between diagonal tiles for a short distance.

Curiosities aside, I'm curious to try it. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 14, 2010, 10:55:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1500%2Frhw121320102.jpg&hash=2290ae80c20951f0e81f70b2fefb24d0bfdfaaec)

YES!

This piece is going to be extremely awesome. Do you know why? It's because right now no lanes can break off the RHW-10... you have to narrow it to a RHW-8 in order for that to happen. This changes everything! With it, the RHW-10 will emerge into something it's been striving to be ever since it was released.

Excellent job guys! Loving the progress I've seen here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 14, 2010, 11:39:36 AM
^^ This was EXACTLY the reason why I created this piece in the first place. To be honest, I used this piece once: in my new region Schellingen Stadt I used this piece to make a C/D-system at the Rothfurter Kreuz.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 14, 2010, 11:55:24 AM
Quote from: mrtnrln on December 14, 2010, 11:39:36 AM
I used this piece to make a C/D-system

Yep, this piece would be great to mark the start and end of a C/D or C/E system, or a major split at a highway interchange. It can also work as a transfer between collector and express lanes within the system.

The only thing that could be better is if we had this sign in-game to indicate the start point.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.vintagekingshighways.com%2F401%2F1989%2FEtobicoke%2F401_138.jpg&hash=4e0c6b18eb836ec935fb6d1f75a04c34c9c30abf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 14, 2010, 12:20:09 PM
Quote from: Haljackey on December 14, 2010, 11:55:24 AM
Yep, this piece would be great to mark the start and end of a C/D or C/E system, or a major split at a highway interchange. It can also work as a transfer between collector and express lanes within the system.

The only thing that could be better is if we had this sign in-game to indicate the start point.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.vintagekingshighways.com%2F401%2F1989%2FEtobicoke%2F401_138.jpg&hash=4e0c6b18eb836ec935fb6d1f75a04c34c9c30abf)

That can be arranged, my friends.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on December 14, 2010, 12:31:03 PM
Quote from: Haljackey on December 14, 2010, 10:55:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1500%2Frhw121320102.jpg&hash=2290ae80c20951f0e81f70b2fefb24d0bfdfaaec)

Well done  &apls , it's like it : http://maps.google.fr/maps?hl=fr&ie=UTF8&ll=50.61475,3.086101&spn=0.001678,0.004823&t=k&z=18.

I'm very impatient  &hlp to use it and creat a big trafic jam when it's rush hour.  $%Grinno$%

Can you send me this piece ? It's just to test  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on December 14, 2010, 01:21:11 PM
All of this looks great. I'd love to see an RHW-10 splitting into two RHW-6s with the middle lane splitting, and on that note I'd love an RHW-8 to RHW-6 and -4 too, which would be pretty similar to what you showed above.

Nevertheless, I'm loving the progress.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 14, 2010, 03:00:00 PM
Your enthusiasm is apparent, Haljackey. Definitely useful for C/E highways.

Finally, the a-10-tion that RHW-10S deserves...

Actually, I'm still waiting on a more complex splitter... Like an RHW-10S to RHW 2 + RHW-8S Ramp, for example. I drew them on my chart, remember?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWChartJPG-Ganaram09172010-1727.jpg&hash=6e2a148be1075f3f2e5f66baa37186c426fd7af4)
(Chart needs revision... I just gotta fit in the M-R and S-X ramps, Rion...)

Maybe I can learn how to make one of those things... I dunno... &Thk/(

Another crazy idea/proposal: Dedicated C/E ramps, like what's shown in some parts in this video I found http://www.youtube.com/watch?v=ZIMEg4PxRaA, for interchanging a C/E highway without the need for a basketweave. In other words, the RHW equivalent of this:

Quote from: brianwy on October 06, 2010, 06:48:23 PM
things u see are not eyecandy except the overpass for pedestrian...
but they still have a few bugs... so i could not publish them...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F5yb76g.blu.livefilestore.com%2Fy1pex2VXQOqw_NTVmOsS4PluOvjSC87Bkz0hzn8jBLs0rspMLYXUFAftfIw3HBjPo_fRz_7k9zPhovkpM7jHNjJO975rJyyRNF_%2Fpath.jpg&hash=fbffd6538063843b72b102339356b90ad9dd1ed9)
(See the slip lanes...?)

Should make replication of the 401 a lot more accurate... That's the only use I see right now...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2010, 04:23:24 PM
Quote from: pierrebaptiste on December 14, 2010, 12:31:03 PM
Can you send me this piece ? It's just to test  ::)

As everything has to be integrated with the NAM Controller, we have to be careful about how the files are distributed and can't send out individual pieces for testing, unfortunately.  Additionally, the piece already has been tested and is simply awaiting the completion of the other features in Version 4.2 before it gets released.

Quote from: Rionescu on December 14, 2010, 01:21:11 PM
All of this looks great. I'd love to see an RHW-10 splitting into two RHW-6s with the middle lane splitting, and on that note I'd love an RHW-8 to RHW-6 and -4 too, which would be pretty similar to what you showed above.

Great ideas as well . . . and quite likely to make it into a 4.x series release--probably 4.3 at the latest. :thumbsup:

And Ganaram, great to see the chart out again . . . I think I worked out a similar chart inspired by yours awhile back . . . now I just need to find it. ::)  It'd be nice to have a more consistent nomenclature for these ramps going forward, as they're going to multiply like rabbits. :D  (New ramp interfaces/splitters are by far the most requested items for the RHW.)

Quote from: GDO29Anagram on December 14, 2010, 03:00:00 PM
Another crazy idea/proposal: Dedicated C/E ramps, like what's shown in some parts in this video I found interchanging a C/E highway without the need for a basketweave. In other words, the RHW equivalent of this:

Should make replication of the 401 a lot more accurate... That's the only use I see right now...

A very crude prototype of something along those lines.  Obviously, it'd need to be cleaned up a bit and perhaps scaled a little differently, but it gets the idea across.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F1117%2Frhw4parallelcdrampquick.png&hash=1eb2caf157aa711aff86a69692e9f627db2159ec)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on December 14, 2010, 04:53:56 PM
YES! I've been waiting for a piece like for a long time!  ;D  The only thing I would change is the length of the transition, that right there looks a little to abrupt.

Looks great already!

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on December 14, 2010, 05:03:53 PM
Quote from: Tarkus on December 14, 2010, 04:23:24 PM
A very crude prototype of something along those lines.  Obviously, it'd need to be cleaned up a bit and perhaps scaled a little differently, but it gets the idea across.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F1117%2Frhw4parallelcdrampquick.png&hash=1eb2caf157aa711aff86a69692e9f627db2159ec)

-Alex
That would be perfect. And also, the same splitter with 1 tile in between would be perfect. It's possible now with regular and inside ramps, but it looks a bit unrealistic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on December 14, 2010, 06:16:11 PM
Like the FLEX overpass with using MIS (i think that's what it is called) is it possible to use that for wider over passes? Also will there a possibly to have RHW-10,8,6,8c and 6c overpasses, instead of the normal RHW-4 and MIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 14, 2010, 06:37:13 PM
There is a FlexFly overpass for RHW-4 being made. As for wider ERHW networks, there was an ERHW-6S prototype network shown a couple months ago.
As for the others, who knows?  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 15, 2010, 04:41:01 PM
Well, I finally updated my original RHW Ramp Chart. Note that the columns refer to what's splitting off to the right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F4854%2Frhwrampchartpart1.jpg&hash=b840fa00c3f24bbad43d6c73677480cf1a52188e)

As you can see, I included the RHW-4 I/J/L Ramps. I also had to frameshift a few other ramps (The C/D/F ones), just so they'd match better... (Why is the RHW-4 C/D ramp is called an RHW-4 Ramp when there's an RHW-6S splitting into an RHW-4 and MIS and why the RHW-8C C/D Ramp has RHW-8C splits into RHW-6C and MIS and is called an 8C ramp and not a 10C ramp?) If I didn't, we'd have an RHW-14 on our hands...

But then I kept going into all the other letters in the alphabet...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F4453%2Frhwrampchartpart2.jpg&hash=c53f2dffebdcc86e630c4ce02c05332e39e5420e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F3779%2Frhwrampchartpart3.jpg&hash=6dd29e26d4cd8a26e5ea3fd33c869b3ca985139b)
(Ignore the "The rest (C/D/F) are on the chart." part. That's inaccurate.)

... All the way to letter X. The RHW-10 ramps in the third pic would exceed the number of letters in the alphabet, but since there's so few, it may not be necessary to label them with a letter. Or double letter, if you're so inclined...

As I mentioned, I added the TOTSO ramps that Maarten mentioned, but I had to add the other ones, too. To me, they're like the "backwards" version of the A-F ramps, and that's what I originally classified the RHW-6 I/J/L ramps under. Classification of these TOTSO ramps (Or any ramp with the network splitting off to the right being bigger than the network splitting to the left) has proven complicated for me... (More revision, I guess...?)

And I also classified the kinds of splitters there are: What Maarten made was what I would classify as a "Complete" splitter.

What I was hoping to see later on...

Quote from: GDO29AnagramLike an RHW-10S to RHW 2 + RHW-8S Ramp, for example.

... Is an example of an "Incomplete Splitter." Complete splitters have the lanes split evenly. Incomplete splitters have one of the lanes split into two. (It's on the chart, too.) There's a third one (not on the chart) where a ramp splits into two of the same network. They're Dual-Splitters. And we have those for RHW-4 and MIS. This is like a "Special condition" kind of scenario.

This chart applies to all the S-Type networks. C-Type networks are a different story, since there are ramps that double as transitions...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 15, 2010, 05:48:58 PM
Quote from: Tarkus on December 14, 2010, 04:23:24 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F1117%2Frhw4parallelcdrampquick.png&hash=1eb2caf157aa711aff86a69692e9f627db2159ec)

-Alex

Great! Now all it needs is a entrance lane...  Link (http://maps.google.com/maps?ie=UTF8&ll=43.760165,-79.397174&spn=0.002654,0.006968&t=k&z=18), and maybe two ramps crossing over Link (http://maps.google.com/maps?ie=UTF8&ll=43.764903,-79.378377&spn=0.002654,0.006968&t=k&z=18). The 401 has a ton of great examples. Also... just make sure never to forget the rural side of things .... A Parclo to nowhere (http://maps.google.com/maps?ie=UTF8&ll=45.306452,-79.8979&spn=0.010338,0.027874&t=k&z=16) (thats along highway 400 near Bobby Orr's hometown)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on December 15, 2010, 06:11:18 PM
This one would be difficult, but would it be possible to have the lane transfer rather than merge?

i.e.

|| |||
|| /||
||/ ||
||| ||

Something like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on December 16, 2010, 11:04:17 AM
You could do this, if we had FAR inside junction RHW6s -> MIS+RHW4, we now only have the outside one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: swamp_ig on December 16, 2010, 02:37:08 PM
Quote from: Tarkus on December 14, 2010, 04:23:24 PM
As everything has to be integrated with the NAM Controller, we have to be careful about how the files are distributed and can't send out individual pieces for testing, unfortunately.  Additionally, the piece already has been tested and is simply awaiting the completion of the other features in Version 4.2 before it gets released.

Not for too much longer! I'm getting pretty close to releasing my code that will allow modularization of the rul files.

Won't that be handy?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2010, 10:14:17 AM
Progress resumes . . . some more transition work.

The existing RHW-2-to-4 transition was by far the most difficult one I've done.  Took me a couple days and a lot of creativity to pull off.  You can also see the RHW-4-to-6C transition here as well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F6098%2Frhw121720101.jpg&hash=2cd6c6be50d0bc3bb1a725b7b58026f2ec23623a)

Another one of Maarten's new contributions re-textured.  The idea for this one had been floating around this thread for probably 3 years with the "Photoshoped [sic] Image" with the RHW 2.0 textures occasionally resurfacing every 80 pages or so.  It'll be included in Version 4.2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2469%2Frhw121720102.jpg&hash=9dab5f106b30aac13b28d475785a3383aa4080c7)

The first RHW-2-to-4 was really the "hump" to get over, so here's what's left:
-a small smattering of ramp interfaces--"legacy" Type Bs for RHW-6S, RHW-8S, RHW-10S, plus the two "mega" ramp/transitions involving the RHW-6C
-About 40% of the transitions, none of which are quite as tricky (and some new ones may surface in the process)
-On the curves/FAR end, the curves are already done aside from one minor tweak to the RHW-4 S-Curves/Lane Shifts.  About 60% of the existing FARHW stuff remains.
-The main thing left is at-grade intersections and draggable transitions--they're closer to about 5% complete.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 17, 2010, 02:55:07 PM
Has this nomenclature been considered for S to C transitions?

- Wishbone Transition (You mentioned that somewhere for an RHW-2 Ramp, and I thought it would be fitting for all the other S to C transitions.)
- S-curve Transition (Such as the current RHW-6S to 6C transition. They look like S-Curves)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on December 17, 2010, 03:08:37 PM
Quote from: Tarkus on December 17, 2010, 10:14:17 AM
Another one of Maarten's new contributions re-textured.  The idea for this one had been floating around this thread for probably 3 years with the "Photoshoped [sic] Image" with the RHW 2.0 textures occasionally resurfacing every 80 pages or so.  It'll be included in Version 4.2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2469%2Frhw121720102.jpg&hash=9dab5f106b30aac13b28d475785a3383aa4080c7)


-Alex


Hallelujah! You don't even know how many times I will be able to use this piece!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 17, 2010, 03:29:26 PM
Those new textures are looking good, Alex. It's also nice to see some of my pieces with the new US textures ;)

The Euro variants of these transistions should be slightly different. I'm pointing at how I did it in the Euro TRM for v4.0. In Europe it's common to end the inner lane when a freeway/road narrows, mostly due to the "Keep Right" (or Left with LHD) policy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: interim on December 17, 2010, 06:09:04 PM
Man I've been waiting for that transition forever... Like since I first played SC4 with NAM so many years ago, haha.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 17, 2010, 07:20:54 PM
Quote from: Tarkus on December 14, 2010, 04:23:24 PM

A very crude prototype of something along those lines.  Obviously, it'd need to be cleaned up a bit and perhaps scaled a little differently, but it gets the idea across.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F1117%2Frhw4parallelcdrampquick.png&hash=1eb2caf157aa711aff86a69692e9f627db2159ec)


Quote from: Kitsune on December 15, 2010, 05:48:58 PM
Great! Now all it needs is a entrance lane...  Link (http://maps.google.com/maps?ie=UTF8&ll=43.760165,-79.397174&spn=0.002654,0.006968&t=k&z=18), and maybe two ramps crossing over Link (http://maps.google.com/maps?ie=UTF8&ll=43.764903,-79.378377&spn=0.002654,0.006968&t=k&z=18). The 401 has a ton of great examples. Also... just make sure never to forget the rural side of things .... A Parclo to nowhere (http://maps.google.com/maps?ie=UTF8&ll=45.306452,-79.8979&spn=0.010338,0.027874&t=k&z=16) (thats along highway 400 near Bobby Orr's hometown)

Actually with the current version you can make lanes end and begin via connecting ramps. It may not be as compact as the example shown above but I could see it develop into something like it.

Here's an example. Not perfect, but it shows you what can be done. I'm sure future versions will perfect this technique.

(Click the image for full size)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2FGTR%2F2.jpg&hash=cccfbbb92848d90e4dda4437e855635a5e7c5d3b) (http://www.majhost.com/gallery/Haljackey/GTR/22.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 17, 2010, 08:10:52 PM
I began to have second thoughts about my proposal, but we may want to keep the "Close Proximity" ramp... Unless we can modify an inside and outside FA ramp... Got it: A trimmed-down version of an existing FA Ramp so that only the main lanes remain, and to do the same with an equivalent or similar FA inside ramp.

Hmm,... To replicate your basketweave interchange in a more compact manner would require the following, most of which is not available as of yet:
- More Starterless Ramps and Transitions.
- TOTSO Ramps.
- Either FA Ramps for all the other networks or more Wide A-Ramps.
- More FA stuff.
- Half-height stuff. Their Ground to 1/2 Height El Transitions would take up less space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2010, 11:34:18 PM
Quote from: GDO29Anagram on December 17, 2010, 02:55:07 PM
Has this nomenclature been considered for S to C transitions?

- Wishbone Transition (You mentioned that somewhere for an RHW-2 Ramp, and I thought it would be fitting for all the other S to C transitions.)
- S-curve Transition (Such as the current RHW-6S to 6C transition. They look like S-Curves)

I like it. :thumbsup:  It actually works pretty uniformly for most of the S-to-C transitions and some other transitions and splitters.

And to that end, here's the new textures on the RHW-6C-to-6S transitions--both the existing S-Curve style and the new Wishbone style that Maarten developed for Version 4.2.  Probably going to tweak the dashed lines a little bit more.  Transitions as a whole are very close to being done now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F7184%2Frhw121720103.jpg&hash=a70c4ab36e366d37ba143dcb8397543a873ebe6a)

On the little C/D ramp idea for which I showed the little quickie prototype, it's looking like it'll be extended out one tile to be a 2 Wide x 4 Long.  I'm still finalizing the geometry.  A "C Type" version as requested is also under consideration . . . geometry will be a bit trickier though, due to how the lanes are situated.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on December 18, 2010, 11:46:08 AM
RHW-mazing ! nothing really to add just an enthusiastic  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 18, 2010, 04:53:20 PM
Great progress on the re-texturing Alex! I've said it before and will say it again, I love the new look, lane widths, and pieces  &apls

I do wonder if the left-hand shoulders on the "S"-networks would be better off being a similar width as the "C"-networks--at least for wider-than-RHW4-networks, as it seems that left-hand shoulders only tend to be wide enough for emergency parking on wider motorways. They certainly look great as-is (and are probably easier for diagonal and FA)

I've been in the process of replacing Siilijoki's central interchange recently which has reminded me of a couple possible features I was curious about. I'd constrained myself to curves wider than currently available FLEX-Fly which means that at the moment any diagonal/orthogonal crossing has to involve the diagonal going under the other network--really not a problem for me now but it did made me curious about what might be in the pipeline. Are there plans for diagonal on-slope pieces and/or elevated RHW & MIS wide-angle/FA curves?

GDO29Anagram
the splitter nomenclature sounds great  ;)  Your ramp nomenclature also sounds good, too bad you ran out of letter  $%Grinno$%  Also your "trimmed-down" FARHW idea is great!! I've been pondering something similar for rail a while as I can never find a good way to use wide-angle curves to turn many tracks near a large terminus into a 2-3 tiles worth of rails while offering paths for trains to switch between tracks. Such an approach also seems to fit well with the NAM philosophy of preferring modular (vs. prefabricated) pieces. It might even be easier to create such puzzle pieces of they're a bit smaller than normal ones...

Haljackey that's a beautiful basket-weave  &apls  The only thing I would change about it would be to have type-F FARHW ramps instead of type-C+MIS "S"-curves near the widest part of your interchange. Nice signage too BTW...

And I love the idea of having merge lanes for the "N" piece posted earlier too of course :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on December 18, 2010, 07:10:56 PM
Hello I was just popping in, check up on some of the new features that are going to be possible w/the RHW. Looks great, and I also have a question about a funny texture glitch I got... (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi958.photobucket.com%2Falbums%2Fae66%2Fbrennw21%2FBertano%2520CJ%2FBrounsfels-mistextureglitch.jpg&hash=947df80e112c360a3798319e25f00cb94f9fe12a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2010, 07:45:12 PM
Quote from: rhwfanatic221 on December 18, 2010, 07:10:56 PM
I also have a question about a funny texture glitch I got...

It looks like you may have part of another texture set in your Plugins somewhere.  It seems to be only applying to zone/park-adjacent instances of that intersection, too.  I don't really recognize it, either--it's got Euro-style striping on the Road part, but yellow lines on the MIS part.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 18, 2010, 07:49:34 PM
Looks like DTP's old US Textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on December 18, 2010, 09:44:40 PM
Maybe, I don't quite recognize it though.

Anyway, take a look through your plugins folder for texture mods. That is quite likely what the issue is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on December 19, 2010, 05:08:12 AM
Great work there!  The new textures look much smoother than the current ones  :thumbsup:

Are there any plans for TOTSO ramps in the near future?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F5177%2Frhwconcept.png&hash=c6a71f0ac86889a1a8d0a3a2433a07d5781f89f8)

I always thought something like this would come in very useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on December 19, 2010, 06:00:13 AM
^^ definitely, both of them.

great progress so far, thx nam team  :thumbsup:

mauricio.
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on December 19, 2010, 08:09:36 PM
I don't know (but im sure it has been brought up) but what about diagonal slope transitions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 20, 2010, 01:10:40 AM
Yes, we've thought about that, and it's requested some times. The fact is that these 3D-puzzle-pieces take a lot of time to create...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 23, 2010, 01:37:57 AM
Texture progress resumes . . .

deathtopumpkins' RHW-6C-to-Dual-RHW-4 with Center RHW-2 splitter piece, introduced in Version 4.0, with V5-Spec textures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F1700%2Frhw122320101.jpg&hash=efea184170dc32fa17023f7cc6a7946eba1b0796)

And a look at the V5-Spec FARHW-6:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F8678%2Frhw122320102.jpg&hash=bb72142c27d36524ef643d647279afae6b94e4be)

This means it's about time to start hitting at-grade intersections and cosmetic pieces now. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 23, 2010, 02:09:48 AM
The FARHW6 looks awesome :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 23, 2010, 04:04:14 AM
It looks like it needs some re-striping for the FARHW-6 piece, otherwise it just looks weird.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 23, 2010, 04:26:36 AM
Ya, I agree with SA. The striping looks a little strange on FARHW. The RHW-6C centre ramp looks great though.

If you like, I can lend that dotted merge line that I did for those textures I made for you to use on the cosmetic pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 23, 2010, 05:41:04 AM
Looks beautiful  &apls  I'd agree on the minor striping fix but I can't say enough positive things about the v5 spec textures  :thumbsup:

Now that the lane widths have been narrowed what will the the footprint of the FA pieces? Will a "straight" piece be 3x2 tiles or 3x3? Transitions 5x2 or 5x3? The narrower width would be handy for flora or compact spaces if it's possible  ::)

BTW, the splitter looks perfect!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on December 23, 2010, 08:27:01 AM
Quote from: GDO29Anagram on December 14, 2010, 03:00:00 PM
Your enthusiasm is apparent, Haljackey. Definitely useful for C/E highways.

Finally, the a-10-tion that RHW-10S deserves...

Actually, I'm still waiting on a more complex splitter... Like an RHW-10S to RHW 2 + RHW-8S Ramp, for example. I drew them on my chart, remember?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWChartJPG-Ganaram09172010-1727.jpg&hash=6e2a148be1075f3f2e5f66baa37186c426fd7af4)
(Chart needs revision... I just gotta fit in the M-R and S-X ramps, Rion...)

Maybe I can learn how to make one of those things... I dunno... &Thk/(

Another crazy idea/proposal: Dedicated C/E ramps, like what's shown in some parts in this video I found http://www.youtube.com/watch?v=ZIMEg4PxRaA, for interchanging a C/E highway without the need for a basketweave. In other words, the RHW equivalent of this:
(See the slip lanes...?)

Should make replication of t/he 401 a lot more accurate... That's the only use I see right now...
Is RHW 12 panned
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 23, 2010, 10:29:40 AM
Yeah, the FARHW-6 curves primarily need a little adjustment.

Quote from: noahclem on December 23, 2010, 05:41:04 AM
Now that the lane widths have been narrowed what will the the footprint of the FA pieces? Will a "straight" piece be 3x2 tiles or 3x3? Transitions 5x2 or 5x3? The narrower width would be handy for flora or compact spaces if it's possible  ::)

They're still pretty much the same size they were before, even with the narrower width.

Quote from: Thomas Diamond on December 23, 2010, 08:27:01 AM
Is RHW 12 planned

It's been discussed.  Probably will happen eventually, but we're not sure when.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 23, 2010, 06:05:36 PM
QuoteNow that the lane widths have been narrowed what will the the footprint of the FA pieces? Will a "straight" piece be 3x2 tiles or 3x3? Transitions 5x2 or 5x3? The narrower width would be handy for flora or compact spaces if it's possible 

FARHW-6 was made with a 1-tile overhang. The strange stub layout you see there was to make connecting two-tiled RHW-6 less of a PITA.

So, 3x2 for FARHW-6, with the transitions the same width, at 5x2. I had to do some wacky stuff to get it to fit properly on the AutoTileBase tables, but at least the piece works properly.

Some new FARHW pieces are on the way, it's mainly ramp interfaces, though. I haven't yet got any pics, as they're not even complete.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 23, 2010, 08:35:11 PM
Awesome! Thanks for your reply Shadow Assassin (and Alex, though I hope you've mis-spoke on this one  ;) )  I feel like lately I can't spit without hitting good news on RHW development!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 09, 2011, 11:53:54 AM
All this development looks really great, although unfortunately I now have something for support:  I just recently started getting zig-zag paths on RHW-8.  This is happening on two different highways in two different cities.  The car automata will repeatedly zig-zag between lanes, and their paths in the route query show this too.  I only notice this for the evening commute; those highways have zero usage in the morning.  I think I read somewhere that this was caused by an outdated NAM controller (or something like that), but I can't find that FAQ item anymore.  The last modification to my plugins folder before this started happening was the addition of a modified version of TrafficFixes.dat, in which I only changed the Commute Train Max Length, and then replaced the original TrafficFixes.dat with my modified one.  I don't see how this would affect route query paths, however, as TrafficFixes is only an automata plugin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 09, 2011, 01:56:28 PM
This zigzagging is completely normal. Otherwise traffic can't switch between lanes of different tiles.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2011, 07:05:30 PM
A little bit of arrow zig-zag is normal--the car automata, as long as they're not being generated by a traffic generator or spawned from lots directly adjacent to a Wider RHW, should not be zig-zagging. 

TrafficFixes.dat is a non-NAM automata controller file, so we can't entirely verify its compatibility or provide full support for it.  The initial few releases of that file over at ST did actually suffer from RHW issues, as I recall, as there are some settings relating to RHW traffic visuals in the Automata Tuning Exemplar.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on January 10, 2011, 11:33:50 AM
Hi! I was thinking about this yesterday, as I went to visit my family and drove on the Slovenian autobahn. As it resembles the Austrian and German and all other middle European autobahns (highways), i thought, why wouldn't you make another set of pieces. Heres why. When there is a junction or an exit aproaching, the slowing/speeding lane is formed, but doesn't have any shoulder. what that basicaly means, we could have RHW-4 exits on the same 1 tile base, because RHW-4 already has a shoulder lane, which would just be either modified or plopped over with cosmetic pieces. =)

Just for your consideration. I hope you understand what I mean. (otherwise I can sketch it for you)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 10, 2011, 11:57:13 AM
^^ I've seen some of these shoulderless exit lanes here in the Netherlands too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 10, 2011, 12:03:49 PM
The problem is that the alignment of the RHW-6S--basically, the footprint you'd need for an accel/decel lane--is such that even if you cut off the shoulder, you'd still need to have an overhang.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F8457%2Frhw6sminoradjustfullgri.png&hash=3e6cfbbd747fafae5e97ebb816a0a9ede7421cb8)

The cosmetic accel/decel lane pieces are also being converted to an overhang setup like the base network for Version 4.2, so they'll be in a 1x1 footprint, technically.  You could, theoretically, shift things over to the right so there isn't an overhang, but you'd have to jog the lanes over and the resultant geometry would look a bit weird.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 10, 2011, 12:22:38 PM
Actually, I was moere thinking about this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F6597%2Frhw4withexitlane.jpg&hash=5d111666723deae230cabfec2ae382e0fd9d22dd)

Yes, the exit lane is narrow, but in most cases where they are used in RL they really are narrow. Mostly this is used at old freeways, or where there's not much space, like here:
http://maps.google.nl/?ie=UTF8&ll=52.157499,4.547455&spn=0.00133,0.003484&t=k&z=19

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 10, 2011, 12:27:49 PM
Quote from: mrtnrln on January 10, 2011, 12:22:38 PM
Actually, I was moere thinking about this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F6597%2Frhw4withexitlane.jpg&hash=5d111666723deae230cabfec2ae382e0fd9d22dd)

Yes, the exit lane is narrow, but in most cases where they are used in RL they really are narrow. Mostly this is used at old freeways, or where there's not much space, like here:
http://maps.google.nl/?ie=UTF8&ll=52.157499,4.547455&spn=0.00133,0.003484&t=k&z=19

Best,
Maarten

That would be cool! It can be seen on older highways in Bulgaria and it would be great to have in SC4, too :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on January 10, 2011, 05:53:17 PM
Are flyover ramps planned for the RHW-4 and maybe the RHW-6? Also, will wider networks be elevated in this next release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 10, 2011, 07:09:54 PM
FlexFly for RHW-4 is the process of being made.

As for wider networks,
Quote from: 'Tarkus'we like to surprise you guys  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 10, 2011, 10:07:32 PM
The main thing with elevated wider networks is that they take more time to make than their ground-level counterparts because of the modeling involved.  They're definitely planned, and there's been some work done on them, but that's about it.  As far as them being in next release, well, that's not a given.  But sometime . . . likely when you least expect them.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on January 11, 2011, 10:54:35 AM
Would that timetable also apply to E-RHW2 or would that be coming (relatively) sooner?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 11, 2011, 12:11:52 PM
The dimensions on the RHW-2 are such that the existing ERHW-4 models may be able to be ported over, which does indeed mean it'll be much easier to put that in place than some of the wider networks.  There's been some rough prototypes of it since Version 3.0, but no recent work in the past year or so.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on January 11, 2011, 07:37:37 PM
Quote from: zakuten on January 11, 2011, 10:54:35 AM
Would that timetable also apply to E-RHW2 or would that be coming (relatively) sooner?

For now, you could just use the elevated road pieces included with the NAM. They are fully compatible with the RHW, they're just not draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: zakuten on January 12, 2011, 07:30:12 PM
Oh, of course, but for ramps, a road won't cut it, ahaha.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 16, 2011, 12:31:58 PM
Quote from: Tarkus on November 22, 2010, 01:52:50 PMThe overhang on the RHW-6S is laying on top of the RHW-4, as the RHW-4 is simply texture-based.  However, if the RHW-4 Orthogonal Filler pieces are used, which are flat-model-based, the game is able to resolve the issue:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F1778%2Frhw112220105.jpg&hash=f8dcfdf1a355c5d82b2130774f05552390fe63ff)
-Alex
I tried this, and I still get the result of the RHW-6S overhanging onto the RHW-4.  Is it because that trick only applies to the new, unreleased RHW textures?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 16, 2011, 01:45:15 PM
That's right, it won't work with the current version...
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on January 17, 2011, 01:27:25 AM
I'm tottaly addicted to RHW.. :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 17, 2011, 01:41:27 PM
Quick question: I have a problem with diagonal rhw4. After a short stretch, all traffic jumps into the left lane, and stay that way until the next straight stretch. Am I the only one having this issue?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 18, 2011, 12:46:53 PM
Quote from: metasmurf on January 17, 2011, 01:41:27 PM
Quick question: I have a problem with diagonal rhw4. After a short stretch, all traffic jumps into the left lane, and stay that way until the next straight stretch. Am I the only one having this issue?

I'll check into it and let you know my findings.

And it's high time I had a development update of some sort here, so here's the latest.  The V5-Spec default set is nearly done being "paved". 

Got the last ramp interface done:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F1726%2Frhw011820112.jpg&hash=05a5672d464901eebc9ae7034608d4dded4e4c30)

Now have most of the cosmetic pieces done, including Maarten's extended left-lane ending RHW-6S-to-4 transitions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F9278%2Frhw011820113.jpg&hash=9b419b3009445f1edb744478f2a8cba74071c9dc)

And the DDI has been revamped as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5379%2Frhw011820111.jpg&hash=696f3e568b8aa49e99e71255a687d5abec2af499)

Still need to realign the FARHW-6S stuff a little bit, and of course, there's always the wealthification process (which isn't hard, but tedious) and then the default set's a wrap.  A fair bit of repathing will need to be done as well to get everything to conform to the new scaling, which will be an ongoing project until release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on January 18, 2011, 03:03:33 PM
Ok, there's the OWR-roundabout that has RHW-2 and MIS compatability. But what about OWR-roundabout and AVE-4-roundabout compatability for RHW-4? As in the AVE-roundabout, the corner edges to where you can drag non-diagonal OWR-2 at, what about makeing that compatabile for RHW-4 without needing a OWR-2 conversion? As well as the EL-MaxisHWY-over roundabout, instead of EL-MHWY what about RHW-4 replacing it? Thus helping the lazy (Like me, aren't we all?) by avoiding placing a EL-HWY -> EL-AVE conversion piece. As well as stopping the "Avenue is WAAAYYYYY over capacity" pop-ups.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 18, 2011, 03:59:53 PM
Quote from: Monorail Master on January 18, 2011, 03:03:33 PM
But what about OWR-roundabout and AVE-4-roundabout compatability for RHW-4?

OWR Roundabout compatibility would not really make sense.  You'd have two high-capacity lanes in a single direction dumping into a single-lane roundabout.  AVE-4 roundabout support I could see, however, including the ERHW-over-AVE-4 Roundabout functionality you described.  However, it'll require a fair bit of modification to the AVE-4 Roundabouts in order to make that work.  I'd say there's a very good chance of it coming to reality, but it may be some time.  I'd guess RHW Version 4.3.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 18, 2011, 08:31:03 PM
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F1726%2Frhw011820112.jpg&hash=05a5672d464901eebc9ae7034608d4dded4e4c30)

That ramp looks a little strange... it seems like it needs to be made less "kinky".
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 18, 2011, 11:45:06 PM
Ya... That left ramp looks terrible bad... It looks cobbled together and out-of-place compared to the rest of the new textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on January 19, 2011, 12:09:10 AM
I wouldn't say terrible.  Just that bottom left corner needs a little touch up, slide a few pixels around and it'll look great.

It just needs a little strip of unworn pavement inside the exit split stripe, smooth out the kink in the exit lane itself and do a quick slice of the overhanging sliver on the left.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Orange_o_ on January 19, 2011, 01:27:37 AM

:o

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5379%2Frhw011820111.jpg&hash=696f3e568b8aa49e99e71255a687d5abec2af499)



Alex, Do you need rest?


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.archives.gov.on.ca%2Fenglish%2Fon-line-exhibits%2Fhealth-records%2Fpics%2F18989_nurses_kids_520.jpg&hash=eacf9393ea239e33df5e058161088cf12ba18a1c)



:thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 19, 2011, 03:28:03 PM
:D :D 

That design there is part of one of the more exciting new interchange designs to come about recently--the Diverging Diamond] (http://en.wikipedia.org/wiki/Diverging_diamond_interchange).  Basically, it eases movements onto/off of a divided highway.

I've also "desketchified" the giant RHW-8S-to-6C Transition with Dual MIS Ramp textures as of last night, too.  Redid the geometry quite a bit . . . I think I got it quite a bit smoother.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F7650%2Frhw011920111.jpg&hash=11c3fffb3712182b63f5ef84815edfc99a44e8bf)

All that's left now on the texture front is wealthification.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 19, 2011, 04:31:47 PM
Looks great! Thoroughly "desketchified"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 19, 2011, 05:39:33 PM
Much nicer  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on January 19, 2011, 08:50:08 PM
I know we have tons of transitions already, but are there plans to mirror the left half of that one and make a symmetrical version with a 1 tile median between the RHW-8S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 19, 2011, 09:26:09 PM
Quote from: jondor on January 19, 2011, 08:50:08 PM
I know we have tons of transitions already, but are there plans to mirror the left half of that one and make a symmetrical version with a 1 tile median between the RHW-8S?

Like a wishbone transition? I made the same exact request a million years ago... You're not the only one...

Quote from: GDO29Anagram on June 13, 2010, 11:27:24 AM
Here's something that would likely have some merit. It follows the same thing that I requested with the s to c transitions that I posted some time ago:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2FRHWRnD-Jan3001276364324.jpg&hash=228f54fc391939c6e8980d03104b101d45f3bddd)
(Once again, this image WAS edited...)
This looks like a C ramp; Perhaps a "D ramp" like setup for this would also be up for eventual inclusion...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 19, 2011, 10:25:41 PM
Quote from: GDO29Anagram on January 19, 2011, 09:26:09 PM
Like a wishbone transition? I made the same exact request a million years ago... You're not the only one...


Geesh Ganaram, you've got a knickknack for just about every transition out there....


Loving the progress! Keep up the great work guys!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 19, 2011, 10:31:20 PM
Polygonal Lasso Tool -> Ctrl-X -> Ctrl-V -> Flip Horizontally -> slight X/Y-adjustment -> done. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F9296%2Frhw6cto8srampinterfaces.png&hash=13379b5aec8a08c6ff9fc4f85aae956f65ff90b9)

I've also rediscovered an old, lost piece from jmvl from shortly after RHW Version 3.2 . . . basically an RHW-6C-to-4 version.  Just need to retexture it . . . and I can make a "wishbone" version of it using the same method mentioned above.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on January 19, 2011, 10:37:59 PM
Sweet! :3

I have a thing for symmetry.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 20, 2011, 02:57:11 AM
Man, it looks I've set a new standard here with making pieces symmetrical  ;)

Also, how about a RHW-6C to RHW-4 transistion, but an assymetrical version where the RHW-4s are side by side?
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on January 20, 2011, 03:43:24 AM
How about a same piece, that would transform in to RHW-6s? It could then have a FARMIS ramp, going out of it.

Oh. not to forget, will there beany suprises soon in the shape of RHW-6 or 8 bridges? I'm probably not the only one, that could really use those. It's really important. My latest 2xRHW6s made a huge flood, because there was no other way, but to cut the river of.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2011, 09:21:38 AM
Quote from: mrtnrln on January 20, 2011, 02:57:11 AM
Also, how about a RHW-6C to RHW-4 transistion, but an assymetrical version where the RHW-4s are side by side?

Actually, that's exactly what the aforementioned "lost piece" is.  And it's now been V5-Spec-ified. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F3900%2Frhw012020111.jpg&hash=21527865bff9b12d07f29d4312f698ecb521c678)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 20, 2011, 10:19:42 AM
I meant without the ramps...

But this one looks also great  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2011, 11:26:06 AM
Quote from: mrtnrln on January 20, 2011, 10:19:42 AM
I meant without the ramps...

That can be arranged, too. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hutts on January 20, 2011, 11:53:05 AM
Can the E-RHW4 go over draggable GLR?  Every case i tried it, it would revert to an at grade GLRxRW2 crossing...or do i have something wrong in my plugins?  Also, are there plans for E-RHW4 over T-RAM or Tram-Aves, those would be really handy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2011, 12:04:40 PM
Currently, the ERHW-4 and EMIS cannot go over GLR.  I attempted to do something about that a couple of times, back when RHW Version 3.0 and 4.0 were in development, but ran into some unexpected issues with the implementation and the override then, so that fell by the wayside.  I am planning to revisit it before Version 4.2 comes out, however.

I've been thinking about T-RAM and Tram-Avenue overpasses as well . . . I think they could be very useful additions and would not be difficult to add, though they'll require some careful CheckTyping and design because they'd be three-network objects.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on January 20, 2011, 12:36:23 PM
Great work on that "lost" piece Alex! Actually, I think it was I that made the original texture for jmvl back in 2009, since I have it laying around in my RHW work folder.  ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-6_RHW-4_MIS_trans.png&hash=71ac9616e648d1bf178a2fbbcf2a8521acaf5f06)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 20, 2011, 02:46:54 PM
Quote from: Tarkus on January 20, 2011, 09:21:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F3900%2Frhw012020111.jpg&hash=21527865bff9b12d07f29d4312f698ecb521c678)

Oh my gosh, someone thought of that, too?!! (Needs some more smoothing out to resemble Riiga's, in my opinion.)

How 'bout backwards for the 8S to 6C one? Instead of 8S to 6C and 2 MIS, it's 8C to 6S and 2 MIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2011, 02:51:45 PM
Yeah, I can see your point on the RHW-4 curving bit.  I'll likely end up adjusting it slightly before release.

I was recently looking through the Base Network .dat file in the RHW and happened to notice that I actually already had a few pieces of the ERHW-2 already in place.  I've now partially implemented it.

The T21s on the supports obviously need to be adjusted here . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F863%2Frhw012120112.jpg&hash=520c7a5bd701f45990c13eeca23fae5f635e3270)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F3707%2Frhw012120113.jpg&hash=ad1ea350f096d3f88c96a8d345c7e10518f4a3c8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F3308%2Frhw012120114.jpg&hash=d6321b7700789e9fbc4f47b6a546a40186f0223e)

The ERHW-4 and EMIS will be able to go over Maxis Ground Highways by overriding the ERHW-2 overpass that is shown here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F3210%2Frhw012120115.jpg&hash=19f5436894c0cf8bdc9e4140fb61e0db522d6858)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on January 21, 2011, 03:51:22 PM
Quote from: Tarkus on January 20, 2011, 09:21:38 AM
Actually, that's exactly what the aforementioned "lost piece" is.  And it's now been V5-Spec-ified. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F3900%2Frhw012020111.jpg&hash=21527865bff9b12d07f29d4312f698ecb521c678)

-Alex

Great work as always guys.  I use the RHW-6C pretty frequently and I love to see these kinds of transition pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 21, 2011, 03:56:24 PM
I like the ERHW-2. It's a lot like a concrete texture, which I think is pretty common in the US for something like that.

BTW, how is the RHW-3 coming? I haven't seen or heard hide of it in years.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 21, 2011, 04:45:16 PM
RHW-3 is coming along nicely.  :D

That ERHW-2 looks very nice Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2011, 10:06:17 PM
Quote from: Tracker on January 21, 2011, 03:56:24 PM
BTW, how is the RHW-3 coming? I haven't seen or heard hide of it in years.

As jdenm8 mentioned, the RHW-3 is coming along and is intended to be part of the next release (Version 4.2), in fact.  The network is draggable, has diagonal functionality, as well as transitions and ramp interfaces.  You'll be seeing and hearing about it quite a bit more here in this thread soon.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on January 22, 2011, 10:51:36 AM
Quote from: Tarkus on January 21, 2011, 10:06:17 PM
As jdenm8 mentioned, the RHW-3 is coming along and is intended to be part of the next release (Version 4.2), in fact.  The network is draggable, has diagonal functionality, as well as transitions and ramp interfaces.  You'll be seeing and hearing about it quite a bit more here in this thread soon.

-Alex

Tarkus, what I would love to see is something like the singal sided parrarel ramps for the maxis highway, but for the RHW. That would make it soooooo much easier to build compact srunken highway exits for the RHW. It should also connect to networks like NWM, OWR, Road,etc. By the way, nice job on the evelated 2RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 22, 2011, 04:04:11 PM
If you're referring to a ramp interface-and-transition all-in-one, while it has been considered, it has generally been deemed too "pre-fab" to fit in with the modularity standards of the project.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on January 22, 2011, 04:38:51 PM
Quote from: Tarkus on January 22, 2011, 04:04:11 PM
If you're referring to a ramp interface-and-transition all-in-one, while it has been considered, it has generally been deemed too "pre-fab" to fit in with the modularity standards of the project.

-Alex

Something like a ramp that will connect to a frontage road but for a srunken RHW network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 22, 2011, 04:48:48 PM
Oh, speaking of other elevated networks...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Fr94-jan._2__001295660822.png&hash=1042caa9abc43e4edda6c1a24dbe3af09a342294)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Ferhw6c-feb._9__021292881327.png&hash=289b6aa0c9a06f58b1dcac4b785891a06913df64)

v4.2 or v4.3, depending.

Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 22, 2011, 05:05:24 PM
Quote from: Blue Lightning on January 22, 2011, 04:48:48 PM
Oh, speaking of other elevated networks...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Fr94-jan._2__001295660822.png&hash=1042caa9abc43e4edda6c1a24dbe3af09a342294)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Ferhw6c-feb._9__021292881327.png&hash=289b6aa0c9a06f58b1dcac4b785891a06913df64)

v4.2 or v4.3, depending.


Do you have photos of elevated RHW-8 I'd love to see them because I do work for clover intersection RHW-10 with RHW-8

- Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on January 22, 2011, 06:38:02 PM
Nice job BL.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 22, 2011, 06:59:41 PM
I like the progress so far on ERHW-6S and C!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on January 22, 2011, 08:10:47 PM
 &apls &apls &apls Excellent work on the ERHW-6C, BlueLightning! Can't wait to see more!

Edit: Just wondering but how are the RHW TuLEPs coming along?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on January 22, 2011, 08:41:42 PM
Quote from: Blue Lightning on January 22, 2011, 04:48:48 PM
Oh, speaking of other elevated networks...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Fr94-jan._2__001295660822.png&hash=1042caa9abc43e4edda6c1a24dbe3af09a342294)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Ferhw6c-feb._9__021292881327.png&hash=289b6aa0c9a06f58b1dcac4b785891a06913df64)

v4.2 or v4.3, depending.


Mmm, those look tasty. Can't wait to put these bad boys into action. The interchange possibilities will be endless! Funny, because we said that when all of the past RHW's were released....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on January 22, 2011, 08:44:36 PM
Going to have to redo most of my urban centers with this tool.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 22, 2011, 08:46:33 PM
Nice work! (To see a picture of the RHW-3 to understand what exactly it entails would be nice, by the way. Just one picture.)

I recently tore out a couple dozen blocks of one of my older cities to put in a new sunken RHW-6C with left exit interchanges (using the Center Ramps transition and elevated road). It was a city so old that the RHW connections out of the city did not have neighbor connectors, but this new RHW stretch is modern and new.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 22, 2011, 09:34:39 PM
Aww... you guys are sooooooooooo persistent :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FSuke%2FRHWv5TEX%2Fgundowindi-15_apr.__1001295659366_export.jpg&hash=d7ada05e2c769920894444f1c5af0d80979271dd)

(We know about the lineup issue and have fixed it already)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on January 23, 2011, 12:01:40 AM
Brilliant work there, looks excellent!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 23, 2011, 12:25:36 AM
Finally I can build budget 2+1 roads like this  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.cykelturist.com%2Fvv%2Fbilder%2F20040629_192434.jpg&hash=ccafd2c076f90693b3fc0bb04e33014030b12f78)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 23, 2011, 02:20:06 AM
Quote from: Tarkus on January 20, 2011, 12:04:40 PM
Currently, the ERHW-4 and EMIS cannot go over GLR.  I attempted to do something about that a couple of times, back when RHW Version 3.0 and 4.0 were in development, but ran into some unexpected issues with the implementation and the override then, so that fell by the wayside.  I am planning to revisit it before Version 4.2 comes out, however.

I've been thinking about T-RAM and Tram-Avenue overpasses as well . . . I think they could be very useful additions and would not be difficult to add, though they'll require some careful CheckTyping and design because they'd be three-network objects.

-Alex

That's great news!  &apls RHW & light rail/tram systems are both integral parts of my cities so more interfacing options between the two would be extremely useful to me!

Great work on the ERHW6 stuff Vince, the RHW3 stuff jdenm8, and the various transitions and ERHW2 Alex!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on January 23, 2011, 06:45:34 AM
Can you RHW guys make double-decker RHW-4's? That would be really helpful to me because then I can fit 8 lanes of highway in 2 tiles!

Also, can you make more levels of ramps (also FLUPs under elevated networks, if possible)? I heard it's being worked on, but will it be out soon?

Great work on the RHW project, everyone.
-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 23, 2011, 06:51:54 AM
^^ No, that will not be done, since it would suffer severe traffic issues. SC4 calculates capacity per tile basis, rather than per lane. This is requested multiple times before, but it will probably never happen due to this reason.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on January 23, 2011, 08:44:52 AM
@gooper1: Other heights of ramps are being worked on. I believe that there are planned to be:
7.5m -  Incomplete
15m  -  Complete
22.5m- Incomplete
30m  -  Incomplete

Click Here (http://sc4devotion.com/forums/index.php?topic=3917.msg318321#msg318321) for some development pics!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on January 23, 2011, 09:01:20 AM
Quote from: mrtnrln on January 23, 2011, 06:51:54 AM
^^ No, that will not be done, since it would suffer severe traffic issues. SC4 calculates capacity per tile basis, rather than per lane. This is requested multiple times before, but it will probably never happen due to this reason.

Then why did Tarkus say that double-decker RHWs would come out in version 1.3 or something in the beginning of this thread? It never did...

Quote from: Nego on January 23, 2011, 08:44:52 AM
@gooper1: Other heights of ramps are being worked on.

Nice that you're making that! I can't wait!
Finally, a four-level stack!


Another question:
Are HOV lanes possible for RHWs? That would be nice...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 23, 2011, 09:07:54 AM
Wow, the RHW3 is nice! J, I do like the layout of that little farm area too with the frontage roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 23, 2011, 09:57:36 AM
This mod just keeps getting better and better. 4.2 could almost be classified as 5.0!  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 23, 2011, 10:15:18 AM
Quote from: gooper1 on January 23, 2011, 09:01:20 AM
Then why did Tarkus say that double-decker RHWs would come out in version 1.3 or something in the beginning of this thread? It never did...
RHW v1.3 is way back when MIS even didn't exist! In the mean time, our modding knowledge has vastly extended and so I think there will never be double-decker RHW's, just as there will never be pre-fab RHW-interchanges

Quote from: gooper1 on January 23, 2011, 09:01:20 AM
Nice that you're making that! I can't wait!
Finally, a four-level stack!
I don't want to spoil the party, but there's still a lot that needs to be done. I think it won't make it into the mod until v5.0.

Quote from: gooper1 on January 23, 2011, 09:01:20 AM
Another question:
Are HOV lanes possible for RHWs? That would be nice...
They wouldn't be functional, but I reserved some IIDs for the RHW-6C/8C cosmetic pieces.  Who knows... I'm in the puzzle piece creation mood today  ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on January 23, 2011, 10:18:09 AM
QuoteAnother question:
Are HOV lanes possible for RHWs? That would be nice...
I'm sorry to say that HOV lanes are not possible because the game can't tell how many sims are in a car. RHW Bus Lanes are possible, though, but they haven't been made yet to my knowledge.
I know BlueLightning made a set of HOV signs, though. You can check them out here (http://www.simtropolis.com/stex/details.cfm?id=24184).

Edit: Speaking of RHW-6C cosmetic pieces, here is one I made a while ago:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.majhost.com%2Fgallery%2FNego16%2FSimCity%2FDevelopment%2FRHW%2FTextures%2Frhw-6c_hov.png&hash=7d53fedd31f3aa59faf8a767989733e4d01d9bc4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 23, 2011, 11:42:12 AM
I am interested in the release of projects Tuleps, NWM and RHW together you will be. Because as far as I remember last year came out in one day. And my thought is that if a project is ready will be released or will wait for other to come together.

-Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on January 23, 2011, 06:27:56 PM
Quote from: Nego on January 23, 2011, 10:18:09 AM
RHW Bus Lanes are possible, though, but they haven't been made yet to my knowledge.
I know BlueLightning made a set of HOV signs, though. You can check them out here (http://www.simtropolis.com/stex/details.cfm?id=24184).

Thanks for the link-not only is that HOV signage but dedicated bus lanes, which is basically what I wanted!
-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on January 23, 2011, 06:32:50 PM
Will there be any enter/exit ramps that approach/stem from the left for RHD RHW-4,-6, and so on?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 24, 2011, 05:38:34 AM
Quote from: godjcjk12 on January 23, 2011, 06:32:50 PM
Will there be any enter/exit ramps that approach/stem from the left for RHD RHW-4,-6, and so on?

There is an inside exit ramp for RHW-4 and an 6C to 4 and 2 transition (which I have made tight exits with...will have to post a picture soon).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 24, 2011, 07:45:27 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F9474%2Fdemointerchange.jpg&hash=f94f1005707083c6f0581259a17f7bdda183a253)

Now, who can tell me what's new in this? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 24, 2011, 07:47:44 AM
^^ I can, but that would be cheating, since I know what developents there are behind the doors. But I clearly see what you did there...  ;)

By the way, HOV-lanes anyone?  $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F3411%2Frhwcp02.jpg&hash=cd4308cf376f57db94b029df6c1ca33b288e4134)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on January 24, 2011, 07:58:42 AM
A bit FARfetched SA?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 24, 2011, 08:04:17 AM
No, this one would be FARfetched:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F1940%2Ffarhw6ccomplete.jpg&hash=28849b64bf0415a7328efa3af86bf7a86f3403af)

Oh, and...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F2481%2Frhw6cbridge.jpg&hash=d3441ab3df06491119ea9f3e02b3d33a39834cc4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on January 24, 2011, 08:05:33 AM
Wow, great progress. I love how the MIS interfaces with the Avenue in Shadow Assassin's picture.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on January 24, 2011, 08:26:07 AM
 :o Now that's what I call amazing! The current progress is really great.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on January 24, 2011, 10:26:20 AM
 :o :o :o ??? ()what() :o :o :o :o :o &apls &apls &apls &apls &apls &apls &apls &apls
can't say anything else.. =) awesome work guys, you've made RHW from a useless but interesting project, to a realy awesome and tottaly usable and really interactive reality highway network..
I humbly salute and bow to you, gods of SC4D!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on January 24, 2011, 10:34:09 AM
Quote from: Shadow Assassin on January 24, 2011, 07:45:27 AMNow, who can tell me what's new in this? ;)
Well, I spotted FAR ramps for RHW6C, TULEPS for RHW 4, and long curve connecting straight MIS and FAR MIS. And these new avenue overpasses!
All these pics are awesome, just can't wait for these new additions! $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2011, 12:13:27 PM
Regarding the double-decker thing . . . I did, in fact, have a prototype way back when, sometime before RHW Version 1.3 in 2007, though I don't ever recall saying it would be released in Version 1.3, which was never really intended to be more than an "emergency" compatibility release.  (It also added a whopping 3 puzzle pieces, for a grand total of 5. ::))

However, the DDHRW got scrapped mainly because of my subpar modeling skills then, and to a lesser extent, because of the capacity issues to which Maarten already alluded.  That's not to say it won't be revisited down the line, however.

Quote from: ivo_su on January 23, 2011, 11:42:12 AM
I am interested in the release of projects Tuleps, NWM and RHW together you will be. Because as far as I remember last year came out in one day. And my thought is that if a project is ready will be released or will wait for other to come together.

Because there are components of the NAM that have been modified which interact with the RHW (the Elevated Road/OWR/Avenue pieces), the next RHW will probably come out at the same time as NAM Version 30, though I can't say with absolute certainty. 

Outside the RHW, there's only a small number of new TuLEPs pieces that are currently in active development--those will probably end up as part of TuLEPs Basic, which is a NAM Core component.  There has been some work on TuLEPs Advanced components, but until we have the menu system worked out, that side of things won't be going forward. 

The NWM isn't tied down as much on that front, though it's progressing nicely and may be part of the NAM Version 30 release cycle.

Quote from: godjcjk12 on January 23, 2011, 06:32:50 PM
Will there be any enter/exit ramps that approach/stem from the left for RHD RHW-4,-6, and so on?

As Tracker mentioned, there already is for the RHW-4 and 6C.  6S and 8S/10S versions are planned as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on January 24, 2011, 01:19:28 PM
Quote from: Shadow Assassin on January 24, 2011, 08:04:17 AM
No, this one would be FARfetched:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F1940%2Ffarhw6ccomplete.jpg&hash=28849b64bf0415a7328efa3af86bf7a86f3403af)

Oh, and...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F2481%2Frhw6cbridge.jpg&hash=d3441ab3df06491119ea9f3e02b3d33a39834cc4)

Very good job

I have trying a similar bridge like you, but I have no time to finish this  ()sad()

Quote from: pierrebaptiste on October 27, 2010, 11:25:55 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5835%2Fsanstitre2sts.png&hash=f8e7d9de1a6d2a2b801b4c09e313f390cee48de8) (http://img14.imageshack.us/i/sanstitre2sts.png/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F5944%2Fsanstitreflz.png&hash=fc3d199805ad89a77a0e1dd619ff345b3884157b) (http://img251.imageshack.us/i/sanstitreflz.png/)



Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 24, 2011, 02:45:52 PM
Shadow Assassin, I love everything you've dumped on us, but I see a little alignment issue with the MIS TuLEP piece...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 24, 2011, 02:53:37 PM
That would actually be my fault :-[ I made those using bad texture specs, so, yeah, that'll be fixed by release hopefully. As a side note, straight from the developer's desk...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fdraggable01.jpg&hash=880fbae62e46a36e3bab89930035cedec6fe8127)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fdraggable02.jpg&hash=3289b31516a940eb6719adc68de519c6689d181d)

Poof!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-jan._3__001293835682.png&hash=6a1935c6d7571b981805ab6aac23252a9c731b9c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-jan._3__001294016299.png&hash=7ece573958e0e852e2b9e8f07487762f5dbee2ca)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-aug._19__001295280045.png&hash=8aca27fb8f51640cc59dde84b00a2920a6657752)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 24, 2011, 03:06:47 PM
As an aside, when will the retextured roads be released to the public? As a part of NAM 30?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 24, 2011, 03:15:53 PM
Quote from: Shadow Assassin on January 24, 2011, 08:04:17 AM
No, this one would be FARfetched:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F1940%2Ffarhw6ccomplete.jpg&hash=28849b64bf0415a7328efa3af86bf7a86f3403af)

AAAHHH!!! You cannot be serious!!! I had the same exact idea!!!  :o :o :o (All that's missing is an FA barrier.)

Quote from: Shadow Assassin on January 24, 2011, 07:45:27 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F9474%2Fdemointerchange.jpg&hash=f94f1005707083c6f0581259a17f7bdda183a253)

Now, who can tell me what's new in this? ;)

I can tell what's obvious: More E-Ramps and more FARHW curves (like FA to Diag), just what the current FARHW is missing. However, as Tracker said, the MIS TuLEP pieces are, ironically, MISaligned. :D

Quote from: Tracker on January 24, 2011, 03:06:47 PM
As an aside, when will the retextured roads be released to the public? As a part of NAM 30?

The V5-spec RHW Textures? They'll be a part of the next version of RHW. It also says so in the FAQ.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 24, 2011, 03:49:37 PM
MISaligned  :D :D  Love it

All cheesiness aside, great work Daniel!  &apls &apls  Those FARMIS transitions were direly needed and the FARHW6C is something I'd hoped for as well! It'd be cool to see a transition from the FARHW6C to ortho RHW6S, or RHW6S with a 1-tile median....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on January 24, 2011, 04:14:03 PM
Quote from: Tracker on January 24, 2011, 03:06:47 PM
As an aside, when will the retextured roads be released to the public? As a part of NAM 30?

Actually, I think that Tracker here is talking about this (http://sc4devotion.com/forums/index.php?topic=252.msg346038#msg346038) texture mod by superhands. I honestly don't know when that is coming out. I'm not even sure if it will be included in the NAM. Sorry. I'd personally would like to know, too, as I am very interested in this texture mod.

Regarding the RHW development, everything is looking fantastic! From the new FAR pieces to the TuLEPs, it's all very exciting! :D Keep up the great work, everyone! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2011, 04:17:51 PM
It's still planned to be released and is in good shape.  We're just not quite sure what form it'll take upon release yet, but it's currently planned for the next release cycle in some form.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 24, 2011, 04:28:09 PM
Quote from: Nego on January 24, 2011, 04:14:03 PM
Actually, I think that Tracker here is talking about this (http://sc4devotion.com/forums/index.php?topic=252.msg346038#msg346038) texture mod by superhands. I honestly don't know when that is coming out. I'm not even sure if it will be included in the NAM. Sorry. I'd personally would like to know, too, as I am very interested in this texture mod.

Regarding the RHW development, everything is looking fantastic! From the new FAR pieces to the TuLEPs, it's all very exciting! :D Keep up the great work, everyone! &apls &apls &apls

That's what I meant. I really like the realistic end-of-road textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on January 24, 2011, 05:24:43 PM
Quote from: Tracker on January 24, 2011, 05:38:34 AM
There is an inside exit ramp for RHW-4 and an 6C to 4 and 2 transition (which I have made tight exits with...will have to post a picture soon).

Check out Haljackey's RHW interchange guide. I made a tutorial using the 6C>4 and 2 transition (it's called FLUPs Left-exit/Entrance Diamond) for a diamond interchange (although it is kind of like a SPUI as it utilizes only one intersection).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on January 25, 2011, 12:07:25 AM
I would opt for at least a year-long stop of developing the RHW ... 'cause actually I don't have time to play because I'm busy with downloading all the new stuff that is available regularly ...  :P


Great stuff that you're producing!!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on January 25, 2011, 09:30:01 AM
Quote from: Blue Lightning on January 24, 2011, 02:53:37 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fdraggable01.jpg&hash=880fbae62e46a36e3bab89930035cedec6fe8127)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fdraggable02.jpg&hash=3289b31516a940eb6719adc68de519c6689d181d)

Poof!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-jan._3__001293835682.png&hash=6a1935c6d7571b981805ab6aac23252a9c731b9c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-jan._3__001294016299.png&hash=7ece573958e0e852e2b9e8f07487762f5dbee2ca)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-aug._19__001295280045.png&hash=8aca27fb8f51640cc59dde84b00a2920a6657752)

:o That is amazing! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 25, 2011, 10:05:08 AM
That's awesome work, Vince!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on January 25, 2011, 01:58:49 PM
Very nice to see more options for RHW ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on January 26, 2011, 02:24:59 PM
I think I might have just seen the RHW-6Coolest thing I've seen this month.  Not only is the FAR stuff very good, but the RHW TuLEPs are looking fine as well.  Nice work, Vince and SA!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 27, 2011, 05:21:22 PM
I would just like to point out two small problems I have noticed:
With a diverging diamond interchange, cars turning left onto the RHW will be stopped at the stoplight at the second DDI puzzle piece they drive through, even though there's seemingly no reason for them to stop at that light because they are not crossing opposing traffic there and are the only cars turning into that lane.
Also, does everyone get sidewalk base textures under all the diagonal RHWs except for RHW-4?  I'm sure this isn't how it is supposed to be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aaron Graham on January 27, 2011, 06:45:30 PM
I love the roads. &Alps &Alps I wonder How you make those stoplights, I would love to make some with the light working on them and some street lights. Is there a tutoral on how to make/ mod street lights, stoplights.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2011, 11:19:11 PM
Quote from: Moonraker0 on January 27, 2011, 05:21:22 PM
I would just like to point out two small problems I have noticed:
With a diverging diamond interchange, cars turning left onto the RHW will be stopped at the stoplight at the second DDI puzzle piece they drive through, even though there's seemingly no reason for them to stop at that light because they are not crossing opposing traffic there and are the only cars turning into that lane.
Also, does everyone get sidewalk base textures under all the diagonal RHWs except for RHW-4?  I'm sure this isn't how it is supposed to be.

I've just checked it out to see what was going on.  It looks like it's a stop point positioning issue--I'll see what I can do to correct it.  I remember I did have to do a few odd things with the directionality on the stop points to get them to work properly (even though Avenue traffic is, in theory, moving east-west through the piece, one pair of stop points had to be set up north-south in order to get them to operate on two phases).

Edit: Appears they're all set to east-west.  Having them all east-west poses some synchronization issues, so that'll definitely need to get fixed.  And I probably wouldn't have noticed that had it not been for your report, so thank you! :)

The diagonals for the RHW-2 and MIS should be wealthified in the current release in addition to the RHW-4, but the wider RHW diagonals in their draggable forms don't, so they would be giving off sidewalk textures.  There also appears to be some issues with the IID logistics on the RHW-6C diags, which can cause some weird stuff if mid/high density zones are touching them.

Quote from: Aaron Graham on January 27, 2011, 06:45:30 PM
I love the roads. &Alps &Alps I wonder How you make those stoplights, I would love to make some with the light working on them and some street lights. Is there a tutoral on how to make/ mod street lights, stoplights.

Blue Lightning wrote something up on that end awhile back in the Traffic Signals in SC4 (http://sc4devotion.com/forums/index.php?topic=5136.msg265392#msg265392) thread. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Aaron Graham on January 28, 2011, 05:43:04 AM
Thank you so much Tarkus for answering my question. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on January 28, 2011, 05:46:21 AM
Speaking of which, I'm using a small set of RHW-6C diags (not very much) and one of the curves seems to be misaligned...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 28, 2011, 01:15:50 PM
An update on the whole DDI stop points situation Moonraker0 mentioned.  I've been attempting to move them around some, but the stopping at the beginning of the tile behavior doesn't really seem to be easily correctable.  The stop points are actually well past the ramps onto the RHW, but no matter how much they're moved, they still stop at the edge of the tile.  The piece needs to be repathed to fit with the new textures better, anyways, so I'll probably make some more drastic changes to the pathing and see if that will make a difference.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 30, 2011, 08:15:28 PM
Three-Level Cloverstack Interchange:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F2899%2Fclipboard01fn.jpg&hash=15d1c9514f481f6ab8b41145f8e2bc33bc3b39db) (http://sc4devotion.com/forums/index.php?topic=6843.msg364352#msg364352)

Want to learn how to make it? Head over to the RHW Interchange Guide (http://sc4devotion.com/forums/index.php?topic=6843.msg364352#msg364352) and check out the latest tutorial!


I'm liking the progress I'm seeing here. Keep up the great work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on February 02, 2011, 04:51:05 PM
The interchange is very nice!  &apls &apls
Can you make a four-level stack?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 02, 2011, 05:55:38 PM
I don't see why not.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FDevlin%2FInterchangesection%2Finterchange3-jul._8__101274305681.jpg&hash=643d5033c80ba9a93b2669da98e66a28d74798a2) (http://www.majhost.com/gallery/vz1234512/Devlin/Interchangesection/interchange3-jul._8__101274305681.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 02, 2011, 08:49:01 PM
Quote from: Blue Lightning on February 02, 2011, 05:55:38 PM
I don't see why not.

Nice job! It's really compact too.
-Only problem is that you have to "double sink" one of the RHWs to create the 4th level, otherwise you're essentially creating an intersection underground.

Just wait until double-deck RHW pieces are released, similar to the double-decker elevated and monorail pieces...  &scl()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on February 07, 2011, 01:27:17 PM
I noticed that these pieces below do not appear to have paths, as I can't use UDI over the pieces with snap to roads set on and doing UDI with snap to roads set to off, it acts like I'm driving off road.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FOther%2Fscreen_shot_2011-02-07_at_4.14.41_pm.jpg&hash=d7728c4d9dfa2cc0efa2aee25483c2740c1028d0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNego16%2FSimCity%2FOther%2Fscreen_shot_2011-02-07_at_4.14.24_pm.jpg&hash=dc43f65d7843e8df495545dced0e798f736dff94)

This may have been reported before, but I'm not sure if it had been and if it was fixed yet...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 08, 2011, 06:09:35 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F3388%2Frhw6chovlanes.jpg&hash=09431db28d02bd61d441a0356c8fee2ad921f7d9)

Now to keep people entertained as I churn out new puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on February 08, 2011, 06:13:19 AM
 :shocked2:
The next RHW release is going to be awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on February 08, 2011, 06:17:32 AM
Nice!!!!!!!  :thumbsup: :thumbsup: Excellent progress  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 08, 2011, 06:25:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F8643%2Fwondersofphotoshop.jpg&hash=36781d5a8345963e69b53fa6913a98d8f6ee69f9)

And let's have some fun with PS, shall we?

Note that that's merely a 6C + HOV overlay pasted on top of a 6C bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on February 08, 2011, 06:42:22 AM
 :o :o :o :o :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on February 08, 2011, 10:36:04 AM
Hello , the bridge system with HOV line is a very good job  &apls  &apls

There are 5 months , I have evocated this  idea of HOV line . I have tried to realised a bridge system for RHW 6 S but , I have no time finish this .

I follow your project with bridge system with attention  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on February 08, 2011, 12:16:49 PM
Quote from: Shadow Assassin on February 08, 2011, 06:09:35 AM
http://img204.imageshack.us/img204/3388/rhw6chovlanes.jpg (http://img204.imageshack.us/img204/3388/rhw6chovlanes.jpg)

Now to keep people entertained as I churn out new puzzle pieces.

Oh, cool! New FAMIS pieces! Plus (Most likely PhotoShopped) HOV puzzle* and/or cosmetic pieces. That's awesome! ;D Keep up the great work! &apls

*I say puzzle pieces because you could use puzzle pieces in the center of a RHW-6C to make it so that only busses coud drive in the center lanes. Huh? Huh? &scl()
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 08, 2011, 02:17:09 PM
Quote from: Nego on February 08, 2011, 12:16:49 PM
Oh, cool! New FAMIS pieces! Plus (Most likely PhotoShopped) HOV puzzle* and/or cosmetic pieces. That's awesome! ;D Keep up the great work! &apls
Uh uh... Not Photoshopped. These are real. I've created them just a few weeks ago, along with a few other cosmetic puzzle pieces...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7821%2Frhwcp05.jpg&hash=3dfa624ca7cea17975bcdf6b5fc03357f7aa0003)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F4042%2Frhwcp03.jpg&hash=184a79e6523cd10570b46d75625a1a9915481d91)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7706%2Frhwcp04.jpg&hash=fd1c1f38c91a521a9d724a4eb747746b44bec677)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F4828%2Frhwcp06.jpg&hash=f5f147ccb45c0b0ca9f316653cdefd3084d7e9f6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F3411%2Frhwcp02.jpg&hash=cd4308cf376f57db94b029df6c1ca33b288e4134)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F662%2Fcp1lk.jpg&hash=5833052d3e5ed83aa5605967b81a8d19ae47b6f6)

Oh, and the best part is: you can choose arrow styles independent from the underlying textures. You may wonder "how is this possible?". Well, the arrows are currently integrated in the textures, but in the future release of the RHW (and quite possible the same applies for the TuLEPs) the arrows are located in seperate models floating above the road surface. This saves texture IIDs, we can use the same arrows (currently 6 in total per style) over and over again and the arrow style is independent of the underlying texture. These are the arrow styles you can choose from:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F8281%2Frhwarrowstyles.png&hash=eb5da0cf9fa2240d0544cd8fd717e2dbabf7c02e)

If someone has a idea for another arrow style, please post ;)

Well, that's enough teasing for today...

Best,
Maarten

Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on February 08, 2011, 03:17:05 PM
Speechless  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on February 08, 2011, 03:29:11 PM
I love all of the new cosmetic peices, and using T21s S3D overlays was a great idea! :thumbsup: Excellent work, mrtnrln! &apls &apls &apls I also like seeing ones for the RHW-6C. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2011, 03:52:57 PM
Actually, they're not T21s.  They're S3D overlays.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on February 08, 2011, 08:12:37 PM
Okay, so here a list of we can look forward in the next release(s):

HOV lanes
More Brigades
More cosmetic puzzle pieces
-choose arrow styles
Elevated RHW-6
More FARHW pieces
2+1 RHW
Splitters
New Textures

Did I get it all?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2011, 08:53:05 PM
Quote from: Nego on February 07, 2011, 01:27:17 PM
I noticed that these pieces below do not appear to have paths, as I can't use UDI over the pieces with snap to roads set on and doing UDI with snap to roads set to off, it acts like I'm driving off road.

A couple of hidden features, there.  Thanks for reminding me to path those. ;D

Quote from: Fresh Prince of SC4D on February 08, 2011, 08:12:37 PM
Okay, so here a list of we can look forward in the next release(s):

HOV lanes
More Brigades
More cosmetic puzzle pieces
-choose arrow styles
Elevated RHW-6
More FARHW pieces
2+1 RHW
Splitters
New Textures

Did I get it all?

I'm assuming "brigades" was supposed to be "bridges"? ::)

That's a pretty good summary of what we've shown here so far, though the ERHW-2 has also been confirmed here in this thread.  Of course, there's quite a bit we haven't shown yet, and may not show for awhile, as it's rather "outré". 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on February 11, 2011, 10:43:50 AM
what does MUTCD mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 11, 2011, 10:56:34 AM
Manual on Uniform Traffic Control Devices. It's a document contain norms and standards of the road networks in the United States.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Muko on February 11, 2011, 11:54:01 AM
hi all i like this alot and ive yousing it to upgade my citys so thay can handle more trafik but i think one thing i missin (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F9115%2Fgasstationrhw.th.jpg&hash=5c84f6f946b989c5270267398341f235b4b9fdd1) (http://img201.imageshack.us/i/gasstationrhw.jpg/) The image is a bit small thog. http://www.q8.dk/Butik/Find+tankstation/station/5492/Kildebjerg+Nord+Motorvej.aspx direct to the image i copyed its bigger and you can zoom.

RHW Gasstation to connect with the sliproads.

This stations wery in sics and wath thay can offer a list below.

Resturants
Motel
Truck Reststop
Carparking
Camper Reststop
playgrounds for kids
and so on

a thing to plan in the roadtrip.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on February 11, 2011, 01:57:02 PM
If RHW service centres existed, that would be great...
Any chance that the following on/off ramps and transitions will be made?:

By the way, will the HOV lanes be functional or cosmetic?
Also, can you make a 1-tile wide (per direction) RHW-6S? If you can put 4 lanes in one tile (as seen in the upcoming NWM NMAVE-4), why can't you make 3 tiles plus 2 half-lane-wide shoulders in one tile?
How will RHW-6C bridges be constructed, since an RHW-6C is 3 tiles wide?

-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 11, 2011, 02:38:33 PM
Quote from: gooper1 on February 11, 2011, 01:57:02 PM
If RHW service centres existed, that would be great...

They do, but they're for older versions of the RHW (1.2). You can make some yourself by zoning low density commercial along a OWR connected to MIS on-off ramps.

Quote
Any chance that the following on/off ramps and transitions will be made?:

  • RHW-6S/RHW-8S Style-C and D ramps
  • RHW-8S/RHW-10 Style-C and D ramps
  • RHW-8S transition to RHW-6S with RHW-4 offramp
  • RHW-10 transition to RHW-8S with RHW-4 offramp
  • RHW-10 transition to RHW-6S (on right side) and RHW-4 (on left side)
  • RHW-6S transition to NWM OWR-3
  • RHW-8S transition to NWM OWR-4
  • RHW-10 transition to NWM OWR-5

I believe all these are in the works except for the NWM pieces. They would be a useful addition though!

QuoteBy the way, will the HOV lanes be functional or cosmetic?
Also, can you make a 1-tile wide (per direction) RHW-6S? If you can put 4 lanes in one tile (as seen in the upcoming NWM NMAVE-4), why can't you make 3 tiles plus 2 half-lane-wide shoulders in one tile?
How will RHW-6C bridges be constructed, since an RHW-6C is 3 tiles wide?

HOV lanes are functional, but they just act like a general road network. (Trucks, buses and cars can use them.)

The RHW-6S is now one tile wide. See this picture below. Note how open grass areas are next to the RHW-6S. I left an extra tile for right of way (accel/decel lanes for ramps).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F6434%2Faragothjun1909129723516.jpg&hash=c24d5946669e36a1e4c12c5593dda0fece9b7d13)

RHW-6C bridges are in the works.

Hope I helped answer your questions!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 11, 2011, 02:40:05 PM
Quote from: Muko on February 11, 2011, 11:54:01 AM
hi all i like this alot and ive yousing it to upgade my citys so thay can handle more trafik but i think one thing i missin (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F9115%2Fgasstationrhw.th.jpg&hash=5c84f6f946b989c5270267398341f235b4b9fdd1) (http://img201.imageshack.us/i/gasstationrhw.jpg/) The image is a bit small thog. http://www.q8.dk/Butik/Find+tankstation/station/5492/Kildebjerg+Nord+Motorvej.aspx direct to the image i copyed its bigger and you can zoom.

RHW Gasstation to connect with the sliproads.

This stations wery in sics and wath thay can offer a list below.

Resturants
Motel
Truck Reststop
Carparking
Camper Reststop
playgrounds for kids
and so on

a thing to plan in the roadtrip.


Although it's a nice idea, this would not be the task of the NAM Team to create this. I also had plans to make these kind of service stops, but I have so much other projects going on that I can't handle another...

Quote from: gooper1 on February 11, 2011, 01:57:02 PM
If RHW service centres existed, that would be great...
Any chance that the following on/off ramps and transitions will be made?:

  • RHW-6S/RHW-8S Style-C and D ramps
  • RHW-8S/RHW-10 Style-C and D ramps
  • RHW-8S transition to RHW-6S with RHW-4 offramp
  • RHW-10 transition to RHW-8S with RHW-4 offramp
  • RHW-10 transition to RHW-6S (on right side) and RHW-4 (on left side)
  • RHW-6S transition to NWM OWR-3
  • RHW-8S transition to NWM OWR-4
  • RHW-10 transition to NWM OWR-5

The first item of your list is quite likely to end up in the next version. I made it functional again a while ago, but since there are significant changes in the RHW files, like pathing and textures, these pieces need to be revamped. The second item on your list would also be a nice gap filler.

The transistions are however quite uncommon (but still nice) and the RHW-to-OWR-transistions are not likely to happen, since the both have different profiles. However, I do like to see a RHW-6C to AVE-6 transition and a ARD-3 to RHW-3 transistion (the new RHW-3 has the same profile as the ARD-3).

Quote from: gooper1 on February 11, 2011, 01:57:02 PM

By the way, will the HOV lanes be functional or cosmetic?

In their current form they are purely cosmetic.

Quote from: gooper1 on February 11, 2011, 01:57:02 PM
Also, can you make a 1-tile wide (per direction) RHW-6S? If you can put 4 lanes in one tile (as seen in the upcoming NWM NMAVE-4), why can't you make 3 tiles plus 2 half-lane-wide shoulders in one tile?

You mean like this? (bottom right)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2510%2Fcp2e.jpg&hash=98653dd04151a8b03a0d098de56c7cd5e0873d45)

The cosmetic pieces are already there, we now just need some ramp setups for them...

Quote from: gooper1 on February 11, 2011, 01:57:02 PM
How will RHW-6C bridges be constructed, since an RHW-6C is 3 tiles wide?

That also a mystery to me. I'm very curious...  ;)

Best,
Maarten.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 11, 2011, 02:56:09 PM
Quote
How will RHW-6C bridges be constructed, since an RHW-6C is 3 tiles wide?

Magick. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on February 12, 2011, 06:15:07 AM
OMG are you guys trying to get me back playing SC4..... $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 12, 2011, 11:12:45 AM
Quote from: Nexis4Jersey on February 12, 2011, 06:15:07 AM
OMG are you guys trying to get me back playing SC4..... $%Grinno$%

Its one of those games you always come back to.

New content and releases of things like the RHW also help keep the game "fresh".
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on February 12, 2011, 12:06:50 PM
Quote from: Tarkus on February 08, 2011, 08:53:05 PM

I'm assuming "brigades" was supposed to be "bridges"? ::)

-Alex

Yes, I would like large brigades spamming mine walters.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on February 12, 2011, 01:25:35 PM
Quote from: Haljackey on February 12, 2011, 11:12:45 AM
Its one of those games you always come back to.

New content and releases of things like the RHW also help keep the game "fresh".

SimCity 4 is still alive after eight years. Mario Kart Wii is already dying after two and a half (no custom content).
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on February 12, 2011, 04:00:18 PM
As always, much thanks to Tarkus and the rest of the NAM Team on all the work and effort put into the RHW and other projects.  &apls .There's no question that great things are in store for the next version. I was wondering about HEMIS if that's what it's called. Just recently, I was persuing through some of the old NAM forums and came upon its development. It looked really promising...Will HEMIS ever be incorprated into the RHW like the Higher Elevated Rail? Hope you know what I'm referring to. Anyways, once again much appreciation  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 12, 2011, 04:18:05 PM
HEMIS, like all the multi-level networks, is intended to be included in RHWv5, so probably not the next version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 12, 2011, 04:39:22 PM
@ godjcjk12 - Not sure if you came across it in your perusing but besides HEMIS (30m elevated), 7.5m & 22.5m networks are planned as well  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 12, 2011, 05:10:00 PM
HEMIS probably won't be called HEMIS upon release.  It'll probably be L4 EMIS, with L4 standing for "Level 4".

Here's how the levels work:
(L0 = Ground)
L1 = 7.5m (planned)
L2 = 15m (existing)
L3 = 22.5m (planned)
L4 = 30m (planned)

The thinking is that it'll be easier to navigate a simple level system rather than a series of even more acronyms.  (Even as much as I like acronyms . . . ::))

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 12, 2011, 06:12:19 PM
I myself am rooting for...
(Ground) - 0m
KSNRTHRHW (Kinda Sorta Not Really That High RHW) - 7.5
ERHW - 15m
SHBNQHRHW (Somewhat Higher But Not Quite High RHW) - 22.5
HMTIHRHW (Holy Moly That is High RHW) - 30m

:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on February 12, 2011, 06:25:25 PM
Quote from: Blue Lightning on February 12, 2011, 06:12:19 PM
I myself am rooting for...
(Ground) - 0m
KSNRTHRHW (Kinda Sorta Not Really That High RHW) - 7.5
ERHW - 15m
SHBNQHRHW (Somewhat Higher But Not Quite High RHW) - 22.5
HMTIHRHW (Holy Moly That is High RHW) - 30m

:P
$%Grinno$%  :thumbsup:
Funny!
I agree with Tarkus with the L1, L2, etc. stuff.
I was wondering if I would be able to stack EMIS's so I can make a stack?

-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 12, 2011, 07:37:12 PM
Quote
I was wondering if I would be able to stack EMIS's so I can make a stack?

You will.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on February 13, 2011, 03:45:36 AM
Quote from: Blue Lightning on February 12, 2011, 06:12:19 PM
I myself am rooting for...
(Ground) - 0m
KSNRTHRHW (Kinda Sorta Not Really That High RHW) - 7.5
ERHW - 15m
SHBNQHRHW (Somewhat Higher But Not Quite High RHW) - 22.5
HMTIHRHW (Holy Moly That is High RHW) - 30m

:P
:P :P :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on February 13, 2011, 06:46:22 AM
Quote from: Blue Lightning on February 12, 2011, 06:12:19 PM
I myself am rooting for...
(Ground) - 0m
KSNRTHRHW (Kinda Sorta Not Really That High RHW) - 7.5
ERHW - 15m
SHBNQHRHW (Somewhat Higher But Not Quite High RHW) - 22.5
HMTIHRHW (Holy Moly That is High RHW) - 30m

:P

"...And in this interchange I have used HMTIHRHW and SHBNQHRHW over normal ground RHW to create a nice stack. Here we can also see EHRW passing over KSNRTHRHW and then passing under SHBNQHRHW, finally changing to HMTIHRHW to go over another SHBNQHRHW and finally merging down with KSNRTHRHW." :P :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on February 16, 2011, 11:25:09 AM
Quote from: mrtnrln on February 08, 2011, 02:17:09 PM
If someone has a idea for another arrow style, please post ;)

The UK has it's own quite unique direction arrows which may be a good addition:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7279%2Fexamph.png&hash=436ba82bf1a8beccf881a6c4e32ee69b187b4636) (http://img15.imageshack.us/i/examph.png/)

also if anyone is intrested you can find a great directory of UK road signs, markings and cat's eyes here:
http://www.direct.gov.uk/prod_consum_dg/groups/dg_digitalassets/@dg/@en/@motor/documents/digitalasset/dg_191955.pdf

thank you, John
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 16, 2011, 11:28:07 AM
^^ Well, currenlty DUKA style fits best. But maybe I can try to make another set...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lukis1994 on February 16, 2011, 01:11:06 PM
Is there going to be an option to pick which arrow set to have, that would be awesome.  :D
If not i recon the Aussie one would be best as its simplest looking, and as im aussie i see them all the time.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 16, 2011, 02:11:07 PM
Quote from: Lukis1994 on February 16, 2011, 01:11:06 PM
Is there going to be an option to pick which arrow set to have, that would be awesome.  :D
If not i recon the Aussie one would be best as its simplest looking, and as im aussie i see them all the time.  :P

Yes, the arrow sets will be in separate .dat files and you'll be able to select which one you want.  There's probably going to be integration with the TuLEPs system as well . . . I still need to ascertain just how we're going to propagate the arrows in the distribution scheme.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: travismking on February 16, 2011, 02:13:22 PM
wow thats a lotta big words in that last sentence, anyway, good news, as more customization is always a good thing
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 19, 2011, 07:24:11 PM
I think I'll go with the Aussie style.

Also, did I just see TLAs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 20, 2011, 07:15:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fa041be42138236a4d6d38436016871b7.jpg&hash=e0b86850ce6dcac72274487d923d45ccc38764d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F702003a480b7710be8deb38f128b8b86.jpg&hash=3ec2d252767277cc3baaad93955342b3f7b4b250)

;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on February 20, 2011, 07:35:18 AM
Inside FAR ramps :o FAR MIS to RHW4 transitions :o :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 20, 2011, 08:13:46 AM
Oh yeah! That will definitely help to create C/D-freeways ;) Way to go!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on February 20, 2011, 08:28:57 AM
Quote from: Shadow Assassin on February 20, 2011, 07:15:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fa041be42138236a4d6d38436016871b7.jpg&hash=e0b86850ce6dcac72274487d923d45ccc38764d0)
;D
Eureka!
Title: Re: RHW (RealHighway) - Development and Support
Post by: louistsw on February 20, 2011, 09:21:36 AM
Just waiting for ;D ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: The Last Citybuilder on February 20, 2011, 11:04:38 AM
I like the NAM and stuff, but I am a little bit confused...
Because I have never seen bridges on land(viaduct purpose) that are 15+ m high (except when triple stacked), here in the Netherlands the most common height is max. 5 m.

Why isn't that height used in the NAM, in my eyes that will look far more realistic.


- Q
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on February 20, 2011, 11:08:33 AM
@ Shadow Assassin:  :o That looks amazing..!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 20, 2011, 12:19:34 PM
Awesome work Shadow Assassin! I don't know if simcity gets much better than that special place where FA & RHW meet  :D

@ The Last Citybuilder - I strongly agree with you on the 15m height being way too high. There are projects in the works involving 7.5m elevated networks which for me is really a perfect height. Here's why:

1. The scale of SC4 is generally 10-15% off so 15m isn't quite as high as it sounds like.
2. Bridges/viaducts have a decent amount of thickness to them so 7.5m wouldn't mean that the ceiling above you is 7.5m high.

I'll be hoping with you that these "half-height" networks show up in the near future!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mtg on February 20, 2011, 01:00:53 PM
QuoteI'll be hoping with you that these "half-height" networks show up in the near future!

they will!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 20, 2011, 02:12:23 PM
Quote from: The Last Citybuilder on February 20, 2011, 11:04:38 AM
I like the NAM and stuff, but I am a little bit confused...
Because I have never seen bridges on land(viaduct purpose) that are 15+ m high (except when triple stacked), here in the Netherlands the most common height is max. 5 m.

Why isn't that height used in the NAM, in my eyes that will look far more realistic.


- Q
That's excactly my opinion too, but I have some things to add.

First, SimCity4 squashes the height, making objects look a little less tall than they really are. 7.5m would be a good approximation of a 5m viaduct.

Second, there are plans to make such lower viaducts. All current viaducts are recently classified as L2 (level 2 or +15m). L1 viaducts (+7.5m) are in development, and there are further plans to create also L3 (22.5m) and L4 (30m) viaducts.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ciuu96 on February 20, 2011, 02:34:59 PM
@ SA

Whoa, those pieces look great! Really nice work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 20, 2011, 02:44:43 PM
I know that I started  doing  elevated  RHW-6 and I'd love to show me clover intersection  RHW-C6  with other RHW-6. Otherwise, future local lanes look amazing.

All the best guys
- Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on February 20, 2011, 03:50:24 PM
@ Shadow Assassin: That's going to be so useful! Great work! &apls &apls &apls The FARHW and FAMIS is really coming along! Can't wait for more. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 20, 2011, 04:19:42 PM
A little more on the whole elevation thing, to add to what Noah and the Maartens have said.  The general advice in the SC4 modeling/BATing community is that things should be upscaled 130% on height, as otherwise, they'll look squashed in game.  5m * 1.3 = 6.5m.  The ERHW and EMIS models have a 1m substructure, so the low point on a 7.5m high model will be 6.5m.  It works out perfectly.  Go any lower than that, and you also risk having taller automata clipping the bottom--I decided to play "ERHW Limbo" back in 2009, and this was the result of an actual 5m ERHW: 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F9264%2Frhw051420092.jpg&hash=6773d28fd9335493c28b9a06fa2879515fa60165)

As you can see, the Maxis freight trucks are ghosting through the entire substructure.    The tallest automata models I'm aware of are some of the Swamper77/jestarr intermodal rail cars, which are 5.375m high, which would result in penetration through the road surface itself on a 5m model, but with 7.5m, the rail cars still have 1.125m of clearance before hitting the substructure.

redlotus designed many of the original Elevated Viaduct content included in the NAM (it was initially in one of his pre-NAM "bugfixes" from 2004).  He made the decision to go with the 15m height (15.5m on Rail-type networks, actually), because it fits with the game's default elevated networks.  The existing Elevated Rail and Monorail are at 15.5m in height.  Most of the Maxis Elevated Highway base network pieces generally have their paths at 15.7198m.

In addition to L1 ERHWs at 7.5m, there are plans to produce other viaduct content at this height at some point in the future.  In case anyone's wondering, we're not going to produce anything higher than L4 (30m), as even with the 130% scaling taken into consideration, that's still a little higher than the ramps in the Dallas High-Five Interchange (which, as I recall, top out at 75ft/22.8m--at 130% scale, that's 29.725m). 

The L1 content won't be in the next release, but it's certainly possible that it'll make it into a 4.x series release.  Speaking of 4.x series releases, even beyond the FARHW content and the other new features you've seen here, I may have an ace or two up my sleeve.  Not ready to show my cards, though. $%Grinno$%

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 20, 2011, 04:45:01 PM
One more thing to sweeten the pot.

The elevated RHW-2 has made significant progress:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F1249%2Fclipboard01zyt.jpg&hash=5954756d38dcdf0248942ff57dbab78ad8d7ab45)

SA: Pure awesomeness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 20, 2011, 05:29:58 PM
If we can't go any higher than L4, why not go underground? A six-level stack could be achieved, if one of the levels is tunnel-based. (Just saying... ;) )

Now if THAT (Refer to Tarkus's picture) were to happen in RL, THIS http://www.youtube.com/watch?v=oKJTZwjvmj8 would happen. :D

It amazes me to see how far RHW has gone since... RHW 3.0. (I started looking at all the progress on the forums since 3.0.) Whatever happened to "RHW-8C isn't possible since its shoulders would make it take up five tiles"? Simple: Overhanging shoulders. I doubt that was foreseen when 8C was first brought up...

Now, this concerns the FARHW stuff: We got ONE transition down, thanks to SA... What about FARHW Ramps? (Not Ortho E/F ones...) Let's see: A/C ones (Parallel to FARHW, duh; Footprints for them would be tricky...), and B/D ones (They'd branch out diagonally in one orientation, but orthogonally in another orientation). E/F ones are tricky... Unless another degree of FAR is developed into RHW...

Here's something that I find tricky in the C/D type ramp nomenclature:
- In the RHW-4 C/D Ramp, the beginning end is a 6S, but in the RHW-8C C/D Ramp, ITS beginning end is STILL 8C (It's actually MIS, but can convert to 8C). So should the RHW-4 C/D Ramp be a RHW-6S C/D Ramp, or should the RHW-8C C/D Ramp be a RHW-10C C/D Ramp?
- This is a conundrum that I've been foreseeing for when C/D Ramps reach the cutoff of RHW-10S, because using the original nomenclature would require a 12S for a 10S C/D Ramp (Which isn't a problem since a 12S is theoretically possible, but what happens to the 12S? It would require a 14S, yes.)

(I may just need to once again update my RHW Ramp chart once again...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on February 20, 2011, 05:54:52 PM
QuoteIf we can't go any higher than L4, why not go underground? A six-level stack could be achieved, if one of the levels is tunnel-based. (Just saying...)

But remember, the RHW can't make tunnels, and as of now, there is only FLUPs for the RHW-2. Plus, if there were FLUP pieces so that you could make a full 6-level stack, having that many FLUP pieces would take up a lot of HD space. It would also be a long tab cycle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 20, 2011, 06:29:06 PM
Quote from: Nego on February 20, 2011, 05:54:52 PM
But remember, the RHW can't make tunnels...

Not unless you use an Ave or OWR tunnel... (Remember Haljackey's three-level stack?) FLUPs are a viable option, but people can use (And have used) the OWR FLUPs as workarounds for a currently unavailable RHW-4 FLUP.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on February 22, 2011, 12:54:01 PM
SWEET ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on February 22, 2011, 02:11:31 PM
Great Job!!  ;D  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Floydian on March 01, 2011, 08:47:47 PM
I have a request for two pieces that I hope could be included in the next release or made as a plugin before that:

RHW-4 45 degree to FARHW
RHW-4 45 degree ground to elevated slope transition

Cheers
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 01, 2011, 10:09:05 PM
Quote from: Floydian on March 01, 2011, 08:47:47 PM
I have a request for two pieces that I hope could be included in the next release or made as a plugin before that:

RHW-4 45 degree to FARHW
RHW-4 45 degree ground to elevated slope transition

Cheers

The first one is confirmed for Version 4.2.  The second one's a little trickier--I wouldn't count on it happening right away, but we'll see.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 01, 2011, 10:26:26 PM
Playing with some of the new stuff... RHW-3 will be able to be used as a sort of Type-A RHW TuLEP if you want to use it that way.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fgreville-10_apr.__141298780728.jpg&hash=f11abad997dab22cdaaa2c69b86aa1b747db1378)
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 03, 2011, 08:10:32 AM
Wow..! The picture jdenm8 posted looks amazing, as do the RHW development pics!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on March 03, 2011, 04:50:12 PM
@jdenm8: Great work on the WRHW-2 and the RHW-3! &apls Can't wait to see more! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Getron on March 04, 2011, 03:59:33 AM

Having problem with the link to to "RHW Lights and Barriers"  and " RHW-6C High Mast Lighting".  &mmm
Getting message:
Not Found --  The requested document was not found on this server. -- Web Server at simtropolis.com

Anyone else evering the same problems?

Getron

Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 04, 2011, 04:04:16 AM
Actually, all of the links to the STEX will be broken since the ST7 upgrade. They'll have to be updated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 08, 2011, 07:22:28 PM
Digging through some of my archives, I found a neat old RHW intersection texture.

From RHW 2.0:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F260%2Fclipboard01ezn.jpg&hash=bbe11db539daeea159b1357bae619ce760ca5814)

Thoughts? I think this road/RHW-4 intersection looks nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on March 09, 2011, 09:15:38 AM
Hello.
Some time ago I was asked to take a picture of clover by RHW-C6 with ERHW-6. The main reason for which I'm interested in elevated networks RHW is the ability to make clovers. This is very important for me to see such a photo.

- Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 09, 2011, 10:17:29 AM
Quote from: ivo_su on March 09, 2011, 09:15:38 AM
Hello.
Some time ago I was asked to take a picture of clover by RHW-C6 with ERHW-6. The main reason for which I'm interested in elevated networks RHW is the ability to make clovers. This is very important for me to see such a photo.

- Ivaylo (Ivo)

Well the elevated RHW-6 isn't out yet so what you're requesting cannot be built. However, you can run another El-RHW-4 or El-MIS network next to your El-RHW-4 to create an additional "weave" lane for the cloverleaf. This essentially creates a collector/distributor system and reduces weaving on the cloverleaf.

Here's a picture of one such junction I made for the RHW Interchange Guide. See how to build it HERE (http://sc4devotion.com/forums/index.php?topic=6843.msg315084#msg315084).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F443%2Fnewcityoct2605126859204.jpg&hash=c78436379d89cfacd9080c376b636f824f1473db)

Hope that helps you out Ivo!
-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on March 09, 2011, 11:45:15 AM
Actually I did exactly that in mind.
On page 377 Blue Lightning had shown how they will look ERHW-6 and for that I wanted to see clover with them. I know that this project is not finished yet but I thought that NAM - team has development on it and you can make a model of such intersection.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Fr94-jan._2__001295660822.png&hash=1042caa9abc43e4edda6c1a24dbe3af09a342294)

thank you Ryan that I paid attention and tried to help

Best,
Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 09, 2011, 01:09:45 PM
The functionality in the current Alpha Build (likely to be retained in the public release of Version 4.2) does allow for an ERHW-6S to cross over an RHW-6C (and an ERHW-6C to cross over an RHW-6S).  In fact, you'll be able to cross pretty much any ground-level RHW network under the new ERHWs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F3171%2Frhw030320112.jpg&hash=1c2e231a50dab2576e2c3b047fcb3b3602756753)

However, the functionality of the ERHW-6S and 6C will be restricted to orthogonal-only overpass functionality.  There will be no diagonals and no ramp interfaces, so if you want to build an interchange between an RHW-6C and a ground RHW-6S, for instance, you'll only be able to have part of one of those networks be elevated, and will have to use the ground-level ramp interfaces followed by a ground-to-elevated transition of some sort (both will have the "ramp style" and OnSlope ground-to-el transition options) in order to build it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 09, 2011, 01:22:02 PM
Will there be any transition pieces between RHW 6S/ RHW 6C and the maxis highway?  It would be more realistic than the RHW-4 since the RHW 6S/6C and maxis highway are both 3 lanes. Also, what happen to the maxis highway that was only 4 lanes instead of 6? I believe Tarkus posted a picture of it. Finally, what about the elevated maxis highway pieces that allowed ave's under it? Someone also posted a picture of that as well. I'll try and find it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 09, 2011, 01:41:04 PM
Quote from: Opkl on March 09, 2011, 01:22:02 PM
Will there be any transition pieces between RHW 6S/ RHW 6C and the maxis highway?  It would be more realistic than the RHW-4 since the RHW 6S/6C and maxis highway are both 3 lanes.

Not in this release.  There's been talk of it amongst the development team, but I have no clue as to when it'll happen.  It's a model-based item and the fact that a Maxis Highway squeezes 3 lanes into the size of about 1.5 RHW lanes, scaling is an issue.

Quote from: Opkl on March 09, 2011, 01:22:02 PM
Also, what happen to the maxis highway that was only 4 lanes instead of 6? I believe Tarkus posted a picture of it.

Both Shadow Assassin and I have played around with that idea over the years.  The process of texturing it is not difficult, but there's a lot of path-wrangling involved, and it's kind of been a low priority thing worked on (very) intermittently over the course of about 3 years, so it's unlikely you'll see anything soon on that front.

Quote from: Opkl on March 09, 2011, 01:22:02 PM
Finally, what about the elevated maxis highway pieces that allowed ave's under it? Someone also posted a picture of that as well. I'll try and find it.

Those were part of the "Pseudo-Highway" project by ebina.  He retired from modding back in early October, hasn't been seen since, and there currently aren't any efforts underway to continue development on it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 09, 2011, 02:06:38 PM
Quote from: Tarkus on March 09, 2011, 01:41:04 PM
Not in this release.  There's been talk of it amongst the development team, but I have no clue as to when it'll happen.  It's a model-based item and the fact that a Maxis Highway squeezes 3 lanes into the size of about 1.5 RHW lanes, scaling is an issue.

Both Shadow Assassin and I have played around with that idea over the years.  The process of texturing it is not difficult, but there's a lot of path-wrangling involved, and it's kind of been a low priority thing worked on (very) intermittently over the course of about 3 years, so it's unlikely you'll see anything soon on that front.

Those were part of the "Pseudo-Highway" project by ebina.  He retired from modding back in early October, hasn't been seen since, and there currently aren't any efforts underway to continue development on it.-Alex

Oh darn. &mmm I was really looking forward to it.  I read ebina's post and he said that they had lots of pieces already completed. Is it possible that later on someone will pick up where he left off or are the pieces loss?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 09, 2011, 03:50:52 PM
Quote from: Opkl on March 09, 2011, 02:06:38 PM
Oh darn. &mmm I was really looking forward to it.  I read ebina's post and he said that they had lots of pieces already completed. Is it possible that later on someone will pick up where he left off or are the pieces loss?

He did upload a version of it to our private development depository last August, but the whole thing was still in a very experimental/proof-of-concept state then.  It's not impossible, but it's very unlikely. 

To get back on topic . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F4895%2Frhw022820111.jpg&hash=0696d344e513f8d9d44543137378bb447c9aae9e)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on March 09, 2011, 07:01:16 PM
Quote from: Tarkus on March 09, 2011, 03:50:52 PM
He did upload a version of it to our private development depository last August, but the whole thing was still in a very experimental/proof-of-concept state then.  It's not impossible, but it's very unlikely. 

To get back on topic . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F4895%2Frhw022820111.jpg&hash=0696d344e513f8d9d44543137378bb447c9aae9e)

-Alex

Twinsfan14 likes this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on March 09, 2011, 08:06:03 PM
Would it require a two-tile width or just one tile plus overhang?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 09, 2011, 08:09:49 PM
It is indeed One tile wide with an overhang. This is an older testing shot that I took a while ago, showing the two new ERHW-6es.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fzillmere-12_oct.__741291761370.jpg&hash=e7849aecaa98d35fd4d77f0a3dfbb8eb192df45f)

(The textures pictured were accurate when the screenshot was taken and the models have been modified since that Screenshot was taken.)

In other words, the models in that picture are not current, but the placement still applies.


EDIT: Bitumen viaducts are ERHW-6S, concrete viaducts are old ERHW-6C
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on March 09, 2011, 08:20:01 PM
Wait, two different styles at the same time?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 09, 2011, 08:57:25 PM
Like BlueLightning has shown in the picture below, like there are two different styles of RHW-6, there are two styles of ERHW-6.

RHW-6S and RHW-6C
ERHW-6S and ERHW-6C

Quote from: Blue Lightning on January 22, 2011, 04:48:48 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Fr94-jan._2__001295660822.png&hash=1042caa9abc43e4edda6c1a24dbe3af09a342294)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FERHW6C%2Ferhw6c-feb._9__021292881327.png&hash=289b6aa0c9a06f58b1dcac4b785891a06913df64)

Whether both or either are released in this version is still unknown.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 10, 2011, 01:47:06 PM
Quote from: jdenm8 on March 09, 2011, 08:57:25 PM
Whether both or either are released in this version is still unknown.

Currently, we're leaning toward releasing it simply for the purposes of making orthogonal-only overpasses with these networks and get some groundwork laid down.  It won't have any diagonals or ramp interfaces, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 13, 2011, 08:53:19 AM
Yes! that is a good idea. You can still make an on slope transition to ground 6S and from that an exit.

Greatly awesome off the hook job! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: simcity4ever on March 14, 2011, 11:42:54 AM
Nice new textures!

However, I need to ask you something. Can you select the ground and elevated RHW textures independently? (e.g. standard ground, concrete elevated)()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 14, 2011, 02:49:14 PM
The mod itself will likely only include the standard default asphalt set.  However, my plan is to have a separate concrete pack, which will be modularized such that you can select whether you want all concrete, concrete only on elevated sections or concrete only on ground sections.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: simcity4ever on March 15, 2011, 03:40:08 AM
Okay, that takes care of concrete. Whet about the DarkAsphalt textures? ()what()

I've seen a prototype earlier in this thread.
Quote from: Tarkus on November 27, 2010, 10:19:12 PM
Tweaked things a little bit on my dark asphalt pavement . . . does this appear to be an improvement? :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F1006%2Frhw112720104.jpg&hash=1002d115f4ea2fa018973369d82253d4a245286f)

-Alex
I was right. Those textures are what I'll choose but I'm not sure if it will be included in the next release. Nice though! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on March 15, 2011, 04:27:06 PM
Quote from: Tarkus on March 14, 2011, 02:49:14 PM
The mod itself will likely only include the standard default asphalt set.  However, my plan is to have a separate concrete pack, which will be modularized such that you can select whether you want all concrete, concrete only on elevated sections or concrete only on ground sections.

-Alex

Great, I'm glad that it is going to be optional since some highways in this area have concrete bridges, and the roadway itself is asphalt. I love all the great new updates I've seen, can't wait for it all :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on March 15, 2011, 05:24:23 PM
Quote from: rhwfanatic221 on March 15, 2011, 04:27:06 PM
Great, I'm glad that it is going to be optional since some highways in this area have concrete bridges, and the roadway itself is asphalt. I love all the great new updates I've seen, can't wait for it all :)

Actually, that is very realistic for my area too (Phoenix, Arizona). While most of the freeways have rubberized asphalt, ADOT's favorite thing, some overpasses and alignments are concrete.

BTW, the Clearview signs are growing in number in our state.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on March 17, 2011, 02:25:00 PM
Hey For the ERHW Could you Guys Add Concrete Textures :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on March 17, 2011, 02:28:27 PM
Quote from: drjumbajookiba on March 17, 2011, 02:25:00 PM
Hey For the ERHW Could you Guys Add Concrete Textures :)

Actually, they are already doing that. Example with and without concrete textures:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fzillmere-12_oct.__741291761370.jpg&hash=e7849aecaa98d35fd4d77f0a3dfbb8eb192df45f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on March 17, 2011, 02:31:00 PM
WOW That Was Quick ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on March 17, 2011, 02:42:32 PM
In my personal observation  I think  a huge  part of the work of RHW 4,2 is done but I may be wrong. So I would be very  happy  if someone  explain  to me where you got in this project  and what you have to do before you release it.

- Ivaylo
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on March 17, 2011, 04:01:28 PM
A quick question about the elevated rhw6. Is it 1 or 2 tiles wide?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on March 17, 2011, 04:18:17 PM
The RHW-6S/E is one tile with an overhang.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 17, 2011, 04:18:50 PM
Quote from: metasmurf on March 17, 2011, 04:01:28 PM
A quick question about the elevated rhw6. Is it 1 or 2 tiles wide?
Judging from the last pic, it's 1 tile wide (the support pillars slightly overhang on the road next to the RHW).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 17, 2011, 04:37:23 PM
That overhang will allow for a double deck setup with the avenue being almost fully covered... nice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 17, 2011, 04:39:10 PM
Quote from: ivo_su on March 17, 2011, 02:42:32 PM
In my personal observation  I think  a huge  part of the work of RHW 4,2 is done but I may be wrong. So I would be very  happy  if someone  explain  to me where you got in this project  and what you have to do before you release it.

- Ivaylo
Well, here's a sneak peek of the NAM Team's plan of action:
- Add new features (complete, I believe)
- Feature freeze: when initiated, no extra new features will be added and we'll finish the work what's already there to make it ready for a release. In this way we prevent that we add more and more features without finishing them or ever releasing them! This will start soon, or it's already started.
- Testing, testing and testing over and over again! This is a very important proces, since in this period most bugs pop up. Several alpha builds will be tested, each one better, more stable and more bug-free than the previous one.
- If we have a stable and quite bug-free version of all NAM related mods, we make it ready for distribution. This means adding/updating readme's, updating installers and packaging.
- We expect to release a new NAM this Spring, but I can't make any promises. It depends on how quick we can make everything ready and of course our RL situations.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 17, 2011, 04:50:03 PM
Quote from: ivo_su on March 17, 2011, 02:42:32 PM
In my personal observation  I think  a huge  part of the work of RHW 4,2 is done but I may be wrong. So I would be very  happy  if someone  explain  to me where you got in this project  and what you have to do before you release it.

There is a lot done, but there's still a considerable amount to do, too, and its been beset by most of the RHW developers having RL (myself included).  We've not yet hit the "feature freeze" and I don't think we're quite done adding/integrating them, actually.

The default North American texture set is largely done aside from minor tweaks.  There's a little bit of repathing still left to do to match up with the new, smoother alignments of certain pieces, along with giving some newer items correct pathing, plus LHD stuff.  There's a few items that are being developed that also haven't been transferred into the official alpha builds yet.  We're trying to sort through the Bridge side of things, and trying to fill in as many gaps as humanly possible to curb the "why is X included but not Y?" type questions.  There's also a few "top-secret" RHW items that we haven't shown (and won't for still awhile longer) which have also been under relatively heavy development. 

RL's going to be hitting me pretty heavy the rest of spring, too, so the best course of action is to withhold any sort of expectation as to how far along we are, or how soon the release will be.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on March 17, 2011, 05:50:10 PM
Those elevated RHW 6's will come in handy a lot for me. Especially the 6C's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 17, 2011, 08:23:45 PM
Quote from: drjumbajookiba on March 17, 2011, 02:31:00 PM
WOW That Was Quick ;D
Actually, they had already been developed for a while. This picture is a better example of the Concrete Bridges Plugin:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2FGuide%2Fnamtest_2-8_sep.__001294322436_export.jpg&hash=8706fcec8cd298a3ec3613d03db304a526b3e124)

Quote from: metasmurf on March 17, 2011, 04:01:28 PM
A quick question about the elevated rhw6. Is it 1 or 2 tiles wide?
Like I said earlier, there isn't one ERHW-6, but two. L2 ERHW-6S and L2 ERHW-6C.
In that picture, the Asphalt overpass is L2 ERHW-6S and the concrete ones are L2 ERHW-6C. Both have the same footprint as their ground-level counterparts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on March 19, 2011, 02:23:25 PM
Question: When will we be getting the type B RHW-4 to MIS Splitters and Road/One Way Road/Avenue/Rail over Diagonal MIS? I also wonder if that's really a TLA I saw a few pages back...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2011, 05:44:26 PM
Quote from: Wiimeiser on March 19, 2011, 02:23:25 PM
Question: When will we be getting the type B RHW-4 to MIS Splitters and Road/One Way Road/Avenue/Rail over Diagonal MIS?

There will be a number of new RHW-4-to-Dual-MIS and RHW-2-to-Dual-MIS splitters included in Version 4.2.  As far as the overpasses over Diagonal MIS, there's been no development on those, but we'll see.

Quote from: Wiimeiser on March 19, 2011, 02:23:25 PM
I also wonder if that's really a TLA I saw a few pages back...

You probably saw the WRHW-2 (Wide RHW-2), which looks a bit TLA-3ish.  It's a strictly cosmetic network and exists only as orthogonal puzzle pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheOC on March 19, 2011, 07:39:49 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F4279%2Frhwsucks.png&hash=250de62563b6584db107c93a951b2fb72db3f0e7)

I'm sorry, but I don't think a page-long process is really necessary just to have a simple overpass that in the end looks like garbage. Not only this, but you can fit 2 or 3 default highway-road interchanges in the amount of space you can put 1 RHW-road ramp at minimal size. If you have several-lane highways, which basically implies this could be used in big cities, how do you fit a bunch of ramps together if you're routing this through a city?

I'm sticking with the default highways. They aren't great, but at least they aren't broken.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 19, 2011, 08:43:45 PM
Give the RHW some time. It'll grow on you.

The RHW is a network designed to be realistic, not at all like the Maxis Highways which were designed for... Well, EA broke them half-way through development by making Maxis make them three-lanes wide because they originally didn't look urban enough.
The overpasses look like "garbage" because they're 5 years old. There should be new, better-looking and more flexibe ones in the next NAM, or there's a very good cosmetic mod made by Nekopanch (which I personally use) available on the Japanese site HIDE and SEEK (http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=818). (don't forget to translate the instructions)

RHW intersections are larger because they're:
A. More realistically scaled
B. Modular and more flexible
C. The massive frequency of intersections needed for Maxis Highway intersections isn't needed for RHW because of the higher speed limit and capacity.

Also:
People don't like expanding the Maxis Highway network because it is incredibly hard to do and extraordinarily inflexible.
It's time consuming to expand the Maxis Highway network. Unless it's modifying existing models, people don't want to do it because it just takes far, far, far too long. All the custom intersections for Maxis Highway in the NAM are from before the RHW rose to prominence. Not a single one has been added since (though there are going to be a few small new ones soon).

And it's not broken. It just takes patience to use.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 19, 2011, 09:19:04 PM
Quote from: TheOC on March 19, 2011, 07:39:49 PM
I don't think a page-long process is really necessary just to have a simple overpass that in the end looks like garbage.

You sure?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F8791%2Frhwoverpasssample.jpg&hash=651c036705dbea341ba6a7e0b560df8436dbcc20)
(If you can't find room to elevate one network, try elevating the other.)

This is my rendition of your same overpass. Instead of elevating the road, I elevated the highway instead, and used embankments instead of ramps. But I couldn't resist the temptation of adding various forms of eyecandy... That's one of many techniques of beautifying an otherwise ugly highway.

Follow the advice of jdenm8 and others. You can also follow many peoples examples, such as mine. The "Show us your Intersections" (http://sc4devotion.com/forums/index.php?topic=252.2180) thread, for example, has many examples of much wider RHWs being used in. There are various RHW tutorials as well; Just look in the sticky post above.

Believe me, many people felt RHW was too cumbersome to use when they first use it, even me. (You should've seen it BEFORE RHW 3.0... :D ) You just need a bit of practice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on March 19, 2011, 11:09:28 PM
How long do you think it will take before vs 4.2 will be released? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 19, 2011, 11:41:35 PM
As stated in the RHW FAQ (http://sc4devotion.com/forums/index.php?topic=990.7680#post_Q4), there is no release date or timeline for release.  No estimate either.  None of us really know.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on March 20, 2011, 01:33:38 AM
@ Tarkus :
You forgot to say "we like to surprise people"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: simcity4ever on March 20, 2011, 03:11:25 AM
Don't forget my question on the previous page. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 20, 2011, 03:14:50 AM
The Dark Asphalt textures are in much the same state as the Concrete textures I believe. Us testers are focusing getting the bugs out of the pieces (and standard textures which all of the other sets are based on) before the creators work on the different texture sets. In fact, the concrete viaduct mod hasn't been in the past few Alpha builds.

However, Tarkus is planning to have the different cosmetic mods ready on release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 20, 2011, 10:49:42 AM
I've gotten my Photoshop "Concretifier" settings perfected, I think.  I have a "Darkphaltifier" as well, though I'm not sure how good it is.  Now if I could figure out how to automate the process . . .

I've also slowly been piecing together some Euro V5-Spec textures.  Still trying to figure out how to automate the process as much as possible.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: simcity4ever on March 21, 2011, 03:36:16 AM
That also takes care of Euro. But what texture styles do those have? And what about the South African/Irish RHW textures? ()what()

I've seen a prototype of Euro and South African before.
Quote from: Tarkus on November 22, 2010, 02:18:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F1783%2Frhw112220108.jpg&hash=17394b1da6f247171015b98dd98699e45cd467c7)

-Alex
Quote from: Tarkus on November 24, 2010, 04:29:17 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7966%2Frhw112420102.jpg&hash=fa5e57a3f9ad423b4ce22c0b9044430b71400788)

-Alex
I was right. Those textures are very nice for Euro and South African players but so far I've only seen DarkAsphalt textures for those.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 21, 2011, 09:13:43 AM
QuoteI was right. Those textures are very nice for Euro and South African players but so far I've only seen DarkAsphalt textures for those.

The earlier versions of the RHW had (something close to) the North American cement textures that you see on the recent El-RHW development. However, it seemed more US highways were getting asphalt treatment, so this may have been enough motive for the RHW to be in the state that it is.

There also is the old saying, function before cosmetics, so even though it looks like a quick fix, any texture maker will tell you that its time consuming, especially when it comes to making textures having to line up properly, and fit on to different/new pieces, which I was really shocked to see so many new international versions.

That said, since there have been so many alternate RHW textures done previously, if someone really wanted to do cement styles, they could make a pass at doing them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on March 22, 2011, 08:32:48 AM
How do you make textures for the Nam and RHW ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 22, 2011, 10:37:32 AM
^^ Try this tutorial: http://sc4devotion.com/forums/index.php?topic=4140.0

But I must warn you: we're talking about hundreds of textures, so it will take a long time completing a texture set...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 22, 2011, 02:16:56 PM
Quote from: mrtnrln on March 22, 2011, 10:37:32 AM
But I must warn you: we're talking about hundreds of textures, so it will take a long time completing a texture set...

Actually, try thousands.  To be precise, somewhere in the 3000-4000 range for the RHW total, including interfaces between the RHW and other components (e.g. RAM, NWM, etc.).  My RHW-2 PNG Export folder (which contains all the default set textures for that network in PNG format) has 839 files in it.  The RHW-4 PNG Export folder has 799, and all the other networks run in the 100-400 file range, a figure which will only increase as we expand the mod.

Between the sheer size of things and much heavier RL in upcoming months, unfortunately, it's going to take a fair bit of time just to get RHW Version 4.2 with just the standard/default stuff ready for release, let alone any of these extras.  I can't make any guarantees as to what all will be available initially, and I wouldn't expect Darkphalt or South African/Irish textures right off the bat.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 22, 2011, 05:07:11 PM
Which would be great, so we could all be working and studying hard now, and after that we can all furiously build awesome looking highway with RHW4.2 =) win-win situation!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on March 23, 2011, 05:04:12 PM
I was wondering, since I have a highway that needs this puzzle piece, do you think that there will be an RHW invisible loop connector puzzle piece that goes under GLR any time in the near future?  Or under any other rail-type network or RHW-2, for that matter.  I'm talking about highways with (light) rail lines in their medians having fully functional neighbor connections, to clarify.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on March 23, 2011, 06:19:49 PM
I wish I could help...somehow. I have Photoshop and would be willing to assist somehow...one hurdle is that my primary computer is a Mac (I do SC4 via VNC mostly). I just enjoy RHW so much that I'd be willing to do something.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 23, 2011, 07:37:10 PM
Doing a GLR/RHW NC piece would be relatively simple, all the textures and most of the paths already exist, it'd just take modifying them then generating the puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: H2Odk on March 24, 2011, 02:41:44 PM
There seems to be a path problem with FLEXFly (or at least there is one the way I used it here :) )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F2186%2Fflexifly.jpg&hash=5f4d3f16f641f2e97412d8b5beb8bae35f0c3d86)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 24, 2011, 02:47:25 PM
I don't think it's a path problem, you can only blame Maxis for that (this problem even occurs with the Maxis highway interchanges).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 24, 2011, 05:08:08 PM
More than likely, it's the crossover path between the lanes on the RHW-6C intertwining with the FLEXFly paths.  We recently found out with the ERHW-6C that the crossovers need to be pulled off or else jumping will occur on overpasses, so this has to be something similar.  Thanks for reporting it!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on March 24, 2011, 08:33:06 PM
I really like the ERHW, it will be very handy  :thumbsup: , good work and thank you to everybody!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on March 25, 2011, 07:46:10 PM
Are smoother 45 degree angle curves possible for ERHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 25, 2011, 08:42:47 PM
You mean the longer curves you can overtake at a high rate of speed with a semi truck. Not completely impossible, but probably not going to happen so recent.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 25, 2011, 08:57:06 PM
To further j-dub's point, the reason is that being elevated, they're model-based.  There's always a longer wait on that, particularly when there's some curvature involved.  The UV mapping and the geometry for jersey barriers becomes quite complicated then.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 26, 2011, 03:02:43 AM
I've made a beginners tutorial for the RHW yesterday which is maybe usefull for new users of the RHW mod:

http://www.youtube.com/v/_OzGIt2Zuc8

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: simcity4ever on March 26, 2011, 05:34:59 AM
Are there going to be transitions that have dotted lines between the starting/ending lane? (besides the cosmetic pieces)

Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2980%2Flikethisri.jpg&hash=e8c67c9e1828d2ca30c61767039253c06b391d2f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 26, 2011, 05:51:48 AM
The only proper transitions that currently have dashed lines will be the WRHW-2 to RHW-3 and RHW-2 to RHW-3 ones because I made the textures for them, though this might be changed closer to release.

The remainder is and will only be covered in cosmetic pieces.


I would prefer the default to be the dashed lines, as "Instantaneous Lane Ends", as they're called here, never occur on roads with speed limits higher than 80km/h, and if it's lower, the occurrence is very rare. I can only think of three offhand, and they're a pain because they're usually immediately preceded or succeeded by parking spaces.

I may even make a mod that swaps the two sets of textures if there's enough demand for one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 26, 2011, 09:53:05 AM
Maarten, that's a fantastic tutorial you've done there!  Thanks for sharing. :thumbsup:

Regarding the dashed line thing, I think that's actually a Canada-specific marking.  I noticed stuff like that a fair bit on both lane ends and lane starts when I first started checking out the roads up there on Google StreetView.  It seems they use full length dashes until the lane actually ends.  It sounds to me like justification for an external plugin for Canada-style transition textures.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on March 26, 2011, 03:31:40 PM
Quote from: mrtnrln on March 26, 2011, 03:02:43 AMI've made a beginners tutorial for the RHW yesterday which is maybe usefull for new users of the RHW mod.
Very well done. &apls  Since I've been using the RHW for so long, I already knew most of the things covered, but I still watched it all the way through.  The new RHW bridges and V5-spec textures look great.  I look forward to any of your future YouTube tutorials. :thumbsup:

On a less positive note, I have noticed an issue in the RHW-4 orthogonal filler pieces.  When they have development/lots next to them, they become blurry at certain zoom levels.  Here is a screenshot of this problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F8970%2Fternesdec13117130108631.png&hash=d6888235f7f65af936b68bdc3eb7fea2f703d086)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on March 26, 2011, 04:19:11 PM
Quote from: Moonraker0 on March 26, 2011, 03:31:40 PM
On a less positive note, I have noticed an issue in the RHW-4 orthogonal filler pieces.  When they have development/lots next to them, they become blurry at certain zoom levels.

I too have noticed this problem. But in my expirience it also happens when there's no development/lots next to them. This problem, however, is quite rare, as I have only seen it a few times
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on March 26, 2011, 05:15:50 PM
Great work on that tutorial Maarten!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 26, 2011, 05:34:55 PM
Quote from: Moonraker0 on March 26, 2011, 03:31:40 PM
On a less positive note, I have noticed an issue in the RHW-4 orthogonal filler pieces.  When they have development/lots next to them, they become blurry at certain zoom levels.  Here is a screenshot of this problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F8970%2Fternesdec13117130108631.png&hash=d6888235f7f65af936b68bdc3eb7fea2f703d086)

I think I've seen that before... I'm pretty sure that it's fixed in RHW 4.2, but a patch for RHW 4.1 may be released to fix it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on March 26, 2011, 06:58:05 PM
@mrtnrln: Awesome video tutorial! &apls It was easey to understand and follow. Is there maybe a tutorial for intermediate users in the works? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on March 26, 2011, 07:04:41 PM
Quote from: Tarkus on March 26, 2011, 09:53:05 AM
Regarding the dashed line thing, I think that's actually a Canada-specific marking. 
Yes it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on March 26, 2011, 07:51:01 PM
Quote from: mrtnrln on March 26, 2011, 03:02:43 AM
I've made a beginners tutorial for the RHW yesterday which is maybe usefull for new users of the RHW mod:

I never knew about that dragging thing. Helps since I have a weird bug that prevents me from placing the entrance variation of the first piece on an existing highway for some reason.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 27, 2011, 03:04:11 AM
Quote from: Nego on March 26, 2011, 06:58:05 PM
@mrtnrln: Awesome video tutorial! &apls It was easey to understand and follow. Is there maybe a tutorial for intermediate users in the works? :D
In my next tutorials I'll build some common interchanges, first the diamond interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on March 27, 2011, 07:12:08 AM
Congratulations from me and Maarten. I am impressed  by your video lesson. I think that there should be plenty of those  to allow  beginners  to learn faster. I personally  took many ideas from the videos in youtube in the past  and they were helpful. So you have my full support to continue  and I look forward to  your next  video.

- Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 27, 2011, 10:20:25 AM
Will there be a lane shift piece for the RHW-6 like there is for the RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 27, 2011, 11:35:58 AM
Eventually, yes.  It's planned, as are Lane Shifts/S-Curves and 45-degree Curves for just about every network in there, but when, I'm not sure.  There's been very little work done on wide-radius curves for Wider RHWs thus far.  I'd imagine it'll be a gradual process.  The ground networks will, of course, be getting them first (with the exception of the EMIS, which already has some in the form of FLEXFly).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 28, 2011, 12:47:30 AM
Quote from: Tarkus on March 27, 2011, 11:35:58 AM
Eventually, yes.  It's planned, as are Lane Shifts/S-Curves and 45-degree Curves for just about every network in there, but when, I'm not sure.  There's been very little work done on wide-radius curves for Wider RHWs thus far.  I'd imagine it'll be a gradual process.  The ground networks will, of course, be getting them first (with the exception of the EMIS, which already has some in the form of FLEXFly).

-Alex

What about network overpasses (road,rail,ave,etc.) over the RHW 8-C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 28, 2011, 08:50:47 AM
Planned, and hopefully in 4.2, though there's been no development on them as of yet, and we're still trying to figure out just how to design them (in particular, how to handle the asymmetrical "7C" setup).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 28, 2011, 11:46:38 AM
Quote from: Tarkus on March 28, 2011, 08:50:47 AM
Planned, and hopefully in 4.2, though there's been no development on them as of yet, and we're still trying to figure out just how to design them (in particular, how to handle the asymmetrical "7C" setup).

-Alex

Wow in the next release?!?! I wasn't expecting those until v4.3 or v4.4! :) Nice job.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on March 28, 2011, 02:47:19 PM
Would it be at all possible to make draggable RHW-6S? I use that quite a bit, and plopping all the puzzle pieces can be a pain.

And will there be 45 degree FlexFly pieces and diagonal elevated to ground transitions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 28, 2011, 02:59:30 PM
Quote from: Twinsfan14 on March 28, 2011, 02:47:19 PM
Would it be at all possible to make draggable RHW-6S? I use that quite a bit, and plopping all the puzzle pieces can be a pain.

You mean draggable RHW-6S diagonals? It's been planned, and it's also confirmed in the FAQ.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 28, 2011, 03:46:05 PM
Quote from: Twinsfan14 on March 28, 2011, 02:47:19 PM
Would it be at all possible to make draggable RHW-6S? I use that quite a bit, and plopping all the puzzle pieces can be a pain.

And will there be 45 degree FlexFly pieces and diagonal elevated to ground transitions?

To quote Anagram,

Yes (If you mean draggable diagonals), No and No.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_vern on March 30, 2011, 02:04:54 AM
Quote from: dragonshardz on March 06, 2009, 04:39:31 PM
had an idea: take Xylo's original mod (the lights+barriers v1) for the 6, turn it into a starter piece for a pathless network, and boom! modular center barriers.

Does Xylo's lights and barrier mod work with v4.0 of RHW?  TIA!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 30, 2011, 03:10:28 AM
Yes it does work with it.

There is no real reason that it shouldn't, it doesn't touch diagonal RHWs which is what broke the other mods.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on March 30, 2011, 09:11:38 AM
Quote from: H2Odk on March 24, 2011, 02:41:44 PM
There seems to be a path problem with FLEXFly (or at least there is one the way I used it here :) )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F2186%2Fflexifly.jpg&hash=5f4d3f16f641f2e97412d8b5beb8bae35f0c3d86)

LOL that would be awesome if it could be done! XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_vern on March 30, 2011, 01:23:40 PM
Quote from: jdenm8 on March 30, 2011, 03:10:28 AM
Yes it does work with it.

There is no real reason that it shouldn't, it doesn't touch diagonal RHWs which is what broke the other mods.

Great and thank you.  Quick question.  Is the direction from which I drag from the starter piece important?  I'm sorry I tried to search for this but my search-foo is wanting.  TIA.
Title: Re: RHW (RealHighway) - Development and Support
Post by: H2Odk on March 30, 2011, 02:03:59 PM
I needed to make a neighbourhood connection with OWR, so I edited the path of one of the Flup OWR pieces to allow me to use Flups to make this work. (Adding a new puzzle piece is beyond my skills)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F184%2Fowrnc.jpg&hash=b2f18b032b71771039673e8533b76198abdb377d)

But as you can see, some traffic (~1000 busses) are using the new neighbourhood connection path as a shortcut.

Since a RHW neighbourhood connection has the same problem/feature I wondered if anyone has found a solution to this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 30, 2011, 03:02:21 PM
Are you saying you changed the OWR FLUP pieces to Two Way?  I assume as in shortcut you did not want traffic to go under the highway like that?

If that OWR FLUPs really is two way traffic, which should allow in and out, I would say simply disconnect the FLUPs line there, but I am going to have to guess the reason why you have this setup is because of the game's limitation with entering and exiting city tiles that it needed to view the OWR with a way in and way out, that connecting with FLUPs was the only way.

Otherwise, I would ask if you did originally not have that line under the blank tiles there.

The RHW had loop connectors to resolve the one way neighbor connection conflict in mind, but RHW only had freight trucks exit out. I have not seen this shortcut situation happen with the RHW loop connectors though.

I am going to tell you that I tried to alter neighbor connections with OWR before, just not in the FLUPs style. How it behaved, was that in comparison to the RHW only having trucks exit, buses only, no trucks or cars seemed to take the OWR neighbor connection when I tried. I noticed cars still took the same exit, if the OWR was not there, and if it was regular road. I really do not think Maxis had programed OWR to do handle the connections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: H2Odk on March 30, 2011, 03:39:42 PM
Quote from: j-dub on March 30, 2011, 03:02:21 PM
Are you saying you changed the OWR FLUP pieces to Two Way?  I assume as in shortcut you did not want traffic to go under the highway like that?

If that OWR FLUPs really is two way traffic, which should allow in and out, I would say simply disconnect the FLUPs line there, but I am going to have to guess the reason why you have this setup is because of the game's limitation with entering and exiting city tiles that it needed to view the OWR with a way in and way out, that connecting with FLUPs was the only way.

Otherwise, I would ask if you did originally not have that line under the blank tiles there.

The RHW had loop connectors to resolve the one way neighbor connection conflict in mind, but RHW only had freight trucks exit out. I have not seen this shortcut situation happen with the RHW loop connectors though.

I am going to tell you that I tried to alter neighbor connections with OWR before, just not in the FLUPs style. How it behaved, was that in comparison to the RHW only having trucks exit, buses only, no trucks or cars seemed to take the OWR neighbor connection when I tried. I noticed cars still took the same exit, if the OWR was not there, and if it was regular road. I really do not think Maxis had programed OWR to do handle the connections.
I did make the OWR Flup two-way, but 50m below ground. Apart from this problem it works for all traffic.

As I understand it for a NC to work (Avenue and Highway works as a single NC), it has to allow traffic in both directions, because any traffic entering/exiting a NC has to be able to find a path (but not necessarily use) to the same NC for the return trip.

The problem happens because the NC return path is shared between the ones exiting and the ones entering. In the picture it goes from the left to the right for both. I don't think that lowering one of them would solve it.. and it would also require adding a lower path to all Flups.... maybe I should test this anyway.

Here you can see the same problem with RHW NC
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F3513%2F69786579.jpg&hash=dced40ce3acb6106c44b1f33fb2ff10170153c84)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 30, 2011, 05:22:38 PM
Quote from: sim_vern on March 30, 2011, 01:23:40 PM
Great and thank you.  Quick question.  Is the direction from which I drag from the starter piece important?  I'm sorry I tried to search for this but my search-foo is wanting.  TIA.

There is no significance to whichever direction you drag from the starter piece, just so long as thee starter piece is rotated correctly.

Quote from: H2Odk on March 30, 2011, 03:39:42 PM
Here you can see the same problem with RHW NC
That will happen... It's the way the pieces are pathed, and it would happen on the Nicole Ritchie Effect simulators too, it's kinda impossible to fix.
I've found that sticking a toll booth on one or both of the outgoing RHWs can fix the problems.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compgeek718 on March 31, 2011, 04:44:44 PM
Will there be FARHW pieces avaiable for the 8S & 10S in the upcoming version. Also will there be ramp transitions for 6S to 8S and 8S to 10S? Thanks in advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 31, 2011, 07:46:22 PM
Quote from: compgeek718 on March 31, 2011, 04:44:44 PM
Will there be FARHW pieces avaiable for the 8S & 10S in the upcoming version.

No, the only network to gain FARHW support in the upcoming version will be the 6C.  The RHW-2, 4, 6S and MIS, of course, already have it and that functionality will be expanded. 

Quote from: compgeek718 on March 31, 2011, 04:44:44 PM
Also will there be ramp transitions for 6S to 8S and 8S to 10S? Thanks in advance.

Are you meaning C and D-Type Ramp Interfaces (i.e. an 8S splitting one lane off with an MIS and an RHW-6S)?  There's been a little bit of development on them, and I've gotten some textures done, but they're not fully integrated and aren't in the current build for internal NAM Team/Associates testing (or the upcoming one).  They're definite for a future Version 4.x-series release, but whether or not they'll be in Version 4.2 (the upcoming release) remains to be seen.

Speaking of Version 4.2, I should also add that progress on it has been slow for the past month or so, due to many of our developers having RL (myself included), and it will continue to be slow for at least another couple of months.  I personally have heavy RL in April and May, likely going into June, so I will more or less be on a "sabbatical", and my level of activity will dwindle substantially during that time.  My apologies for any inconvenience--I know folks have been eagerly anticipating the next release, and I hope it'll be worth the wait. :) 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MikieCGY on April 02, 2011, 10:57:26 AM
How does one connect the RHW to their regular streets and such..  I'm having a B%^ of a time to do it.  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 02, 2011, 11:03:47 AM
Quote from: MikieCGY on April 02, 2011, 10:57:26 AM
How does one connect the RHW to their regular streets and such..

If you're talking about transitioning from RHW to street or road, use RHW-2 to connect to it. Not unless you're having other problems doing that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MikieCGY on April 02, 2011, 11:32:43 AM
having a hard time it does not look right..

thanks for the super quick reply! wow!!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F8646%2Fsc4example.jpg&hash=4dcf2003a20145585894ab11f316799b40c5d617)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 02, 2011, 12:23:20 PM
@MikieCGY: You'll have to extend the RHW out INTO the Avenue. If the RHW end looks like that (which is common in RHW starters, ramps, and transitions), it's best to extend it first. On the other hand, if the RHW-4 is long enough, you can extend the Avenue INTO the RHW instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MikieCGY on April 02, 2011, 12:31:40 PM
Holy crap .. it works.. thanks!  you guys rock!    I haven't really played with Mods or anything .. sure makes SC4 a whole new game.  Crazyness! 

BIG UPS!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 02, 2011, 03:30:48 PM
This isn't anything up the sleeve of the NAM Team, but I was working on something last night & I'm pretty happy with the result.

Have y'all ever had a time where you'd like a "custom" lane cosmetic piece?  I figured out a way.  Have a look:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F8881%2F20607853461552566316220.jpg&hash=0e068a95fe7f92acaeeb081789740a1bb2a0a8ac)

;)

(Sorry about the image quality - I don't have Internet access at home, so I snapped a picture with my cell phone.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 02, 2011, 05:56:15 PM
That looks really cool. I wonder if a LHD version could be made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 02, 2011, 06:00:51 PM
@Ryan B.: I agree with Wiimeister, that looks nice. Did you edit the textures on some of the existing pieces? (I once brought up the idea of blank CPs so that people can make their own custom CPs.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on April 02, 2011, 06:27:33 PM
Ryan B. that's great!!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 02, 2011, 06:51:03 PM
To answer y'all's questions, that's all one BAT.  The pavement markings are symbols from the Roadgeek arrow files, placed creatively.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on April 02, 2011, 07:13:14 PM
@Ryan B.: Very nice! &apls

@Anyone: Maybe these two questions have been addressed before, but I'll ask anyway  :D. Would a diagonal RHW-8/Dual RHW-4 transition (as shown in the first image) be possible? Also, are diagonal on-slope and off-slope transitions possible (similar to the second image) for the RHW and, on the whole, other road networks?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg859.imageshack.us%2Fimg859%2F9480%2Fnorthhillseastfeb200130.png&hash=f8079d33d758f3c56aab925607972c5a7d61d913)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F9480%2Fnorthhillseastfeb200130.png&hash=ccd4b86d409d6acb5849c6cb8aba6d8bf4d2e2b5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 02, 2011, 07:42:22 PM
Nice work as always, Ryan!  :thumbsup: Some creative modding there.

Quote from: godjcjk12 on April 02, 2011, 07:13:14 PM
@Anyone: Maybe these two questions have been addressed before, but I'll ask anyway  :D. Would a diagonal RHW-8/Dual RHW-4 transition (as shown in the first image) be possible?

Are you referring to a full-on diagonal splitter (all parts, including the RHW-8, being diagonal)?  If so, it might be awhile before we get to that point . . . right now, there's only one diagonal ramp interface, and at most, there will be two in the next release.  (I have textures ready for a Diagonal RHW-4 Type B ramp, but it hasn't gotten anywhere near game integration stage.) 

Quote from: godjcjk12 on April 02, 2011, 07:13:14 PM
Also, are diagonal on-slope and off-slope transitions possible (similar to the second image) for the RHW and, on the whole, other road networks?

They're possible, but models need to be made.  Diagonal on-slopes aren't as simple to put together as orthogonal ones.  Definitely planned for the future, I'd say, but probably not for awhile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on April 02, 2011, 08:38:20 PM
@Tarkus: Yes, indeed. That what I was referring to. Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 03, 2011, 10:02:10 AM
@Ryan B.: I'm still a little confused. Did you modify existing cosmetic pieces or are those overlaying arrows or what? I think that your custom cosmetic arrows came out really good and I'd like to try it out myself. Thanks! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on April 03, 2011, 12:32:13 PM
No actual modding was done, Nego - it was all done via the BAT.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 03, 2011, 02:03:31 PM
In case anyone was wondering, all I will say is that RHW arrows for advanced warnings on exiting/merging are in fact proposed as an international concept, the very least you will not get stuck with English language on the pieces, but the plan is custom shaped arrows for specific regions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on April 05, 2011, 04:52:40 AM
Hello NAM gurus and all others
I'm currently trying to add lights as T21s to the diagonal RHW-4
Can anyone here give me the exact texture ID's for the textures used on the "straight" diagonal roads?

Thank you !!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 05, 2011, 05:06:39 PM
0x5EB0A100-4 (the one with more white line) and 0x5EB1A100-4 (the one with more yellow line).

And for future reference, since I'm sure folks will ask again:

-MIS Diagonals
0x5DE0A100-4 (more white line) and 0x5DE1A100-4 (more yellow line)

-RHW-2 Diagonals
0x5E000A00-4

-RHW-3 Diagonals
0x5E70A100-4 and 0x5E71A100-4

-ERHW-4 Diagonals
0x5EB0A200-4 and 0x5EB1A200-4

-EMIS Diagonals
0x5DE0A200-4 and 0x5DE1A200-4

-ERHW-2 Diagonals
0x5EA0A200-4

Wider RHW diags are more complicated--with S versions, you'll find them in 0A, 1A, 2A, 3A.  The C version IID scheme is being revised, as there are some wealth-glitching issues with it when next to mid/high density zones.

I may stick a guide to the scheme in the Readme for the next version.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on April 06, 2011, 12:01:23 AM
Wow, thanks Alex. I really appreciate it
I don't hope it was too much of a bother for you to find all these numbers!
Once again, thank you  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 06, 2011, 08:10:25 AM
Fortunately, I have those ones memorized, so I didn't have to do any looking up.   :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on April 06, 2011, 08:52:34 AM
Well, I still think it was nice of you  ()stsfd()
Also, I used the information provided by you to make a small mod that adds street lights to the RHWs that isn't covered by Xyloxadoria's mod. It can be found here (http://www.simtropolis.com/forum/files/file/26059-street-lights-for-elevated-and-diagonal-rhw-4-and-mis/)  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on April 06, 2011, 01:24:59 PM
Quote from: Biriali on April 06, 2011, 08:52:34 AM
Also, I used the information provided by you to make a small mod that adds street lights to the RHWs that isn't covered by Xyloxadoria's mod. It can be found here (http://www.simtropolis.com/forum/files/file/26059-street-lights-for-elevated-and-diagonal-rhw-4-and-mis/)  ;D

Great! Thanks for taking the time to make and upload it!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on April 09, 2011, 02:01:32 AM
I have a new question regarding T21-ing the RHW.

I'm currently trying to figure out how to add T21s to the RHW-4 curves. I have been looking at Sithlrd98's excellent tutorial (http://sc4devotion.com/forums/index.php?topic=7600.0), and I have deduced that the RHW-4 curves must be set up in a similar way to the avenue curves. But still I'm not able to add any T21s.

So, am I completely on the wrong track? Are the RHW-4 curves actually set up like the normal road curves  ()what()

Any help would be much appreciated!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 09, 2011, 02:39:55 PM
The wide radius curves?

They are set up a bit differently--the texture IIDs don't really correspond to the actual IIDs on the segments because they were designed in the RHW 1.x-era and there's a lot of re-use involved. 

They're also oriented differently.  The straight segments are all vertical as opposed to horizontal.

The textures all reside in the 0x5E14A### range, with 000-334 belonging to the RHW-4 Double (45-degree) Curve.  The Inner and Outer Curves share textures with the Double Curve wherever possible--non-shared textures for the outer curve are in the 4## range, while the ones for the inner curve are in the 5## range.  600-744 covers the Lane Shift.  There will be a "Dual Lane Shift" in Version 4.2 that resides in the 80A-A4E range.

Regarding the ranges of the actual pieces, the Double (45-Curve) Curve resides in 0x5E14B### (the three end digits match the texture IIDs), the Outer Curve in 0x5E14C### (the three end digits match the texture IIDs, except the 1## column grabs from A4##), the Inner Curve in 0x5E14D### (the three end digits match the texture IIDs), the Outer Curve in 0x5E14C### (the three end digits match the texture IIDs, except the 0## column grabs from A5##) and the Lane Shift in 0x5E14E### (0## column grabbing from A6##, 1## column grabbing from A7##).  The Dual Lane Shift, when added, will match its texture IIDs directly.

Hope that helps!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Biriali on April 10, 2011, 09:12:20 AM
Once again you have helped me, Alex. Thank you  :thumbsup:
I have created a new mod, that adds street lights to the RHW-4 curves. I will upload it to the STEX as soon as simtropolis comes online again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 13, 2011, 06:17:21 PM
First off....

&apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
The work you guys do is positively awesome!!  Even as a writer, I can't find a word that sufficiently quantifies the awesomeness.
(Support goes both ways, don't it? ;))


Part the next:

I noticed a few key pieces (which I expected to find included) missing from the latest distribution:
~ RHW-10 -> RHW-6/RHW-4 Splitter (similar to the included RHW-8/Dual RHW-4 Splitter)
~ RHW-8 -> RHW-6/RHW-4 Splitter Ramp (similar to the RHW-6/Dual RHW-4 Splitter Ramp)
~ RHW-10 -> RHW-8/RHW-4 Splitter Ramp (see above)
~ RHW-10 -> Dual RHW-6 Splitter Ramp (see above)
Also that the Fractional pieces include all the components for offsets, but lack the parts to complete gradual curved sections.  And, in the cosmetic pieces, the lane reduction markers lack the tighter dash options that the exit lane markers have.

Sorry if I sound picky - former truck driver, so I've seen a LOT of highway!


Part the third:

It was extremely disappointing to discover how limited the ERHW possibilities are - though, in all fairness, I fully understand why.  Also, having pushed rigs for over 2 million miles (that's 3.2 million km for the metric folk), I've seen pretty much every stretch of major roadway in the US (and parts of Canada).

With these thoughts in mind, I'd like to contribute my assistance in modeling (and perhaps texturing) components for expanding the RHW and its functionality.  I use Blender (which can export the models in .3ds format), so only need to know what parameters to shoot for (low-poly goes without saying).

Allow me a bit to finish fixing supper and I'll whip up a few for your consideration.


Twyla
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 13, 2011, 07:11:13 PM
@Twyla: I can tell you're all fired up about the RHW.

Well,... Instead of just telling you, how about I show you a picture? Here's the RHW10 to RHW6S and RHW4 Ramp, made by another NAM Member.

Quote from: mrtnrln on June 12, 2010, 02:16:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6277%2Fpiecesnorm.jpg&hash=9287b43f22bea35729ea1ec4ed251e3bcdfa22e0)

I also made a chart of every possible ramp where RHW4 splits off, which didn't include 6C and 8C. (I can't seem to find the image, though...)

As of the FARHW pieces, I KNOW from months of lurking prior to the release of RHW Version 4.0 that there were a few pieces that didn't make it: The ones that go from FARHW to Diagonal being one of them. Sooner or later, they'll make a comeback. And I think I know what you mean; Using those kinds of pieces can make a curve far bigger (and far more gradual) than any Wide-Radius Curve can make.

As much as you're willing to contribute, you may want to wait for Tarkus or another "NAM Team" Member, not me, to give a proper reply. Progress has been rather slow, actually. (Real-life events to deal with, you know.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 13, 2011, 07:28:09 PM
Well Twyla, if the project manager, Alex (Tarkus) likes you, the more developers the merrier.

I think the best way to explain the development of he Elevated RHW-4, is that it got a later start in development, the first interchangable version of the RHW lacked the creation of the El-RHW. As of now, the Elevated RHW-6 is still being just developed. For the ground RHW construction, new ramps have been made over time, as original ramps are just being created. Basically a bunch of stuff considered which includes other networks, all just has to be done on at some point later on, but only if possible. When someone else can not only offer their services but make that modding happen, its better for everyone else. Anyway though, if you still have any ideas that don't exist yet, you should have plenty of time to cook something up for us. The other thing is, as a truck driver Twyla, you most of all, have knowledge of the signage your suppose to see. At one time, the RHW had a separate add-on that installed EXIT ONLY signs and guard rails.

Some of the pieces Anagram showed had been asked a long time ago, before the capability was reality. The Y splits I remember the most. The very least, those pieces do have a yellow line for the North American region.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 13, 2011, 08:30:12 PM
Thanks for the kind words and enthusiastic offer of assistance, Twyla!  As j-dub mentioned, the more the merrier, indeed, especially on the modeling front, where we really can use all the help we can get! :)

.3ds format works fantastically for SC4 transit modeling applications--the Reader, the main modding tool we use, allows for direct conversion both to and from .3ds to the SC4-native S3D (SimGlide3D) format.  The main things are that the models need to be kept to a roughly 500 polygon limit, they should be tileable and sliced into 16 meter x 16 meter segments (with the exception of some overhang pieces, which primarily affects the RHW-6S) and line up with the existing ERHW and ground-level RHW content.  We're actually able to port everything on the modding side from ground to elevated fairly quickly . . . as soon as there's models in place, much of the actual modding can be done by copy-paste. 

This thread (http://sc4devotion.com/forums/index.php?topic=3917.0) might be somewhat useful . . . the fact that you're working in .3ds natively means you don't have to deal with all the gnarly rendering stuff with Gmax, fortunately, and makes the whole process considerably easier.

If you have any other questions regarding specifications or technical aspects, just let one of us know. :thumbsup: 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 13, 2011, 09:27:05 PM
One quick question of clarification:

In the referred thread, where it suggests a 500-poly limit....  is that 500 for the entire unit (say, the overpass) or 500 per 16x16 segment?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 13, 2011, 10:17:55 PM
Quote from: Twyla on April 13, 2011, 09:27:05 PM
One quick question of clarification:

In the referred thread, where it suggests a 500-poly limit....  is that 500 for the entire unit (say, the overpass) or 500 per 16x16 segment?

It's per 16x16 segment. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on April 14, 2011, 03:03:50 AM
Firstly i will share my appreciation of the network, the extent to which this mod improves road networks is incredible, and the dedication is quite inspiring.
Now like to say something maybe a little radical, as we know the rhw-6 overlays into the adjacent square (a square being 16mx16m), however when browsing through the uk's road geometry regulation (http://www.dft.gov.uk/ha/standards/dmrb/vol6/section1.htm) i noticed that the width of a three-lane section of rural motorway comes to 16.5m (not including the 1.5m verge), if you were willing to risk just a 2m central reservation this would easily fit inside a square, saving a lot of space. I also used my google earth ruler function to measure other 3-lane motorway sections and they all seemed to come to about 16m or slightly less. why is the rhw so wide? and how much effort would be needed to make a rhw-3 occupying only 1 square?

(if you want to see what I'm referring to its on page 25 of this: http://www.dft.gov.uk/ha/standards/dmrb/vol6/section1/td2705.pdf)

thanks for reading, John
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 14, 2011, 03:24:54 AM
Hi jibjohn,

First off, you'll be happy to know that the next release of RHW will feature slightly narrower lanes. If you check out the development pics floating around in this thread you should get an idea of the expected changes. The new RHW-6S still has a small part of the outer lane and all of the shoulder overhanging the next tile. mrtnlrn is also developing some RHW pieces with 3 lanes that fit completely on one tile, though they're designed for merging lanes.

Part of why RHW is the width it is is that the scale in SC4 is generally considered off by about 10-15%, meaning that a motorway that was 16.5m wide in real life should be something closer to 18 or 19m wide in SC4. Also, I believe that RHW is more about flexibility and realism than conserving space so I wouldn't expect changes in the scale to be made for space-saving reasons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on April 14, 2011, 04:24:19 AM
thankyou noah for the hasty reply, i wasn't really aware of the 10-15% inaccuracy, however i may do a few little experiments to see a carrageway would look like, I'll post the results on here.

EDIT: this is the best i could come up with in a few minuets:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F9598%2Ffiledec00000002.png&hash=a226306f11335fb912f18341c798f311e0e47fa1) (http://img825.imageshack.us/i/filedec00000002.png/)

[sorry about the UK lane dividers i couldn't help myself ;)]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2011, 11:46:42 AM
The other big thing is that geometry of the lanes is important . . . the RHW-6S is really needs to line up perfectly with the RHW-4 and is designed as such. Having the lanes swerve or narrow would result in some very awkward looking transitions and ramp interfaces.

I've just measured the new RHW-6S textures that will be in the next version of the mod, and the road width is exactly 18m.  The existing textures in the most recent public release measure 20.25m, so we've carved 2.25m off.

There will also be some "compact exit lane" cosmetic pieces that will have a smaller outer shoulder and a third exit-only lane on a single-tile without overhang in the next release.

While a more compact RHW-6 was discussed back in the RHW 2.0 days, there's never really been any serious consideration of it, and it's unlikely you'll see anything beyond the slimmed down 18m RHW-6S and the compact exit cosmetic pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 14, 2011, 01:26:57 PM
Just some US dimensional info, in case anyone is interested:

A typical highway represented by RHW-6C is comprised of:
This puts the ABSOLUTE MINIMUM allowable total width for common stretches of such a highway at 106 feet (32.31 meters or 2 SC4 Tiles).  Due to safety reasons, very few areas (apart from dense urban areas) use these minimal widths.  The default Maxis Highways (Ground an Elevated) conform to this, and you'll also notice that the speed limits on such roadways are usual around 70% normal (or feature strict lane regulations).

A more common arrangement uses 16-foot Travel Lanes, 20-foot Shoulders, and a 16-foot Median; total of 152 feet (46.33 meters or 3 SC4 Tiles) - making the existing RHW-6C pretty much balls-on accurate.

I know some people are surprised by these dimensions, but they fail to consider that trucks also have to be taken into consideration.  A typical truck is 50% wider and 400% longer (8.5 feet wide and 85 feet long) than a typical car - and these are the everyday run-of-the-mill Common Carriers.  Specialty carriers (including Doubles, Triples, and Crawlers) typically run 100% wider and more that 60% longer (11 feet wide and 120+ feet long) than a car.  And let's not forget the Shanty Shakers with their 16-foot wide loads which can bring the total length to 170 feet or more!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 14, 2011, 02:34:35 PM
^^ For us metric people: multiply every measuring value with 0.3 and you get the idea how much these measurements would be in meters:

And then you have about 31.8m in total as a minimum

The current RHW-6C has the following setup:
So, the shoulders are actually UNDERdimensioned. Fortunately, the new v5.0 textures have wider shoulders and narrower lanes (4.0m or 4.5m instead of 5.0m).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 14, 2011, 03:14:51 PM
Waiting on a bit more info from Tarkus, but here's a preview of what I whipped up last night (only partially textured):


RGW-6C to ERHW-6C (Embanked Version)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FRHW-6CtoERHW-6C-EmbankedVersion_sm.jpg&hash=be1a6db24fe13491fb65d6ffb821a5e3b371258e) (http://i134.photobucket.com/albums/q103/Twyla_Naythias/RHW-6CtoERHW-6C-EmbankedVersion.png)

Currently at 972 polys for the entire model, so there's plenty of room for detailing if desired.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on April 14, 2011, 03:17:09 PM
 ;D ;D ;D

That looks great, Twyla!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 14, 2011, 03:19:49 PM
972 is already way over the 500 poly maximum, so actually that might be a problem. Besides, embanked slopes can be achieved with On-Slope transistions and and earth ramp created with ground lifters, like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F761%2Ffullturbinestep27.jpg&hash=175302267cd468be173ead3ddd85f584b109a888)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 14, 2011, 05:45:25 PM
Quote from: mrtnrln on April 14, 2011, 03:19:49 PM972 is already way over the 500 poly maximum, so actually that might be a problem.
Tarkus said it was 500 per 16x16 section.  There's 21 total sections (averaging 46.29 polys per section - WELL BELOW 500).
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 14, 2011, 06:35:55 PM
Quote from: mrtnrln on April 14, 2011, 03:19:49 PM
972 is already way over the 500 poly maximum, so actually that might be a problem. Besides, embanked slopes can be achieved with On-Slope transistions and and earth ramp created with ground lifters, like this:

Remember BL's ERHW cosmetic mod? I've actually wanted something to fill in that gap underneath ever since I had to uninstall BL's mod.

Twyla is also correct, as long as the model is broken up into 16x16m sections and then each piece modded to appear individually on their respective tiles. If you're looking to attach it to one tile and do the rest via overhang, then you're waaaaaaaaay over the limit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 15, 2011, 01:52:41 AM
Oh, my bad. I thought Alex (Tarkus) ment 16x16 tiles instead of 16x16 meter sections...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 15, 2011, 03:14:26 PM
Time for a dumb question (which may have saved me a lot of work had I asked sooner):

When modelling bridges, raised roads, etc - is transit applied to the actual model(s), or to separate 'transit pieces' which are overlaid atop the model(s)?

I think I need a better understanding of 'transit capacities' and how it's applied, particularly to above-ground models (including bridges, etc).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 15, 2011, 04:23:54 PM
The transit functionality is applied through the use of SC4Path files, basically simple text files which specify a series of 3-dimensional Cartesian coordinates (units in meters), defining the movements through each 16m x 16m tile.  With respect to the RHW in specific, as long as the alignment of elevated segments match their ground-level counterparts, all we have to do is switch out the z-coordinates on the path files, raising them from 0 to 15.

This thread (http://sc4devotion.com/forums/index.php?topic=7219.0) describes SC4Path functionality in more detail.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 20, 2011, 04:19:08 PM
Quote from: Tarkus on March 28, 2011, 08:50:47 AM
Planned, and hopefully in 4.2, though there's been no development on them as of yet, and we're still trying to figure out just how to design them (in particular, how to handle the asymmetrical "7C" setup).

-Alex
I know I'm a day late and a dollar short in responding to this one but, in the process of modelling (and creating textures to work from), a potential solution/workaround for Asymmetrical C Networks could come in the form of segmented Starter and/or Puzzle Pieces.

In short - a normal 6C is comprised of a Center Section and two 6C Outer Sections, where a normal 8C is comprised of a Center Section and two 8C Outer Sections.  By segmenting them, a user could make a 7C using a 6C-Outer/Center/8C-Outer (or reverse).  While not wholly centered over three tiles (the 6C slightly narrow and the 8C overhanging slightly), this could add a tremendous amount of flexibility to the system as well as reducing the texturing and pathing required - in addition to simplifying interchanges/crossovers/ramps/etc.

Just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 21, 2011, 03:02:22 PM
Rotate the 8C starter 4 (or less, depending) times and you'll get the asymmetrical "7C" network ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 21, 2011, 06:58:40 PM
Are there plans for sets 3 and 4 for the diagonal MIS over diagonal RHW-4? The current 1 and 2 sets greatly limit interchange abilities.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2011, 07:02:01 PM
Yes, they've been made and will be in Version 4.2.  Ditto with Diagonal ERHW-4 over Diagonal RHW-4, Diagonal ERHW-4 over Diagonal MIS and Diagonal EMIS over MIS.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compgeek718 on April 22, 2011, 12:04:40 AM
I have a few questions regarding the curve pieces for the RHW. How accurate are they compared to curves used on real life highways? Are the design speeds similar? (Im especially curious about the RHW-4 wide and 8S curve pieces). Lastly, will there be any new curve pieces in the upcoming RHW version? Thanks in advance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 22, 2011, 11:25:40 AM
Quote from: compgeek718 on April 22, 2011, 12:04:40 AM
I have a few questions regarding the curve pieces for the RHW. How accurate are they compared to curves used on real life highways? Are the design speeds similar? (Im especially curious about the RHW-4 wide and 8S curve pieces).

The Wide-Radius Curves on the RHW-4 should be fairly accurate.  The RHW-8S ones are a bit of a tighter squeeze.  The puzzle piece versions will be going on "Legacy Support" mode for the next version when we unveil the draggable ones of the same size.  Eventually the 8S will be getting proper wide-radius curves.

Quote from: compgeek718 on April 22, 2011, 12:04:40 AM
Lastly, will there be any new curve pieces in the upcoming RHW version? Thanks in advance.

There will be a number of Fractional Angle RHW pieces added in the upcoming version, including the addition of Fractional Angle functionality for the RHW-6C, and a considerable expansion to the existing Fractional Angle MIS, RHW-2, RHW-4 and RHW-6S systems.  I don't know that we'll have any non-Fractional Angle Wide-Radius curves in this next version, however.  Depends on time and everyone's workload.  We're drowning in path files right now, and Wide-Radius Curves tend to require a lot of pathing.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on April 22, 2011, 12:50:51 PM
Isn't there some sort of new Dual Lane Shift piece for the RHW-4 as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 22, 2011, 02:09:55 PM
Quote from: Tracker on April 22, 2011, 12:50:51 PM
Isn't there some sort of new Dual Lane Shift piece for the RHW-4 as well?

Yes, there is.  So I retract my previous statement. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 23, 2011, 12:53:04 AM
Just a little preview of some of what I've been up to...

In addition to all the basic ERHW pieces (orthogonal only thus far), I've been working on a modular cloverleaf arrangement that will include 225° and 315° ramps (connecting between orthogonal & diagonal) in addition to orthogonal and diagonal versions of the 270° ramps.

Pictured here is the CL4-3/2 version with two exit lanes - which is also designed to tie into the RHW-4 diagonals (as seen here) for additional versatility.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FCLPStatus001a.jpg&hash=f886538c9c1c6b6ec8aead73dabebe5dcb4ee3b4)

The CL2 versions will feature a single exit lane and also tie in with the MIS diagonals.



I'm also hoping to sell the guys on a modularization plan that, in addition to simplifying things on the coding end of the equation, will allow users to build a near-infinite assortment of RHW configurations from just a few simple pieces - symmetrical or asymmetrical, doesn't matter; the only limit is your imagination.

As an example, here are RHW-4 through RHW-20 - C-versions above and S versions below - all constructed from the same 8 tiles (only 7 of which need pathing):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FTestTextures.jpg&hash=49c8e9a12c49047d8557901dc484ac872cd56cde)


More to come....
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on April 23, 2011, 01:02:48 AM
that two lane exit looks great &apls look forward to see more :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: supremec on April 23, 2011, 02:19:02 AM
I agree with shanghai kid
It look great   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 23, 2011, 07:59:16 AM
The model looks pretty good there!

As for the modularization, there was some "accidental" work on that waaaaay back.. I want to say Augustish of 2010, from the 10C prototype:
10C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-10c.jpg&hash=1589eded8cbe47f1c7f6506f02efce82423ed46a)

Have two of the center tile gives you a 16C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-16c.jpg&hash=ac9829f179389c0fe387f9ad2a59ef74693c979f)

And 3 gives you a 22C :D
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2FMods%2Frhw-22c.jpg&hash=0ce51e6a52215e188e4128274c28fe6023647526)

The 8S, 6C, 8C, and 10S do work on a semimodularized concept, and the 6S used to (v4.2 will switch it completely to a 1 tile setup and therefore can't use modularization).

MIS-1: MIS-1 Starter
EMIS-1: EMIS-1 Starter
RHW-3: RHW-3 Starter
RHW-4: RHW-4 Starter
ERHW-4: ERHW-4 Starter
RHW-6S (v4.1 and below): RHW-4 next to RHW-C Median (yellow line on RHW-4 facing away)
RHW-6S (v4.2 and above): RHW-6S Starter
ERHW-6S (v4.2 and above): ERHW-6S Starter
RHW-6C : RHW-4 next to RHW-C Median (yellow line on RHW-4 facing towards)
ERHW-6C (v4.2 and up): RHW-4 next to ERHW-C Median (yellow line on RHW-4 facing towards)
RHW-8S: RHW-4 next to "+2" starter
RHW-8C: MIS-1 next to RHW-C Median (yellow line on MIS-1 facing towards)
RHW-10S: RHW-4 next to "+3" starter
RHW-10C Prototype (IIRC): "+3" starter next to MIS-1 next to RHW-C Median

Any network that reaches 3+ tiles in size (for S networks, C networks are more of 2 edge + 1 median) will be in a modular fashion, just because the center piece can then be repeated ad infinitum (hence why the 10C prototype allowed for 16C and 22C, along with their respective asymmetrical setups)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 23, 2011, 12:11:34 PM
What got me started on the modularization idea started with the mention (either Lightning or mrtn, IIRC) of bringing the lane widths down to 4m.  Since none of the 4m textures were available to me, I started playing around on my own and came up with:

The Combined and Separate versions of the inner medians...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FInners.jpg&hash=26b30584f5d356901d32827e9357b2e3aa11c1c4)


...Single, Double, and Triple Lane tiles...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FOuters1.jpg&hash=3c072ad58693e1ca7196d456e16e4d3f5d4109f7)


...the Quad Lane tile (stand-alone or with its companion shoulder)...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FOuters2.jpg&hash=deed40e88291686db4e29f33d80d9da1a1843702)


...and the lonely 4S (identical to the 03, sans one lane/path).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2F4S.jpg&hash=3720992842f52e74c7a696aa5382fccbd13596de)
(just the orthogonals so far - diagonals later)

In addition to being able to build any conceivable RHW network (existing or otherwise) from these eight basic tiles (including the nefarious 7C)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2F07C.jpg&hash=d28ad760039c4d2b170a3fd7fa11d035bec8c2b9)
only 4-1/2 versions of any ramps/exits/etc need be made and pathed (the 1/2 being the 4S, which is the 03 with an inner shoulder rather than a travel lane).  As an example - the 10C, 18C, 6S, 10S, 14S, 18S... would all use the exact same pieces (add/subtract a lane, exit, off-ramp, etc).  S/C conversions can also double as FAR pieces, etc.

As this notion also greatly simplifies the required pathing (7 orthogonal paths total), it should make it far easier to handle overpasses - only 92 possible orthogonal/orthogonal combinations for ANY size networks vs the hundreds needed for just the few that currently exist.  368 paths (if my math serves me) should cover every possible orthogonal/orthogonal, orthogonal/diagonal, and diagonal/diagonal overpass combination - which I suspect is fewer than what exists in the current RHW release.

I fully realize that this would take some ground-up retooling, but I think the potential (particularly in terms of flexibility) warrants consideration.  Possibly as an option for 5.x or later?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 23, 2011, 01:06:24 PM
The geometry on that ramp is fantastically smooth--fantastic work, Twyla! :thumbsup:  On the modular end of things, the we've been headed with some prototypes in the past is basically using the same modular starter approach for the ground versions, using the same +1/+2/+3-Lane starters as Vince mentioned, and just substituting the ERHW-4 or EMIS starter for the ground RHW-4 or MIS starter.  When we get into multi-level ERHWs as we head toward Version 5.0, it'll be possible to use the same techniques to generate pretty much any width ERHW at any height.

Quote from: Twyla on April 23, 2011, 12:11:34 PM
What got me started on the modularization idea started with the mention (either Lightning or mrtn, IIRC) of bringing the lane widths down to 4m.  Since none of the 4m textures were available to me, I started playing around on my own and came up with:

Actually, the .zip package I sent you with the models has PNGs of some of the new, narrower textures. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 23, 2011, 03:24:08 PM
Quote from: Tarkus on April 23, 2011, 01:06:24 PMThe geometry on that ramp is fantastically smooth--fantastic work, Twyla!  :thumbsup:
Danke!  Getting the guardrails that smooth took the lion's share of the poly limit, but the entire ramp model comes in a hair under 500 polys.

Quote from: Tarkus on April 23, 2011, 01:06:24 PMActually, the .zip package I sent you with the models has PNGs of some of the new, narrower textures. :)

-Alex
Ah!  Okay, I see where you're going with that.

Those textures are 4m between the stripes - the ones I made are 4m on-center (vs 4.375m OC).  That's what threw me.
Damn the trucker in me (all those mountains of DOT regs)...

So...

Where do we tweak?  The models or the textures?



PS ~ I think this one came out a bit on the large side...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FCLP4Mock-Up.jpg&hash=78ecd8fc115fd7d19a69d8baa5b02cc01051df35)
Serves me right for putting the cart in front of the horse.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on April 23, 2011, 06:25:20 PM
Wow this is what I always wanted to see from the outset of the RHW and always was a big failure. The model looks remarkably even I would say perfect. But I worry that if so much as see the picture then all of clover on the highway will not be less than 35x35 tiles. And I think it's pretty much space but if there is no way better way than nothing. Congratulations on your work.

- Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 23, 2011, 06:40:25 PM
Well, 25x25 for the full interchange, but still....


Note:  I'm not officially part of NAM (at least, not yet), so my failure doesn't really count against them.   ()lurker()

But as my grandfather would often tell me...  "The only people who never fail are the ones who never try to accomplish anything."
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on April 23, 2011, 07:06:34 PM
You should definitely be part of the NAM team. I think that is clear and Alex and everyone in this forum. I have no idea how they do things and where you're so familiar with modeling but keep still.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 23, 2011, 08:56:46 PM
Considering that 25x25 would be made up of multiple puzzle pieces, it wouldn't be too bad (in fact, there would be some existing ones that can easily be used in that cloverleaf, such as the 45-deg smooth curve and the ground-level ramp interface down below).

We do need additional elevated ramp models, and it's actually a fairly time-consuming process building those elevated models, which is why we haven't really even looked at them over the past few RHW releases.

And once the groundwork is laid for all that stuff, it can be cloned to other levels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 23, 2011, 10:08:39 PM
It certainly is a bit on the large side. Too large in fact :P

I believe that the Maxis Cloverleaf interchange is the biggest PP in the game, and with good reason, I'm sure it's actually largest a single Puzzle Piece in SimCity 4 can be, a total of 8x8 tiles (64 in total) I think, but I'm not completely sure. (and would someone else prove me right or wrong?)

I think the 90° Heavy Rail curve is the largest custom puzzle piece and I believe Tarkus had a real hard time with it.


EDIT, Shadow Assassin has confirmed I was wrong :P
It's 16x16 which your piece fits into the bounds of.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 24, 2011, 12:38:22 AM
Quote from: jdenm8 on April 23, 2011, 10:08:39 PM
I think the 90° Heavy Rail curve is the largest custom puzzle piece and I believe Tarkus had a real hard time with it.

It's the largest non-Maxis Highway piece . . . a 9x9.  I was also saddled with RL at the time and it probably took me about 3 months to make that one piece.  There was just so much pathing to do. :D

That dual-lane curving ramp looks like a great idea, Twyla!  I'm certain it'll prove a very useful addition.

Quote from: Twyla on April 23, 2011, 03:24:08 PM
Where do we tweak?  The models or the textures?

On the model end, it looks like the only adjustment needed would be moving the outer barrier slightly on that 8C.  If we change the lane width on the textures, it'll be a more involved process at this point, as we'd have to re-align any textures for curves, intersections or ramp interfaces as well, likely repathing those items as well.

That being said, this all raises an interesting point.  The current lane width on the new V5-Spec textures is not really conducive to an infinite-width system with a repeatable segment of inner lanes, however, and trying to do anything wider than an RHW-18S (a 6-tile-wide network) or a 14C (a 5-tile-wide network) would start to become cumbersome. 

This begs the question . . . how wide of a highway do we actually need?  I originally stopped at the RHW-10 with RHW Version 3.0, keeping in mind the fact that users could always add more capacity by creating collector-distributor setups as often happens when you get that wide, for engineering reasons.  As there are mainlines out there that are bit wider, however (I-5 north of San Diego and I-75/85 in Atlanta come to mind), it seems logical to enable at least those.

I'm definitely open to feedback/thoughts on all this, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 24, 2011, 01:17:59 AM
@Twyla: the model looks great. However, I think you should fit the models to the textures of the RHWv5. If we would change textures now, that means repathing like hundreds or thousands of pieces, just when we nearly finished repathing from v4Spec to V5Spec...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 24, 2011, 03:19:18 AM
Quote from: Shadow Assassin on April 23, 2011, 08:56:46 PMWe do need additional elevated ramp models, and it's actually a fairly time-consuming process building those elevated models, which is why we haven't really even looked at them over the past few RHW releases.
It actually didn't take long at all to model that ramp - I know lots of neat modelling tricks.


Quote from: jdenm8 on April 23, 2011, 10:08:39 PMIt certainly is a bit on the large side. Too large in fact :P

EDIT, Shadow Assassin has confirmed I was wrong :P
It's 16x16 which your piece fits into the bounds of.
Also confirmed in Tarkus' Modelling Tutorial (http://sc4devotion.com/forums/index.php?topic=3917.0).  Even though it's a valid model, it still strikes me as being a bit large (75m radius - near-standard for RL high-speed interchanges, though I've seen considerably larger).  Trying to make it match up with a 45° sorta demands it being at least that large.


Quote from: Tarkus on April 24, 2011, 12:38:22 AM
That dual-lane curving ramp looks like a great idea, Twyla!  I'm certain it'll prove a very useful addition.
One minor detail I'm still rather proud of (particularly with as little effort as I put into it), is the accurate-to-life banking.  It's not obvious in the long shot (and may be too subtle to even show up in-game), but here's a close-up of it (click da pic for a larger version):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2Fbanking_sm.jpg&hash=d88ea046e2acd26ea644f95777f05e30d4a4e82d) (http://i134.photobucket.com/albums/q103/Twyla_Naythias/banking_lg.jpg)


Quote from: mrtnrln on April 24, 2011, 01:17:59 AM
@Twyla: the model looks great. However, I think you should fit the models to the textures of the RHWv5. If we would change textures now, that means repathing like hundreds or thousands of pieces, just when we nearly finished repathing from v4Spec to V5Spec...
Thanks!!

As to the pathing, I wasn't aware of how far along the current revisions were.  There was also some confusion (mainly on my end) about the statement of using 4m lanes - as I mentioned in an earlier post, it's the trucker in me.  DOT regs cite lane widths on-center (with some debate as to between the centers of the stripes or the lanes themselves, though it works out the same either way), so the textures being 4m between the stripes threw me.


Quote from: Tarkus on April 24, 2011, 12:38:22 AM
That being said, this all raises an interesting point.  The current lane width on the new V5-Spec textures is not really conducive to an infinite-width system with a repeatable segment of inner lanes, however, and trying to do anything wider than an RHW-18S (a 6-tile-wide network) or a 14C (a 5-tile-wide network) would start to become cumbersome. 

This begs the question . . . how wide of a highway do we actually need?  I originally stopped at the RHW-10 with RHW Version 3.0, keeping in mind the fact that users could always add more capacity by creating collector-distributor setups as often happens when you get that wide, for engineering reasons.  As there are mainlines out there that are bit wider, however (I-5 north of San Diego and I-75/85 in Atlanta come to mind), it seems logical to enable at least those.
There are so many schools of thought on that subject it'd crash the forums to itemize them all, but the three key ones (IMHO) are:
The biggest issue with overall widths (particularly for the Realists) comes in the form of interchanges.  A 12-lane urban freeway frequently expands to 20 or more lanes (not even counting HOVs) --((Which brings up one other curious thing that occurred to me as a possible addition...  bi-directional lanes.  Not even sure if SC4 has the capability of reversing the pathing on transit tiles based on Sim-Time.))--  to facilitate access to and from 2- and 3-lane interchanges.  *Technically* not an actual issue with Sim Drivers - who, even with their accident rates, strike me as better-than average - but still an aesthetic issue, and remains a valid consideration for the "Real" aspect of RHW.

Collector-distributor setups do work, yes, and have their applications, but they don't always fit the bill.  My notion (which obviously won't see the light of day until at least v6.x) puts that decision in the user's court - they can build as wide as they want.

From a practical standpoint (the modular idea aside for the nonce), the 18S & 14C expansions should cover the majority of considerations - particularly once curves, diagonals, overpasses, etc for them are supported.


Personally... I'd love to see more attention to transitional pieces between RHW and ground transit, though I'm sure that's already in the works (%confuso somewhere).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 24, 2011, 03:38:45 AM
QuoteIt actually didn't take long at all to model that ramp - I know lots of neat modelling tricks

Modelling the ramp isn't the problem. It's actually getting it into the game that holds the whole process up. You actually have to slice and dice the model (easy enough), export each and every one as .3ds (easy), then import each model individually into a S3D filetype in the Reader (tedious and boring).

Believe me, it's an exercise in willpower... particularly if you've worked with over 500 S3Ds in a single session (then lose all the files because you accidentally delete them)... >_<
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 24, 2011, 04:03:45 AM
A few things I have to say:

It's something that's been wanted for ages, but SC4 cannot reverse lane directions according to game-time. It's just not possible.

And with transitions, RHW-4 is capable of transitioning to Maxis Highway, One Way Road and Avenue and RHW-2 is capable of transitioning to almost all the road networks (aside from the Maxis Highways)

The catch is they're all draggable, like one Maxis network to another.

I believe an RHW-6S to Maxis Highway transition has been in the works for a while too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 24, 2011, 04:27:38 AM
Quote from: Shadow Assassin on April 24, 2011, 03:38:45 AM
Modelling the ramp isn't the problem. It's actually getting it into the game that holds the whole process up. You actually have to slice and dice the model (easy enough), export each and every one as .3ds (easy), then import each model individually into a S3D filetype in the Reader (tedious and boring).
Is the import step one that cannot be automated by software? as in does it require you to tweak each one? I'm guessing its just not used enough to justify a tool?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 24, 2011, 06:13:52 AM
Quote from: jdenm8 on April 24, 2011, 04:03:45 AM
And with transitions, RHW-4 is capable of transitioning to Maxis Highway, One Way Road and Avenue and RHW-2 is capable of transitioning to almost all the road networks (aside from the Maxis Highways)

The catch is they're all draggable, like one Maxis network to another.
And there are also textures between RHW and NWM transistions ready:

RHW-3 to ARD-3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F9457%2Frhw3toard3.png&hash=9c51404e8731c11461fddbbbc485d3f4ea47a834)

RHW-6C to AVE-6
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F3240%2Frhw6ctoave6.png&hash=511aa4da507679ce409f288cead4b795efb29161)

WRHW-2 to AVE-2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F2842%2Fwrhw2toave2.png&hash=2a8c95ddf23dbc2559f00e2a14e08b068f9e0803)

WRHW-2 to TLA-3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F8749%2Fwrhw2totla3.png&hash=84c08762c7b03cb61734d95dd5ab18a9a810b75e)

Quote
I believe an RHW-6S to Maxis Highway transition has been in the works for a while too.

Well, that one has been on hiatius for a long while, although there were several attempts creating these pieces.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on April 24, 2011, 01:20:31 PM
Quote from: mrtnrln on April 24, 2011, 06:13:52 AM
WRHW-2 to AVE-2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F2842%2Fwrhw2toave2.png&hash=2a8c95ddf23dbc2559f00e2a14e08b068f9e0803)

WRHW-2 to TLA-3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F8749%2Fwrhw2totla3.png&hash=84c08762c7b03cb61734d95dd5ab18a9a810b75e)

one small question, will all WRHW-2 (inc euro) have the "ghost island"/hatching? in the middle as in the UK (I'm not sure about the rest of europe) wide Single Carriageways tend to be painted normally to allow overtaking into oncoming traffic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.speedcam.co.uk%2Fc12.jpg&hash=bc5befe98004df4160b5666f2d4a049dc926ac81)

and then split to 2+1 like this, (i couldn't find a conflicting example):

http://maps.google.co.uk/maps?f=q&source=s_q&hl=en&geocode=&q=penzance&aq=&sll=53.800651,-4.064941&sspn=12.344606,39.331055&ie=UTF8&hq=&hnear=Penzance,+United+Kingdom&ll=50.174239,-5.426313&spn=0,0.01369&z=17&layer=c&cbll=50.17423,-5.425855&panoid=u4Q2yr4UgBTdvsrMU8JG9w&cbp=12,96.48,,0,4.73

John
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 24, 2011, 02:18:27 PM
^^ That looks... odd...

The WRHW-2 is ment to be a filler piece between two RHW-3 stretches, you know, where the center lane switches direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 24, 2011, 05:42:29 PM
If I end up making the Euro versions like I did the US versions, the chances of getting Crosshatching are very high.
The method I used to create these textures differs greatly from how the textures are usually made (due to software limitations on my end) which is time-consuming and tedious.


I will be taking the opinion of European members of the NAM team though.


This Wide two-lane stuff will likely not make it in due to the infamous 'shared lane', Traffic will sit in the middle like it's another lane.

Also, as mrtnrln said, WRHW-2 is only intended to go between RHW-3 lane swaps and in fact is pretty much its only purpose.
WRHW-2 is actually almost the same as it was when it was first developed, a puzzle-plop network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 25, 2011, 04:25:27 AM
I'd say 4 tiles wide with overhang per side, at the absolute widest. RHW-12 is probably the widest that could turn and have neighbor connections...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on April 25, 2011, 05:09:14 AM
I did a bit more research into the wide single carrageway, although the rules and regulations exist to build them, they aren't really built anywhere (i guess if they want to widen to duel carriageway in the future the roads are just too wide and  expensive). Unlike these "shared lane" roads which are now a definite no no:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.avforums.com%2Fforums%2Fattachments%2Fmotoring%2F227744d1298803476-priority-three-lane-single-carriageway-roads-three-lane-single-carriageway-equal-priority.jpg&hash=b2a3e157b215f88fb6178a67353889638f12683b)

The longest sections of wide single carrageway (A303 Ilminster bypass) was changed after some bad accidents, from this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.speedcam.co.uk%2Fc10.jpg&hash=6587d0b836444dee4c565a2e73b1878425331b14)

to a 2+1 like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.speedcam.co.uk%2Fc17.jpg&hash=8d919a509be0a3623eaa4ce0f33cfa43e2b28231)

on overtaking lane road markings, the brand new highways agency advice (for 2+1's) is to red paint and hatching between directions of travel like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg863.imageshack.us%2Fimg863%2F3204%2Fexamp2.png&hash=4a94c04998ae2a4fb9406a7b2f1c2a8c88c7cfdd) (http://img863.imageshack.us/i/examp2.png/)
Thats on page34 of this: http://www.dft.gov.uk/ha/standards/dmrb/vol6/section1/td7008.pdf
I only know one place which is painted like that though (and the lane was closed shortly afterwards due to accidents), more commmen is the example a gave about which "swaps" lanes like this:
http://maps.google.co.uk/?ie=UTF8&ll=50.942742,-2.893723&spn=0,0.006845&t=k&z=18&layer=c&cbll=50.942662,-2.893405&panoid=Tl0WwbOJMm6pL2S31jw-uA&cbp=12,278.62,,0,9.31
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 25, 2011, 12:25:30 PM
Quote from: jdenm8 on April 24, 2011, 04:03:45 AM
And with transitions, RHW-4 is capable of transitioning to Maxis Highway, One Way Road and Avenue and RHW-2 is capable of transitioning to almost all the road networks (aside from the Maxis Highways)

Maybe I'm using the wrong terminology.  Admittedly it may simply be a cosmetic issue, but I was speaking of something along these lines:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2Ftransition_sm.jpg&hash=862af1d848bddbe8addd82ac81a4872859cd160d) (http://i134.photobucket.com/albums/q103/Twyla_Naythias/transition.png)
(based on loads of intersections like this one (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=amarillo,+tx&aq=&sll=37.0625,-95.677068&sspn=51.754532,135.263672&ie=UTF8&hq=&hnear=Amarillo,+Potter,+Texas&ll=35.18648,-101.920228&spn=0.001655,0.004128&t=k&z=19), which were virtually everywhere I grew up)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on April 25, 2011, 02:05:51 PM
Oh boy, oh boy really
this is amazing. I am delighted by your work. The only bad news is that these models can not add them to the version of the RHW 4.2 at the earliest, maybe after a year of RHW 5.0
For this I can offer to make models and RHW-8C and RHW-10C because there is enough time until then.
On the ideas that offer - I agree completely with them but must lunches NAM team that they deserve.

Best,
Ivaylo (Ivo)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 25, 2011, 02:19:55 PM
Quote from: Twyla on April 25, 2011, 12:25:30 PM
Maybe I'm using the wrong terminology.  Admittedly it may simply be a cosmetic issue, but I was speaking of something along these lines:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2Ftransition_sm.jpg&hash=862af1d848bddbe8addd82ac81a4872859cd160d) (http://i134.photobucket.com/albums/q103/Twyla_Naythias/transition.png)
(based on loads of intersections like this one (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=amarillo,+tx&aq=&sll=37.0625,-95.677068&sspn=51.754532,135.263672&ie=UTF8&hq=&hnear=Amarillo,+Potter,+Texas&ll=35.18648,-101.920228&spn=0.001655,0.004128&t=k&z=19), which were virtually everywhere I grew up)
Although it looks nice at first glance, I have a few things to note:
- Look at the slopes! They are awfully steep! No car would make that slope (let alone a truck!), or at least not when driving 120 km/h / 75 mph.
- Pre-fab interchanges were never created for the RHW since they are inflexible and it costs a lot of work to create them... That's why we chose the modular approach. TuLEPs may help here...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 25, 2011, 02:30:44 PM
@Twyla: I took a closer look at that interchange via Google Maps, and it's more of a highway with a frontage road system; A setup like that could be easily achieved using RHW with some One-Way Roads running parallel to the sides, but with the addition of several more FARHW ramps (and a few for the One-Way Roads), and several OWR TuLEPs (Something for the Advanced TuLEPs), all of which are unfortunately unavailable.

People have brought up having OWR Ramps in the same style as the RHW Ramps. I would go as far as requesting a direct OWR-MIS ramp, in the same styles as the current RHW4's ramps, but more like those AVE ramps in development. At least having those, at least I thought, would lead to proper RHW-frontage road interfacing, like with the MHW versions of such pieces. That, in turn, would be a start to build such an interchange.

As of that isolated "turnaround" lane to go from one frontage to another, Someone drew up textures for an OWR-OWR ramp that would aid in that. (It was buried deep in the NWM Thread; Something along the lines of this OWR5 to OWR4 and perpendicular OWR1)

Quote from: michi_cc on October 06, 2010, 06:07:46 AM
Some ideas for OWR-4 and OWR-5 joins and splits (Pics still include unmodified OWR around):

. . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F5834%2Fowr5owr4owr1.png&hash=60bdc8b1b74cceff64d00ca414747cfd53e081d5)

I think it could be a 1x2 piece, with various OWR stubs sticking out. (Why OWR stubs and not starters? So you can "plant" TuLEPs on them. :D ) If the frontage roads were absent (thereby rendering it to a diamond), that turnaround lane might not be needed, leaving the only thing needed being the OWR TuLEPs. There are TuLEPs planned for RHW as well, but I believe they go up to RHW4, and they only allow RHW4-Road crossings. The rest are merely cosmetic pieces.

It's still a rather elaborate interchange, though; I would have to agree with Maarten with having to go modular; That's why I brought up so much from two different NAM Projects: The NWM and TuLEPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on April 25, 2011, 03:09:09 PM
With regards to Maarten's slope complaint:
"- Look at the slopes! They are awfully steep! No car would make that slope (let alone a truck!), or at least not when driving 120 km/h / 75 mph."
Although this may be true, the current RHW-4 to ERHW-4 are about that steep, as well as the NAM elevated ramp pieces. So if you want to complain about slopes, you'll have to complain about all those, too  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on April 25, 2011, 03:45:56 PM
Ay me! That be the Texas U-Turn! Cool!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 25, 2011, 03:46:54 PM
Quote from: Exla357 on April 25, 2011, 03:09:09 PM
With regards to Maarten's slope complaint:
"- Look at the slopes! They are awfully steep! No car would make that slope (let alone a truck!), or at least not when driving 120 km/h / 75 mph."
Although this may be true, the current RHW-4 to ERHW-4 are about that steep, as well as the NAM elevated ramp pieces. So if you want to complain about slopes, you'll have to complain about all those, too  $%Grinno$%
I was about to say something quite similar.  The ramps pictured rise 15m over 4 tiles (64m) and are actually both smoother and less steep than the E/RHW-4S (which also rises 15m over 64m) already in the current release.

I don't recall where I heard it, but it seems that the viewing perspective in SC4 tends to squash models - so meaning that their *actual* height is something like 120%-150% of their apparent in-game height.

Quote from: GDO29Anagram on April 25, 2011, 02:30:44 PM
@Twyla: I took a closer look at that interchange via Google Maps, and it's more of a highway with a frontage road system; A setup like that could be easily achieved using RHW with some One-Way Roads running parallel to the sides, but with the addition of several more FARHW ramps (and a few for the One-Way Roads), and several OWR TuLEPs (Something for the Advanced TuLEPs), all of which are unfortunately unavailable.
One thing that came to mind was the possibility of single-tile 'street' versions of the RHW-4S and RHW-6S - grounded on the outside and permitting RCI access.  Sadly, I don't know enough about the internal workings to know how much work would be involved in such pieces.

Quote from: GDO29Anagram on April 25, 2011, 02:30:44 PM
As of that isolated "turnaround" lane to go from one frontage to another, Someone drew up textures for an OWR-OWR ramp that would aid in that. (It was buried deep in the NWM Thread; Something along the lines of this OWR5 to OWR4 and perpendicular OWR1)
If the 'street' versions are a reasonable possibility, the TuLEP-style turnaround should be easy enough to tie into existing MIS pieces.

Quote from: GDO29Anagram on April 25, 2011, 02:30:44 PMIt's still a rather elaborate interchange, though; I would have to agree with Maarten with having to go modular;
Most likely.  Though it offers one potential option regarding ERHW-6C over an avenue; possibly two versions - one which is ONLY the ERHW-6C over Avenue, and a slightly more compact version which includes the E/RHW transitions (and possibly the MIS lanes).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 25, 2011, 05:14:28 PM
Quote from: Twyla on April 25, 2011, 03:46:54 PM
I don't recall where I heard it, but it seems that the viewing perspective in SC4 tends to squash models - so meaning that their *actual* height is something like 120%-150% of their apparent in-game height.

Since the game squashes things down, you would have to compensate by making things 30% taller; If you have something that'a 10m tall, it has to be 13m tall to compensate for the height-squashing.

Quote from: Tarkus on February 20, 2011, 04:19:42 PM
The general advice in the SC4 modeling/BATing community is that things should be upscaled 130% on height, as otherwise, they'll look squashed in game.  5m * 1.3 = 6.5m.  The ERHW and EMIS models have a 1m substructure, so the low point on a 7.5m high model will be 6.5m.  It works out perfectly.  Go any lower than that, and you also risk having taller automata clipping the bottom--I decided to play "ERHW Limbo" back in 2009, and this was the result of an actual 5m ERHW: 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F9264%2Frhw051420092.jpg&hash=6773d28fd9335493c28b9a06fa2879515fa60165)

Quote from: Twyla on April 25, 2011, 03:46:54 PM
One thing that came to mind was the possibility of single-tile 'street' versions of the RHW-4S and RHW-6S - grounded on the outside and permitting RCI access.  Sadly, I don't know enough about the internal workings to know how much work would be involved in such pieces.

General note: RHW, as with Ground and Elevated Maxis Highways, do not provide any zone access at all.

Quote from: Twyla on April 25, 2011, 03:46:54 PM
If the 'street' versions are a reasonable possibility, the TuLEP-style turnaround should be easy enough to tie into existing MIS pieces.

Due to the fact that RHW can't provide RCI access, the best workaround, in my opinion, would be to use One Way Roads. Thanks to the Network Widening Mod, it now comes in five flavours: OWR1, 2 (This is the default), 3, 4, and 5. OWR1 looks like MIS, and OWR5 can be used to make the surface street equivalent to RHW10S, somewhat like a ten-lane equivalent to the default Avenue network.

The only aesthetic downside is that they don't have the yellow lines that RHW networks bear, and it's impossible to add while ensuring their directionality; OWR textures and T21s can't tell what directions they go in; That's why there are OWR crossings with traffic lights in the wrong places. (Other OWR crossings with the NWM, like OWR4 to OWR4, avoided the problem by not having them in the first place.) Plus, they don't really need that yellow line anyway; There would be signs placed periodically on real-life OWRs anyway.

The only functionality downside is that they can't make neighbour connections.

This reminds me of something someone might've requested: OWR1 to MIS and OWR3 to RHW6S transitions.

OWR TuLEPs have yet to be fully developed, but I would imagine an OWR3 TuLEP piece with more or less the same arrows as you showed. Also, that piece from the NWM thread I showed is technically not a TuLEP (though it could be made to function WITH them); It's an "OWR Ramp/Splitter". An OWR3 equivalent of that would go from three lanes to two, and be 1x1, with three OWR stubs sticking out. No MIS needed, but if you were REALLY determined,... (I found a way to remove network stubs off of puzzle pieces without any RUL editing, allowing a MIS starter to be "slammed" in its place...)

Quote from: Exla357 on April 25, 2011, 03:09:09 PM
[T]he current RHW-4 to ERHW-4 are about that steep, as well as the NAM elevated ramp pieces. So if you want to complain about slopes, you'll have to complain about all those, too  $%Grinno$%

Not so fast!!! Smoother ramps could at least be considered...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 25, 2011, 05:45:42 PM
Quote from: GDO29Anagram on April 25, 2011, 05:14:28 PMGeneral note: RHW, as with Ground and Elevated Maxis Highways, do not provide any zone access at all.
True, though I was hoping there was a work-around; such as it 'technically' being an RHW tile, but telling the game that it's a OWR or such - or possibly a custom ORW piece that just *looks* like an RHW tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 25, 2011, 06:59:53 PM
Quote from: Twyla on April 25, 2011, 05:45:42 PM
True, though I was hoping there was a work-around; such as it 'technically' being an RHW tile, but telling the game that it's a OWR or such - or possibly a custom ORW piece that just *looks* like an RHW tile.

Sounds like a lot of hassle for what is essentially duplicated functionality for a cosmetic purpose, something that we have not done (RHW SAM equivalents for example - no, it's not going to happen).

Any tile that would allow RCI access would not be RHW. It would have RHW in it, but its base network could not be RHW.
RHW-4, 6S, 6C, so on (NOT RHW-2), can actually provide CI access now with a little manipulation, but Residential needs a non-freeway network.


I also agree with mrtnrln, pre-fab interchanges just aren't made for the RHW because it would be:
A. Incredibly inflexible
B. Incredibly time-consuming
C. Just like the Maxis Highway network.

We do have two partially pre-fab intersections, the Single Point Urban Interchange and Diverging Diamond Interchange, but they fall under special circumstances and they aren't completely restrictive and pre-fabricated.

That intersection doesn't actually look like much more than a standard Diamond, except with a few very localised bells and whistles.

As well as all that, that intersection would have Zero LHT compatibility as it's completely modelled with direction-specific features.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 25, 2011, 08:18:30 PM
I do have some interesting ideas for how to implement something like that in a non-prefab way, but I can't really say how . . . yet.  There's some . . . classified technology . . . involved.  At some point in the not-too-distant future, a video showing one deployment of this technology will appear on my YouTube channel.

I think once folks see the full extent of what we're up to and get to play around with the next RHW, more folks will understand and agree with our strongly-held belief in a "no pre-fabs ever" philosophy.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on April 25, 2011, 09:17:48 PM
Quote from: jdenm8 on April 25, 2011, 06:59:53 PMAs well as all that, that intersection would have Zero LHT compatibility as it's completely modelled with direction-specific features.
If you're referring to LHD, the only thing to change (apart from the textures, which would be different anyways) would be to flip the central median.  Everything else would be the same LHD or RHD.

Just for the record...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 25, 2011, 09:31:36 PM
Quote from: Tarkus on April 25, 2011, 08:18:30 PM
. . . classified technology
Ah yes... THAT  $%Grinno$%

Quote from: Twyla on April 25, 2011, 09:17:48 PM
If you're referring to LHD, the only thing to change (apart from the textures, which would be different anyways) would be to flip the central median.  Everything else would be the same LHD or RHD.

Just for the record...

Actually, Paths would need to be converted too. A simple flip-job wouldn't work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on April 26, 2011, 06:35:06 AM
@Tarkus
We  ()borg() see that you r attempting to use that technology u stole from us  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 26, 2011, 01:37:20 PM
Actually, he "stole" it from someone else... a rather prominent figure, actually. I won't tell though cuz it'd be mean of me ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 26, 2011, 04:29:10 PM
Oh no, if anyone's being mean, its EA who steals credit from us, despite, we the whole modding community do all sorts of work, and does not even individually acknowledge us, as SC4 still gets shipped new to store shelves, where as prominent figure Dwight from the Office actor Raine Wilson contacts and acknowledges my friends in RL for their work on his Soul Pancake website. I could also tell you how I know a lot more famous people, and that I also have friends who acted in the movies Transformers 3, Public Enemies, and other stuff, but we do not want to get that FARR off the course from the highway.

QuoteThe only functionality downside is that they can't make neighbour connections
While OWR connection has not been perfected, its not like there has been nothing tried with it before. I thought a non NAM dude did just that to OWR with FLUPs, it got to read the city edge connection, only because the piece was two way pathed at the edge, and the underground FLUPs connected the four tile gap between the two OWR's, at the cost the game thought the FLUPs tunnel as a four way junction under the highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on April 28, 2011, 11:10:59 AM
I am trying to place a road over a diagonal RHW-2. (Being that there aren't pieces to go under... yet :) ) I found the pieces, but the only way I can orient the pieces properly is to remove the stretch of RHW-2... but then there is no way to connect RHW-2, as I keep getting the 'reserved' tile notice when I try to connect.

If I leave the diagonal piece of RHW-2 in place, it does not matter how many times I hit the 'end' key to rotate the pieces, the only way the piece will rotate is if I remove the RHW-2.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg815.imageshack.us%2Fimg815%2F8605%2Fdiagonalrhw2underroad.jpg&hash=16d5ef5fc9f03f79711bb4b0f8914681f1924365) (http://img815.imageshack.us/i/diagonalrhw2underroad.jpg/)

Is there a Diagonal RHW-2 filler piece that I have missed somewhere? (I did find one for RHW-4)
... maybe there's a 'trick' I am missing?

Thanks,



Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 28, 2011, 12:27:47 PM
@Gringamuyloca: Hmm,... That IS quite anomalous... I just tried it for myself. Something must've happened in the RULs, and I don't think it'll be fixed sometime soon. HOWEVER,... I know a workaround, but it requires a video demonstration... I doubt any others (other than Blue Lightning) know this trick that I have...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 28, 2011, 12:45:32 PM
I have lots of workarounds for connections of diagonals :D

But yeah, there is a workaround filler... place two diagonal RHW-4, MIS-1, ERHW-4, or EMIS-1 pieces where the RHW-2 should connect (along the line of course). Demolish the one that isnt connected to the overpass, and viola, diagonal stub!

EDIT: This tutorial (http://www.simtropolis.com/forum/journals/1380/entry-8297-a-quick-rhw-tutorial-tight-overpasses/) of mine shows how to do it in a portion of it. There are even more techniques for space constrained or otherwise awkward situations as well.. you kinda develop these once you understand how SC4 treats things
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on April 28, 2011, 04:55:01 PM
@ Blue Lightning
;D  :thumbsup: Thank you for the tutorial  "$Deal"$ .... it took some playing 'around', but I got it to work!  &bis&
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 28, 2011, 05:18:28 PM
Ehh,... I kinda went ahead and already made a video tutorial already... :-[

http://www.youtube.com/watch?v=4IxlA6gLx6k


Hope you don't mind, Vince...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on April 28, 2011, 06:11:42 PM
Meh, that's perfectly fine, a video tends to explain better anyways :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on April 28, 2011, 08:51:30 PM
@ GDO29Anagram  &apls &apls

Let me say your 'technique' is MUCH...lol... quicker than my muddling!

Thank you so much for taking the time to share this! It is so very appreciated!!!  &bis&

Maybe this could be 'stickied' somewhere? (I can't be the only one using RHW-2... am I  :'(  :D )

May your hockey team win... unless they are playing mine... :-X  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 28, 2011, 09:57:50 PM
That just looks like a poorly-rotated Checktype in RUL0...

I'll do some experiments on my end and see what happens with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 29, 2011, 12:40:25 PM
Awesome tutorials, both of you! :thumbsup: Though I did spot something interesting in GDO29Anagram's video. :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on April 29, 2011, 01:40:37 PM
Nego: Is it the custom Highway menu icon?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 29, 2011, 07:10:53 PM
hmm figure I would ask here... is there a how to path tutorial somewhere?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on April 29, 2011, 07:24:58 PM
Yep. Check the NAM how to's and tutorials thread. I believe Maarten did one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on April 29, 2011, 07:57:34 PM
@Exla357: That's it! I was wondering if that is a part of the new NAM or just GDO29Anagram playing around with the buttons. Either way, it came out looking really good! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 03, 2011, 02:56:01 PM
@Nego and anyone else who's curious: That was a custom menu button I made for myself. :D (I've been meaning to change the entire SC4 GUI for my own personal benevolent purposes, and I only got as far as the Highways Menu Button. Consider it an Easter egg, in the sense of how Pixar treats Easter eggs.)

Getting back on topic,... Perhaps I should ask anyway: How do people think of the current arrangement of the RHW Puzzle Pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 03, 2011, 10:10:33 PM
Quote from: GDO29Anagram on May 03, 2011, 02:56:01 PM
@Nego and anyone else who's curious: That was a custom menu button I made for myself. :D (I've been meaning to change the entire SC4 GUI for my own personal benevolent purposes, and I only got as far as the Highways Menu Button. Consider it an Easter egg, in the sense of how Pixar treats Easter eggs.)

Getting back on topic,... Perhaps I should ask anyway: How do people think of the current arrangement of the RHW Puzzle Pieces?

It's annoying that you now have to scroll down for neighbor connections.

That said, some icons are now confusing, especially between the WR Curves and FA rings.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 04, 2011, 12:16:42 PM
Quote from: Tracker on May 03, 2011, 10:10:33 PM
That said, some icons are now confusing, especially between the WR Curves and FA rings.
I have to agree. I get those two confused all of the time. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on May 04, 2011, 01:02:05 PM
Very confusing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 06, 2011, 01:19:08 AM
Discovered a minor (reproducable) glitch:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FRampGlitch.jpg&hash=d9ff32a70f02e81691087bb4d0ed7fbb3f624924)

This is the pure RHW-6S coming off a north-bound (RHW-4) Type-D onramp, beneath a pure eastbound ERHW-4 (the starters are adjacent to the glitched tile) - and it ONLY happens with this configuration/orientation.  It does not occur with north-over-west, west-over-south, or south-over-east orientations.  Happens every time, whether the ERHW-4 is dragged east-to-west or west-to-east, before or after completing the westbound side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on May 06, 2011, 08:17:11 AM
I 2nd that.  I have noticed the same thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 06, 2011, 03:04:42 PM
@Twyla and firefighter57: That happens when a two-tile 6S starter gets too close to an overpass like that.

It's because that the 6S starter is composed of an RHW4 starter and a second starter to the side that converts it to 6S, which is the part that was needed to be dragged to create the shoulder back in RHW V3. (It's also the center part of all the C-Type RHWs, 6C, 7C, and 8C. And it's also the SAM 3 starter, I believe.) If an EHRW overpass isn't far enough from a 6S starter, it reverts to RHW4.

Believe me, I found that as well, but I have YET ANOTHER trick: Remove the starter, remove the RHW stub, replace for a Diag STR starter (YES, it has to be STR, and it has to be placed carefully!!!), and drag RHW from the starter. The end result should be 6S with the overhang, coming out from a different starter.

How do I know this? Currently there's one transition piece, the 6S to 6C transition, that sports a single-tile 6S starter (And I'll bet single-tile starters will be incorporated into later pieces), and guess what? It's also a STR starter.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 06, 2011, 11:43:30 PM
QuoteHow do I know this? Currently there's one transition piece, the 6S to 6C transition, that sports a single-tile 6S starter (And I'll bet single-tile starters will be incorporated into later pieces), and guess what? It's also a STR starter.

All the puzzle pieces that used the old 6S starter will have them replaced with the new single-tile starter.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on May 09, 2011, 02:26:52 PM
I wish for a few things:

If you could do this, that would be great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 09, 2011, 04:06:56 PM
@gooper1: No need to ask for those; at least half of those are being developed. To be more specific, though, ramps and CPs. Sorry; No FLUPs this time.

Quote from: Tarkus on June 16, 2010, 06:13:53 PM
Finally, I've been working up a few more splitters, including the "full Y" splitters that have been on the drawing board since 2007:

(a little pixel offset to fix here still)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F1904%2Frhw051120101.jpg&hash=80d6cb9ab2d6092ac814a335b8e1cf41180d24d4)

At least THESE have been in development for a while...

-----
Alex, I believe you brought up the prospect of "How wide should RHW be?"

First, consider the prospect of 12S and 10C. That would be the absolute max for Mainstream "Tri/TetraTile" RHWs. "Penta/HexaTile" RHW (Yes, C-Networks are five-tile and S-Networks are three tiles per side) would be maxed at 16S AND 16C (They can actually go further, but 16 is a nice round number). I would be comfortable at cutting it off at 14S/C instead, but having that "extra" lane serves as an "insurance policy" in case someone wants it to be even wider.

I did my research, and found a picture of an in-development "Hexatile" RHW-18 on this thread (I believe it was an RHW V1 picture). Don't forget the ever-famous RHW-26. :P

I looked at a real-life highway that contains a segment of 26-lane highway, particularly in the El-Toro Y Interchange in the Orange County area. It ain't 13 continuous lanes side-by-side; It was still well-divided into pieces; More like an RHW14, with an additional combination of MIS/RHW2/4/6S that totals it to 26 lanes; An elaborate setup of Collectors and Distributors, one would say.

My reasons for cutting it off at 16S and 16C:
- 14S/C is good enough, but one extra lane provides that extra insurance policy needed, just in case.
- I like to have both flavours. Yum.

Even still, 12S/10C is still plenty wide, but I want to cover all potential bases.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 09, 2011, 04:53:03 PM
To sum up anagram,

Red means not in the next version at the moment, green means it's already in, black needs more information on what exactly you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 09, 2011, 06:43:41 PM
Are some of the bridges shown (ie 6S/C) be in the next version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 09, 2011, 07:41:18 PM
@Kitsune: Bridges wider than RHW4 are unknown at this point, but they won't be available in the next version, that's for sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 09, 2011, 11:27:53 PM
Psssst... Here are some sneak peeks of some new puzzle pieces for the RHW, fully functional:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2510%2Fcp2e.jpg&hash=98653dd04151a8b03a0d098de56c7cd5e0873d45)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F7636%2Fnel01preview.jpg&hash=ec220ca8f4f1b88e7b4715d93a0ee308be1b5c02)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F271%2Frhwtrans8s6sc1.jpg&hash=780c50d9e83baec097ccd4e10c01ac8645e39e2f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7659%2Frhw3cp03.jpg&hash=957a7ef97f112ca53ca32ec6d42621fe3442c264)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F6942%2Frhwtest02.jpg&hash=7cded10eb2a0c76f0fc78fe3fbb4b1a96295dfa0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F8661%2Frhwtest04.jpg&hash=763a06722eac39690c0d9dc0589e4baa02621946)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F9156%2Frhwtest06.jpg&hash=1cd759d1bcc160ba3cd33226f6f8701efcfbf108)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7821%2Frhwcp05.jpg&hash=3dfa624ca7cea17975bcdf6b5fc03357f7aa0003)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F3411%2Frhwcp02.jpg&hash=cd4308cf376f57db94b029df6c1ca33b288e4134)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F4828%2Frhwcp06.jpg&hash=f5f147ccb45c0b0ca9f316653cdefd3084d7e9f6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7706%2Frhwcp04.jpg&hash=fd1c1f38c91a521a9d724a4eb747746b44bec677)
Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on May 10, 2011, 01:43:56 AM
Unbelievable. Really outstanding work.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 10, 2011, 05:59:27 AM
I like those C- and D-Type Ramps for the RHW-6S and RHW-8S very much.  Good work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mave94 on May 10, 2011, 06:49:11 AM
Looks great! Will you also make a European textured version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on May 10, 2011, 06:59:17 AM
Great work! I can't wait :).

I don't know if this is the right area to ask but. Is there any pedestrian bridges over RWH especially for 6C and 8C?
Also, are there plans for 10C or 4C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 10, 2011, 08:21:40 AM
@ MrMAvE94 - Yep, Euro textures should be available for everything this time around  :thumbsup:

@ banditp61 - No functional pedestrian bridges--your best bet is probably to use some of the overhanging bridges available on the STEX--Glenni has one or two that would cross a 3-tile network and there was another package released recently that included a bridge that looked perfect for crossing RHWs. Sorry no links, the STEX isn't working for me at the moment  &mmm

As for your other question, I think an RHW-10C will be developed eventually, as GDO29Anagram said a few posts down, but not for the upcoming release. I don't think that we will see an RHW-4C, though I could see how it could be handy for RHW-2 merging lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on May 10, 2011, 09:42:49 AM
Are there any plans for type c/d ramps on the RHW-3?
I know they are fairy commen in Scandinavia, this one is in norway (for those who like yellow lines in the road): http://bit.ly/jK53Vl
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on May 10, 2011, 09:43:25 AM
@ noachlem. Thank you for the help. I'll check out the STEX soon. I know RHW-4C won't be useful, it's more for cosmetics. I also see them a lot in the city I live in,, here in Colorado. The highways here are mostly 4C then they spread from the center. If I know how to BAT and do all pathing I would do it myself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 10, 2011, 10:14:18 AM
@ banditp61 - you're welcome and I came across the recent bridge pack here: http://www.simtropolis.com/forum/files/file/26171-wmp-bridgesdat/ (http://www.simtropolis.com/forum/files/file/26171-wmp-bridgesdat/)--I think I'm going to try the "freeway-looking" one out tonight for an upcoming MD update  ;)  Are you wishing for 4C because of the narrower, concrete median? If so, the difference in median width between C & S networks is fairly negligable assuming the S networks are placed adjacent. Mods with walls on the left side (for RHD) for S networks have also been made.

@ jibjohn - C/D ramps for RHW-3 would imply the need for RHW-5C which would be less likely than 4C. We do have those type of ramps around here quite a bit as well though and it'd be nice to have something like that eventually.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 10, 2011, 10:16:28 AM
I can think of one use for a RHW-4C, though.  A 4C could be used for more compact RHW-4 diagonals, taking up similar space to a diagonal AVE-4.  Right now, the narrowest median possible for a diagonal RHW-4 is ~11.314 m.  Of course, it's been said before that the diagonal avenues are too narrow anyway, so an application of the said narrowness to the RHW might be questionable.  Just a thought.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 10, 2011, 10:26:39 AM
Quote from: noahclem on May 10, 2011, 10:14:18 AM
@ jibjohn - C/D ramps for RHW-3 would imply the need for RHW-5C which would be less likely than 4C. We do have those type of ramps around here quite a bit as well though and it'd be nice to have something like that eventually.

Under current nomenclature, that's true.  but things may be a changin' on that front.

In either case, I'm sure a ramp like the one you describe will materialize eventually.  The RHW-3 is brand new even to us behind the scenes after all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on May 10, 2011, 10:50:16 AM
@ noahclem - i was thinking more of like a duel ramp, where the lane gaining side is c/d and the opposite side is a normal ramp making the approach only 1 tile wide, the main reason would be to prevent merging on a 2 lane single carrageway (this is banned in the UK), i hope this picture illustrates it well (even if it took 30 seconds):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F4941%2Fexamp3.png&hash=7dfb55f0cdfdd4ffcc141574c7f1e04a2f3f41b4)
thankyou anyway for the reply
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 10, 2011, 01:34:58 PM
We have thought of that, but it's not likely to appear in the next version...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 10, 2011, 01:55:08 PM
What about interior lane reduction/extension pieces? For example, instead of the outer lanes expanding/reducing, how about the inner lanes? The RHW 6-S lane reduction right cosmetic piece is around but there is no need for it, without interior transitional pieces...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 10, 2011, 02:20:02 PM
Quote from: Exla357 on May 10, 2011, 01:55:08 PM
What about interior lane reduction/extension pieces? For example, instead of the outer lanes expanding/reducing, how about the inner lanes? The RHW 6-S lane reduction right cosmetic piece is around but there is no need for it, without interior transitional pieces...

Look back a page: http://sc4devotion.com/forums/index.php?topic=990.msg378159#msg378159 (http://sc4devotion.com/forums/index.php?topic=990.msg378159#msg378159)

They'll be in the next version.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 10, 2011, 02:35:28 PM
Hehheh. I knew that. Looks awesome! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 10, 2011, 04:30:51 PM
Before I forget,... The idea of a "4C" would be a great idea, but redundant for Ortho RHW4. It would work for Diag but people would've gotten used to the median metarvo described. Why not for FARHW? Even placed side-by-side, the gap there is even wider; You could mentally cram a FARHW2 in the middle. The same can be said for 6S, but when you think about it, that's what the 6C is for, anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 10, 2011, 04:51:52 PM
Quote from: GDO29Anagram on May 10, 2011, 04:30:51 PM
Before I forget,... The idea of a "4C" would be a great idea, but redundant for Ortho RHW4. It would work for Diag but people would've gotten used to the median metarvo described. Why not for FARHW? Even placed side-by-side, the gap there is even wider; You could mentally cram a FARHW2 in the middle. The same can be said for 6S, but when you think about it, that's what the 6C is for, anyway.

A FARHW-4C would make some sense, although it might suffer from congestion problems if the pathing isn't just right.  But a diag RHW-4C with a median like the diag AVE-4 would be problematic due to the shared tile congestion issues that plague the AVE-4.

Ortho is redundant of course, with one possible exception.  It might be nice to see a TLRHW-5 (ala TLA-5).  I'm not sure how common they are in the US and elsewhere, but several older US and state highways here in Oregon are built like that, particularly Hwy 30 between Portland and St. Helens (http://maps.google.com/maps?f=q&source=s_q&hl=en&q=U.S.+30+%26+NW+Cornelius+Pass+Rd,+Skyline,+Multnomah,+Oregon+97231&aq=&sll=45.7257,-122.876918&sspn=0.013407,0.01914&ie=UTF8&geocode=FdCWuAIdLW-t-A&split=0&hq=&hnear=U.S.+30+%26+NW+Cornelius+Pass+Rd,+Skyline,+Multnomah,+Oregon+97231&t=h&z=17 (http://maps.google.com/maps?f=q&source=s_q&hl=en&q=U.S.+30+%26+NW+Cornelius+Pass+Rd,+Skyline,+Multnomah,+Oregon+97231&aq=&sll=45.7257,-122.876918&sspn=0.013407,0.01914&ie=UTF8&geocode=FdCWuAIdLW-t-A&split=0&hq=&hnear=U.S.+30+%26+NW+Cornelius+Pass+Rd,+Skyline,+Multnomah,+Oregon+97231&t=h&z=17))

It would be really nice if it had the capability to allow RCI access to low density only, but oh well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 10, 2011, 04:59:06 PM
Wait, does this mean you and Alex live in the same place, close enough you could physically exchange folders by hand? Without the signal, I thought I at least saw a prototype 4 way RHW-4 intersection with a turn lane setup like that picture plenty further back in this thread, similar to the TuLEPs that are out now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 10, 2011, 05:06:02 PM
This Alex? I live in Colorado. And yes, "TLARHW-5" is fairly common.

The NWM already has a TLA-5, so a "TLARHW-5 would be a bit redundant. Connection to RHW-4 can be achieved by dragging the RHW up to the edge of the AVE-4 to TLA-5 connector piece. A whole different RHW network would be a bit redundant, wouldn't you say?  "$Deal"$

Just throwing that out there,

Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 10, 2011, 05:36:37 PM
@Exla: No, the other Alex: Tarkus.

Possible idea for a diagonal 4C: Instead of merging everything into that one single-tile (and hinder capacity), we "nudge" the textures and paths closer to the middle (and therefore give the diag RHW4 a larger shoulder as well) and make up for the ensuing chips with overhangs, like on the tri-lane NWM networks. Somewhat to the split-tile setup used in the diagonal TLA5, OWR5, and MAVE6, (Reference (http://sc4devotion.com/forums/index.php?topic=1200.msg375391#msg375391)) but if you think about it really closely, you'll see my reasoning for overhangs.

However, seeing how far the RHW v5 texture progress has gone, it'd be too late for a revision. Then there's the puzzle pieces... (Headaches ensue...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2011, 06:00:24 PM
Quote from: j-dub on May 10, 2011, 04:59:06 PM
Wait, does this mean you and Alex live in the same place, close enough you could physically exchange folders by hand?

We're both in Oregon, but at different ends of the Willamette Valley.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 10, 2011, 06:15:32 PM
Quote from: Tarkus on May 10, 2011, 06:00:24 PM
We're both in Oregon, but at different ends of the Willamette Valley.

-Alex

Yup.  This here new-fangled World Wide Web is still quicker.

Quote from: Exla357 on May 10, 2011, 05:06:02 PM
This Alex? I live in Colorado. And yes, "TLARHW-5" is fairly common.

The NWM already has a TLA-5, so a "TLARHW-5 would be a bit redundant. Connection to RHW-4 can be achieved by dragging the RHW up to the edge of the AVE-4 to TLA-5 connector piece. A whole different RHW network would be a bit redundant, wouldn't you say?  "$Deal"$

Just throwing that out there,

Alex

Given the limitations of SC4 to make it anything other than eye candy, I have to agree.  Doesn't stop me from dreaming, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 10, 2011, 06:18:07 PM
Quote from: jondor on May 10, 2011, 04:51:52 PM
It might be nice to see a TLRHW-5 (ala TLA-5).  I'm not sure how common they are in the US and elsewhere

I agree with you there.  I've even seen new projects to widen RHW-2 to RHW-4 include TLRHW-5 segments, particularly in business areas.  Of course, the RHW sadly dosen't provide RCI access in this game, unlike RL, so I wonder how viable a TLRHW-5 would really be.  Traffic would only use the center turning lane at intersections.  I do sometimes set RCI buildings back a tile from the RHW and use street stubs to build driveways to the buildings, to provide a degree of RCI access.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 10, 2011, 06:26:16 PM
They don't happen at all here. There is a clear distinction between Motorways (What the RHW tries to simulate) and Surface Roads (TLA).
If you live on a Highway, you drive to the next interchange and turn around.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 10, 2011, 11:15:55 PM
In Europe, center turning lanes like on the TLA are considered dangerous and are therefore not used. If however the area between the two driving sides is asphalted, there's always a barrier in the center.

Here in the Netherlands they only appear on small stretches, often results of road works. These were ment to direct traffic to one side of the freeway while widening the other side.

Just like in Australia, here in Europe there's a distinct difference between freeways/motorways, highways (these have lower design standards than freeways) and other roads, and this division is often also visible at road numbering: for instance, here in the Netherlands, all freeways are numbered A## and all non-freeway routes are numbered N##.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on May 11, 2011, 05:58:39 AM
Quote from: Exla357 on May 10, 2011, 05:06:02 PM
This Alex? I live in Colorado. And yes, "TLARHW-5" is fairly common.

I live in Colorado as well, and it's true "TLARHW-5 are found in a lot of places, mostly in business districts of suburbs though. At least that's where I've seen them the most. I don't know what part you are from Ex;a367. I am from the Springs and there's a few "TLARHW-5" around.

To me it would make more sense to just use TLA-5 with a few transition pieces instead of working on a whole new network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 11, 2011, 02:35:32 PM
I'm up in Fort Collins.

The major RL TLA-5 up here is North College avenue. It is a long stretch with just businesses on either side, so accessing those is easy.

But enough on TLA, thats for the NWM thread  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 11, 2011, 04:27:06 PM
I don't know how the heck that happened, but I am glad that's over with. However, I have to admit,
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2510%2Fcp2e.jpg&hash=98653dd04151a8b03a0d098de56c7cd5e0873d45)
some of the lane indicating arrow RHW pieces, do come in handy for both use with ramps, and regular X / T intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 11, 2011, 04:38:21 PM
Much of the arrows in the mark would have tremendous application  in TuLEP's for OWR and not only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 12, 2011, 01:03:17 PM
Sorry if I seem to be posting a lot, but a notion crossed my mind earlier today - one which I would think to be a great boon to RHW users.  The Catch-22, of course, is that I'm not sure if it's something that could be implemented (or how much work it would be if it *is* possible).  My limited knowledge of RULs, coupled with that of RHW's 'drag-a-ramp' capability, is inclined to think it can be.

In essence, it would be a 'master piece' similar to the FlexFly - single lane (ala MIS) for now, though dual lane (ala RHW4) might be in its future. 

The first piece (for proof-of-concept) would probably be a 270° ramp - 9x9 tiles, with the little 'construction site' dead center.  In placement, it would require RHW in the two tiles radially adjoining the ends as in the reference pic below (using RHW-10S):
(Please excuse the crudity of the picture - it's just a quick mock-up for illustrative purposes)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FCL_FlexFly.jpg&hash=98dac0883bf98148088ddcdfd8cc2d05f64f651a)
When placed, the 'construction site' would perform two tasks:
~ 1 > Auto-place the appropriate Type-A Ramps (or, possibly, Type-C), connecting the 'FlexFly' piece to both routes (future versions might allow the user to select between A/C Ramps for each connection, similar to the Bridge options)
~ 2 > 'Build' the cloverleaf, using the appropriate pieces to transition between the levels of the two ramps it placed

Again, I'm not certain how readily (or if) this concept could be implemented, but what I understand of it implies that it shouldn't be too onerous a feat.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 12, 2011, 03:02:32 PM
A 270-deg piece...? I thought just plopping three consecutive pieces would suffice already... But if it's going from one height to another, there are already curved Ground to El. Transitions for MIS. Besides, constructing a 270-deg MIS curve out of three curved pieces (RHW Ground Curve or FlexFly) would result in an 8x8 footprint, 17 tiles less than a 9x9 footprint.

The so-called "Drag-a-ramp" (They're called DRIs, Draggable Ramp Interfaces) is currently limited to A and B. I have no idea how the footprint for a C/D ramp would be (No C/D DRIs so far), but it would for sure be involved in connecting three RHW widths together: MIS, RHW(X) and RHW(X-2). I always thought to myself that a B-Ramp would be smoother than an A-Ramp connection, though there are cases where people get around that (Once upon a time, D-Ramps didn't exist). But an auto-build feature for after a specific piece is plopped is in itself a tall order (More like impossible). If I were constructing a cloverleaf, I wouldn't use three 90-deg curves and two A-Ramps for the loops (The exception is if I were dealing with ERHW); I'd use two 45's, one 90, and two B-Ramps. Then again, people have different construction tactics.

Also, the last piece that was 9x9 was the 90-deg rail curve. And even THAT was a nightmare to create.

Maybe if I pull something out from what I told someone else...

Quote from: GDO29Anagram on May 11, 2011, 07:34:53 PM
Actually, network widening isn't limited to rendering; It's only limited to practicality1 and realism2. Besides, MAVE6 is 6 lanes; Is it all in one direction? This also brings up how an OWR6 can be "theoretically" possible: Same size as a MAVE6, but all the lanes are in one direction. Same can be said for an RHW12S, though with the 12S, you can fit that many lanes into the same space as an RHW8S or RHW10S. At the very least, these networks can have more than five lanes, in ANY size of city tile.

1 - This includes in-game limitations, such as capacity and how big of a footprint such a network would need. Example: The RHW8C was once considered impossible because overhang technology wasn't developed then (Neither were the V5 lane size specifications), and it would've taken up FIVE tiles. Another example: Limitations with the RULs, making the NWM, at the time, incompatible with the RTL.
2 - This reflects on how real-life road systems are used as a benchmark and how close the NAM team can get to that. Example: The reason why the cutoff for OWR is five lanes is because that appears to be the average maximum size for a one-way road (At least in the US). Though there are some cases (Even in the US) where there are six-lane OWRs.

This could also apply to puzzle pieces. A 9x9 piece is just pushing it; Cutting something up into smaller multi-purpose pieces is a lot better than having one big bulky piece with limited usage. Just the size of such a piece already makes it difficult to make.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 12, 2011, 04:14:51 PM
The 270 deg depends on if its transitioned from 0 to 15m from beginning to end... if so it would be a very very nice piece to have.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on May 12, 2011, 04:24:10 PM
Yes.  I know I could use something like this if it had a gradual grade differential. :)  I like your ideas Twyla.  [I wish I had the skills to help out, but alas, I do not.  I can only thank those who do.]
Title: Re: RHW (RealHighway) - Development and Support
Post by: greckman on May 12, 2011, 04:35:29 PM
I often browse through the world using Google Earth, and I see 270° grade differential ramps and so I think that would be a very useful piece to have.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bremner19 on May 12, 2011, 04:39:31 PM
I am soooooo excited for the release!!!!  Wish it was sooner than later. $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 12, 2011, 06:31:24 PM
Okay... let's look at the type of intersections that would utilise this piece... The Cloverleaf.

This can already be easily achieved using two FlexFly Type-B curves and the curved MIS to EMIS transition (ala half Cloverfold).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fflatwoodcj%2FEntry24%2Fjohannasburge-8_oct.__2171293529790.jpg&hash=e0dd82f14e33d0df363191c374d059940b8f6c16)

The DRI integration would be impractical. It would make MIS an absolute nightmare and further pigeonhole the piece to Cloverleafs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 12, 2011, 06:38:29 PM
Quote from: GDO29Anagram on May 12, 2011, 03:02:32 PM
A 270-deg piece...? I thought just plopping three consecutive pieces would suffice already... But if it's going from one height to another, there are already curved Ground to El. Transitions for MIS. Besides, constructing a 270-deg MIS curve out of three curved pieces (RHW Ground Curve or FlexFly) would result in an 8x8 footprint, 17 tiles less than a 9x9 footprint.
A ) Three FlexFly/WA-MIS pieces would be 10x10 (making this smaller than its counterpart by 19 tiles).
B ) The arrangement you listed can be made - HOWEVER, the 3x3 gap remaining is too small for the ramps (the ramps need a minimum of 4 tiles).
C ) And - let's face it - the sudden change in elevation just plain looks bad.  There's already loads of comments about the 15m change in height over such short distances being ugly/unREAListic.  Several comments thus far show a distinct appreciation for being able to graduate the transition over 270° vs 90°.

There's also the general construction to consider...  A common comment/gripe I've seen regarding RHW is the finesse needed to construct various interchanges, mainly due to a the interaction of a few quirky bugs - though I suspect many of those have already been addressed in the forthcoming release.  But it remains that one misplaced piece (which can happen for any number of reasons) can have a player bulldozing the entire interchange and starting over from scratch - an inherent liability to the "No Pre-Fab Interchanges" stance.

QuoteThe so-called "Drag-a-ramp" (They're called DRIs, Draggable Ramp Interfaces) is currently limited to A and B. ...  But an auto-build feature for after a specific piece is plopped is in itself a tall order
I was mainly referring to the DRI's as an example of how the 'technology' in over-rides was already part of RHW - making this feasible.

As to the configuration...

I was originally working on one intended to match up with the B/D ramps, but the variegation in the leading angles made an attractive cloverleaf close to impossible - mating up to orthogonal connections is far simpler and less 'jarring' transition-wise.

QuoteThis could also apply to puzzle pieces. A 9x9 piece is just pushing it; Cutting something up into smaller multi-purpose pieces is a lot better than having one big bulky piece with limited usage. Just the size of such a piece already makes it difficult to make.
Judging from the responses thus far, there's a pretty clear interest/demand for such a piece.

I can handle the modelling (and texturing, if desired) no problem.  Might could even manage the pathing, if need be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 12, 2011, 07:27:56 PM
Have fun pathing that thing...and modelling it, and finding room for it $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 12, 2011, 07:54:08 PM
Regarding the footprint, I just measured it in-game, and it's actually only 7x7:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F684%2F7238%2Frhw051220111.jpg&hash=bd900ed5df066c34f2249cbc7c98ca866e909457)

The following is extracted from a post I made on the private RHW development thread about 2 years ago:

Quote from: Tarkus on May 17, 2009, 04:01:13 PM
I've also been thinking that once the loop ramps come into play, it might make sense to divide them into quarter-sections, to allow for maximal modularity, especially since it is looking like the 7.5m (and 22.5m) ERHWs will probably come to fruition.  I'd similarly produce edited/spliced versions of the existing ground-to-elevated transitions.

Here's one such concept I was thinking of:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F3945%2Flooprampdiagram.jpg&hash=648f5415bb8c6170093502f3c57eceb6a1579d32)

-Alex

Having a system as shown in the diagram above actually be to the service of not only cloverleafs, but parclos and parallel/frontage interchanges, with a variety of different heights of RHWs and surface networks.

swamp_ig has provided me with his original .max models for the Ground-to-Elevated (15m) Curved MIS Transition, and between that and slicing up the existing non-curving Ground-to-Elevated Transitions, it should be possible to produce such a system built entirely from modified versions of existing parts.  The main reason it hasn't been done yet is lack of time, but I may use the little bit of free time I have tonight to see if I can whip something up along those lines.

Regarding a DRI/Flex-style system, I have some interesting ideas on that front . . . not quite ready to share/reveal those yet, as there still needs to be a viable proof-of-concept before then.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 12, 2011, 09:54:36 PM
@Alex:

7x7?

I've been measuring using just the ground WRCs... :-[ Forgot the curved transitions were 3x3... Why not 4x4? It would make things uniform, unless you want to try that for the curved L0-L1 and L1-L2 transition. (I would consider it...)

There was one other proposal for a WAVERide-based piece I had in my mind: A "Flex-Transition-Curve", IE, you can drag L0 RHWs under an L1-L2 MIS transition-curve. Such a piece should be 4x4, because it would fall in line in size with the current L2 FlexFlys, and be big enough (and wide enough) for the job. And for an L2-L3 MIS-"TransCurve", you can drag L1's and L0's under it, and for L3-L4, you can drag L0, L1, and L2 under it. Tall order as you go along. (I just pulled all this out of my head. Then again, Multi-height RHW is still a long ways away, how much more to the FlexTransCurve?)

I would imagine fooling around with the FTCs and making a spiral out of them... :D :P Then there's the practical spiral: The 270-deg one. (Someone once requested a 720-deg piece, but immediately claimed it would be redundant.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 12, 2011, 11:31:00 PM
Quote from: Tarkus on May 12, 2011, 07:54:08 PM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F684%2F7238%2Frhw051220111.jpg&hash=bd900ed5df066c34f2249cbc7c98ca866e909457)



This range looks great and will have significant application in the construction of clovers. I have not tried to see but is it possible for such a circuit using the RHW-4 and how many tiles would eventually took?

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 13, 2011, 12:57:20 AM
Quote from: ivo_su on May 12, 2011, 11:31:00 PMI have not tried to see but is it possible for such a circuit using the RHW-4 and how many tiles would eventually took?


Your basic bare-bones cloverleaf (with existing RHW pieces) is 16 tiles on the grounded path and 18 tiles on the elevated path.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FBasic_CL.jpg&hash=5bc60adbf88cdb069b4405e5457e36d4dee04463)

The full interchange (w/straight auxiliary feeds) is 36x36 (not counting the starter tiles beyond the ramps themselves.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFull_CL.jpg&hash=69e06762da8391fa9c3c4609c74ae3f3e285b6fe)

With a little finagling, you can squeeze it down into 30x30 (again, not counting the ramps' starter tiles), but this is as compact as a cloverleaf gets with the current RHW.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFull_CL2.jpg&hash=40c08c8389b7e5fb26e174c35a8b7a24ea47128e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 13, 2011, 01:15:08 AM
I think you do not think you understood me. These clovers are really great but my question wason the ramps and circles of the RHW-4and not the MIS that you used you . My idea is at the crossing of RHW-8 with ERHW-6 to be used as outputs and connections to wider RHW-4 and not as usual MIS.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 13, 2011, 01:27:07 AM
A 36x36 tiles cloverleaf would be 576x576m (or 0.36x0.36 miles) in RL, which is still a bit small, but not completely underscaled.

About the 270 degree clover loops, they would be quite expensive if you build them as bridges/viaducts. Often an earth ramp is cheaper, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F7262%2Finterchangemannzig.jpg&hash=9b9c9c30df3a7f4a4b56c75a876d7be0243665ed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 13, 2011, 02:08:07 AM
In this photo again joiner is MIS. My cities are extremely large and over-populated for that I want to build major highways maksimalko huge clovers. The shortage of MIS is that there is only one lane and would have charged extra large tryafik flow. I need the use of the RHW-4 places where you use MIS.
As an example I can give you a road accident that MIS canvas - this would prevent all traffic because the bar is only one and congestion will be tremendous.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 13, 2011, 06:15:34 AM
Want a Cloverleaf with RHW-4 loops? Lo and behold. Another tutorial by Asteconn that shows just that.

http://www.youtube.com/watch?v=gnvHn8m07dY

Even WITH RHW4 as the loops, it's better to use earth embankments. I'd imagine usage of viaducts/curved ramps to be more common in urban areas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 13, 2011, 06:57:56 AM
Quote from: GDO29Anagram on May 13, 2011, 06:15:34 AM
Want a Cloverleaf with RHW-4 loops? Lo and behold. Another tutorial by Asteconn that shows just that.

http://www.youtube.com/watch?v=gnvHn8m07dY

Even WITH RHW4 as the loops, it's better to use earth embankments. I'd imagine usage of viaducts/curved ramps to be more common in urban areas.

Thanks so much for this clip.
This is exactly what I wanted to see. Only when it came out new version of the RHW know that fashion will use elevated RHW-6c which would help me do what I want. The only thing that worries me is whether I'll need space for this clover because it is like watching pretty huge.
I appreciate you for your cooperation.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 13, 2011, 11:21:33 AM
Quote from: ivo_su on May 13, 2011, 02:08:07 AMI need the use of the RHW-4 places where you use MIS.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFull_CL4.jpg&hash=42c163b0bbf7b1a089a95d08f066e6a75fbcc4fb)
This one is smaller, cheaper, and much easier to build than the one in the video - 44x44 *including* starters - and as small as you can make an RHW4-based cloverleaf.  The only non-RHW item needed is a 15m Hole Digger (there are plenty to choose from - I like SA's Diggers, personally).

It's also easy to make a 46x46 version using this arrangement for the Collector/Distributor lanes with an extra set of RHW-4 through lanes (58x58 including the joiners).

EDIT:  The C/D setup is 64x64 - though the cloverleaf loops themselves are relatively compact.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FFull_CL4a.jpg&hash=22b33eab05dc0b1ded46b8ae2cba7ac19daec46f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 13, 2011, 11:50:32 AM
Omigod it really takes too much space. Must be considered but unthinkable that I would have  so much  space  where  I need. But thank you for your cooperation and that they are trying to visualize my questions.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 13, 2011, 12:20:27 PM
You could (if you hated how big it is, personally I like it that big) just not use smooth curves and/or a slope mod. I'd estimate it'd be around 20x20 then, maybe less if you know a few tricks
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 13, 2011, 12:35:29 PM
Wow
for the first time I feel so special - all my pay as much attention. Now I will go in the game to make a picture and show you the plot.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F8689%2Fsimcity4201105132302006.jpg&hash=f027256cbf04e1e3e0ffc8a6648dbfb0ea47ac95)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7871%2Fsimcity4201105132302286.jpg&hash=201efbebbef8d9aecf8ef55f5de260a9189ba419)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg859.imageshack.us%2Fimg859%2F5043%2Fsimcity4201105132303395.jpg&hash=e5adccf14fd0f00dcd6ed904a67c51889011f9cb)

Here's the place from several  different  corners. I plan to replace the section  of Maxi's highway soon, a new version of the RHW for this purpose  will use ERHW-6c on the RHW-10. I guess you have to tear down another building to free space but the real problem  will be the  HSRP to cross a wide stretch of RHW.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 13, 2011, 02:56:33 PM
Quote from: Blue Lightning on May 13, 2011, 12:20:27 PM
You could (if you hated how big it is, personally I like it that big) just not use smooth curves and/or a slope mod. I'd estimate it'd be around 20x20 then, maybe less if you know a few tricks

Like the de-starterfication trick? ;)

@Ivo: First of all, pretty dense city, but I hate the lack of room for highways. Then again, that's a common problem that city engineers face when building in-city interchanges.

Best course of action is to NOT go with a cloverleaf; Those are one of the biggest of all interchanges, and it traps four quadrants of land from ever being used for city development. There are many interchanges that are better-suited for urban usage, but the more I explain, the more I diverge off from the main topic of this thread.

I'll leave you to the links to two threads: Haljackey's RHW Interchange Guide (http://sc4devotion.com/forums/index.php?topic=6843.0) and the Show Us Your Interchanges (http://sc4devotion.com/forums/index.php?topic=252.0) Thread.

Though I would personally recommend a type of Cloverstack or, if it's the stack is little complicated, a type of Roundabout Interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 14, 2011, 05:13:42 AM
A volleyball Interchange would work there within the space constraints, but traffic that turns has to stop. That, and it'll be a bit of a PITA to build until L4ERHW-4 is developed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 14, 2011, 06:53:39 PM
Question: How about a RHW6S to 3 MIS? Would that work?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 14, 2011, 07:05:28 PM
@Wiimeister: If you're talking about "shredding" an RHW-6S into three MISses? That sounds a little complicated. (What kind of highway would have that, anyway?)

Besides, wouldn't just sticking a RHW4-MIS splitter to an RHW-4 C/D Ramp also work? (Then again, the starters get in the way...)

Would you show a picture of an actual setup?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2011, 07:33:39 PM
US-26 EB at I-405 in Downtown Portland, OR comes close (http://maps.google.com/maps?q=US-26+Portland,+OR&oe=utf-8&client=firefox-a&ie=UTF8&hq=&hnear=U.S.+26,+Portland,+Oregon&gl=us&ll=45.515144,-122.69278&spn=0.008089,0.021136&z=16&layer=c&cbll=45.515176,-122.692895&panoid=6rSE2wfxtTyryK9qjrcHEw&cbp=12,96.37,,0,7.49).  However, it loses its left lane well before it splits the other two, so I don't think it'd fully count.

Vince did draw up a V4-Spec prototype texture awhile back . . . I'm not sure it's really under much consideration right now, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 15, 2011, 05:15:30 PM
The easiest thing to do would be to use the RHW-6C to -6S transition, then place a D ramp, and use a RHW-4 to Parallel MIS splitter, as suggested by GDO29Anagram would be as close as you could get. The RHW-C networks I would imagine are hard to shred because of the odd number of tiles and overhang.

-Alex
(I'm not copying Tarkus when I do that, I've done it my whole life lol)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2011, 05:27:12 PM
Quote from: Exla357 on May 15, 2011, 05:15:30 PM
(I'm not copying Tarkus when I do that, I've done it my whole life lol)

:D  Don't worry, it's all good. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 15, 2011, 05:45:22 PM
ok I'll admit I went a looooong stretch between when RHW 4.1 came out and playing SC4, and I did miss the bug squisher update that I thought until now was cosmetic in nature.. However, I'm not sure if this has been posted or not.... the elevated MIS path is backwards on the road intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.glidingeagle.com%2Fimages%2FUntitled.jpg&hash=3024df6fb7119d63b9ef5fb6dc96ce3c21a3939b)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2011, 05:57:44 PM
It looks like you are using the NAM Viaduct FaceLift Mod by NekoPanch.  As both myself and some of the NAM Associates have uncovered, there are some substantial issues with a number of the RHW-related models included in the package, including many of the EMIS intersections having their textures flipped backwards, and one of the OWR ortho models being replaced with a diagonal.

The only way to fix this issue is to uninstall the viaduct mod.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on May 15, 2011, 06:00:40 PM
Hey, speaking of Viaduct Facelift mods, is the NAM one available yet?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 15, 2011, 06:05:54 PM
The reason there are bugs with that viaduct is because it was modded for LHD by the Japenese creator. This is evident in the stoplight placement, etc. I'll bet using LHD models with RHD NAM will cause problems lol......I'm gonna go uninstall it now :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 15, 2011, 06:19:27 PM
Actually, the piece is still the wrong way in LHD.
You can fix it yourself by modifying the VU values for the road texture in the model. As for the bad overpass, copying the correct road one and using it to replace the OWR one while changing the texture to the Orthogonal OWR one will fix the problem.

These fixes are however well beyond what most users are capable of and there are some new and some changed overpass pieces in the upcoming release that won't be covered by the mod.

It is an excellent mod, it just has these few issues which is nothing bigger than what was in, for example, the SAM (which was a section of stability code, PEG Dirt Road over Rail doesn't carry the override even with the texture replaced).

EDIT: I hate being the one to start a new page :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 15, 2011, 06:50:02 PM
Quote from: jdenm8 on May 15, 2011, 06:19:27 PM
Actually, the piece is still the wrong way in LHD.
You can fix it yourself by modifying the VU values for the road texture in the model. As for the bad overpass, copying the correct road one and using it to replace the OWR one while changing the texture to the Orthogonal OWR one will fix the problem.

These fixes are however well beyond what most users are capable of and there are some new and some changed overpass pieces in the upcoming release that won't be covered by the mod.

It is an excellent mod, it just has these few issues which is nothing bigger than what was in, for example, the SAM (which was a section of stability code, PEG Dirt Road over Rail doesn't carry the override even with the texture replaced).

EDIT: I hate being the one to start a new page :P

ok... simple enough. Fun part is going to be finding the model in all those files... :sleeping:

.... and then making sure I keep it up-to-date.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 15, 2011, 06:56:19 PM
Actually, finding the model is deceptively easy. You've just gotta look for the IIDs in the right places  ;)

*cough*RUL0*cough*
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 15, 2011, 07:54:30 PM
Quote from: kassarc16 on May 15, 2011, 06:00:40 PM
Hey, speaking of Viaduct Facelift mods, is the NAM one available yet?

Sadly no, as far as I know. The new NAM so far would of been defaulted with a facelift for elevated models, so cement barriers would of looked better, especially for building overpasses alone, instead of the black bar rails up top.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 15, 2011, 08:01:47 PM
Let me clarify that a little :P

The new overpass models should be included in the new NAM, completely replacing the old ones.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2011, 08:17:19 PM
We're waiting until NAM Version 30 to release the new models instead of releasing an ad hoc facelift package, in large part since the new models are an integral part of our renewed efforts to bring much-needed additional functionality to the viaducts, and any interim package would end up on a Cleanitol list almost immediately after it gets released.  The NAM viaduct models that are included in the RHW (for the Road/OWR/Avenue-over-RHW pieces) will be updated to the new specs as part of RHW Version 4.2, which is planned to be released simultaneously with the new NAM. 

The only other periphery project that has "stragglers" in it is HSR.  HSR's basically been a dormant project for close to 2 years, and plans for integration of the updates there haven't yet been worked out.  I have actually done a little bit of work "gap-filling" on HSR (ditto with the SAM), but it's been on the backburner for awhile with RL and trying to get all these other projects together, so I don't know yet if there will be a release on that front.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 16, 2011, 04:11:30 PM
I wish I could help with the NAM. Summer's approaching for me. But I have no experience for SC4 modding, and my main computer is a Mac...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 16, 2011, 04:16:42 PM
Me too. I feel I need to give something back to all these great people, but I can barley operate the Reader. Is there any way at all that I can help? I have some experience in 3-D modelling. I am also really good with installers and Readmes.  "$Deal"$

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 16, 2011, 05:18:14 PM
Summer's approaching for me as well . . . my term at uni ends June 10th, after which point I should have considerably more time to work on things.

We do actually have a pretty full feature set already for Version 4.2 (a substantial part of which we haven't even shown yet), and the biggest thing is fixing up a slew of largely little things . . . paths, mostly, along with some texture-related things, adding some overhangs, and stabilizing some RULs.

If folks want to help out now or in the future, assistance with pathing would be a tremendous help.  The task is usually done in Path Creator, which is a Java-based cross-platform application, and Blue Lightning did a tutorial here (http://sc4devotion.com/forums/index.php?topic=7219.0).

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 16, 2011, 05:28:34 PM
Winter holidays approaching for me too... Four big assignments and four exams all within a few weeks means I'll be away longer than I'd like.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on May 16, 2011, 08:05:16 PM
Quote from: Tarkus on May 16, 2011, 05:18:14 PM
If folks want to help out now or in the future, assistance with pathing would be a tremendous help. 
I would help if I knew what I was doing  :D The pathing tutorial is not yet completed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 17, 2011, 02:33:29 PM
I should probably remove that little tidbit from the tutorial.. cuz it actually is finished. :P


Anyways, a little tease I suppose. Haven't had any in this thread for a while now
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FAydina%2FMiscRAW%2FInterchanges1%2Fnorth_icara-jan._2__001305662955.png&hash=db701d98d6a10c2af2597d88658d52f13ba19ec8) (http://www.majhost.com/gallery/vz1234512/Aydina/MiscRAW/Interchanges1/north_icara-jan._2__001305662955.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TimberHawk on May 17, 2011, 02:50:24 PM
NICE!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 17, 2011, 05:08:09 PM
Quote from: Blue Lightning on May 17, 2011, 02:33:29 PM
I should probably remove that little tidbit from the tutorial.. cuz it actually is finished. :P


Anyways, a little tease I suppose. Haven't had any in this thread for a while now
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FAydina%2FMiscRAW%2FInterchanges1%2Fnorth_icara-jan._2__001305662955.png&hash=db701d98d6a10c2af2597d88658d52f13ba19ec8) (http://www.majhost.com/gallery/vz1234512/Aydina/MiscRAW/Interchanges1/north_icara-jan._2__001305662955.png)

And is it possible underneath this bridge  to go RHW-10 or this section is not ready?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 17, 2011, 05:56:06 PM
If you're referring to a ground RHW-10 going under ERHW-6C, then yes.  If you're referring to an ERHW-10, then no, not yet.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 17, 2011, 06:14:56 PM
Would you show me such an intersection  with the  RHW-10 and bottom ERHW-6c to go top. For exactly what  I need  and wait for this version 4.2
but as we talk about which will be further steps in version 4.3 or 5.0

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 17, 2011, 08:29:29 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F542%2F8282%2Ffarhwtulepfulldiamond.jpg&hash=1e8ecf16afd76fd3fa3970e87ae6f2a679190dcc)

TuLEPs, meet FARHW. FARHW, meet TuLEPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 17, 2011, 08:36:33 PM
Quote from: GDO29Anagram on May 17, 2011, 08:31:44 PM
And Ivo, have you forgotten what Tarkus says? "We like to surprise people." It's just that I don't have as much cards up my sleeve as Alex or the others do.

Really, man? And to think I had the same idea for Road/MIS... At least the diamonds look more like diamonds now... :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 17, 2011, 08:49:48 PM
Didn't see that coming. :o Today seems to be a big day for TuLEPs. First 3 cosmetic mods released in 1 day, now FARHW-4 TuLEPS? Great work, Shadow Assassin! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 17, 2011, 11:13:46 PM
Quote from: Shadow Assassin on May 17, 2011, 08:29:29 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fm%2F542%2F8282%2Ffarhwtulepfulldiamond.jpg&hash=1e8ecf16afd76fd3fa3970e87ae6f2a679190dcc)

TuLEPs, meet FARHW. FARHW, meet TuLEPs.
HOORAY!

Any chance of an orthogonal version with the TuLEPs actually beneath the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 18, 2011, 03:34:17 AM
Truly beautiful SA!  &apls

@ Twyla - Your best bet for "turning lanes" under RHW would probably be to use MAVE-6 under RHW. Of course it's missing turning arrows and different lane markings but overall it looks pretty good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 18, 2011, 05:42:40 AM
That puzzle piece is actually many puzzle pieces. The Type-A TuLEPs are standard TuLEPs and the FARHW-4 is standard FARHW-4.
The only unreleased content there is the 6x2 FARHW-4 Diamond Interchange Intersection puzzle piece which the FARHW TuLEPs are embedded in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on May 18, 2011, 08:02:51 AM
Amazing, SA! That looks incredibly realistic  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 18, 2011, 11:04:33 AM
Quote from: noahclem on May 18, 2011, 03:34:17 AM@ Twyla - Your best bet for "turning lanes" under RHW would probably be to use MAVE-6 under RHW. Of course it's missing turning arrows and different lane markings but overall it looks pretty good.
I've tried that with TLA-5 under the RHW but - more often than not - the adjoining intersections kills the override(s) and it reverts to roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on May 18, 2011, 03:13:01 PM
Quote from: Shadow Assassin on May 17, 2011, 08:29:29 PM
TuLEPs, meet FARHW. FARHW, meet TuLEPs.

Holy crap. That... looks pretty spiffy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 18, 2011, 03:23:57 PM
This marks the first interaction between FA networks of any kind and Avenues.  Not only that, but it looks like I see L1ERHW-4 in there, too.  Good work, SA!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 18, 2011, 03:56:13 PM
Ok, I can do pathing. Some NAM person PM me if they need anything. I'll be free the 26th through June 28th.
Today is a proud day for TuLEPs indeed.  &apls &apls &apls &apls &apls &apls &apls

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on May 20, 2011, 04:45:21 PM
What does it take to make bridges for the RHW? I'm talking about 6s, 6c 8s, etc...? From what I gather they aren't easy. What exactly makes it hard (or not possible at all??) I'd like to help get some bridges made if possible. As I work with 3ds Max I could at least make a couple of models...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 20, 2011, 05:17:49 PM
6S, 8S and 10S are easy, we can use the Ground Highway network for them as they're two tiles wide, but the C networks are a problem because they're 3 tiles wide.

There are no proper three-tile-wide networks in SimCity 4.
We can't use three RHW bridges next to one another because a game limitation stops us putting two bridges right next to one another, so there has to be a workaround.
I believe one has been found, but I don't know if it's properly draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 20, 2011, 05:28:25 PM
Brainwave time.

A 6C bridge CAN (technically) be possible. The secret? It has to be a double-6S bridge made from Ground Highway. Hey, if three RHW paths can fit in one tile, why not apply that to an MHW-based bridge? It just needs some overhangs... And a bit of simplicity...

Turn off the grid lines and it would REALLY look like a 6C bridge. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2011, 05:34:21 PM
I know Vince and Daniel had figured out something on the 6C end . . . I believe they did two single-tile bridges with a center overhang, but having not seen the files, I can't be 100% sure.  We have bridges already for quite a few other networks from choco (including most wider RHWs) that are in a largely-but-not-entirely complete state . . . there hasn't been much in the way of finishing those up as of late, however.  Perhaps when I have a bit more time, I'll take a look over them again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 20, 2011, 08:44:41 PM
Quote from: Tarkus on May 20, 2011, 05:34:21 PM
I know Vince and Daniel had figured out something on the 6C end . . . I believe they did two single-tile bridges with a center overhang, but having not seen the files, I can't be 100% sure.  We have bridges already for quite a few other networks from choco (including most wider RHWs) that are in a largely-but-not-entirely complete state . . . there hasn't been much in the way of finishing those up as of late, however.  Perhaps when I have a bit more time, I'll take a look over them again.

-Alex

Interestingly enough, depending on the slope mod and just how flat the terrain is, I'm pretty sure it's possible to drag a third bridge between two other bridges spaced one tile apart, as long as the ground is perfectly even.  I remember one of my very early cities once had two OWR bridges with a rail bridge between them.  I'll see if I can duplicate that and post a picture.

Edit: Looks like I can't, at least not with the plethora of mods I have installed.  This may have been way, way back in the Vanilla days too, but I definitely remember doing it once.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 20, 2011, 10:04:05 PM
Considering how strict Maxis is with the being able to cross a network over the first tile up top on their draggable tunnels, I would say that may be too hard to handle. I can barley build a Maxis bridge over a road crossing underneath, because its difficult keeping the long, wide distance of land perfectly level so the road models on each side of the bridge are right. That gets frustrating having to do over so many times.

Even with the first RHW-4 bridges, its almost like the same concept of the center overhang method, unless you no longer have to keep the top ground on each side of the water perfectly flat and distanced evenly if you want the bridges to be even. This always takes some careful landscaping for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 20, 2011, 10:56:54 PM
I just tried with no plugins and a very smooth grade . . . no success.  The only thing I can think of that might explain it is a pre-patch Rush Hour.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 20, 2011, 11:53:06 PM
Quote from: Tarkus on May 20, 2011, 10:56:54 PM
I just tried with no plugins and a very smooth grade . . . no success.  The only thing I can think of that might explain it is a pre-patch Rush Hour.

-Alex

That's possible.  I remember this was right around the time Rush Hour came out, so it may have been Vanilla or pre-patch.  Oh well.  Relegating this idea to "things to poke around with later".
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 21, 2011, 12:04:50 AM
GDO29 made an interesting post (http://sc4devotion.com/forums/index.php?topic=13149.msg379864#msg379864) over in the NAM Menu (http://sc4devotion.com/forums/index.php?topic=13149.0) thread - though I'm responding here due to it being RHW-specific...

The A3-F3 Ramps are intriguing, to say the least, though I'm given to wonder if they really have a place in SC4.  Believe me - I'm all for expanding RHW, but the 6S exits give even me pause.

Part of it has to do with mechanics:  As I understand it, there's very little 'elbow room' when it comes to the capacities of the RHW variants - and the capacity of 6S over 4S is only 25%, whereas the 4S has double the capacity of MIS.

Part of it has to do with usability:  Just about the only places I've seen the RL-counterpart to a 6S exit is in conjunction with splitting to/merging with a pair of 4S flyovers.  Given the rambling nature of RHW's 'modularity', I see such an interchange taking up the lion's share of a Medium City Tile - and too large to contain within a Small one.

Part of it has to do with 'realism':  As a rule, a highway never has more exit lanes than through lanes - though exceptions to this rule probably do exist - so meaning that the 'source highway' would need to be at least a 12C/S.  To properly align with the continuing 6C, a 12C would need to be five tiles wide - while one side of a 12S would be two full tiles plus an overhang.  Somewhat recently, Alex (Tarkus) expressed concerns over these widths - I disagreed with him at the time but, as I'm coming to understand more about the workings, I'm more inclined to agree with him.

Part of it has to do with applicability:  With 6S Ramps being limited to RHWs of 12 lanes or more (none of which currently exist, and very few are likely to exist), it'd be a pretty rare occasion for them to ever see use.  By contrast, the 4S Ramps see common use on pretty much anything with 6 or more lanes (potentially justifying an RHW-4C).

EDIT:  I'd overlooked the 6S coming off an RHW-10C/S - so meaning that they wouldn't be quite so limited as I'd thought.  You'd think I'd know by now not to post when I'm tired. :p
Though their application does still remain fairly limited - particularly in comparison to the 4S and MIS.



On a separate note...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2F8Cto6CDual4s-1.jpg&hash=3f8fc1155f671a67b782257048657c1815b473e8)
5x5 (not counting starters) 8C to 6C + Dual 4Ss, anyone?  :party:

Mainly an experiment in trying to duplicate the RHW textures, but still...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 21, 2011, 12:35:08 AM
QuoteI know Vince and Daniel had figured out something on the 6C end . . . I believe they did two single-tile bridges with a center overhang, but having not seen the files, I can't be 100% sure.

They are 2 single-tile bridges with overhanging paths. I took Vince's model and made some modifications to the bridge so that it was converted into essentially MHW with a shoulder.

Twyla, that looks very nice! We do need a piece like that, though the textures of course will need to be edited further so they look exactly like the v5 textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 21, 2011, 12:38:46 AM
Quote from: Twyla on May 21, 2011, 12:04:50 AM
GDO29 made an interesting post (http://sc4devotion.com/forums/index.php?topic=13149.msg379864#msg379864) over in the NAM Menu (http://sc4devotion.com/forums/index.php?topic=13149.0) thread - though I'm responding here due to it being RHW-specific...

The A3-F3 Ramps are intriguing, to say the least, though I'm given to wonder if they really have a place in SC4.  Believe me - I'm all for expanding RHW, but the 6S exits give even me pause.

Part of it has to do with mechanics:  As I understand it, there's very little 'elbow room' when it comes to the capacities of the RHW variants - and the capacity of 6S over 4S is only 25%, whereas the 4S has double the capacity of MIS.

Part of it has to do with usability:  Just about the only places I've seen the RL-counterpart to a 6S exit is in conjunction with splitting to/merging with a pair of 4S flyovers.  Given the rambling nature of RHW's 'modularity', I see such an interchange taking up the lion's share of a Medium City Tile - and too large to contain within a Small one.

Part of it has to do with 'realism':  As a rule, a highway never has more exit lanes than through lanes - though exceptions to this rule probably do exist - so meaning that the 'source highway' would need to be at least a 12C/S.  To properly align with the continuing 6C, a 12C would need to be five tiles wide - while one side of a 12S would be two full tiles plus an overhang.  Somewhat recently, Alex (Tarkus) expressed concerns over these widths - I disagreed with him at the time but, as I'm coming to understand more about the workings, I'm more inclined to agree with him.

Part of it has to do with applicability:  With 6S Ramps being limited to RHWs of 12 lanes or more (none of which currently exist, and very few are likely to exist), it'd be a pretty rare occasion for them to ever see use.  By contrast, the 4S Ramps see common use on pretty much anything with 6 or more lanes (potentially justifying an RHW-4C).

My take on it is that those ramps are partly wishful thinking, and partly a demonstration of how the pattern continues very clearly and concisely even into those gargantuan networks.

As for the A3-C3 ramps (and D3-F3 if a 12S is ever created), I agree they wouldn't see nearly as much use as many of the smaller varieties, but you know someone at some point will want one and this way we at least have a name already picked out.  I also agree that the interchange would take quite a bit of space, but in real life, two 6 lane highways merging to become a 10 lane behemoth would take quite a bit of space too.

Capacity issues aside (since the 8S and 10S have crossover paths, they have the same capacity anyway), I think 12 lanes is a good upper limit on highway size.  There are some larger examples in real life, but they are few and many of them involve C/D setups and/or entrance/exit lanes anyway.  Whether the C networks need the extra lanes is debatable as well, but time will tell.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 21, 2011, 12:50:28 AM
I'm inclined to cap it at 16 . . . that'd allow accurate recreation of both I-5 north of San Diego and I-75/85 in Atlanta.  A 16S would cover 6 tiles rather nicely.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 21, 2011, 02:32:20 AM
@Twyla: That would be an RHW-8C A2 Ramp, but it only has to be just one side (2x5), to allow for asymmetrical setups.

As of the A3-F3 ramps? There's a good RL example of such on the Maricopa Freeway (http://maps.google.com/?ie=UTF8&t=h&ll=33.391893,-111.966197&spn=0.005187,0.010568&z=17") (The stretch of Interstate 10 that cuts through southern Phoenix, AZ). Phoenix has a good number of these setups. (Phoenix is dominated by SPUIs and stacks; Screwedupclickv2, a YouTuber, calls it Stack Heaven.)

To the south of THAT is an interchange with an example of what looks like an inverse RHW4 C1 Ramp, a TOTSO-type ramp that Maarten would call.

I also conducted my own RHW width experiments a long time ago, to see what would happen if you went beyond 8C/10S. 12S/10C was the max with the current tetra-tile (S networks) and tri-tile (C networks) alignment. I would also agree if RHW were to expand into hexa-tile (S networks) and perhaps penta-tile networks (C networks) that the cutoff would be 16. 14 would be a nice round number, but that would result in just one lane on one of the tiles for the 14S. Plus, 16, as I thought to myself, would provide that extra lane that a few others would probably want. Anything beyond that would require collector-distributor setups.

Remember the RHW-26? :D

I sometimes imagine something like an RHW-36 with an absolute overkill Express/Collector/Distributor setup (Yes, Collector-Distributor combined with Collector-Express).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F1894%2Fcapturefb.jpg&hash=62f4d159a81e7295cf21b3d00b4f8526b0c6dc72)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on May 21, 2011, 04:37:35 AM
Where can I get the RHW road textures so I can start taking a few shots at modelling RHW bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 21, 2011, 06:30:41 AM
For 6C bridges, we'd either have to go the route of the overhang method (my original bridge and SA's bridge) or the puzzle piece - zero slope route (which I'll work on finishing that up once summer rolls around).

Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on May 21, 2011, 02:17:57 PM
Can't wait for new RHW to come out! It's truly outstanding already.

Much appreciation to everyone involved in its making: Tarkus, Blue Lightning, Twyla, GDO29, and all those who have contributed (Sorry, if I didn't mention your name).

While playing the SC4 this week, I had a little epiphany about ERHW-8, et al (wider networks).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg860.imageshack.us%2Fimg860%2F2328%2Ferhw4andbeyond.jpg&hash=dda00eb5ff684b4d5a7f61fe006c40bb00fcb51a)

Is it possible to create an ERHW-6, with an overhang to it's right, and an ERHW-1,-2, and so forth, with an overhang to it's left, to form an ERHW-8, -10? Most likely,  moving from the one component to another would not be functional; this would serve as eyecandy. Before the RHW Network transitions from ground to elevated, a ramp splitter, similar to that for RHW-8 to 2 RHW-4, would be plausible. Has this been thought of before?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 21, 2011, 02:49:18 PM
@godjcjk12: If you're talking about adding overhangs to the ERHWs so that they look like ERHW-8S and -10S, then no, not because it's not possible whatsoever, it's rather unnecessary.

If there's ever gonna be an ERHW-8S, it will be completely functional, without ever having to overhang non-functional lanes. It will be two-tile per direction, like its ground version.

The crossover paths that allow the ground 8S to work can still work even when elevated. Otherwise, the elevated 6C would be non-functional. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: godjcjk12 on May 21, 2011, 03:13:52 PM
Ahh, I see. Thank you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 21, 2011, 04:25:47 PM
Quote from: j-dub on May 20, 2011, 10:04:05 PM
Considering how strict Maxis is with the being able to cross a network over the first tile up top on their draggable tunnels, I would say that may be too hard to handle. I can barley build a Maxis bridge over a road crossing underneath, because its difficult keeping the long, wide distance of land perfectly level so the road models on each side of the bridge are right. That gets frustrating having to do over so many times.

huh ? What do you mean a maxis bridge over the road? I thought that was impossible... (and ps... I use terrain query to make sure everything is 100%...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 21, 2011, 04:36:59 PM
Quote from: godjcjk12 on May 21, 2011, 02:17:57 PMMuch appreciation to everyone involved in its making: Tarkus, Blue Lightning, Twyla, GDO29, and all those who have contributed (Sorry, if I didn't mention your name).

You should really also thank mrtnlrn & shadow assassin who have both done a tremendous amount of work on the new stuff (everything fractional angle is SA & maarten's made a ton of new puzzle pieces and cosmetic pieces, especially involving wider networks). On a less Californian and more European/rest-of-the-world note, riiga and jdenm have created a bunch of new stuff for narrower RHWs which has been shown around here.

You guys rock


--and I have the same question as Kitsune
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 21, 2011, 06:45:56 PM
To take the recent Australian tuning of the American textures further...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Ftewell-9_jul__1111305993951.jpg&hash=ef0a0a67039266ad7684b00dd22e5c512731ce8b)

A new exit lane texture!

It will replace the existing plain RHW-4 to RHW-6S transition A and will be completely optional. (AKA, not in the NAM)

I'll probably do the same to the other transitions of this type as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on May 22, 2011, 01:51:09 AM
@ jdenm8: Wow! That's really impressive!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 22, 2011, 07:40:16 PM
Quote from: Kitsune on May 21, 2011, 04:25:47 PM
huh ? What do you mean a maxis bridge over the road? I thought that was impossible... (and ps... I use terrain query to make sure everything is 100%...)
Woops. I did not mean over Maxis Rd, I meant the under bridge model set I thought was on Stex via Road 2 subway transfer that needs 100% evenly flat land. The good news is, this type of thing is easier to do:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 23, 2011, 10:11:45 AM
Quote from: j-dub on May 22, 2011, 07:40:16 PM
Woops. I did not mean over Maxis Rd, I meant the under bridge model set I thought was on Stex via Road 2 subway transfer that needs 100% evenly flat land. The good news is, this type of thing is easier to do:

The neighbor connection isn't quite right there. The diagonal shift needs to be one tile back so that the neighbor connection piece can be placed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 23, 2011, 11:54:32 AM
Normally, the pieces are how you do it, and I don't usually curve under the Maxis arrows for any network, but notice the Maxis entrance arrow above?

I only shot and did this, because the game still accepts the RHW traffic connection going in and out, without the elevated loop connector because otherwise there would be no commuting traffic on there entirely. I have not seen if anyone else has gotten the Maxis arrows above the dragged El-RHW coming into the city before. Then again, that also is the only neighbor connection on that side of the city, so they kind of have no choice but to figure out they have to use the RHW in and out of there. I would of explained how for instances when empty space is limited, but only if there was enough interest, if not, I just won't give away the secret then.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 23, 2011, 02:47:51 PM
Some time ago  I was  asked  to show me the intersection  of the  RHW-10 with another ERHW - 6C because Alex had told me that it is ready and I really want to see it.
Else that interested me was the numbering of the versions that follow to come. So what will be after 4.2 RHW 4.3 or RHW 5.0

Thank you
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 23, 2011, 02:55:38 PM
Just out of curiosity, is there a half version of the new FARHW-4 TuLEPs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 23, 2011, 02:58:19 PM
@Ivo: Can't really tell you about it right now, but it's a mess if you try to attempt it now. The other developers may have solved that problem or are in the process of having it solved. By then the teasing should begin once again... ;)

I would anticipate 4.3 to come after 4.2 (due to logic), but even I don't know what the true plans are (No one really truly knows). V3 jumped from 3.21 or something directly to 4.0, but that pattern can't be guaranteed. V5 is expected to bring forth Multi-Height RHWs, but even still, that's still a long way's off.

@Wiimeiser: What do you mean by Half FARHW-4 TuLEPs? Can you be more descriptive?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 23, 2011, 03:34:51 PM
@Anagram
I think he's talking about half-diagonals, unless he's talking about one half as long.


About these FARHW TuLEPs, what you are looking at is not FARHW TuLEPs. The turn lanes in the piece that ShadowAssassin has made aren't TuLEPs, but rather an extension (Read: completely contained in) of the intersection. It's actually a 6x2 puzzle piece, the half-diamond version will be 4x2 because it will not have the FARHW on the other side.

On the versions... I don't know myself but I have heard murmurs of possible 4.3 inclusions, so I think it could go either way (to 4.3 or straight to 5).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 23, 2011, 04:25:40 PM
Regarding ERHW-6C-over-RHW-10, I had it working, though it appears that it's not working with the current controller build.  I never managed to get a screenshot of it, though I did get ERHW-6C-over-RHW-6C (which also currently doesn't work right now).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F1696%2Frhw030320111.jpg&hash=dfea0d651ea93d9b3a210ee7902d92c20f8c4b8a)

While I'm at it, here's ERHW-6S-over-RHW-8 (which does still work):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F3171%2Frhw030320112.jpg&hash=1c2e231a50dab2576e2c3b047fcb3b3602756753)

Regarding version numbers, the tentative plan does include having a Version 4.3 after 4.2.  It's uncertain how far we'll go in the 4.x series . . . it kind of depends on whether or not we end up with a "long-haul" between releases or a more incremental approach.  4.2's kind of ended up being a lot more "long-haul" than incremental as originally planned for a lot of reasons, but I'd like to get back to going incremental, and I think my colleagues in the project would as well.  We've kind of codified a "goal" as to what the RHW should contain when it gets to Version 5.0--the full complement of multi-height ERHWs--so that'll really guide how we assign version numbers going forward.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on May 24, 2011, 09:35:01 AM
Just got to say, the new additions look great, can't wait to have a play with these  :thumbsup:

Will there be a Euro version of the new textures, with just literally a white line in place of the yellow?  While the currently available Euro texture sets are great, they're not exactly to my taste (no disrespect intended).

Also is there anything similar to what I've drawn below going to be in the next release?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F1070%2Frhwconcepty.png&hash=b3da9f618a0ae85f04fdf899eb2a8377775fac4d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 24, 2011, 09:50:46 AM
I know that NAM rarely involves itself with LOTs, but one just occurred to me that (in the US, at least) goes hand-in-hand with RHW: Weigh Stations!

Not sure if SC4's internal mechanics could account for it reducing roadway maintenance, or it diverting truck traffic from the adjacent RHW through it (similar to a toll booth), but still...


And Dexter...  (re: your sig)

Same reason that CARgo goes by ship and SHIPments go by truck.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on May 24, 2011, 11:00:32 AM
Quote from: Dexter on May 24, 2011, 09:35:01 AM
Just got to say, the new additions look great, can't wait to have a play with these  :thumbsup:

Will there be a Euro version of the new textures, with just literally a white line in place of the yellow?  While the currently available Euro texture sets are great, they're not exactly to my taste (no disrespect intended).

Also is there anything similar to what I've drawn below going to be in the next release?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F1070%2Frhwconcepty.png&hash=b3da9f618a0ae85f04fdf899eb2a8377775fac4d)
I'm quite sure the RHW-8 to MIS+RHW-6S is in, and the diagonal RHW-4 to MIS is in.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fb-typ-diag.png&hash=92d1ef289b4f51ca6d3342dbb1c04cf49f38913a) (http://i705.photobucket.com/albums/ww55/anonymson/b-typ-diag.png)
(click for full resolution)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 24, 2011, 12:47:36 PM
Quote from: Twyla on May 24, 2011, 09:50:46 AM
I know that NAM rarely involves itself with LOTs, but one just occurred to me that (in the US, at least) goes hand-in-hand with RHW: Weigh Stations!

Not sure if SC4's internal mechanics could account for it reducing roadway maintenance, or it diverting truck traffic from the adjacent RHW through it (similar to a toll booth), but still...


And Dexter...  (re: your sig)

Same reason that CARgo goes by ship and SHIPments go by truck.

Funny you should mention that.  I was working on a pair of Weigh Station lots before I was invited to join the NAM team.  They haven't been released yet as I'm not entirely satisfied with them and at this point, I'm going to wait until the new v5 spec RHW textures are released so that I don't have to immediately update the lot.

They won't have an effect on road maintenance (if that's even possible), but they are set up like toll booths (but without the congestion effect) and are modded to pass only truck traffic and to divert said traffic through them.

I did have a development pic running around while I was trying to figure out how to specify custom paths.  Needless to say that as a lot, this will be a totally separate download from the NAM once I'm finished with it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fhalp%21small.jpg&hash=6446c7f1df9e3968fa8bdd6a5e23955bb36a8317)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2011, 01:10:24 PM
Quote from: Dexter on May 24, 2011, 09:35:01 AM
Will there be a Euro version of the new textures, with just literally a white line in place of the yellow?  While the currently available Euro texture sets are great, they're not exactly to my taste (no disrespect intended).

Yes, the plan all along with the new V5-Spec set is that a Euro set of the same specifications would also be produced, and hopefully, it'll be released simultaneously with the mod itself.  I'm working on using a Photoshop Action script to automate the process, and am doing the same to produce Concrete and Dark Asphalt ("Darkphalt") variants.

Quote from: Dexter on May 24, 2011, 09:35:01 AM
Also is there anything similar to what I've drawn below going to be in the next release?

The first one with the RHW-4 curving off diagonally will not be in Version 4.2.  The other two, however, will be.

On another note, I've decided to unveil "Secret Weapon #1" of RHW Version 4.2 (http://www.youtube.com/watch?v=Yd9MumOT9Po) with a new YouTube video . . . hope you enjoy.  :)  (It also comes in an HD 720p format.)

http://www.youtube.com/v/Yd9MumOT9Po

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 24, 2011, 01:34:13 PM
Welcome all on page 400
This is a great achievement for the NAM team - can gather so much attention and interest from all of us to rise to this long discussion.
To think only of you guys where you started and how far did you come to this project. Maybe now with the law assuming RHW like logo or business card of the NAM team. I want to express my special congratulations to Alex, Maarten, Blue Lightning, Shadow Assasin and all those who contributed to the development of RHW. Deep bow to you guys. Incidentally enough telling is the fact that no other team has such a long thread of discussion and so much interest.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on May 24, 2011, 01:38:42 PM
Sweet, can't wait to see it released  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on May 24, 2011, 01:48:36 PM
@Tarkus: What an awesome way to kickstart the 400th page with the FlexSPUI puzzle piece! Just one question though - is EMIS supported for FlexSPUI?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 24, 2011, 02:08:24 PM
Really nice video, Tarkus. &apls The new FlexSPUIs look really nice and seem much easier to use than the current ones on v4.1. :thumbsup: It's just one more thing I'm excited for in version 4.2. Can't wait for Part 2!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 24, 2011, 02:14:41 PM
Simply incredible.....thanks to everyone on NAM here, I am so stunned and proud I don't know what to say....I would just like to express my sincere gratitude for all your hard work and effort, it has paid off!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 24, 2011, 04:58:59 PM
At long last, the FlexSPUI! I remember way back when you hinted at it around the release of RHW 4.0, and now, it's even better than I had imagined. Bravo, Alex (and everyone else on the RHW Team)!

One question: In the video, you demonstrated dragging dual ERHW-4s with a center median over the FlexSPUI pieces with a three-tile center. Will we be able to do the same with the ERHW-6C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on May 24, 2011, 06:41:53 PM
That's awesome  &apls Next up, an elevated FlexSPUI  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 24, 2011, 06:54:13 PM
Quote from: Dexter on May 24, 2011, 09:35:01 AM
Also is there anything similar to what I've drawn below going to be in the next release?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F1070%2Frhwconcepty.png&hash=b3da9f618a0ae85f04fdf899eb2a8377775fac4d)

That RHW-4 Ramp, not the diagonal B-Ramp? That's what Maarten would call a "TOTSO" ramp, essentially an "Inverted RHW-4 B Ramp". (Just as I thought-so... :D )

Maarten, I like the idea (And now the name), and I'm gonna expand it, using RHW-4 as the example:
- TOTSO-A - RHW4 branches parallel to MIS (Think S-curve TOTSO; Different than an Inside RHW-4 A-Ramp)
- TOTSO-B - RHW4 branches at a 45° angle to MIS, as Dexter has shown (Think 45°-Curve TOTSO)
- TOTSO-D (or TOTSO-C, if the new nomenclature (http://img191.imageshack.us/img191/8418/periodictableofrhwramps.png) ever gets its way) - RHW4 branches in an FA fashion.

(Alert me if you thought of the same thing.) Diagrams will ensue. ;)

@jacksunny:  :) + ;) + :D + $%Grinno$% + :P = ?!! That's all I'm saying.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 24, 2011, 07:12:45 PM
Quote from: Nego on May 24, 2011, 02:08:24 PM
Can't wait for Part 2!

he he he... it might just be the rest of the functionality of that piece. Tarkus didn't show all of its capabilities...
Then there's SecretNetwork  $%Grinno$%

Not saying any more :P

@woodb3kmaster,
Yes, pretty much all of the new and existing RHWs will work with FlexSPUI.
Title: Re: RHW (RealHighway) - Development and Support
Post by: legoman786 on May 24, 2011, 08:26:00 PM
:shocked2:


That is all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on May 25, 2011, 08:10:57 AM
Wow..! Great new features and the FlexSPUI looks amazing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 25, 2011, 11:08:58 AM
*gawks* Oh my goodness.

BTW, I actually paused to see some of the stuff in your TAB rings...like Type A1 TuLEPs that say "(Rotate for Dashed)" and new "Transistion" [sic] pieces. (I also noticed you had two roundabout buttons...RaBETs?  ()what())
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 25, 2011, 12:24:45 PM
Quote from: jdenm8 on May 24, 2011, 07:12:45 PM
Then there's SecretNetwork  $%Grinno$%

I think I know the secret network. :D And if I'm right, you've really out done yourselves with it. Great job! &apls My lips are sealed. (accept to NAM Team members)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 25, 2011, 12:31:39 PM
Great video Alex!  &apls  It's exciting to have the first "secret weapon" seeing the light of day  ;)

Quote from: Tracker on May 25, 2011, 11:08:58 AM
(I also noticed you had two roundabout buttons...RaBETs?  ()what())
I haven't seen any RaBETs running around but there is something very cool that can be done with an extra roundabout menu....  ;D 
Though in this case I doubt that's what it's doing there.

Quote from: Nego on May 25, 2011, 12:24:45 PM
I think I know the secret network. :D
interesting....
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 25, 2011, 01:45:04 PM
The secret network is so secret, that even we, the rest from the NAM Team, don't know what it is... or were even aware of it  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 25, 2011, 01:59:22 PM
Quote from: mrtnrln on May 25, 2011, 01:45:04 PM
The secret network is so secret, that even we, the rest from the NAM Team, don't know what it is... or were even aware of it  :D
Only Alex Is informed of the secret networks and surprising  innovations. I'm surprised you in NAM did not share any on what works. I thought that you divide the work and help but it really shocked me.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 25, 2011, 02:05:49 PM
Well, we did know about the FlexSPUI. But there are some projects we don't even know about from each other, mainly because they need a heck of a lot of work before it's functional in any way, and sometimes these projects get even cancelled (like my Prime Road Avenue Mod, which was cancelled due to redundancy with the NWM and the TuLEPs).

Don't worry, this is only a very small part of what we do. Most of the stuff we do share  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 25, 2011, 02:33:08 PM
and of course, the more people that know, the less likely it is to stay secret.  ???  $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 25, 2011, 03:10:42 PM
Well, sometimes when we have things that are rather revolutionary we keep it secret for a while.. anyone remember FLEXFly? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 25, 2011, 03:24:44 PM
Quote from: GDO29Anagram on May 17, 2011, 08:31:44 PM
[H]ave you forgotten what Tarkus says? "We like to surprise people." It's just that I don't have as much cards up my sleeve as Alex or the others do.

Obviously, others have their own cards to play: Shadow Assassin's FARHW-4 to TuLEP pieces and other FARHW content, Maarten's ramps, Vince's FlexFly, Jondor's rail-TuLEP crossing pieces, the RHW-4 Diag B-Ramp,... While others simply don't have a pack of cards to use. Though many of the NAMites probably know quite a number of things that others have planned for, all in all, it's probably just a sample of what everyone is planning individually.

It's just the tip of the proverbial iceberg...

Quote from: JoeST on May 25, 2011, 02:33:08 PM
and of course, the more people that know, the less likely it is to stay secret.  ???  $%#Ninj2

Well said, and it would also ruin the surprise. :)

Quote from: Blue Lightning on May 25, 2011, 03:10:42 PM
[A]nyone remember FLEXFly? :P

Yes, I remember. XD I remember seeing the very first pictures of it. At first I thought it was just another set of puzzle pieces. In fact,...

Quote from: Blue Lightning on August 24, 2009, 11:13:35 AM
::)

Click it for full.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FSC4-2%2Faaaaaaaaaaa%2Fflexfly_teaser_240809_01.jpg&hash=c8b06aaa3e4d922d83e0bf3c2ae7fd21500e2e5c) (http://www.majhost.com/gallery/vz1234512/SC4-2/aaaaaaaaaaa/flexfly_teaser_240809_01.jpg)

:D

More info will come later...... ;)

Vince

Welcome to page 401, oddly enough.
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on May 25, 2011, 04:19:54 PM
 :shocked2: :shocked2: :shocked2:

I can't wait for part 2, and NAM 4.2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 26, 2011, 01:16:50 AM
Okay....  This is probably nothing more than a stab in the dark combined with wishful thinking, but several disparate things I've seen regarding SC4 and RHW coalesced into an odd sort of notion:

Part the First:  The 'impossibility' for RHW to utilize tunnels
Part the Second:  DIPs, as brought up concerning a potential Street-Widening Mod
Part the Third:  Various RUL-based over-rides in general, which RHW is brimming with
Part the Fourth:  Blue Lightning's Compact RHW-4 Bridge (http://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/)
Part the Fifth:  Tarkus' demonstration of the forthcoming FlexSPUI
Part the Sixth:  The general 'default' interconnectivity between Avenues, MHW, and RHW
Part the Seventh: FLexible UnderPasses and Underground Puzzle Pieces in general

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2Ftunnels01_4.jpg&hash=809bebd45ad07e0de4023a819a277fe06b4c0c18)
As anyone who has dared to experiment has discovered, all SC4 networks (including the 'dirt road' used by RHW) have the auto-drag capacity to form tunnels - as demonstrated in the picture above - and I believe this may be the key to 'unlocking' the ability for functional tunnels with RHW.

Again, this may simply be a stab in the dark - particularly as I'm not particularly savvy about SC4's inner workings - but I am inclined to believe that it may be the tunnel entrances themselves which hold the key.  Admittedly, it was a misunderstanding of a quirk of the 'DrawPaths' cheat that started me thinking on this, but further experimentation led down a path of thought which I wouldn't have considered otherwise.

Long story short, the tunnel entrances - for lack of better terminology to describe this concept - act as transitions; much in the same fashion as FlUPs and RHW ramps and transitions.  What makes them different - and may be the secret to functional tunnels - is that the entrances, in essence, transition between the 'surface' and 'underground'.  And although Streets have the same lack of automatically placing tunnel entrances (at least my install does), there are quite a number of mods and other add-ons which bring Streets up to par with all other base Maxis networks - including EMHW, Monorail, etc.

Seeing as the 'dirt road' RHW is based on equates to Streets much the same way as OWRs do to Roads, the 'unlocking' of tunnels for RHW is likely related.

On a similar note, rather ironically, knowledgeable investigation of this possible lead may also unravel a solution to the quandry with multi-lane RHW bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on May 26, 2011, 01:31:45 AM
Quote from: Tarkus on May 24, 2011, 01:10:24 PMhttp://www.youtube.com/v/Yd9MumOT9Po

Brilliant work &apls
However has this technique some limits? I mean, it is possible to make flexible railroads and streets?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 26, 2011, 01:39:41 AM
Quote from: Twyla on May 26, 2011, 01:16:50 AM
Okay....  This is probably nothing more than a stab in the dark combined with wishful thinking, but several disparate things I've seen regarding SC4 and RHW coalesced into an odd sort of notion:

Part the First:  The 'impossibility' for RHW to utilize tunnels
Part the Second:  DIPs, as brought up concerning a potential Street-Widening Mod
Part the Third:  Various RUL-based over-rides in general, which RHW is brimming with
Part the Fourth:  Blue Lightning's Compact RHW-4 Bridge (http://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/)
Part the Fifth:  Tarkus' demonstration of the forthcoming FlexSPUI
Part the Sixth:  The general 'default' interconnectivity between Avenues, MHW, and RHW
Part the Seventh: FLexible UnderPasses and Underground Puzzle Pieces in general

[image]
As anyone who has dared to experiment has discovered, all SC4 networks (including the 'dirt road' used by RHW) have the auto-drag capacity to form tunnels - as demonstrated in the picture above - and I believe this may be the key to 'unlocking' the ability for functional tunnels with RHW.

Again, this may simply be a stab in the dark - particularly as I'm not particularly savvy about SC4's inner workings - but I am inclined to believe that it may be the tunnel entrances themselves which hold the key.  Admittedly, it was a misunderstanding of a quirk of the 'DrawPaths' cheat that started me thinking on this, but further experimentation led down a path of thought which I wouldn't have considered otherwise.

Long story short, the tunnel entrances - for lack of better terminology to describe this concept - act as transitions; much in the same fashion as FlUPs and RHW ramps and transitions.  What makes them different - and may be the secret to functional tunnels - is that the entrances, in essence, transition between the 'surface' and 'underground'.  And although Streets have the same lack of automatically placing tunnel entrances (at least my install does), there are quite a number of mods and other add-ons which bring Streets up to par with all other base Maxis networks - including EMHW, Monorail, etc.

Seeing as the 'dirt road' RHW is based on equates to Streets much the same way as OWRs do to Roads, the 'unlocking' of tunnels for RHW is likely related.

On a similar note, rather ironically, knowledgeable investigation of this possible lead may also unravel a solution to the quandry with multi-lane RHW bridges.

Unfortunately, this is a case of "been there, done that".  No offense intended, but if the answer really was that simple, we would have RHW tunnels already.

There have been attempts to reenable the Dirtroad network's tunnels and while it is possible to correctly specify a model and paths and have the game successfully draw the tunnel, it is ultimately non-functional.  The traffic simulator simply ignores the connection altogether.

There is a post somewhere (I think it's in this thread) with an attachment that contains an exemplar that enables the Dirtroad tunnel visually.  But unfortunately the proper functionality of the tunnel seems to be locked in the EXE and cannot be changed in any way we are capable of.

It took quite a bit of skulduggery to fix the other major RHW issue (it's non-appearance on the Region Transport Dataview) and I only consider it a 90% success to be honest, since it's a clever workaround with a few caveats and subtle gotchas, but cracking the tunnel problem seems to be a lot trickier and is likely going to require much. much more skulduggery with lots of caveats and subtle gotchas of its own.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 26, 2011, 02:10:46 AM
Quote from: Terring7 on May 26, 2011, 01:31:45 AM
Brilliant work &apls
However has this technique some limits? I mean, it is possible to make flexible railroads and streets?

To the best of my knowledge there it is entirely possible to use the same "waveride" (I forget which letters are supposed to be capitalized  ;D ) technology on rail or other networks. The problem is the effort, time, and talent required for such pieces. Despite being discovered by Vince (Blue Lightning) a couple years back, to my knowledge there are still only two pieces utilizing the technology (FLEX-Fly and the new SPUI) and two people who have created such pieces, Alex (Tarkus) and Vince.

One example of a possible future use for "waveride" technology would be something to do with separated-grade crossings for fractional angle stuff--as was discussed in the RHW support and development thread sometime back (I suggested puzzle pieces but it was pointed out that a waveride solution could make more sense). Various other RHW-versions have been discussed and I believe a rail viaduct version was ruled out due to the amount of work required.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2011, 02:39:27 AM
Quote from: banditp61 on May 25, 2011, 04:19:54 PM
:shocked2: :shocked2: :shocked2:

I can't wait for part 2, and NAM 4.2.

Thanks--glad you're looking forward to it!  Though to be technical, it's the RHW that'll be Version 4.2 . . . the next NAM will actually be Version 30. :)

Quote from: jondor on May 26, 2011, 01:39:41 AM
There is a post somewhere (I think it's in this thread) with an attachment that contains an exemplar that enables the Dirtroad tunnel visually.  But unfortunately the proper functionality of the tunnel seems to be locked in the EXE and cannot be changed in any way we are capable of.

It's actually on Page 45 (http://sc4devotion.com/forums/index.php?topic=1138.msg344509#msg344509) of the NAM: Development thread, when meister1235 made a suggestion much along the lines of what Twyla described.  It's one of those weird things that we haven't found a way to circumvent. 

Regarding WAVERide stuff (I think that's the correct capitalization ::)), Noah is correct.  Technically, I should add, as far as the game is concerned, only the little "construction site" tile is puzzle-based.  It treats the rest of the construct like it is a draggable network item (albeit a highly-specialized one), so the coding process is much like creating another override network--we generally have to modify all three RULs involved in the main NAM Controller file to create these pieces.  We'll slowly expand the repertoire of WAVERide items as time and energy allow, with priority based on what projects are perceived to be the most feasible.

Oh, and regarding the "secret network" . . . no comment . . .

:D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 26, 2011, 09:56:22 AM
Well, at least I'm excited for SecretNetwork, whatever it might be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 26, 2011, 09:59:35 AM
Great video! Can't wait to hear more about that secret network :D When will it be revealed? ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 26, 2011, 10:01:23 AM
Quote from: jondor on May 26, 2011, 01:39:41 AM
There is a post somewhere (I think it's in this thread) with an attachment that contains an exemplar that enables the Dirtroad tunnel visually.  But unfortunately the proper functionality of the tunnel seems to be locked in the EXE and cannot be changed in any way we are capable of.

So is it confirmed the exe has the instructions to draw the dirt road tunnel and its just locked? If so, then all we need is a dll to unlock the code in much the same matter the extra cheats dll was made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 26, 2011, 10:14:20 AM
Quote from: Kitsune on May 26, 2011, 10:01:23 AM
So is it confirmed the exe has the instructions to draw the dirt road tunnel and its just locked? If so, then all we need is a dll to unlock the code in much the same matter the extra cheats dll was made.

The tunnel draws just fine, and the paths are valid (automata can be seen randomly using the tunnel and it can be driven through in U-Driveit Mode), but the problem is that the Traffic Simulator does not use it.  No actual simulator traffic will ever use the tunnel, you can verify this by installing the exemplar Alex linked to above, building a tunnel and forcing sims to have to use it to get to their jobs.  The traffic query tool will tell you that it's non-functional.

As for a dll solution, that all depends on exactly what hooks the game presents to allow external code to override its own functionality.  It's entirely possible the game doesn't allow external code to override those functions.  But we can't really know for sure unless we had the source code.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 26, 2011, 10:15:38 AM
Quote from: jondor on May 26, 2011, 01:39:41 AM
Unfortunately, this is a case of "been there, done that".  No offense intended, but if the answer really was that simple, we would have RHW tunnels already.

There have been attempts to reenable the Dirtroad network's tunnels and while it is possible to correctly specify a model and paths and have the game successfully draw the tunnel, it is ultimately non-functional.  The traffic simulator simply ignores the connection altogether.

There is a post somewhere (I think it's in this thread) with an attachment that contains an exemplar that enables the Dirtroad tunnel visually.  But unfortunately the proper functionality of the tunnel seems to be locked in the EXE and cannot be changed in any way we are capable of.

It took quite a bit of skulduggery to fix the other major RHW issue (it's non-appearance on the Region Transport Dataview) and I only consider it a 90% success to be honest, since it's a clever workaround with a few caveats and subtle gotchas, but cracking the tunnel problem seems to be a lot trickier and is likely going to require much. much more skulduggery with lots of caveats and subtle gotchas of its own.

Crap...   I REALLY need to quite posting when I'm tired.

Part of what I left out involved a number of MODs which 'translate' between different networks - the ElRail/Subway transition being a well-known example.  Given how overrides for intersections and the like (seem to) work, it would - at the very least - seem to offer a workaround.  Something along the lines of:

1 ~ Drag RHW in the same manner as any other network, defining the tunnel
2 ~ The tunnel entrances are either auto-placed via RULs or (perhaps more easily) plopped afterwards
3 ~ The connection between the entrances is 'translated' into a different network, with each entrance serving as both starter and terminus for the 'borrowed' network.

8S, 10S, and possibly 12S lend themselves towards 'borrowing' MHW which, either through over-riding the existing NAM traffic capacity via DIPs or minor tweaking of its core capacity, could offer an accurate reflection of real-world capacity.  The DIP approach would put such a 'stolen' MHW tunnel's capacity at 75% of the RHW - which reflects on the general trend of reduced speed limits, etc, in tunnels.

Or, given the varying network widths for RHW, another option could be to perhaps 'borrow' a network like subway and override it for car & truck traffic instead of rail.  This similarly 'near-matches' RHW capacities without DIPs at 'Classic' setting and generously exceeds them at higher NTC settings - pretty much eliminating tunnel congestion altogether.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2011, 12:09:38 PM
Quote from: Twyla on May 26, 2011, 10:15:38 AM
1 ~ Drag RHW in the same manner as any other network, defining the tunnel
2 ~ The tunnel entrances are either auto-placed via RULs or (perhaps more easily) plopped afterwards
3 ~ The connection between the entrances is 'translated' into a different network, with each entrance serving as both starter and terminus for the 'borrowed' network.

#2 in that plan works . . . the rest of it would be problematic.  We can't actually override networks in tunnels (only up to the edge of the tunnel) and we're also unable to physically turn one base network into another base network.  The idea of ploppable tunnel portals has been discussed before, however--I've had talks with both threestooges about doing something like that for Single-Track Rail.

Quote from: Twyla on May 26, 2011, 10:15:38 AM
8S, 10S, and possibly 12S lend themselves towards 'borrowing' MHW which, either through over-riding the existing NAM traffic capacity via DIPs or minor tweaking of its core capacity, could offer an accurate reflection of real-world capacity.  The DIP approach would put such a 'stolen' MHW tunnel's capacity at 75% of the RHW - which reflects on the general trend of reduced speed limits, etc, in tunnels.

Actually, a DIPped MHW would have a higher capacity . . . the Maxis Highway capacity figures generally shown operate on the unit of a single-tile, rather than the full-span capacities shown in the RHW's capacity table.  In the Medium capacity version, a 2-tile span of DIPped MHW would have a capacity of 37500.

Quote from: Twyla on May 26, 2011, 10:15:38 AM
Or, given the varying network widths for RHW, another option could be to perhaps 'borrow' a network like subway and override it for car & truck traffic instead of rail.  This similarly 'near-matches' RHW capacities without DIPs at 'Classic' setting and generously exceeds them at higher NTC settings - pretty much eliminating tunnel congestion altogether.

Subways are a weird beast, to say the least. (Hey, that rhymes!)  They operate in a manner that is largely different from other transit networks.  Pathing behaves very strangely on them, and they're actually "symbiotically-linked" with Pipes and (really strangely) Roads, which has made doing anything with them very difficult. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on May 26, 2011, 12:29:32 PM
Quote from: noahclem on May 26, 2011, 02:10:46 AM
One example of a possible future use for "waveride" technology would be something to do with separated-grade crossings for fractional angle stuff

Wait a minute, it is possible to use this technology to make double decker transportation systems, like highways and railroads? I remember that some guys tried to make double decker highways &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 26, 2011, 12:39:32 PM
@Terring7: The problem with double-decker highways is that the atomata tend to switch between levels while moving along the highway. (though something tells me that someone may have found a way to fix this problem $%Grinno$% )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on May 26, 2011, 12:46:42 PM
The flexible technology can't solve this problem? &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 26, 2011, 01:15:58 PM
Alex I know what I noticed in RHW. I do not know if I'm wrong but when I watch  the movement  of traffic along the avenue,  road, highway or RHW with many lanes I see that the vehicle speed  is equal. In my humble opinion it is not meet reality. I propose to do so that vehicle speed  is faster to RHW and extensive network of NWM, if possible, of course.
Another thing that bothers me is the reporting of traffic in the game. Although the capacity of networks of NWM and RHW is relatively high I never seen it to relieve traffic in cities. More clearly stated if replace OWR-2 with OWR-4 or 5, this does not solve the problem of congestion. I use my RHW-10 to connect the most populated neighborhoods in areas where CO, CS and I-HT but this does not work even half as efficient as a tube of the metro (Subway).I think that this problem stems not so much network capacity  as on how the loan tiles in the game. So if I am right then even if a network has the ability  to pass a 1 million vehicles in itself it would not solve  traffic  congestion.

Sorry if I was too critical and pedantic.

Friend and admirer of NAM
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 26, 2011, 01:17:38 PM
Nope. WAVERide only extends to having a flexible piece. As for double deckering, I've had my stab at a full draggable one (drawing EHWY over GHWY) but that failed (I managed to do it 2 tiles at a time, but that's really cumbersome; its due to how tile connections are handled by the OverDraw/DraggedIntersection RUL)

ivo: My currently experimental automata controller is set to remedy the speed issue. As for capacity, you also have to take into account new traffic. If you build it, they will come.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 26, 2011, 05:46:09 PM
Transit Type over other-kind-of-Transit Type is perfectly possible, look at the little-used ElRail over Road, and GLR in Road/Avenue which operates on the same principle.
It's Transit Type over same Transit Type going in the same direction that won't be done due to the jumping issue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on May 26, 2011, 07:07:36 PM
Quote from: jdenm8 on May 26, 2011, 05:46:09 PM
Transit Type over other-kind-of-Transit Type is perfectly possible, look at the little-used ElRail over Road, and GLR in Road/Avenue which operates on the same principle.
It's Transit Type over same Transit Type going in the same direction that won't be done due to the jumping issue.

But in examples you have given, there two sets of transit for different purposes; Example, El Rail over road ( trains over cars, buses, and freight). But in the case of Double Deckers you have sims using the same transit (Cars, Buses, and Freight) on both decks. The Automata mistakes each deck as lanes on a single highway. This is compete peculation, but if the secret network is DDHW it was probably solve by cutting off some of the pathfinding or adding some sort of waypoints on the network. Follow the pathfinding GPS my Sims.

Maybe it's not real DDHW (highway over highway) maybe another hybrid of avenue over highway. It sounds more conventional for NAM team to start there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 26, 2011, 07:35:19 PM
There are multiple problems.

A. If there was a DDRHW based on the RHW, it would have the same capacity as RHW-4 due to game limitations meaning there would be four lanes with the capacity of two lanes. It would be more advantageous to build a standard RHW-4 motorway.
Besides that, we do not have another single-tile road-based network with a higher capacity than RHW, meaning DDERHW will be a sweet dream until we discover a workaround.

B. Road Network over another Road Network would not work because the game does not see two different networks. To the game, Street, Road, Avenue, Highway, RHW, are all duplicates of "network" with special properties, speed, capacity and kind of vehicle paths it can carry are the most influential ones.
Puzzle Pieces need one basic network which defines the speedlimit and capacity.

Because SC4's pathfinder (and lane swapper for UDI) do not 'see' the Y axis, traffic will flit between decks. This is probably only true of car paths as they are the only network that can change 'lanes' (in actuality, just paths that are within a certain distance of one another and exit and enter on the same sides), although the other networks may do it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 26, 2011, 07:46:06 PM
Quote from: jdenm8 on May 26, 2011, 07:35:19 PM
A. If there was a DDRHW based on the RHW, it would have the same capacity as RHW-4 due to game limitations meaning there would be four lanes with the capacity of two lanes. It would be more advantageous to build a standard RHW-4 motorway.
Besides that, we do not have another single-tile road-based network with a higher capacity than RHW, meaning DDERHW will be a sweet dream until we discover a workaround.

Amen. :) Besides, we're out of base networks to work with, and not even the DIPs would be able to make up for the capacity loss.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 26, 2011, 08:16:41 PM
As for the tunnels, disregarding the lack of simulated traffic, it was nice having streets and RHW dragged through hills, sure I still had to place in and out car/subway blocks at both ends of the no tunnel hole so simulator cars resumed, but having the blank hole there was easier to cover up then an existing dragged Maxis model. It looked funny when the overhanging tunnel model bled through the Maxis one. It would be nice to have actual RHW tunnel models though.



However, there is a chance the car to subway I was using was modified for a higher capacity/speed, but it was the closest thing to a working dragged RHW tunnel for me then nothing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 26, 2011, 10:27:30 PM
Quote from: jdenm8 on May 26, 2011, 07:35:19 PMBecause SC4's pathfinder (and lane swapper for UDI) do not 'see' the Y axis, traffic will flit between decks. This is probably only true of car paths as they are the only network that can change 'lanes' (in actuality, just paths that are within a certain distance of one another and exit and enter on the same sides), although the other networks may do it.
Does this remain to be the case when the paths do not align?

Using US roadways as an example - the right shoulder is (in most every case) significantly wider than the left, so meaning that the opposing traffic flows wouldn't align.

From what I've seen, this flitting only occurs when the paths do align.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 27, 2011, 12:33:11 AM
Quote from: Twyla on May 26, 2011, 10:27:30 PM
Does this remain to be the case when the paths do not align?

Using US roadways as an example - the right shoulder is (in most every case) significantly wider than the left, so meaning that the opposing traffic flows wouldn't align.

From what I've seen, this flitting only occurs when the paths do align.

The UDI side of the coin is not really important aside from aesthetics.  Where the real issue lies is in the traffic simulator.  take for example a theoretical FLUPs piece: Parallel Orth-road beneath Orth-road.  Ignoring pedestrian paths for the moment, there are four paths on the tile, two in each direction, one opposing pair at ground level, one opposing pair 10 meters below the surface.

To us in the real world, those paths would be totally separate and distinct.  You can't simply jump 10 meters through concrete and dirt and whatever else just because you want to.  To the game however, the situation is completely different.  All the traffic simulator sees is two paths running from north to south and two paths running south to north.  The up and down y-axis doesn't exist to the traffic simulator, all it sees is the flat grid and paths running between the four edges of each tile. Precisely why such a piece does not exist.

Now, in the case of a double decker highway where each deck runs in opposing directions, it is possible to avoid jumping because all paths that run in the same direction are at the same height.  However, another issue emerges, this time one of capacity.  Since SC4 assigns capacity based solely on a tile for tile basis, regardless of the number of paths on any given tile, a tile with one path in each direction has the same capacity as a tile with two paths in each direction.

DIPs get around this by taking advantage of the intersection capacity settings of the traffic simulator.  All intersection tiles (defined by the game as any tile with paths touching 3 or 4 edges) are 25% greater in capacity than non-intersection tiles.  So for example, the NMAVE-4 has 25% more capacity than the base Road network, although this is the same as both the TLA-3 and ARD-3.  Some flexibility but not much.

As for automata, the game does allow for misaligned paths within a certain margin, so cars can flit between paths when they don't line up at tile edges.  When you change lanes in UDI, any parallel path is potentially valid, but I don't know for sure if people have tested multi-height lane changes since it's merely a cosmetic thing and the pieces in question break suspension of disbelief when it comes to the traffic simulator anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 27, 2011, 12:42:59 AM
I imagine that tapping the left/right button while in UDI just selects the next path that goes that way.

Capacity is the biggest issue here. Even if we used DIPs, the capacity would still only be that of RHW-6S, still one lane too few.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 27, 2011, 01:09:02 PM
Quote from: GDO29Anagram on May 26, 2011, 07:46:06 PM
Amen. :) Besides, we're out of base networks to work with, and not even the DIPs would be able to make up for the capacity loss.

*sniff sniff* SecretNetwork was built into SC4!?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2011, 03:44:00 PM
All I will say about "SecretNetwork" is that while it is "RHW-style", it is not "RHW-based".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on May 27, 2011, 04:08:41 PM
Quote from: Tarkus on May 27, 2011, 03:44:00 PM
All I will say about "SecretNetwork" is that while it is "RHW-style", it is not "RHW-based".

-Alex

So you guys found something that Maxis planned, but didn't add to the game like the dirt road?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 27, 2011, 05:29:57 PM
Quote from: Opkl on May 27, 2011, 04:08:41 PM
So you guys found something that Maxis planned, but didn't add to the game like the dirt road?

We found a second Dirt Road? What? ()what() Impossible... :P :) ;) :D Then again, what cards did Maxis left stuck up their sleeves...?

Quote from: jondor on May 27, 2011, 12:33:11 AM
DIPs get around this by taking advantage of the intersection capacity settings of the traffic simulator.  All intersection tiles (defined by the game as any tile with paths touching 3 or 4 edges) are 25% greater in capacity than non-intersection tiles.

I'll bet this is why networks with crossover paths have the DIP effect, which is something I've been wondering about for a while. Well, just in case anyone else was wondering, now we have some info to back it up.

Quote from: GDO29Anagram on May 26, 2011, 04:07:07 PM
I was actually gonna ask about DIPing the two-tile networks, such as AVE-4. Has it been experimented on the diagonals, especially the shared-tile part? It might alleviate the capacity problems associated with it, but it would still fall short of the full capacity.

Actually, given what Jondor said, the shared-tile already has the DIP effect. Huh... ??? (Note to self: Stop talking to myself.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 27, 2011, 09:45:24 PM
While the green simulator arrow just vanishes straight into the empty hole, I would like to think traffic was going straight. I thought normally the cars would just disappear in front of the subway, but they drive straight past the sub without stopping, and follow the car path right into the hole where the subway is exposed.

It was almost like a working tunnel, except there are no models for any RHW width. While I did not take another picture, leaving the play button on, I demolished the middle sub stations, and only left the loop connectors there, the simulator still thought the RHW tunnel was valid. Stations gone, subway was still intact, but built under both RHW-4 tunnels.

There is a chance this was just a momentary fluke, IDK, but it left me wondering if loop connectors to subway under dragged RHW 4 tunnel were just enough that the traffic simulator did not want to show the number zero.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F5202%2Frhwtunnelpoint.th.jpg&hash=505085df83878968e7d1a14e3d8499c413dcbab1) (http://imageshack.us/photo/my-images/684/rhwtunnelpoint.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 27, 2011, 10:16:37 PM
Quote from: j-dub on May 27, 2011, 09:45:24 PM
While the green simulator arrow just vanishes straight into the empty hole, I would like to think traffic was going straight. I thought normally the cars would just disappear in front of the subway, but they drive straight past the sub without stopping, and follow the car path right into the hole where the subway is exposed.

It was almost like a working tunnel, except there are no models for any RHW width. While I did not take another picture, leaving the play button on, I demolished the middle sub stations, and only left the loop connectors there, the simulator still thought the RHW tunnel was valid. Stations gone, subway was still intact, but built under both RHW-4 tunnels.

There is a chance this was just a momentary fluke, IDK, but it left me wondering if loop connectors to subway under dragged RHW 4 tunnel were just enough that the traffic simulator did not want to show the number zero.

[image]

Me thinks thou shalt have to explain the situation in more detail.  I, for one, am completely confused here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2011, 10:22:27 PM
Looking over the paths, it appears he built an RHW tunnel, plopped Neighbor Connector pieces next to it and then dragged a subway through where the non-functioning tunnel was.  Intriguing idea . . . I shall have to give it a try.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on May 27, 2011, 10:32:22 PM
It will be extra sweet if it works with buses and trucks! Great find j-dub, hopefully this goes someplace!

Oh, and the new FLEX looks wonderful Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 27, 2011, 11:38:52 PM
I've just done a series of experiments with it . . . haven't had any success, unfortunately.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 27, 2011, 11:45:05 PM
Ehh pity
Will not you at least a little hope to get these tunnels. What exactly hinders the work so much.
And these new networks that speak when you are expected to occur and something in addition to RHW or you will be completely new structure.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 28, 2011, 02:29:42 AM
Quote from: ivo_su on May 27, 2011, 11:45:05 PMAnd these new networks that speak when you are expected to occur and something in addition to RHW or you will be completely new structure.
Quote from: Tarkus on May 27, 2011, 03:44:00 PMAll I will say about "SecretNetwork" is that while it is "RHW-style", it is not "RHW-based".
;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 28, 2011, 02:59:26 AM
Ioane my friend I read what you show me the 2 nd time but still I can not imagine how these new networks will be in style RHW but will have their base. Maybe a picture would help me to understand more clearly what it is.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 28, 2011, 03:02:53 AM
No pictures, it wouldn't be SecretNetwork any more then  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 28, 2011, 03:13:04 AM
What's the point of hiding something that will be revealed soon? ::) ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 28, 2011, 03:17:03 AM
To suprise people, of course!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 28, 2011, 03:34:44 AM
A little funny to surprise someone with a gift when he told him his previously that there is a surprise - a gift for him but he just knows what a gift. My issues as is that when you expect something in many of the case gets over something like  anticipation  and then there's  disappointment.
But you know you and decide what to do and when to show us.
I want you just to be alive, healthy and very happy
and never to abandon SC4
Deep bow NAM

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 28, 2011, 03:43:37 AM
Well. The last two surprises (DRI and FlexSPUI) weren't announced at all and were very well-received.

The only real difference here is that I mad mistakenly brought this one up.

Trust me, this is doing something we thought wasn't before possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 28, 2011, 03:46:02 AM
Sounds great... all that info you RHW guys post makes me think the new release is coming soon ;) :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 28, 2011, 03:58:28 AM
Hahaha calm my brother certainly leaves little  time to onset of the new NAM, RHW, NWM and TuLEPS - bet my head that will be ready before the end of 2011.  :D :D :D :D

Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 28, 2011, 06:01:59 AM
Well it's not a secret to me anymore as I've figured it out after some investigation. &idea Although I'm not yet sure exactly how it works (besides what network it uses), it's 1000% awesome! Great job! &apls Can't wait to see what else you guys have up your sleeves. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 28, 2011, 06:33:42 AM
SecretNetwork?  Most intriguing.  I'm trying to think about what network type it might get used for.  We have Streets, Roads, Avenues, MHW, and RHW, not to mention all of the NWM networks.  For that matter, we have dirt roads now as well when you factor SAM into this.  Since Alex says that it isn't RHW-based, this means a whole new realm of possibility may have been opened, possibly separate from the RHW.  I'm just speculating, though; I don't expect anyone to reveal any secrets just yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 28, 2011, 07:46:09 AM
Quote from: metarvo on May 28, 2011, 06:33:42 AM
SecretNetwork?  Most intriguing.  I'm trying to think about what network type it might get used for.  We have Streets, Roads, Avenues, MHW, and RHW, not to mention all of the NWM networks.  For that matter, we have dirt roads now as well when you factor SAM into this.  Since Alex says that it isn't RHW-based, this means a whole new realm of possibility may have been opened, possibly separate from the RHW.

Don't forget OWRs, and also don't forget that the NWM networks are derived from OWRs and Road (MAVE-2), and that the SAM networks are Street-derived.

I think we all have some personal speculations of what this network could be... It's RHW-styled, not RHW-based, and made of solid AWESOME. (This is the part where I would show the AwesomeFace, but I haven't got the time to find it.) What could it be...? ::)

I guess the true surprise is how it works, not the network itself. :P Unless you thought the network was something different... Well, we won't know for sure until Alex finally reveals that card from his sleeve...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on May 28, 2011, 08:07:55 AM
Quote from: GDO29Anagram on May 28, 2011, 07:46:09 AM
Don't forget OWRs, and also don't forget that the NWM networks are derived from OWRs and Road (MAVE-2), and that the SAM networks are Street-derived.

I think we all have some personal speculations of what this network could be... It's RHW-styled, not RHW-based, and made of solid AWESOME. (This is the part where I would show the AwesomeFace, but I haven't got the time to find it.) What could it be...? ::)

I guess the true surprise is how it works, not the network itself. :P Unless you thought the network was something different... Well, we won't know for sure until Alex finally reveals that card from his sleeve...

Thanks GDO29Anagram! Just from your post I think I've found out the secret network.  &idea If I am correct, Tarkus posted pictures of it long long long ago in an old thread. Finally, no more underscale... :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on May 28, 2011, 08:46:49 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2030%2Frhwfhwmodifiedab5.jpg&hash=5d4b823be03a841855b302a888a49b8bddf40b57)

Could it be???   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on May 28, 2011, 08:47:43 AM
Quote from: Dexter on May 28, 2011, 08:46:49 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2030%2Frhwfhwmodifiedab5.jpg&hash=5d4b823be03a841855b302a888a49b8bddf40b57)

Could it be???   ;D

That's what I was thinking.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 28, 2011, 09:33:28 AM
The Urban HighWay (UHW)?!?!?! No way!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 28, 2011, 09:40:11 AM
I thought UHW was just a retexturing (and pathing) of the Maxis highway (MHW)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on May 28, 2011, 10:01:48 AM
Quote from: Dexter on May 28, 2011, 08:46:49 AMCould it be???   ;D
I read it is something they thought to be impossible... And a retexture mod like this is surely possible ;) I doubt it's this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on May 28, 2011, 10:35:26 AM
I have a feeling Tarkus, et. al get great amusement out of seeing the speculation and begging for more information.

Anybody who's followed NAM development for a long time knows that they like teasing with vague comments, but they always deliver on the excitement.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 28, 2011, 02:23:12 PM
May we remind you of an old quote of ours: "Teasing is pleasing!"  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on May 28, 2011, 06:22:26 PM
Now, how did I forget OWRs?  ::)  GDO29Anagram, you forgot to mention that the water pipes and even those power lines ( ()stsfd() ) are in fact networks as well.  They merely transport water or electricity rather than pedestrians and vehicles.  I guess this has nothing to do with either of those, though, considering that it's an entirely different network altogether.  If SecretNetwork becomes the new RHW, though, then I wonder what will become of the current one which was itself once another network, DirtRoad/ANT.  Then again, maybe SecretNetwork will only become a new RHW.  These are the kinds of things that keep me up at night, you know.  $%Grinno$% 

Anyway, I want to thank all of you NAMites for your hard unpaid work.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 28, 2011, 07:16:33 PM
Or it could be a modification to an already existing network like SAM or HSR are. For example, the new network could be a modification of the rail network since it (might) have a high capacity, unlike road or street, and is only one tile, unlike AVE or Maxis HWY. Also, besides STR, it doesn't really have any major mods associated with it (to my knowledge), so there wouldn't be any confections. Either way, I can't wait to try it out! :D

Edit: And by the way, I found a very interesting edit on the SC4D Wiki about DDRHWs if anyone want's to look for it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 28, 2011, 07:58:33 PM
The little Wiki blurb mentioning Double-Deckers actually been there in some form since July 2008 (http://www.wiki.sc4devotion.com/index.php?title=RealHighway&oldid=1779) . . . before RHW Version 3.0 was even released.  The Wiki article hasn't been updated since December 2010, while SecretNetwork didn't start development until the end of January 2011.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 28, 2011, 08:20:05 PM
Quote from: Nego on May 28, 2011, 07:16:33 PM
Edit: And by the way, I found a very interesting edit on the SC4D Wiki about DDRHWs if anyone want's to look for it.
Quote from: Tarkus on May 28, 2011, 07:58:33 PM
The little Wiki blurb mentioning Double-Deckers actually been there in some form since July 2008 (http://www.wiki.sc4devotion.com/index.php?title=RealHighway&oldid=1779) . . . before RHW Version 3.0 was even released.  The Wiki article hasn't been updated since December 2010, while SecretNetwork didn't start development until the end of January 2011.

-Alex

I see. Then forget that I ever mentioned it. :P I'm still going for DDRHWs sometime in the future. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 28, 2011, 08:37:08 PM
Well, the NAM Team has done a good job hyping it.

And for that alone, you deserve applause.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 29, 2011, 10:04:50 AM
Lookie what I have here...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWHML%2Fbl_rhw_hml01.jpg&hash=1794017595cffedc438342daf511ad1ac89110ad) (http://www.majhost.com/gallery/vz1234512/BATs/New/PreviewRenders/RHWHML/bl_rhw_hml01.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 29, 2011, 10:53:37 AM
I like your idea but I think it would be super if you make a similar T21 mode and RHW-8c and RHW-10C

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 29, 2011, 11:09:26 AM
It will automatically work for 8C and 10C and any other C network. That's because they all use the same median tile, 0x5EC4B100.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 29, 2011, 11:53:09 AM
Great deserve praise and admiration.
And what you thought about prop's to light. Any colors you thought about - to me the yellow is my favorite and I even thought that the AVE-4 and the future AVE - 6 can be placed higher lamps on the  medians.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 29, 2011, 01:41:41 PM
Looks very nice.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2011, 01:44:08 PM
Someone's been playing with T21 exemplars again... ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on May 29, 2011, 02:00:11 PM
I wish UHW was here  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: LuapYllier on May 29, 2011, 05:08:26 PM
Hello. I am a new downloader of this addon. I was going through the tutorials trying to learn how to do these intersections.  I am unable to actually place an RH-4/MIS-1 exit ramp style A (3x2) or an RH-4/MIS-1 entrance ramp style A inside (3x2) onto an existing RH4 roadway. It will allow me to see the peices I want when hovering over open grass...but as soon as I move over to the RH4 I want it on...it converts to the opposite piece.

Is anyone else having this issue?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 29, 2011, 05:24:12 PM
It's probably just rotated the wrong way. Use the End button to rotate the piece until it faces the way you want it to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2011, 05:29:49 PM
@LuapYllier: I see that you're a little confused about these things, but I don't blame you; I have found the same problem as you.

The problem is that you want to place an "Inside Entrance Ramp" on top of an existing RHW-4, but it rotates back into an "Exit Ramp". That's clearly a problem with the RULs (the NAM files that control every puzzle piece and starter) that was overlooked.

Luckily, there are two methods of getting around this problem:
- Place the ramps before dragging out the RHW-4.
- Use DRIs (Draggable Ramp Interfaces) instead. The RHW-4 has an Inside A-Ramp DRI. Refer to this video to see how they're set up: http://www.youtube.com/watch?v=SirdKOFtwzg
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on May 29, 2011, 05:34:30 PM
Quote from: Blue Lightning on May 29, 2011, 10:04:50 AM
Lookie what I have here...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWHML%2Fbl_rhw_hml01.jpg&hash=1794017595cffedc438342daf511ad1ac89110ad) (http://www.majhost.com/gallery/vz1234512/BATs/New/PreviewRenders/RHWHML/bl_rhw_hml01.jpg)

Nice, but aren't the lights a little too far apart?
Title: Re: RHW (RealHighway) - Development and Support
Post by: LuapYllier on May 29, 2011, 05:54:52 PM
Quote from: jdenm8 on May 29, 2011, 05:24:12 PM
It's probably just rotated the wrong way. Use the End button to rotate the piece until it faces the way you want it to.

Thanks for the response jdenm8 but I am familliar with the method of cycling and did say that I was able to see the piece I wanted while away from the road. It just did not want to give it to me while ON the road.

GDO29anagram: Thank you for that. I was unaware that the roadway could be dragged across the existing connector piece...that worked perfectly and completed my interchange.

As a sidenote I did notice that that filter on the cycleing that is supposed to only show the useable options for whatever you are hovering over does not really work very well. It seems to often show me options that are not viable for the location for various reasons...and aparently not showing some that are.

By the way, where is the button for that draggable ramp? I can't seem to find it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 29, 2011, 06:12:20 PM
Quote from: LuapYllier on May 29, 2011, 05:54:52 PM
By the way, where is the button for that draggable ramp? I can't seem to find it.[/color]

There is no button for the draggable ramps . . . you just drag them, as per the video (http://www.youtube.com/watch?v=SirdKOFtwzg) or the instructions in the RHW Readme.

There are some stability issues with the Inside draggable versions of the ramps, and while they are included, they are on an "as-is" basis and are not officially supported.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on May 29, 2011, 06:18:21 PM
Quote from: LuapYllier on May 29, 2011, 05:54:52 PM

By the way, where is the button for that draggable ramp? I can't seem to find it.

It's not its own button. You just use the RHW tool (first button in the Highways Menu).
Title: Re: RHW (RealHighway) - Development and Support
Post by: LuapYllier on May 29, 2011, 06:19:37 PM
Quote from: Tarkus on May 29, 2011, 06:12:20 PM
There is no button for the draggable ramps . . . you just drag them, as per the video (http://www.youtube.com/watch?v=SirdKOFtwzg) or the instructions in the RHW Readme.

There are some stability issues with the Inside draggable versions of the ramps, and while they are included, they are on an "as-is" basis and are not officially supported.

-Alex

Mine is not functioning that way at all on my RH4. It is just giving me an odd intersection of RH. I just downloaded this addon last week. I assume I am in the latest version?

EDIT: Oh ok I see now he/she actually let go of the drag after the first little segment. That was not easily apparent in the vid. There is one part I noticed that confused me though. The person built a ramp on a section of RH2 went off the screen a sec then suddenly the section all converted to an RH4...how is that done?/
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2011, 06:27:00 PM
@LuapYllier: Are you sure you updated to NAM v29? RHW v4.1 requires NAM v29 to work properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LuapYllier on May 29, 2011, 06:36:03 PM
Quote from: GDO29Anagram on May 29, 2011, 06:27:00 PM
@LuapYllier: Are you sure you updated to NAM v29? RHW v4.1 requires NAM v29 to work properly.

Not an update. First instal of both NAM and RHW this past week. I got the ramp thing to work though. I didn't notice at first it was a 2 step process.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on May 29, 2011, 07:11:39 PM
@LuapYiller:

There are a few minor placement issues in placing ramps atop RHW - these are due to minor errors in the RUL files.  Most of these have been pointed out (and probably already corrected) though, as close as things seem to be for a new full release of RHW (barring exam schedules and what-not) - as well as what would be required for the typical user to swap out ONLY the RULs - the best advice I can offer is to try to be patient.  I'm not exactly in the loop, but suspect that the next incarnation of RHW is somewhere around one more month in the offing.

In the meanwhile, it's almost as easy to place the ramps first and drag RHW from their included starters - saves a few Simolians as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2011, 07:30:41 PM
Quote from: LuapYllier on May 29, 2011, 06:19:37 PM
The person built a ramp on a section of RH2 went off the screen a sec then suddenly the section all converted to an RH4...how is that done?/

Simple: By placing an RHW-4 starter on top of the RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on May 30, 2011, 06:03:28 AM
What would it take for a cosmetic RHW-2 neighbor connector piece?

I like to place a HOV lane for buses in between my RHW-4s (and larger), and right now the only way to get a working neighbor connection for me is to plop the RHW-4 neighbor connector piece over top of the RHW-2 (and connect them using invisible loops).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F5549%2Frhwhov.jpg&hash=1797a7608e4d448024b0d1a4f2f6add14ba13199) (http://imageshack.us/photo/my-images/135/rhwhov.jpg/)

In addition, it would be nice to have some neighbor connector RHW loops for other networks as well. In particular, GHSR, Rail, and GLR would be nice, so I could run my commuter rail in between my highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 30, 2011, 10:04:03 AM
@westamastaflash: I believe that request (Network under RHW loop connector) was made some time ago, but I haven't seen any such pieces in development yet. One option is to use the old-school loop connector setup for Rail/HSR/GLR/ElRail, though your setup for RHW-2 seems to work already.

By the way, Blue Lightning has a set of <a href="http://www.simtropolis.com/forum/files/file/24184-rhw-hov-lots/">HOV lots for RHW</a>. I recommend you use those instead of using the Road HOV lot. (It looks a lot better that way.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 30, 2011, 10:51:56 AM
These pieces might be very usefull...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F7127%2Frhw4torhw3a.png&hash=620c68b1a52e06b66164d6aa8f01746cbb64faef)   (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg863.imageshack.us%2Fimg863%2F7247%2Frhw4torhw3b.png&hash=29d4c1a461faf7e34938b648438edc1cb530f6a8)

*NOTE: currently, it's no more than just textures, but who knows... ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 30, 2011, 11:00:49 AM
Quote from: mrtnrln on May 30, 2011, 10:51:56 AM
These pieces might be very usefull...

I believe they might!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on May 30, 2011, 12:19:57 PM
Hello

These pieces for a tollboth :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F7250%2Fpeagesol.png&hash=8890ae18e9be52ca465a70877d1446d646c5a15d) (http://imageshack.us/photo/my-images/708/peagesol.png/)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F8382%2Fpeagesolcopie.png&hash=edf1deb6e03b258fe0f530fc8605e2d9fb6785d8) (http://imageshack.us/photo/my-images/6/peagesolcopie.png/)

It's only a trying to the moment .

Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on May 30, 2011, 12:52:12 PM
Quote from: pierrebaptiste on May 30, 2011, 12:19:57 PM
Hello

These pieces for a tollboth :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F7250%2Fpeagesol.png&hash=8890ae18e9be52ca465a70877d1446d646c5a15d) (http://imageshack.us/photo/my-images/708/peagesol.png/)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F8382%2Fpeagesolcopie.png&hash=edf1deb6e03b258fe0f530fc8605e2d9fb6785d8) (http://imageshack.us/photo/my-images/6/peagesolcopie.png/)

It's only a trying to the moment .
Why have you copied my not-yet-released textures and changed them without my permission?  :thumbsdown:
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 30, 2011, 01:52:15 PM
QuoteWhat would it take for a cosmetic RHW-2 neighbor connector piece?

It always takes time, because the regular RHW-2 connected as normal, the possibility of realizing it would be in the middle between two other parallel RHW that needed loop connectors must have been overlooked. The RHW 6c is being set up for HOV lanes for the center, but that takes up 3 tiles wide instead of tiles.

Don't know the story behind that, but riiga that is really wide. I am assuming you came up with that based on your real life? I don't see them designed that wide in the US as much anymore, between they realized too late after that they were dangerous with the trucks and it made no sense to slow traffic down with the passes, but since wider RHW now a days, I am wondering if that idea should even be done with such a severe merge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on May 30, 2011, 03:20:50 PM
Quote from: GDO29Anagram on May 30, 2011, 10:04:03 AM
@westamastaflash: I believe that request (Network under RHW loop connector) was made some time ago, but I haven't seen any such pieces in development yet. One option is to use the old-school loop connector setup for Rail/HSR/GLR/ElRail, though your setup for RHW-2 seems to work already.

By the way, Blue Lightning has a set of <a href="http://www.simtropolis.com/forum/files/file/24184-rhw-hov-lots/">HOV lots for RHW</a>. I recommend you use those instead of using the Road HOV lot. (It looks a lot better that way.)

Thanks - This is a fine workaround for now. I tested the loop-connector method (the old way) and it worked with the rail intersection, so I'll be using that technique for now as well.

Thanks for the HOV tip - I pulled those down and will be replacing my hov lanes shortly  :). I also grabbed your NWM traffic restrictor lots - they look useful!

Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 30, 2011, 04:06:09 PM
@j-dub nah, Riiga came up with the originals which were only about 4 lanes wide if I remember right (I was making an LHD version of them with slightly different lane markings I think)

@mrtnrln  :o Me wanty! :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 30, 2011, 05:44:20 PM
Today I discovered that there RHW-8c which has my favorite T21 optional tower lights and barriers  in the middle.  For this brave old highway destroyed by type 8S and began her commute with 8C. Huge mistake - it turns out that this otherwise  not so beautiful  network  of overpasses AVE-4 and rails over it. Ipravih to such difficulties  is that you have a poor imagination. It turned out that all of the Maxi's Road (AVE, road, one way, rails, etc.) which have elevated parts can pass on any network of RHW except the RHW-8C.
For this I pray, I implore not to make these overpasses over RHW-8c because the difficulty  is really great. Ai if by chance there pieces of HRS which pass over RHW would be great.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 30, 2011, 06:33:23 PM
We'll be addressing that with the next release.  The 8C will be getting some much needed TLC . . . the new specs on the textures means no more overhang, and it'll have diagonal functionality as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on May 30, 2011, 08:39:22 PM
I'm also hoping there will be a quick converter from RHW-8C to 6C, and perhaps a shorter transition between RHW-4 and RHW-6C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 30, 2011, 08:44:48 PM
Quote from: TEG24601 on May 30, 2011, 08:39:22 PM
I'm also hoping there will be a quick converter from RHW-8C to 6C, and perhaps a shorter transition between RHW-4 and RHW-6C.
they exist now and I use them to solve some of my problems. 100% sure that there is a splitter from 8c to 6c.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 31, 2011, 03:56:08 AM
Will there be a one ramp variation of the new SPUI?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 31, 2011, 08:47:25 AM
Yesterday these were mere textures, now they are full-blown puzzle pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2542%2Frhwtest01.jpg&hash=784f30eee08a6f863d617139c6836ea203f2265e)

Pathing:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F6835%2Frhwtest02.png&hash=d934428b103113c7c37540a87970720cdbe29f46)

The mirrored versions are also available, in case you're wondering.

From time to time people ask me: "Hey Maarten, how long does it exactly take to create a puzzle piece?"  Well, it depends on the puzzle piece. These pieces and their mirrored versions took in total 3 and a half hours to complete, excluding texturing, including pathing, adding overhang models and RULing. Well, you get the idea about how long it takes...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2011, 10:22:19 AM
Quote from: Wiimeiser on May 31, 2011, 03:56:08 AM
Will there be a one ramp variation of the new SPUI?

There are no plans on that end at this point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on May 31, 2011, 10:54:59 AM
Hey guys, IDEA!

When I build interchanges it bugs me that I can't drag EL RHW stuff over on/off ramps and certain diagnols. So do you think there's a possibility to develop, like, a StraightFLY? Like the FlexFLY but straight? Would that work?

Sorry if I sound overeager haha.  ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: legoman786 on May 31, 2011, 11:01:44 AM
There should be puzzle pieces to take care of (I think) what you want. I'm assuming you've been through them and couldn't find adequate pieces to achieve your goals.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2011, 11:09:36 AM
That conundrum is something I'll be looking at going forward.  We could just set them up like normal diagonals aside from the weird way the Individual Network RULs function for same network intersections involving diagonals.  I'm not sure a Flex setup would really do the trick there, however . . . even with the trick part of a Flex, you're still going to be running into the INRUL same-network wackiness.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on May 31, 2011, 11:12:24 AM
Quote from: legoman786 on May 31, 2011, 11:01:44 AM
There should be puzzle pieces to take care of (I think) what you want. I'm assuming you've been through them and couldn't find adequate pieces to achieve your goals.

No I think he means ElRHW over an interchange piece (on/off ramp starters). There are no pieces for that currently, but I like this FLEX-straight idea!  ;D It would make many interchanges more compact. Exla357, that was a great idea there. I don't think it would be impossible to create.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2011, 12:00:48 PM
Quote from: Opkl on May 31, 2011, 11:12:24 AM
No I think he means ElRHW over an interchange piece (on/off ramp starters). There are no pieces for that currently, but I like this FLEX-straight idea!  ;D It would make many interchanges more compact. Exla357, that was a great idea there. I don't think it would be impossible to create.

Starter pieces already are already "FLEX-Straight", in and of themselves.  As you'll notice, you can drag Ground RHWs under ERHW starters.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 31, 2011, 10:23:12 PM
Double posting, though I think this merits it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F2469%2Frhw053120111.jpg&hash=200a92c6f4ae3a8dbd656d09a5eb6b783d5f7453)

Figured out what had been interfering with them . . . some stability code on the ERHW-6C-over-RHW-4.  Now to path them. ;D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 31, 2011, 11:35:18 PM
Finally lived to see so awaited ERHW-6c on the RHW-10 thank you Alex that I would be of great benefit in the future. I can not wait to release the so awaited verisii of RHW, NWM and NAM but will keep my patience because I know that everything must be tested and found to be perfect before we use it.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on June 01, 2011, 06:25:35 AM
Quote from: Tarkus on May 31, 2011, 10:23:12 PM
Double posting, though I think this merits it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F2469%2Frhw053120111.jpg&hash=200a92c6f4ae3a8dbd656d09a5eb6b783d5f7453)

Figured out what had been interfering with them . . . some stability code on the ERHW-6C-over-RHW-4.  Now to path them. ;D

-Alex

&apls Nice, I love the new ERHW 6 over the 10, can't wait to use it... and I'm curious as to if there's any RHW Tuleps similar to something like having two left turn lanes, and two right turn lanes. And for that matter just anything more than having two turn lanes; one going left and one right (that's all I've seen lately). Also on that note, I've been wanting to know if this would be included in the NAM as a Road Tulep or if the RHW Tuleps would be listed as an RHW item? If you can answer that of course  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 01, 2011, 07:04:06 AM
Quote from: rhwfanatic221 on June 01, 2011, 06:25:35 AM
&apls Nice, I love the new ERHW 6 over the 10, can't wait to use it... and I'm curious as to if there's any RHW Tuleps similar to something like having two left turn lanes, and two right turn lanes. And for that matter just anything more than having two turn lanes; one going left and one right (that's all I've seen lately). Also on that note, I've been wanting to know if this would be included in the NAM as a Road Tulep or if the RHW Tuleps would be listed as an RHW item? If you can answer that of course  :)


Well I think that what you are talking about already exists - cosmetic mod to Maarten for RHW. Naturally it has no pieces RHW-10 and 8c but I am absolutely certain that in version 4.2 everything is going. You must pay attention to its development because it makes some of the most beautiful textures throughout the NAM team.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 01, 2011, 03:33:44 PM
Well said, Ivo, though I would want to revise your statement a bit wit a few of Maarten's pictures...

Quote from: mrtnrln on May 09, 2011, 11:27:53 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F9156%2Frhwtest06.jpg&hash=1cd759d1bcc160ba3cd33226f6f8701efcfbf108)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7821%2Frhwcp05.jpg&hash=3dfa624ca7cea17975bcdf6b5fc03357f7aa0003)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F3411%2Frhwcp02.jpg&hash=cd4308cf376f57db94b029df6c1ca33b288e4134)

Maarten has long since created quite an array of RHW-10S and 6C Cosmetic Pieces, and, like the 6C median light mods, the 6C Cosmetic pieces also work for the 8C. It's just that they're made for the median only, and no pieces have been made for the outer parts yet.

There are, however, legitimate RHW TuLEPs. They're best suited for RHW-2, 4, and MIS. I believe this is what you're asking for, rhwfanatic221...? There was also <a href="http://sc4devotion.com/forums/index.php?topic=8460.msg263804#msg263804">a more elaborate setup back on Page 1 of the TuLEPs Thread</a>.

Quote from: Blue Lightning <a href="http://sc4devotion.com/forums/index.php?topic=990.msg363212#msg363212">(Page 378)</a>(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-aug._19__001295280045.png&hash=8aca27fb8f51640cc59dde84b00a2920a6657752)

They would be technically be classified as an RHW TuLEP, and would have a button under the Highways Menu, though the one on page 378 is draggable.

Like what Ivo said, you have to keep your eyes peeled, because you never know what might spring up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 01, 2011, 06:00:34 PM
Also, here are some older TuLEPs using the current V4 textures:

Quote from: Tarkus on June 16, 2010, 06:13:53 PM
Introducing RHW-2 and RHW-4 TuLEPs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F2932%2Frhw052620101.jpg&hash=0c01c5ed737d3f2f6d856a2e96e72d33ea3e78d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2716%2Frhw052520101.jpg&hash=b9e8a0cd22ff36f7552cace1233cd1d90862b7b8)

These TuLEPs, like all future TuLEPs, utilize modular flat-model arrow overlays, greatly reducing the number of required textures (and thus, filesize) as well as allowing for interchangeable arrow textures across multiple texture sets.

-Alex

I don't know if these have been updated yet, as I am not a member of the NAM Team, but the RHW-2 TuLEPs would more than likely now fit under the category of WRHW-2 TuLEPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 01, 2011, 06:31:25 PM
*is stunned* That last one reminds me of Arizona State Route 87 climbing out of Phoenix. Lots of intersecting roads treated just like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2011, 08:54:37 PM
I've done some work on some V5-Spec textures for them--as you can see with the RHW-4 ones, they're still in need of some tweaking.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F9587%2Frhw060120112.jpg&hash=53e831040da181bb74e8b5bf71fdc89fccad3885)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F4931%2Frhw060120111.jpg&hash=8d2b42eb15be673316ef5300fb01a72c7b19d491)

However, I don't believe they're enabled in the current Alpha Build, and I'm uncertain as to whether or not they'll make it into Version 4.2.  I've made some substantial progress getting some things that were in need of pathing/repathing done on the RHW side recently, but I also have the NWM content to contend with as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 02, 2011, 02:44:41 AM
More on the TuLEP front - RHW-2/WRHW-2/RHW-3 TuLEPs:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FTulep1.png&hash=2d0c40ec916abd96b1413cb29a3b24148a4d6c10)
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 02, 2011, 02:46:54 AM
they are fantastic :) <3
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 02, 2011, 04:06:37 AM
Nice work, Tarkus and riiga! :thumbsup: The TuLEPs are looking great.

@riiga: Nice work on the Euro RHW textures. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2011, 01:44:30 PM
Working on some more crossings . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F7349%2Frhw060220111.jpg&hash=d4fc782b27fbc88c4c3e189e58f01bdbc2f6c096)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2011, 01:47:11 PM
Very cool!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 02, 2011, 01:47:19 PM
I want to express a criticism. This is my personal opinion and does not commit anyone to it.
  For me, the highways are a road that has no restrictions  or if there are any they are minor (only for speed and overtaking). Therefore I think it's insane to have a highway intersection  with traffic lights  to limit traffic. However, the idea of highways and highway is the fastest movement from point A  to point B. I do not think it is right so fast network intersects the normal road or avenue. Much more useful would be to have an overpass or underpass and Sideways to link them to the highway such as in Maxi's.
I personally use the highways at least 6 or more lanes which means that my minimum is RHW-6. The only mod that I've done much useful work is a cosmetic mod Maarten with the help of which put arrows discounts from the highway. For this project I think of Riga and Tarkus are nice but useless at least for me. Otherwise, the textures of  Riga are very beautiful and I think that your talent has a great future in TuLEP's.

Sorry to be so critical, do not want to touch you - neither one of you.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2011, 01:51:24 PM
Quote from: ivo_su on June 02, 2011, 01:47:19 PMI want to express a criticism. This is my personal opinion and does not commit anyone to it.
I absolutely agree with you, however it seems things are different in the USA. In Europe highways cannot have level crossings with any other roads while in the USA they can have.
But this still doesn't mean I wouldn't use those RHW-Tuleps when they're released. They might look good if the RHW they're built on is pretended to be a ring road for example ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 02, 2011, 01:52:21 PM
Wow Alex this is something amazing. Congratulations  on the good work. Just can I ask whether there is projected to  pieces  HSRP to cross over RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 02, 2011, 01:53:48 PM
QuoteFor me, the highways are a road that has no restrictions  or if there are any they are minor (only for speed and overtaking). Therefore I think it's insane to have a highway intersection  with traffic lights  to limit traffic. However, the idea of highways and highway is the fastest movement from point A  to point B. I do not think it is right so fast network intersects the normal road or avenue. Much more useful would be to have an overpass or underpass and Sideways to link them to the highway such as in Maxi's.

Ivo_su and Io_bg, as you know, RHW originally was known as Rural Highway, instead of Real Highway. The rural highway did not originally have interchanges until later. The US has different types of highways. The interstate is the highway system that is designed for speed and not to have traffic signal intersections that limit traffic, interstate highways don't usually have regular flat junctions. Where as, a rural highway can have flat 4-way junctions.

Some of those proposed TuLEPs are what some intersections in the US looks like, but if your on an interstate, you won't come across that. However, there are a limited number of some highways in the US that go miles with multiple interchanges, but still have flat intersections with traffic lights at some point. If a network has a number, it is considered a highway, but it is not always an interstate highway.

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FTurning%2Fmisturnlane-aug._19__001295280045.png&hash=8aca27fb8f51640cc59dde84b00a2920a6657752)

This type of setup is actually designed so the traffic using the RHW can go across over a near-by El-RHW or under an avenue overpass without stopping, while those who want to get off the highway, have a traffic signal to safely get off when the exit on the MIS ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2011, 01:54:33 PM
Quote from: ivo_su on June 02, 2011, 01:52:21 PM
Wow Alex this is something amazing. Congratulations  on the good work. Just can I ask whether there is projected to  pieces  HSRP to cross over RHW.

Thanks, and yes, the HSR-over-Ground RHW functionality will be expanded as well . . . haven't started on it yet, but I don't anticipate it being terribly difficult.  Pics when I'm done on that front. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 02, 2011, 02:05:25 PM
J-dub thanks for the information I really did not know that initially RHW started as a dirt road that is rural. But I still hold to my words and if most places on the highway is permitted to move over 120-130 km / h and in Germany and Austria has no speed limit how the hell will stop at red so fast moving vehicle.
But Europe and the U.S. is a completely different and things that seem illogical here are completely normal for you and vice versa.

Deep bow to you all.
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 02, 2011, 02:12:48 PM
Quote from: ivo_su on June 02, 2011, 02:05:25 PMI really did not know that initially RHW started as a dirt road that is rural.
Not quite ;) RHW was made by modifying a dirt road that Maxis left unfinished and hidden in the game. When the NAM guys discovered it and modded it they called in Rural Highway. And last year (if I'm not mistaken) it was renamed to Real Highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on June 02, 2011, 02:58:57 PM
some really incredible developments... particularly the rhw and at grades in rural settings...  :thumbsup:

&idea Recommend Wikipedia reading, that will help inform all those unfamiliar with American streets, roads, multi-lane roadways, national highway system,  interstate system, and their particular modes... a kind of primer orientation of roads and the US

look-up the topics 'freeway', interstates, national highway system, American roads and follow the "additional reading" links to broaden understanding, I have also read about the European variations of road network systems.  Its a wonder, just how much a role infrastructure network development played, in a nations economic development and history... food for thought 
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 02, 2011, 03:10:29 PM
Quote from: ivo_su on June 02, 2011, 02:05:25 PM
But I still hold to my words and if most places on the highway is permitted to move over 120-130 km / h and in Germany and Austria has no speed limit how the hell will stop at red so fast moving vehicle.
Here I have to correct you. Only Germany has no speed limits on their "Autobahns", but even that is limited. There are a lot of stretches that actually have a speed limit of 100, 120 or 130 km/u. In Austria there is an experiment that on specific stretches of freeway on specific times the speedlimit is increased to 160 km/h. But often the speed limit is lower. And here in the Netherlands, there are some experiments going on to increase the speed limit on some freeway from 120 to 130 km/h (sarcasm: "yay, this will save me a staggering 42 seconds of my journey duration...")...

Believe me, I have my sources; I'm member of a dutch road-geek forum, you know, so there you have the experts.  ;)

Quote from: ivo_su on June 02, 2011, 02:05:25 PM
But Europe and the U.S. is a completely different and things that seem illogical here are completely normal for you and vice versa.

Deep bow to you all.
Ivo
Indeed, there are some differences in road designs between the US and Europe. For instance, in the US you can have TLAs, at-grade (rail-)crossings on freeways and rail-on-road, while in Europe these things are considered dangerous or bad for traffic flow.
On the other hand, freeways in Europe are more distinctive than in the US. We have destinctive terms for freeways and highways, where in english you don't have a specific word for it. For instance, the dutch word "autosnelweg" could be translated in the following english words:
And from these words, only motorway covers the full meaning of the word. The other terms could be something else we wouldn't classify as a "autosnelweg", "Autobahn", "autoroute", "autostrada", or anything like that. For a dutch "autosnelweg" we have the following standards:
The above also states why the original MHW cannot be classified as a "autosnelweg"; it lacks emergency lanes. But norm and rules may vary in each country. For instance, I've seen some german and danish freeways without emergency lanes. And I've also seen roads that fulfill every requirement to be a freeway, but aren't classified as one. And in the end, this might be confusing...

But enough road geekery from me. Let's move back to the main topic subject. Until then, Maarten out!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 02, 2011, 03:18:33 PM
I do not know whether it is an optical illusion or just so it seems to me but I feel that ERHW-6 are two types one is ERHW-6s and the other  is ERHW-6c
Please correct me if I'm wrong.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F2469%2Frhw053120111.jpg&hash=200a92c6f4ae3a8dbd656d09a5eb6b783d5f7453)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F7349%2Frhw060220111.jpg&hash=d4fc782b27fbc88c4c3e189e58f01bdbc2f6c096)

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 02, 2011, 03:22:27 PM
Yes, as has been stated previously both ERHW-6S & ERHW-6C are under development.

Quote from: ivo_su on June 02, 2011, 02:05:25 PM
But I still hold to my words and if most places on the highway is permitted to move over 120-130 km / h and in Germany and Austria has no speed limit how the hell will stop at red so fast moving vehicle.

Longer yellow light.

Quote from: ivo_su on June 02, 2011, 02:05:25 PM
But Europe and the U.S. is a completely different and things that seem illogical here are completely normal for you and vice versa.

Actually, those type of TuLEPs are present in northern Finland. Both Rovaniemi and Oulu have sections of 4-lane road that are a mix of at-grade and grade-separated intersections. The speed limits in signalized portions are 60-80km/h though, not 120-unlimited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 02, 2011, 03:54:15 PM
QuoteIndeed, there are some differences in road designs between the US and Europe. For instance, in the US you can have TLAs, at-grade (rail-)crossings on freeways and rail-on-road, while in Europe these things are considered dangerous or bad for traffic flow.

Erm, no, you cannot. Then the road is no longer a freeway, just a road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on June 02, 2011, 04:28:40 PM
Quote from: deathtopumpkins on June 02, 2011, 03:54:15 PM
Erm, no, you cannot. Then the road is no longer a freeway, just a road.

I don't know. There are sections of Route 22, the "William Penn Highway" in PA which are controlled-access with some interesting intersections and houses right off it:

Controlled Access Intersection (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=route+22,+pa&aq=&sll=40.446947,-79.453125&sspn=0.20353,0.315514&ie=UTF8&hq=&hnear=Rte+22,+Blairsville,+Pennsylvania+15717&ll=40.444089,-79.216533&spn=0.012721,0.01972&t=h&z=16)
No Ramps interserction (http://maps.google.com/?ie=UTF8&ll=40.448033,-79.187329&spn=0.00636,0.00986&t=h&z=17)

They may still be considered "freeways" in some senses, but are not true "interstates"...



Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on June 02, 2011, 05:03:50 PM
Quote from: mrtnrln on June 02, 2011, 03:10:29 PM
And from these words, only motorway covers the full meaning of the word.

motorways in the UK are odd things, I doubt you will have heard of the (now late) a6144m

http://www.pathetic.org.uk/former/a6144m/
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on June 02, 2011, 05:43:10 PM
Quote from: westamastaflash on June 02, 2011, 04:28:40 PM
I don't know. There are sections of Route 22, the "William Penn Highway" in PA which are controlled-access with some interesting intersections and houses right off it:

Controlled Access Intersection (http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=route+22,+pa&aq=&sll=40.446947,-79.453125&sspn=0.20353,0.315514&ie=UTF8&hq=&hnear=Rte+22,+Blairsville,+Pennsylvania+15717&ll=40.444089,-79.216533&spn=0.012721,0.01972&t=h&z=16)
No Ramps interserction (http://maps.google.com/?ie=UTF8&ll=40.448033,-79.187329&spn=0.00636,0.00986&t=h&z=17)

They may still be considered "freeways" in some senses, but are not true "interstates"...

By definition roads that have intersections are not freeways. Period. That is the definition of a freeway. Besides, US 22 doesn't even qualify as an expressway there, just an arterial, because there are business driveways on it.

That right there is, however, an excellent example of what the RHW can be used as - busy rural/suburban arterials.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 02, 2011, 06:51:20 PM
The way I've approached the RHW is that it is supposed to represent a wide variety of highway systems, ranging from well-built 2-lane rural facilities, to 4-lane limited-access expressways, to large, fully access-controlled freeways, and just about everything in between.  While some things you can do with it may seem foreign to your experiences, there are other things it can do that you'll probably find quite familiar.  Rest assured, we've done our research.  It's a very expansive set of tools, and will get even more so with time. 

Now, who wants to get back on topic? ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F6035%2Frhw060220112.jpg&hash=0e2fb85795bff32315decbd674867f9a209a8a17)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 02, 2011, 10:05:15 PM
You continue to make the pot so much sweeter. It hangs just over the horizon, as if it's right within reach, but it isn't...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 02, 2011, 11:00:55 PM
Very well said Alex. I respond to this picture and earlier but I will allow myself to  say that the better we could be. So by watching his job perfectly  and the only thing  bothers me  is that you already have and we have not (just kidding, really nice work)

-Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 03, 2011, 12:09:35 AM
Now I'm copying Daniel... :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F6217%2Ffamisave2tulep.png&hash=e2cd7fa31ce24fe5ce9b6e1a61806ec3c09e2899)

I've always wanted to see this kind of piece, so I made the textures for one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 03, 2011, 02:36:03 AM
Quote from: jibjohn on June 02, 2011, 05:03:50 PM
motorways in the UK are odd things, I doubt you will have heard of the (now late) a6144m

http://www.pathetic.org.uk/former/a6144m/
Actually, I did have heard about it. The A6144(M) is indeed strange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on June 03, 2011, 06:01:08 AM
A small question concerning the last picture

shadow or not shadow  :-\

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F6ccf13de33832d89ff963fa1325df628.jpg&hash=d933bdec396b5b4f978fb369f5298bf5d5ff0291) (http://www.ld-host.de/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 03, 2011, 07:34:25 AM
I guess Alex is working on that issue  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 03, 2011, 08:31:52 AM
I noticed these shadows them but inconceivable  that a big problem  at least for  me. Still more important is whether the traffic will run properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: supremec on June 03, 2011, 08:51:07 AM
Quote from: jdenm8 on May 28, 2011, 03:02:53 AM
No pictures, it wouldn't be SecretNetwork any more then  ;)

We can't wait for pictures %BUd%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2011, 10:22:00 AM
As promised, a screenie of HSR going over a Wider RHW--in this case, an RHW-6C.  Still in the process of stabilizing these bad boys and getting them all ready to go.  Rest assured, shadows will be fixed up. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F9485%2Frhw060320111.jpg&hash=6bcc5d315860ce0791c41866f48de887d65c851b)

Quote from: supremec on June 03, 2011, 08:51:07 AM
We can't wait for pictures %BUd%

Well, we were going to wait and post a video.  But since you asked, here you go--it's in the upper right corner of this screenshot.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3581%2Frhw060320112.jpg&hash=804801acdcbd0a430b77947a77a2919a48bb8f0e)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 03, 2011, 10:45:12 AM
Quote from: Tarkus on June 03, 2011, 10:22:00 AMWell, we were going to wait and post a video.  But since you asked, here you go--it's in the upper right corner of this screenshot.
It looks great :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 03, 2011, 11:06:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F9485%2Frhw060320111.jpg&hash=6bcc5d315860ce0791c41866f48de887d65c851b)

Alex is so awesome - I did not doubt that you will manage to fix these small errors. But really doubting that so quickly will lend pieces with HSRP over wider networks of RHW. I bow to you ... anything to say about you will be less.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 03, 2011, 11:06:44 AM
Quote from: Tarkus on June 03, 2011, 10:22:00 AMWell, we were going to wait and post a video.  But since you asked, here you go--it's in the upper right corner of this screenshot.
Now we know that it's elevated ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: legoman786 on June 03, 2011, 11:19:30 AM
Oh you so sneaky Tarkus. So sneaky. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 03, 2011, 12:09:29 PM
Sheesh. You guys are great at teasing.

That said, Update 75 of Tarkusian Cities would be the next one. Is this something that might fit in one of your regional transport projects in Chemeketa?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 03, 2011, 12:23:23 PM
Quote from: Tarkus on June 03, 2011, 10:22:00 AM
Well, we were going to wait and post a video.  But since you asked, here you go--it's in the upper right corner of this screenshot.

http://img199.imageshack.us/img199/3581/rhw060320112.jpg (http://img199.imageshack.us/img199/3581/rhw060320112.jpg)

-Alex

So... It's an Elevated DoubleDecker Real HighWay 4 (EDDRHW-4)? :P Because that's what I'm betting my Simoleons on! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on June 03, 2011, 01:19:47 PM
I rather have seen the video. Then we would've known for sure!  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2011, 02:09:53 PM
Quote from: Opkl on June 03, 2011, 01:19:47 PM
I rather have seen the video. Then we would've known for sure!  :P

You'll still get to see it. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 03, 2011, 02:16:03 PM
I remember that was previously commented on  this but I forgot where to get the discussion  ...
So if there are ways to make a splitter to connect  Maxi's Highway with RHW-6c or 6s. I understand that this is quite difficult because Maxi's spread on 2 tiles while RHW-6 covers three tiles. But to me are tired of having to put multiple splitter to sarzha wide lane RHW with ordinary highway Maxi's , and I think of you too. As far as I remember Maarten had spoken about it but it would be nice  to know  the views of  more people.
Another thought is that if there will RHW-12 in the next version 4.2

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 03, 2011, 02:39:02 PM
Unless someone is being extremely sneaky there will be no RHW-12 or new Maxis/RHW transitions. Any RHW developments involving Maxis highways have been very low priority for RHW development--most people choose one or the other as the scales are drastically different.

On another note, quite the mystery going on here  $%Grinno$%  I suspect the new network is elevated heavy-rail-in-RHW-16
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 03, 2011, 02:42:26 PM
... or how about a Triple-decker MHW-RHW-Monorail combination (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fatlantis.theodoordoorn.nl%2Fimages%2Fsmilies%2Ficon_twisted.gif&hash=33dd7e9bd0b4aadf5e4c7346dd726e5cd1134506)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 03, 2011, 02:45:13 PM
Quote from: mrtnrln on June 03, 2011, 02:42:26 PM
... or how about a Triple-decker MHW-RHW-Monorail combination (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fatlantis.theodoordoorn.nl%2Fimages%2Fsmilies%2Ficon_twisted.gif&hash=33dd7e9bd0b4aadf5e4c7346dd726e5cd1134506)

that even I can not imagine it
seriously what you mean Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 03, 2011, 02:45:40 PM
Quote from: mrtnrln on June 03, 2011, 02:42:26 PM
... or how about a Triple-decker MHW-RHW-Monorail combination (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fatlantis.theodoordoorn.nl%2Fimages%2Fsmilies%2Ficon_twisted.gif&hash=33dd7e9bd0b4aadf5e4c7346dd726e5cd1134506)
Got any real world reference for such a network?  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 03, 2011, 02:48:35 PM
Actually Ivo, the 6S lines up better with MHW than 6C. 6S takes up just two tiles, minus the overhangs, so if there's ever gonna be an RHW-6 to MHW connection, it's more likely to go with 6S rather than 6C. I remember seeing that in one of Haljackey's videos... Your reasoning is correct for the 6C, though I should add that making the models for such a connection, any connection, is rather tricky. And time-consuming.

There have been many discussions about adding a 12S, the most recent ones I know involves me bringing up the idea of one. :D So far, however, no such network is currently being developed.

Nego, we won't know for sure 'til the video is released, though I can't tell if you're on the right track or completely derailed. :P Us NAMites always say that teasing is pleasing. If it were December, it'd be "Tis the season to be teasin'!"

Quote from: noahclem on June 03, 2011, 02:39:02 PM
I suspect the new network is elevated heavy-rail-in-RHW-16

Quote from: GDO29Anagram (This comment)I can't tell if you're on the right track or completely derailed.

I had to say "derailed"... :D

Quote from: mrtnrln on June 03, 2011, 02:42:26 PM
... or how about a Triple-decker MHW-RHW-Monorail combination (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fatlantis.theodoordoorn.nl%2Fimages%2Fsmilies%2Ficon_twisted.gif&hash=33dd7e9bd0b4aadf5e4c7346dd726e5cd1134506)

Really Maarten? XP And to think my creativity levels is rather low...

Psst... Riiga... You forgot El Rail...

OK, gagfest over. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 03, 2011, 02:58:16 PM
In northern Finland there are actually plenty of examples of el-rail over monorail over MHW over RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 03, 2011, 03:01:00 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fatlantis.theodoordoorn.nl%2Fimages%2Fsmilies%2Ficon_volgend.gif&hash=7e8f4e45ab4daf8328219247c4710583ae311cce) Seriously? Pictures please  ::)

Quote from: ivo_su on June 03, 2011, 02:45:13 PM
that even I can not imagine it
seriously what you mean Maarten
A monorail on top of a elevated RHW on top of an Maxis Highway, to be exact. But I was teasing with you.

Actually, I do know what SecretNetwork is and I've promised to keep it a secret. And it's quite hard to keep it that way. But don't worry, the secret will be uncovered soon. How soon is also a secret, even to us...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 03, 2011, 03:12:12 PM
^^^  If I imagine it correctly it for such a spectacular  facility  should be  built  structure with a height over 100 meters far as I know now the level of ordinary monorail is 15 meters and the elevated monorail is 30 meters which allows it to pass over EMHW.
Super joking with me poor ignorant and misunderstanding Ivo  &scl() :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on June 03, 2011, 03:18:14 PM
Quote from: Tarkus on June 03, 2011, 02:09:53 PM
You'll still get to see it. ;)

-Alex

:satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 03, 2011, 03:22:00 PM
Is SecretNetwork something we'll use regularly or a specialized niche?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2011, 03:26:10 PM
Quote from: Tracker on June 03, 2011, 03:22:00 PM
Is SecretNetwork something we'll use regularly or a specialized niche?

It really depends on what kind of cities you build.  But even if you don't build the type of cities that SecretNetwork would naturally fit into, you'll probably end up wanting to find ways to use it just because of what it is.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 03, 2011, 05:20:04 PM
Quote from: Tarkus on June 03, 2011, 03:26:10 PM
It really depends on what kind of cities you build.  But even if you don't build the type of cities that SecretNetwork would naturally fit into, you'll probably end up wanting to find ways to use it just because of what it is.

-Alex

I have a town of 650K (which I actually let have a 100K decline in population to build an RHW-6S through several city blocks)...I wonder if that's the type of city you'd find best.

It'd also make a good 75th update for your MD... ;) Or would it not fit there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 04, 2011, 09:02:23 AM
More RHW teasing from my MD:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2682%2Fbrs704.jpg&hash=807f2a25564774ff8406d38d122cba745e513cae)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F9023%2Fbrs712.jpg&hash=93e71b7ed631a5a8db34e7d2b7b099f8ff5ae16f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F4100%2Fbrs713.jpg&hash=db23272c1a2a82941a326df741f24cc666527c3d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F6064%2Fbrs714.jpg&hash=116b5bc4e64e155c6be028cde706e3edb5db8d35)

I can tell you one thing: SecretNetwork is not used in these pictures, nor at any location of my regions.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on June 04, 2011, 09:46:08 AM
Great teasers, Maarten! Very nice, realistic pieces!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 04, 2011, 12:23:40 PM
Quote from: samerton on June 04, 2011, 09:46:08 AM
Great teasers, Maarten! Very nice, realistic pieces!  &apls

No kidding. I've seen the elevated D-ramp before (some other NAM Team member showed it off), but not the C-ramp. It's nice to know that we'll have functionality with the ERHW-6S equivalent to its ground level counterpart.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 04, 2011, 12:49:03 PM
You mean this thing?

Quote from: doctor25 on May 19, 2011, 03:21:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2yud5pl.png&hash=ced6bb23e7b66b60079ea4b800ef2af7fdefffdc)

Actually guys, it's just one ramp: The ERHW-4 C-Ramp, or if you started to follow the revised nomenclature for ERHW and ramp interfaces, then the L2 RHW-6S D1-Ramp. Nothing else.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 04, 2011, 12:55:34 PM
Maarten I am so impressed with what I've shown
you really do look beautiful things keep going we will be happy to see more similar pictures
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 04, 2011, 01:04:26 PM
Oh, that was a C-ramp. I was confused. @_@
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 04, 2011, 02:24:52 PM
The new road overpass models... nice :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 05, 2011, 09:28:47 AM
Let's be honest; Who actually takes the time to read the sticky post for ANY reason?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F4374%2Fganaramhtfsc4dwhosaysmi.jpg&hash=dc1512b8de23fbe37f6b044a004ea871d54abb29)

:P
Title: Re: RHW (RealHighway) - Development and Support
Post by: RebaLynnTS on June 05, 2011, 10:58:14 AM
Quote from: GDO29Anagram on June 05, 2011, 09:28:47 AM
Let's be honest; Who actually takes the time to read the sticky post for ANY reason?

I do :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 05, 2011, 11:17:46 AM
Nice observation GDO29Anagram. I admit I only look at the sticky very rarely (though if I hadn't read it thoroughly before I would take the time to do so before asking questions here  :P ).

More importantly, awesome "angry Ganaram" sketch  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 05, 2011, 11:44:47 AM
I think it was always like that, mainly to emphasize that the MIS has exactly one lane in comparison to the other networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 05, 2011, 11:55:14 AM
I really I can not understand why everything is kept in such secrecy like seize the ship Aurora. However, there will be a surprise understand whether now or a few months later when project is completed. My personal opinion is that it is better to be surprised now to know how to plan their cities than previously. I have two cities are awaiting the emergence of AVE-6 and comply with the NAM 30.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 05, 2011, 12:17:42 PM
Quote from: ivo_su on June 05, 2011, 11:55:14 AM
I have two cities [that] are awaiting the emergence of AVE-6...

And for me, regional government is likely going to be buying some right-of-way. I used to build cities in 6x6 blocks separated by avenues (nowadays I don't, thankfully).

The secrecy that the NAM Team works under is mystical...it hypes their product and makes it that much more exciting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 05, 2011, 12:27:01 PM
Its awesome managed to translate what I mean
unfortunately google translate is not as perfect as I wanted.
As NAM really will be more useful at least for me to know how to plan the territory of now. I think now everybody knows that I build huge cities and push colossal population. I even think that you can build a city with over 10 million records as of now and it functions normally.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 05, 2011, 02:10:36 PM
Don't say we didn't warn you . . . ::)

http://www.youtube.com/v/UTXu4Gpeh8Y

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 05, 2011, 02:20:33 PM
Wow, Alex, I'm drooling on my keyboard! It's awesome! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 05, 2011, 02:25:08 PM
Wow I think I really did not expect such a thing. Holy Virgin Mary is amazing and revolutionary  introduction. Lord Alex how did you not people, and demi-gods.
To boast to others - I think my arguments Alex inclined to show us this miracle of miracles.

Bow before you, Alex
your faithful servant
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 05, 2011, 02:30:17 PM
^^ Kneel before General Zod Alex, Ivo!  :P

And so, the mystery of the SecretNetwork is uncovered, but wait! There's more awesome stuff that needs to be uncovered...  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 05, 2011, 02:36:44 PM
^^ Maarten your heart attack you want to wilt bring me? How much cool stuff can have on you directly to our astonished a few days. This is not allowed to  go on like this because  I would want to move to live in sim sity if you do not stop. leave us breathless really expecting something simple and not especially interesting  but .... dear mother and you tell me that there were still
go haywire ...
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on June 05, 2011, 03:01:08 PM
Great Scotts Alex. That is incredible and unbelieveable. :satisfied: :thumbsup:  "$Deal"$ :o :) JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 05, 2011, 03:20:58 PM
Mmmm...wow! That's actually quite amazing just to see.

Not sure if it fits my city building style though, but this is almost Holy Grail territory here, Tarkus. *bows down*
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on June 05, 2011, 04:48:39 PM
I always thought double-deckers were impossible. Guess I thought wrong...  &apls  &apls  &apls  &apls  &apls  &apls  &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 05, 2011, 06:14:13 PM
Well, Now that's Tarkus has shown off the network, I guess it'll be okay to show off the transition he forgot :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fdurrum-2_jan.__2121303719985.jpg&hash=7ff2814c993079020e797d84164bbdb0db48189a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on June 05, 2011, 08:23:54 PM
Who would thought, rail would be the answer. What gave you that idea?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 05, 2011, 10:22:55 PM
What about rail? I have a rail this close to this intersection; yes its small, but I don't have a huge amount of time these days.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F2695%2Frhwrightx.th.jpg&hash=44e88333648b5a73594d106d89445d2b1ef4007e) (http://imageshack.us/photo/my-images/819/rhwrightx.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
http://imageshack.us/photo/my-images/819/rhwrightx.jpg/

Not the secret as far as I know, but I don't think this was explained.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 05, 2011, 10:42:50 PM
I'm pretty sure this is the question that's on FPoSC4D's mind (And probably on everyone else's mind): How did you find out that Rail can be used for DDRHWs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 05, 2011, 11:11:25 PM
Even better question, can freight trains be made to use monorails (Specifically HSR)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 05, 2011, 11:42:15 PM
Thank you all for the kind words--I'm glad you're finding SecretNetwork to your liking.  The bowing business isn't necessary, though--just doing my job.  :)

Now to answer a few lingering questions:

Quote from: ivo_su on June 05, 2011, 02:25:08 PM
I think my arguments Alex inclined to show us this miracle of miracles.

Actually, I had planned to put the video out this weekend all along. ::)

Regarding the whole Rail-based approach, it was kind of a thought I've had in the back of my mind since discussing capacities on the Traffic Simulator with z some time ago.  Originally, I had planned to use Monorail--in large part because of the network cost--but there are some presumably .exe-controlled quirks with that network that prevent any non-Monorail traffic from using it.  (So to answer your question, Wiimeiser, unfortunately, no.)

I also tried Elevated Light Rail, but the auto-supports did some funny things to the road decks, so I had to go with Rail. 

Now to answer a few questions pre-emptively before someone else asks:

Why 15m and 22.5m for the two decks?  Will there be additional heights?

In RL, most double-decker highways are elevated substantially and usually pass over any potential obstacles.  Setting the bottom deck at 15m (or Level 2/L2 as it will be known when we get closer to RHW 5.0) means that both ground-level and future 7.5m (Level 1/L1) networks can pass under it.  22.5m (Level 3/L3) for the top deck means that in the rarer instances in which a network needs to pass over top, the future 30m (Level 4/L4) networks can do the job.

Thus, this deck arrangement appears to be the most practical and realistic.  There seems to be little usable application for different heights (especially those with ground-level decks), and the chances of seeing them is virtually nil.

Will there be additional widths?

Most likely yes, though not in Version 4.2.  The highest priority would be for a DDRHW-8.

What all will this thing be able to cross over?

At least Orthogonal crossings will be provided in Version 4.2.  Most Maxis networks and most RHW networks are already supported on that front in this stage of development, as is GLR and GHSR.  NWM networks will be supported as well, though they haven't yet been implemented.  Maxis Ground Highway support will have to be provided by puzzle piece, because the draggable connection is occupied with the default, unoverridable AutoPlace Rail-over-Maxis Highway overpass.

Can this thing make bridges?

;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 06, 2011, 01:34:20 AM
So it was an error on EA's behalf that made this all possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 06, 2011, 02:17:57 AM
 :o :o :o

simply stunning, thank you so much NAMites, fantastic!

so, will the doubledecker bridge (road and rail) be doable now somehow? XD

Joe
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 06, 2011, 03:01:40 AM
Quote from: JoeST on June 06, 2011, 02:17:57 AM
:o :o :o

simply stunning, thank you so much NAMites, fantastic!

so, will the doubledecker bridge (road and rail) be doable now somehow? XD

Joe

Nothing more then I would love to get my hands on the double decker tsing-ma... re-textured for RHW. Even if it came with a big warning about traffic issues...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 06, 2011, 03:34:52 AM
Quote from: Wiimeiser on June 06, 2011, 01:34:20 AM
So it was an error on EA's behalf that made this all possible?
It's not a bug, it's a feature!  ;)

No, seriously, this is just an unused feature. Who would use car paths on railways? Well, we do  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on June 06, 2011, 04:04:27 AM
Hey you guys(it just hit me for some odd reason)ive noticed that there is a big difference in the height of a road or a highway over another and its much higher over, rail like the default 15m, and in the game its all the same 15m but in real life its not like that(at least not in the U.S), it should be like 8m or 7.5m of all road and highway networks overpass each other vise versa. And roads and highways should be overpassing rail by the default 15m and rail should over pass roads and highways by 8m or 7.5m by default, 15m to me is to high and unrealistic for a default over everything,and if that does come in the game by the nam team we should be given an option of what height we want of the networks crossing each other like use the end and home keys to shift between 8m(or 7.5m) and 15m and the other future heights(22.5m on up) so on and so forth. Ya know what i mean? Please correct me if im wrong about anything.  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 06, 2011, 04:15:06 AM
15m was selected for two reasons: Maxis chose 15m for Elevated Rail and the creator of the Elevated Road viaducts chose to copy that height.
7.5m across most of the RHW networks will be available in RHW 5.0. 22.5 and 30m overpasses are in consideration for two reasons: The Dallas High-Five interchange (highest ramp tops out at 30m above ground) and Volleyball interchanges (which uses most of the heights in the easiest to build configuration)

7.5m Maxis Network overpass heights have been worked on on occasion, but there is no significant effort behind them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on June 06, 2011, 04:23:32 AM
Thanks jdenm8,for getting that out of the way for me :thumbsup: It was just bothering me in the last few minutes lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 06, 2011, 04:50:21 AM
Okay, in theory, does this mean that if a network is coded to allow only one type of traffic, it's allowed only that one, but if it can use multiple it can use them all?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 06, 2011, 05:12:39 AM
Quote from: Kitsune on June 06, 2011, 03:01:40 AM
Nothing more then I would love to get my hands on the double decker tsing-ma... re-textured for RHW. Even if it came with a big warning about traffic issues...

The problem with Tsing-Ma is that it would have to be at least 2 tiles wide. While cars are happy to travel along the rail network if it is correctly enabled, trains are quite stubborn about not traveling along your cities' avenues and highways which are of course the only 2-tile networks (incidentally, they won't use roads either). But while a normal draggable bridge solution for Tsing-Ma would be impossible there are a couple work-arounds that could eventually make it or something similar feasible. I wouldn't advise holding your breath on that one but a one-tile rail/road bridge falls easily within the realm of what's currently possible. Xannepan has already released tram-in-road bridges on the LEX and rail-above-road is very similar in concept.

@TJ1 - Yeah, the 7.5m networks are going to be awesome. Just look at how much more realistic the parts of the game which are already similar to that height look now--FLUPs, avenue tunnels, and rail tunnels. Let's hope for the best for developments in that direction  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on June 06, 2011, 05:37:45 AM
Butter for my bread, at last my Terran highways will be totally futuristic :)&apls
This technique can be available in other transit systems as well? For example, how about double decker rail roads? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on June 06, 2011, 07:42:53 AM
Also, will DDRHW-(4?) have MIS ramps be included in 4.2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 06, 2011, 01:34:09 PM
This revolutionary new network with that I think will be of enormous benefit in the future when perhaps we will bridge the two levels. As the lower level will have a railway track on them with asphalt roadways. Just when I think about  this new network is like a periodic table. There's so important for  the development of NAM from here.
I wish you the new and great success guys.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 06, 2011, 01:42:55 PM
If the bridge in question were split . . . i.e. along the lines of the existing RHW-4 bridges . . . then there'd be no problem.  As I've tested the elusive Double-Decker Tsing Ma quite extensively, the capacity issue is actually a largely visual issue.  The networks actually work fine, and the bridge does get used . . . it just shows up bright red on the Congestion View.

Speaking of bridges . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F7007%2Frhw013120111.jpg&hash=efafe37cf1cce5b3df0997ccfc147e0ad5891a77)

Quote from: Terring7 on June 06, 2011, 05:37:45 AM
This technique can be available in other transit systems as well? For example, how about double decker rail roads? ;D

Theoretically, if the two decks were going in opposite directions, that would work.  However, as the underlying network would be Rail-based, unlike the situation with the RHW, there'd be no capacity increase.  Accordingly, I wouldn't put much priority toward that type of network.

Quote from: Fresh Prince of SC4D on June 06, 2011, 07:42:53 AM
Also, will DDRHW-(4?) have MIS ramps be included in 4.2?

Heh . . . the one question I forgot to answer in my pre-emptive strike. :D  It's a good possibility, though the ramp interfaces haven't been built yet, and we'll need to put together some additional MIS transitions up to L3 in order to take care of that.  As we have models already in place for Type A ramps, that's what they would be.

Oh, and before I conclude this post:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F889%2Frhw060620111.jpg&hash=30ed62fe999688c21a6115f5f4f93f5a57f9fd29)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 06, 2011, 02:32:23 PM
Ever since I saw secret weapon number one I can not stop asking myself  what if  ...
we saw that could create a section of at least 3 tiles, but if you can make more than 5 tiles and break ground launcher, is it possible to presetse of OWR-3 or 4 and to create a great crossroad for OWR without grass island in the  environment, as hitherto.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on June 06, 2011, 03:37:29 PM
Are there plans for slope transitions for the DDRHW4, or ELRHW4 to DDRHW4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: doorknob60 on June 06, 2011, 03:58:34 PM
Holy crap that's awesome, never thought that would happen so soon (if ever)! One quick question though, is it UDI compatible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 06, 2011, 04:23:32 PM
Quote from: banditp61 on June 06, 2011, 03:37:29 PM
Are there plans for slope transitions for the DDRHW4, or ELRHW4 to DDRHW4?

jdenm8's L2 to L3 transition should work for transitioning from L2 RHW-4 to DDRHW-4 for one half. For the other half, if it isn't ERHW-4 already, just use the RHW-4 to ERHW-4 transition. As for an on-slope setup, if that's what you're talking about,...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F6915%2Fddrhwtransitionthingie.jpg&hash=55c937184688866836ba2d2283bfd2d0f0776150)

Wouldn't it be as simple as adding the existing On-Slope Transitions?

And yes, doorknob60, all these things ARE transit-enabled (and therefore UDI-compatible), even those slip lanes that one person claimed to be eyecandy :D (http://sc4devotion.com/forums/index.php?topic=252.msg374566#msg374566). (Then again, it might be an unpathed bridge you're looking at... $%Grinno$% )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 06, 2011, 04:31:02 PM
Quote from: ivo_su on June 06, 2011, 02:32:23 PM
Ever since I saw secret weapon number one I can not stop asking myself  what if  ...
we saw that could create a section of at least 3 tiles, but if you can make more than 5 tiles and break ground launcher, is it possible to presetse of OWR-3 or 4 and to create a great crossroad for OWR without grass island in the  environment, as hitherto.

I'm not sure I quite get what you're asking about here--a triple-tile OWR?  That'd be more NWM territory than RHW, and there aren't any official plans on that front.

Quote from: banditp61 on June 06, 2011, 03:37:29 PM
Are there plans for slope transitions for the DDRHW4, or ELRHW4 to DDRHW4?

Given that there will only be one height for the DDRHW-4 (15m Lower Deck/22.5m Upper Deck), an on-slope would kind of be moot.  What GDO29Anagram posted would be the best option for that sort of thing.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on June 06, 2011, 04:46:11 PM
I see what you mean. It was just with the other pictures it seemed a little confusing to me. Thank you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: njdevil995 on June 06, 2011, 08:30:36 PM
Quote from: Tarkus on June 05, 2011, 11:42:15 PM
In RL, most double-decker highways are elevated substantially and usually pass over any potential obstacles.  Setting the bottom deck at 15m (or Level 2/L2 as it will be known when we get closer to RHW 5.0) means that both ground-level and future 7.5m (Level 1/L1) networks can pass under it.  22.5m (Level 3/L3) for the top deck means that in the rarer instances in which a network needs to pass over top, the future 30m (Level 4/L4) networks can do the job.

Will the diffrent heights be used to create multi-level interchanges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 06, 2011, 09:02:03 PM
Quote from: njdevil995 on June 06, 2011, 08:30:36 PM
Will the diffrent heights be used to create multi-level interchanges?

Definitely, and I hope to see that day, too. :)

It's still a long way's off, though; It's predicted that Multi-Height RHW will be fully integrated by version 5.0, and we're barely at 4.2. :D There is, however, a bit of preliminary work for it, but don't expect to hear any more about it any time soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on June 06, 2011, 09:06:26 PM
WOW :o Double decker? ???  TARKUS! ... and you tease us of more secrets to come &bis&

...I know there exists a list or two of impossibilities, features that were 'locked' away in the .exe.
.. but somehow this amazing community takes it to the next unbelievable level... and you wonder why we ask for more... ??? :o ;D
&hlp &apls :thumbsup: &bis& :wings: ()meeting()
thank you all for all that you share!  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 06, 2011, 10:40:21 PM
Well, this was less "Locked away in the EXE" and more "Straight out impossible" until this Rail workaround was discovered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 07, 2011, 06:08:32 AM
So, this is the SecretNetwork!  ;D  Although I haven't encountered too many double decker roads IRL, I appreciate the effort nonetheless.  I can see how this could be a major space saver in those urban environments for which the RHW is increasingly being marketed.

The mention of the different levels of RHW (7.5 m/L1, 15 m/L2, etc.) reminded me of something.  The current assortment of hole-digging lots has gone a long way with the current network setup.  However, I notice that it lacks 7.5 m hole diggers and the like.  How are we going to get around that when on-slopes for these new levels come out?  I guess I could try to use ye olde manual terraforming if it came to it.

I congratulate all of your hard work, Alex.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on June 07, 2011, 07:00:52 AM
Quote from: metarvo on June 07, 2011, 06:08:32 AM
it lacks 7.5 m hole diggers and the like.

That also came into my mind, 7.5 metre hole diggers and ground lifters would also be useful at the moment, it would mean that an overpass would only have to rise 7.5m and underpass drop the same amount at a junction on flat terrain (instead the the current situation with one carrageway having to rise or drop 15m), there would also be the benefit of an easy convertion to different height overpasses for long-term planners.

John

p.s- excellent work alex, I'll have to have a go at the UK's only double-deck motorway in Newcastle
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 07, 2011, 07:22:45 AM
Quote from: jibjohn on June 07, 2011, 07:00:52 AM
That also came into my mind, 7.5 metre hole diggers and ground lifters would also be useful at the moment, it would mean that an overpass would only have to rise 7.5m and underpass drop the same amount at a junction on flat terrain (instead the the current situation with one carrageway having to rise or drop 15m), there would also be the benefit of an easy convertion to different height overpasses for long-term planners.

John

p.s- excellent work alex, I'll have to have a go at the UK's only double-deck motorway in Newcastle

Instead of using 7.5m hole-diggers/raisers the most likely solution will be to approximate the elevation by using the 8m ones or by using 15m-8m=7m rise/drop. A half meter rise or drop over a 16 meter horizontal stretch is pretty negligible and there is always the option of hand-terraforming when exactly 7.5m is desired.

I'm right there with you guys hoping for 7.5m overpasses--if I could add one thing to the game at this point that would definitely be it--but these things take time. For now FLUPs, avenue tunnels, and kazuki's underbridge (functionally subway) lots are all ways to achieve realistic clearances.


And congratulations on graduating GDO29Anagram!  &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 07, 2011, 08:02:22 AM
Quote
The mention of the different levels of RHW (7.5 m/L0, 15 m/L1, etc.) reminded me of something.  The current assortment of hole-digging lots has gone a long way with the current network setup.  However, I notice that it lacks 7.5 m hole diggers and the like.  How are we going to get around that when on-slopes for these new levels come out?  I guess I could try to use ye olde manual terraforming if it came to it.

My 8m hole digger lots don't look too bad when they're used for the 7.5m stuff.

22.5m = 23m hole digger

30m = 2x 15m hole digger

No worries there ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 07, 2011, 10:55:31 AM
Better question, how about a new graphic for when this stuff comes out? Or how about this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F926%2Ffamiliarsc4.jpg&hash=832e4493de0d2dcac923ba55fb486968bd5c8b20) (http://imageshack.us/photo/my-images/192/familiarsc4.jpg/)

http://img192.imageshack.us/img192/926/familiarsc4.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on June 07, 2011, 03:23:10 PM
I think that there should be 2 types of DDRHWs:
1. Both decks travel in the same direction.
2. The 2 decks travel in different directions.
Each have their advantages and disadvantages, but I think you should put in both networks.
Great work on the ERHW-6, but what about ERHW-2 and RHW-3?
Concept: DDRHW-6, and DDRHW Type-C and D ramps. It would be nice to see that.
Keep up the good work.

-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: legoman786 on June 07, 2011, 03:38:11 PM
#1 is impossible because of "level jumping." The cars would 'jump' from the upper level to the lower level and vice versa. That's why a double decker is impossible at this time, or maybe forever.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2011, 04:01:59 PM
Hehe . . . good one, j-dub. :D  Though shouldn't everyone regardless of age be picking up Rush Hour and the NAM? ::)

Quote from: gooper1 on June 07, 2011, 03:23:10 PM
I think that there should be 2 types of DDRHWs:
1. Both decks travel in the same direction.
2. The 2 decks travel in different directions.
Each have their advantages and disadvantages, but I think you should put in both networks.
Great work on the ERHW-6, but what about ERHW-2 and RHW-3?
Concept: DDRHW-6, and DDRHW Type-C and D ramps. It would be nice to see that.
Keep up the good work.

-Gooper1

Suffice to say, same-direction DDRHWs are not on the docket--because of the issues legoman786 brought up and general practicality.  While we are considering additional widths going forward, I wouldn't expect those for quite some time.  ERHW-2 and RHW-3 have already been shown in this thread and will be in the release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2011, 10:24:20 PM
@gooper1: C/D type ramps for DDRHW-4 would require a DDRHW-6, and considering the current ramp logic, how would you manage a DDRHW-5? Two lanes on the upper deck and three lanes on the lower deck, then the other way around, then you have to consider how to align the RHW-6S and its overhangs for proper transitioning to DDRHW, then you have to do the same for 6C if need be, then subtract one lane from one of the decks for modelling the ramp itself, unless it's a dual C/D ramp.

I have never seen a B/D ramp for any ERHW before. All there is is an A and C ramp for ERHW-4 (with a single and dual A-Ramp planned for ERHW-2), and I have that nagging feeling in my head that people will call the ERHW-4 C-Ramp a ERHW-6S ramp instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2011, 10:47:19 PM
I would guess that once we get to interfaces for the DDRHW, you'll probably end up seeing a Type A . . . both inside and outside on both decks . . . probably a Type B once we have the normal ERHW version taken care of, and when the proposed future DDRHW-8 comes to fruition, splitters into Dual DDRHW-4.  But that's probably about it.  Other ramp interface varieties are not really all that feasible.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 09, 2011, 01:35:15 PM
Would it be feasible to make something like a RHW 6-S "Style C Wide" ramp, so that the MIS ramp ends up parallel to the RHW 4 but with 1 tile in between? This would make it easier to construct land-graded rural diamond interchanges.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 09, 2011, 01:45:54 PM
Quote from: Exla357 on June 09, 2011, 01:35:15 PM
Would it be feasible to make something like a RHW 6-S "Style C Wide" ramp, so that the MIS ramp ends up parallel to the RHW 4 but with 1 tile in between?

I've found cases where a wide version of the current C/D type ramps was needed, so I would second that request.

Wait, did you just call the RHW-4 C-Ramp a 6S Ramp? Awesome!!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 09, 2011, 01:46:44 PM
@ Exla357 - A solution involving fractional angle would be much more likely as well as more aesthetically pleasing for your question. Not only is it likely, but if I understand you correctly it already exists. If I don't understand you correctly than it's a piece likely area for inclusion before too long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 09, 2011, 01:47:27 PM
A Wide-C type exit isn't likely due to overlap with the new FARHW pieces which includes a C-like exit for RHW-6S.
This new exit is also only one tile wide, so when you plop the FAMIS to MIS transition, you'll get the one-tile gap.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 09, 2011, 02:17:06 PM
@Noah: Then why is there still an RHW-4 A1-Wide Ramp? :P

@jdenm8 and the other Alex: This was the case I was talking about.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F1091%2Fwiderampplz.jpg&hash=8919fbc17fb6334b031684fae6c4e83c78520358)
(Could've been a good teaser, too...)

Attempted replicating the Death50 Cloverfold using some of the new pieces, and found myself stuck with a kink. Unless the F-Ramps (or F1 Ramps) are destarterfied and even more compact, I doubt I'd be able to fit such a ramp and an Ortho MIS to FAMIS curve here.

Exla's request could best fit cases such as this, or in similar cases where there are space restrictions (Think urban environments), unless some other FA angle is used...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 09, 2011, 11:58:52 PM
Especially in light of what Ganaram just posted, my inclination is to consider that piece for inclusion going forward.  It will most likely not be in Version 4.2, however . . . we've got enough to finish up already--some pathing, RUL stabilizing, Euro texturing, stress-testing everything, plus (at least) one more "secret weapon" already well under way.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 10, 2011, 10:53:47 AM
Sorry, I was a little unclear.

By C ramp I meant where you have RHW 6S split into parallel RHW4 and MIS, but with a 1 tile gap between the RHW and MIS. Refer to pic below (sorry about the poor quality):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F8154%2Fstylecwide.jpg&hash=706748f913548d483385c5a51c217962371f0ff9) (http://img805.imageshack.us/img805/8154/stylecwide.jpg)

I don't think FA is what I want because in an urban setting where a freeway goes under a level surface road, the on and off ramps need to be 1 tile apart from the RHW to allow adequate grade seperation. Although this would work, something a little more compact would be better (a 2x3 footprint max, not including starters)

I hope I have made myself more clear.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 10, 2011, 11:21:34 AM
Another secret weapon  :o :o :o
You may not do this with us. So many secret weapons like we in the midst of the Cold War.
I wonder just RHW Will any secret weapons or can expect something surprising and NWM and TuLEP's.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 10, 2011, 11:49:15 AM
Don't worry, Exla, I understood what you meant. :) It's just that I expanded your request further to the so-called "6S C-Ramp" (The one where it has 8S and it splits into 6S and MIS; Yours has 6S and splits into RHW4 and MIS, and is inaccurately called the "RHW-4 C-Ramp"). If your request is fulfilled, all the other ramps, like the one I brought up, will follow suit.

Better get used to it, Ivo... ;) I once used the term "Weapons of Mass Construction" on one of the forum games here. It might have some good use here as well... WMCs,... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2011, 01:21:03 PM
Quote from: GDO29Anagram on June 10, 2011, 11:49:15 AM
I once used the term "Weapons of Mass Construction" on one of the forum games here. It might have some good use here as well... WMCs,... :D

I am so borrowing that for my personal text. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 10, 2011, 01:43:38 PM
that's pretty epic :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 10, 2011, 02:18:37 PM
Another secret weapon? You guys are awesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 10, 2011, 02:59:57 PM
I am a little worried but happy at the same time.
Hopefully only the development of secret weapons can not delay the completion of the NAM 30 and RHW 4.2

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2011, 03:11:58 PM
Quote from: ivo_su on June 10, 2011, 02:59:57 PM
I am a little worried but happy at the same time.
Hopefully only the development of secret weapons can not delay the completion of the NAM 30 and RHW 4.2

The "third weapon" is already pretty far along in development.  There may be a small fourth one . . . but trust me, I want to get this stuff done and out to you guys, too. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 10, 2011, 03:30:20 PM
The only thing I can tell you that Alex is support your every idea or desire but I hope everything gets faster and more thoroughly.
I never got a response that is planned "secret weapons" and "nuclear bombs"  :D to other projects of NAM.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 10, 2011, 04:36:28 PM
Quote from: Tarkus on June 10, 2011, 03:11:58 PM
The "third weapon" is already pretty far along in development.  There may be a small fourth one . . . but trust me, I want to get this stuff done and out to you guys, too. 

-Alex

And I want to be able to use it before school starts again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on June 10, 2011, 04:53:59 PM
Quote from: Tracker on June 10, 2011, 04:36:28 PM
And I want to be able to use it before school starts again.

Me too. This must be the largest NAM release to date. I've been a member here since 2009 and have never seen this much action before.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 10, 2011, 06:13:59 PM
RHW 4.2 should really be called 5.0 to indicate its major content additions, and then the multi-level goal could be in a future 6.0 release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 10, 2011, 06:24:54 PM
Inconceivable that this is the largest NAM's ever been. However, he will take the number 30 but the vast majority of nesha emblematic of NAM are a reality for quite some time. However, now new things are considerably less than the emergence of tram networks elevation of Maxi's, the creation of roundabouts, functional channels and many other things which are huge in volume and quantity.
Now it seems to me that the scale is smaller and focus on details.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 10, 2011, 07:02:07 PM
Thanks for your clarification GDO29Anagram.

Ok, my excitement for NAM release furthers  &hlp I have a question about the NAM release, since this'll be the first "new" NAM release for me as I have only been involved with SC4 custom content about 8 months.

When NAM 30 is released, will new variants of everything, ie. NWM v.2, RHW 4.2, ect, will that all be released at the same time?

Just wanted to get that off my shoulders so I know how excited I can get  :)

-Alex

PS: It can't be more than 2 months, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 10, 2011, 07:25:31 PM
@Exla357:

First of all, we won't know for sure when the new NAM and plugins are done til they're done. :P (Plus, it makes for a better surprise for those watching...)

Second, when NAM v30, RHW v4.2, and NWM 2.0 are released, it will be all at once.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2011, 08:01:21 PM
Quote from: Tracker on June 10, 2011, 06:13:59 PM
RHW 4.2 should really be called 5.0 to indicate its major content additions, and then the multi-level goal could be in a future 6.0 release.

That thought had crossed my mind.  When we initially started calling it 4.2, it was going to be a much smaller release along the lines of 4.1.  4.1 was in development for about 3 months after we released 4.0.  4.2's been in development 10 months so far since 4.1.  We're also already calling the new texture set "V5-Spec". 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 10, 2011, 08:07:39 PM
I was just browsing the early pages of this thread and look what I found at the bottom of page two, the very first cameo appearance of Secret Weapon #2, in post made by our very own Transit Modding Armadillo over 4 years ago!

Quote from: Tarkus on April 21, 2007, 06:45:32 PM
Plus, the RHW will also eventually be available in a Double-Decker version:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F9586%2Fdualdecker1dz4ym5.jpg&hash=108b0c1179382dceee87d80fbb5a999b10475eee)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5208%2Fdualdecker2bj6sb0.jpg&hash=d5a7d7516ef5c3aaa2535bfd810ed2774f838e5b)

Further updates on these projects will be posted here as they occur. ;)

-Alex

After 4 years, DDRHW made it!!!!!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 10, 2011, 08:41:35 PM
@Exla: I've actually known about that for a while (but I kept it to myself)... :P :P :P I've read through the past pages... (Better late than never, I guess.)

Those were the days of puzzle-based "RHWMIS-1" (at one point), terrible-looking textures, and just RHW-2, 4, and 6. The RHW back then only had two or three menu icons, a handful of puzzle pieces and ramps (The RHW-4 curves, the A, B, and C-Ramp, and dual RHW-4 splitters), and no elevated counterparts.

Go back even further and RHW just consisted of just two widths: 2 and 4. Nothing else. No ramps, no transitions, no MIS, no anything. What an ant... $%Grinno$%

Now look at where it's at today... Nearly 50 ramps, with an estimated 300 possible ramp interfaces, all of which would overload the Ramps menu button. About a dozen menu buttons, elevated RHWs, with more heights to come, FARHW, cosmetic pieces, an even more extensive array of curves, and a vast array of transitions. And now, three Weapons of Mass Construction: DRIs (The first ever RHW WMC), FlexSPUI, and DDRHW. It continues to amaze me how far RHW has gone.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on June 10, 2011, 08:46:58 PM
Wow those old RHW textures are awful. This project has come a long way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 10, 2011, 08:54:10 PM
Quote from: GDO29Anagram on June 10, 2011, 08:41:35 PM
@Exla: I've actually known about that for a while (but I kept it to myself)... :P :P :P I've read through the past pages... (Better late than never, I guess.)

Those were the days of puzzle-based "RHWMIS-1" (at one point), terrible-looking textures, and just RHW-2, 4, and 6. The RHW back then only had two or three menu icons, a handful of puzzle pieces and ramps (The RHW-4 curves, the A, B, and C-Ramp, and dual RHW-4 splitters), and no elevated counterparts.

Go back even further and RHW just consisted of just two widths: 2 and 4. Nothing else. No ramps, no transitions, no MIS, no anything. What an ant... $%Grinno$%

Now look at where it's at today... Nearly 50 ramps, with an estimated 300 possible ramp interfaces, all of which would overload the Ramps menu button. About a dozen menu buttons, elevated RHWs, with more heights to come, FARHW, cosmetic pieces, an even more extensive array of curves, and a vast array of transitions. And now, three Weapons of Mass Construction: DRIs (The first ever RHW WMC), FlexSPUI, and DDRHW. It continues to amaze me how far RHW has gone.

Holy......wow that's incredible. I wonder what astounds me more...what we have now or what we didn't have then!


RHW RULES!!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 10, 2011, 09:22:03 PM
RHW 3.0 had to be the turning point for the franchise and really the first modern RHW release.

Now it's just stunning. Since NAM 30, RHW 4.2, and NWM 2 are to be released together, and since especially RHW 4.2 appears to be in late development, I think it'll be 30-45 days before a release. But that's just me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 10, 2011, 10:41:15 PM
Just to be safe, I would not go about picking dates. Its better to be surprised then, you know, the opposite of that.

I have not even yet seen ramps for the double decker  RHW  yet. In comparison, this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F5166%2Favemisoption1.th.jpg&hash=7518e0123921498392f7feac7e8aa7faa8cae2f0) (http://imageshack.us/photo/my-images/819/avemisoption1.jpg/) is fully functional.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 11, 2011, 03:35:27 AM
Quote from: Tracker on June 10, 2011, 09:22:03 PMand since especially RHW 4.2 appears to be in late development, I think it'll be 30-45 days before a release. But that's just me.
Well, in my opinion it would take longer. As far as I remember last year testing took the RHW guys something like a month or two. But... we can be sure that the release will be this summer, right? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 11, 2011, 05:36:37 AM
By my calculations and forecasts it will be ready by mid-August. And that makes exactly one full year from the last cycle of release.
RHW is really quite advanced, but other projects are needed more time - at least I think so.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on June 11, 2011, 09:35:46 PM
I prefer to be surprised, I remember my reaction to logging in to the LEX last Mother's Day and seeing NWM there, I was so happy :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 12, 2011, 05:15:11 AM
Yes, I would like it if it was a surprise.  Of course, with the way things are going now, I bet I'll be checking for this every day if possible.  So, I say, bring on the surprises and the WMCs. (another acronym ::) )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on June 12, 2011, 02:33:15 PM
Quote from: canyonjumper on June 11, 2011, 09:35:46 PM
I prefer to be surprised, I remember my reaction to logging in to the LEX last Mother's Day and seeing NWM there, I was so happy :P


...me too!!  :D  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 13, 2011, 10:56:37 AM
I'm gonna take a guess at WMC #3 and say that it's..........I don't know, Multi-Height EMIS?!?!?!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F4371%2F99057974.jpg&hash=e6acc509eeb758140f1ff98642a71d31e1db4134)

Only time will tell....

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2011, 01:24:49 PM
@Exla:

First of all, there's already THREE WMCs:
- Draggable Ramp Interfaces (DRIs) - RHW v4.0
- FlexSPUI - RHW v4.2
- DDRHW - RHW v4.2

I would say that the FlexFly would also constitute as a WMC, but there's no video for it... :P

Second of all, we're nowhere near that yet; It's estimated that MH-RHW would be a v5 feature.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 13, 2011, 02:23:47 PM
Yeah, MTG (the other Maarten) hasn't finished work on this yet (I think). I can ensure you it's not even available in our alpha-builds of the RHW. Also, the diagonal crossings for this network are a hell: there are over a 100(!) puzzle pieces for a lot of possible crossing setups.

To make a long story short: no, this isn't the WMC #3. There's a lot that needs to be done here. Moreover, I actually do know what the WMC #3 actually is...  ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 13, 2011, 03:01:29 PM
Maarten you might know but you may not tell us.
I bet that Alex will soon inform us when it has finished the video course.  ;) ;) ;)

Best,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on June 13, 2011, 03:58:42 PM
You should make a RHW-2 centered in-between 2 tiles. It would be useful for making 2-lane freeways designed for possible expansion to 4 lanes if needed. Also, a RHW-4>Centered RHW-2 transition, and a variant with 2 MIS ramps stemming from the outer lanes of the RHW-4 (like a Type-C ramp).
Also, it would make it a lot easier to build small, aesthetically pleasing interchanges where an RHW-4 diverges -one lane exiting, the other continuing to form a RHW-2 mainline.

-Gooper1

-P.S. Don't make this a necessity, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 13, 2011, 04:20:28 PM
Is it something equally as powerful as the other two Secret Weapons? Is it those RHW-8 bridges I've seen poking out in your MD?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 13, 2011, 04:23:27 PM
I can confirm it's not the Multi-Height System.

Quote from: Tracker on June 13, 2011, 04:20:28 PM
Is it something equally as powerful as the other two Secret Weapons? Is it those RHW-8 bridges I've seen poking out in your MD?

To answer those two questions: 1) Yes.  2) If they've shown up in an MD or elsewhere on the public boards before now, they're not secret. $%Grinno$%

I won't give any hints, however.  You'll just have to wait and see. We like to surprise people. ;)

Quote from: gooper1 on June 13, 2011, 03:58:42 PM
You should make a RHW-2 centered in-between 2 tiles. It would be useful for making 2-lane freeways designed for possible expansion to 4 lanes if needed. Also, a RHW-4>Centered RHW-2 transition, and a variant with 2 MIS ramps stemming from the outer lanes of the RHW-4 (like a Type-C ramp).
Also, it would make it a lot easier to build small, aesthetically pleasing interchanges where an RHW-4 diverges -one lane exiting, the other continuing to form a RHW-2 mainline.

You can basically already kind of do something along those lines with the MIS, and some existing and soon-to-be added splitters.  Just think of the MIS as an "RHW-2S" in that case.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 13, 2011, 04:43:40 PM
Were you able  to get the job done  with the creation of paths and are entering Phase I testing of networks pieces splitters, etc.
I know that making paths is a tedious and labor-intensive processes and perhaps work on the RUL. We'll all be happy if you left that stage behind your backs.

God save NAM
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 13, 2011, 08:26:33 PM
Actually, Tarkus, those RHW-8 bridges were in mrtnrln's MD, not yours. That said, is Secret Weapon #3 something you use often?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2011, 08:42:02 PM
Quote from: Tracker on June 13, 2011, 08:26:33 PM
Actually, Tarkus, those RHW-8 bridges were in mrtnrln's MD, not yours. That said, is Secret Weapon #3 something you use often?

I believe Blue Lightning showed them off as well... ::)

Plus, what part of "I won't give any hints, however.  You'll just have to wait and see. We like to surprise people. semicolon right parenthesis" don't you understand? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 13, 2011, 08:45:58 PM
*growls* Hmm. I will have to wait, I guess. The NAM Team may be the champions of teasing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sumwonyuno on June 13, 2011, 08:59:31 PM
Hello Tarkus,

I watched the double decker video and noticed the part about the route query not showing any road traffic.  Have you tried seeing the output of Query.txt (http://sc4devotion.com/forums/index.php?topic=8870.0)?  Press SHIFT + CTRL + ALT and then query tool click on a section of double-decker RHW.  On Windows, a file called Query.txt will be created in your SimCity 4 Deluxe/Apps.  In the file, there should be data under one of the Edge Density Matrices; cars should be travel type 1.  I'm predicting there will be data in the cars travel type on a non-empty section of RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hutts on June 13, 2011, 09:38:56 PM
Remember many...many posts back that a flexfly RHW4 was in the works and there were never photos or too many disscussions about it afterwards.....it would be my guess for the next WMC
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 13, 2011, 09:50:16 PM
The problem is less "Does it know the data?" (it most likely does for everything except Monorail), but moreso, "Does the method it calls to retrieve the usage data retrieve the car travel type's data?" Judging by the fact it's not returned to the query window, the answer is evidently no, but that is something neat I've never heard of before.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 13, 2011, 10:02:39 PM
Quote from: Tracker on June 10, 2011, 09:22:03 PM
RHW 3.0 had to be the turning point for the franchise and really the first modern RHW release.

I think RHW 2.0 was actually the turning point (known as version 20 at the time). This version introduced the MIS, the puzzle piece drag system, smooth curves and a whole lot more.

3.0 built on all these concepts. Don't get me wrong, RHW 3.0 was fantastic, but I think 2.0 was the turning point.

In the 4.X era, I like seeing smaller releases like 4.1, 4.2, etc because it allows new features to be introduced separately and the content doesn't overwhelm users.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 13, 2011, 10:09:10 PM
@Haljackey This should really be RHW 5.0. I've made that point already.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2011, 11:36:46 PM
First time I got hooked on RHW was when it was version 3. I would think the second RHevolWtion would be the introduction of ML-RHW. Though I thought the introduction of DRIs and FlexFly was revolutionary in itself. (More cowbell...)

NWM's still an infant, compared to RHW. HSR, SAM, and RAM have more or less fallen behind. TuLEPs are still a WiP... Rural Roads and CAN-AM? I dunno... But almost nothing have gone into them... GLR? It's like the first network to have a puzzle-drag override (Which is why I see "It's the same principle as GLR" for all other starter-based networks).

I think the basis for intermediate releases is more than what Ryan said; It's to make new features available already, with the prospect of expanding them someday. That's why RHW widths 8 and 10 were released in v3.0 with very few features. (Did you WANT to wait 'til 4.x for RHW widths 8 and 10 to be released, just because they can't go diagonal?)

For v4.0, it's new ramps and transitions, FLUPs, DRIs, destarterfied transition-ramps, FlexFLY, NCs, CPs, expansion of C-type networks, SPUI and DDI pieces, new overpass pieces, and rudimentary diagonalisation of the newly-named RHW-8S, as there's an 8C for it.

For 4.1, it's curved transitions, and a fix for NCs.

For 4.2 (or 5.0, if you're following Tracker), it's DDRHW and FlexSPUI (the two new WMCs), with 8S and 10S getting much needed a10Sion, and CP variety, FARHW, and diagonal functionality being expanded. Two other new features for 4.2 is RHW-3 and the new texture and path setup, which permits for a 12S and 10C to be made. (Yeah, I'm hoping for that, too.)

Similar intermediate releases would likely see more expansion for the following: Ramps and Transitions and Curves (A definite certainty), WAVERide items (FlexFLY, being one of them), DRIs (Maybe we'll get D/E ramps included), FARHW (I want to see a FARHW-8C now...), FLUPs (Can come in handy), CPs (unless Maarten already thought of them all already), more destarterfied pieces, more bridges (I hope), more DDRHW widths, ramps for DDRHWs, and more overpass pieces (I found that a few were missing from the first 4.0 release).

Features that would be absolutely new would be ML-RHW. Another one is one I suggested: The FlexTransCurve, essentially a curved transition that's the size of a FlexFly, but with the added flexibility of the FlexFly. Yet another one would be RHW widths beyond 10S and 8C.

Other features that were added are those once deemed impossible or not worth making. Key examples are DDRHW (capacity issues) and RHW-8C (it was said it would take up five tiles).

Other features are best kept secret... ;)

One other feature would be more organisational; The current ramp nomenclature sucks, that's why a by-network organisation is being considered. It sounds more of a v5 feature, as is ML-RHW.

That's all I can think of now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 14, 2011, 12:57:54 AM
Quote from: sumwonyuno on June 13, 2011, 08:59:31 PM
Hello Tarkus,

I watched the double decker video and noticed the part about the route query not showing any road traffic.  Have you tried seeing the output of Query.txt (http://sc4devotion.com/forums/index.php?topic=8870.0)?  Press SHIFT + CTRL + ALT and then query tool click on a section of double-decker RHW.  On Windows, a file called Query.txt will be created in your SimCity 4 Deluxe/Apps.  In the file, there should be data under one of the Edge Density Matrices; cars should be travel type 1.  I'm predicting there will be data in the cars travel type on a non-empty section of RHW.

It does indeed show traffic in Query.txt.  Here's the entry it generated:


|-----------------------------------------------------------
| Query info for cell (11, 98) on 3/21/2172
|-----------------------------------------------------------
| Zoned: None
| Altitude: 274.1
| Land value, intrinsic: 13, total: 53 (Low)
| Slope: 0.8
| Powered: no
| Watered: yes
| Network: Rail N S Dirt Road N E
| Traffic Volume: 150   Traffic Congestion: 1
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 230):
|   0   0   0   0       0   0   0   0
|   0   0   0 116       0   0   0 114
|   0   0   0   0       0   0   0   0
|   0 114   0   0       0 116   0   0
| Edge Density Matrix for travel type 2 (total = 0):
| Edge Density Matrix for travel type 3 (total = 0):
| Edge Density Matrix for travel type 4 (total = 16):
|   0   0   0   0       0   0   0   0
|   0   0   0  16       0   0   0   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 5 (total = 0):
| Edge Density Matrix for travel type 6 (total = 0):
| Edge Density Matrix for travel type 7 (total = 0):
| Edge Density Matrix for travel type 8 (total = 0):
| Edge Density Matrix for travel type 9 (total = 0):
|-----------------------------------------------------------


However, as jdenm8 alluded to, it's an issue with the Transit Query simply not being able to read that info.  That functionality appears to be hardcoded, unfortunately.

As far as the real "revolution", I think there's really been one each time we've had an x.0 release.  As Ganaram and Haljackey alluded to, it was the MIS and puzzle-drag that came about in 2.0, and FLEXFly and FARHW in 4.0.  Version 3.0, in addition to having the limited introduction of the Wider RHWs, added something equally valuable--Elevated RHWs, which for the first time allowed proper interchanges between two RHWs.  In the days of 2.0 when the RHW was "grounded", one still had to use workarounds, as shown in this old tutorial (http://sc4devotion.com/forums/index.php?topic=5049.msg160290#msg160290) from that era. 

Personally, in the "revolution" category, while I feel 2.0 laid the foundation, 3.0 is where it actually started resembling something, and it became truly feasible to use the RHW for all SC4 highway needs if one so desired. 

As far as the 4.2/5.0 debate, the question basically is this: does what we have currently on the docket for this next release compare in magnitude to adding either the MIS+Puzzle-Drag, Basic Wider+Elevated RHWs, or FLEXFly+FARHW?  I'm almost wondering if it might be "poll time" again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 14, 2011, 01:45:24 AM
Quote from: gooper1 on June 13, 2011, 03:58:42 PM
You should make a RHW-2 centered in-between 2 tiles. It would be useful for making 2-lane freeways designed for possible expansion to 4 lanes if needed. Also, a RHW-4>Centered RHW-2 transition, and a variant with 2 MIS ramps stemming from the outer lanes of the RHW-4 (like a Type-C ramp).
Also, it would make it a lot easier to build small, aesthetically pleasing interchanges where an RHW-4 diverges -one lane exiting, the other continuing to form a RHW-2 mainline.

-Gooper1

-P.S. Don't make this a necessity, though.
While it looks pleasing, often civil engineers don't design highways like this. Often they lay a RHW-2 on one side, while reserving some space on the other side. When the highway needs to be expanded, they simply lay down a stretch of road beside the existing highway, reducing traffic problems during the conversion. Same goes for re-building a RHW-4 to RHW-6, or at least here in the Netherlands.

Quote from: GDO29Anagram on June 13, 2011, 11:36:46 PM
CPs (unless Maarten already thought of them all already)
Believe me, there are more setups then I have available in the alpha build, but they are too specific (like "ONLY"-markings) or there are just no ramps setups and etc. for it. However, I do need to add some for the RHW-8C outer tiles...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 14, 2011, 02:43:48 AM
Centred RHW-2 here is uncommon, they either build on both sides with one lane built on either side of the final median, or both lanes are built together to the width of the finished road on one side like mrtnrln said.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 14, 2011, 04:47:45 AM
With the version debate, it all depends on what the third secret weapon is. I'd leave debating until it's been revealed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 14, 2011, 05:22:37 AM
What would be possible though, is a NMAVE-type override for the RHW, like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-4_1_tile.png&hash=b100380543169bff31f736d71d3c18c684563e24)

You could widen it and make it overhaning, and it would allow for upgrading RHW-2 -> RHW-3 -> Narrow RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 14, 2011, 05:31:21 AM
Nice idea riiga. I don't think it would make sense without the widening and overhanging you mentioned but a feasible way to have RHW-2 C,D, and F ramps is something that's really needed I think. And there is an RL basis for N-RHW-4 to some extent, at least in Scandinavia.

Quote from: Tarkus on June 14, 2011, 12:57:54 AM
As far as the real "revolution", I think there's really been one each time we've had an x.0 release.  As Ganaram and Haljackey alluded to, it was the MIS and puzzle-drag that came about in 2.0, and FLEXFly and FARHW in 4.0. 

Don't forget orth/diag and diag/diag crossings for RHW! An especially valuable tool for RHW/RHW intersections it was a top-tier feature for me at least.

QuotePersonally, in the "revolution" category, while I feel 2.0 laid the foundation, 3.0 is where it actually started resembling something, and it became truly feasible to use the RHW for all SC4 highway needs if one so desired. 

I've always thought the same, although my first download of the NAM & RHW included 3.0 so I'm probably not a very high authority on the matter.

QuoteAs far as the 4.2/5.0 debate, the question basically is this: does what we have currently on the docket for this next release compare in magnitude to adding either the MIS+Puzzle-Drag, Basic Wider+Elevated RHWs, or FLEXFly+FARHW?  I'm almost wondering if it might be "poll time" again.

-Alex

I think it would be relatively easy to make the case that the upcoming material is worthy of v. x.0 status with the flexSPUI, DDRHW, massive FARHW expansion including FA/diag pieces, all of the pieces Maarten's put together, and more. It could also be argued that many of the new features for the upcoming release build off of things that were introduced in 4.0.

Since RHW v5.0 was first publicly established as a kind of "holy grail" of RHW which would include modular, multilevel stack interchanges something like a year and a half ago now I think it makes sense to keep that target and go ahead with naming the next update 4.2. Just my two cents  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 14, 2011, 06:55:24 AM
My first RHW version was v1.2, and I didn't use it that much; I prefered MHW that time. However, I really started to use the RHW at v2.0, but still, I had a lot of MHWs. Version 3.0 extended the realm of the RHW halfway across my region Imaginia and RHW v4.0 completely banned the use of MHW. So you can see how my playing style adapted since the early RHW versions.

A NRHW-4 would only be used here for acceleration and decelleration lanes; the rest of the highway would be RHW-2.

We could name this version 5.0, since we now have:
- Lots of new FARHW pieces
- DDRHW
- Wider Elevated networks
- FlexSPUI
- Way more CPs
- Lots of more pieces for the wider RHWs.
- Draggable RHW-6S.

That's an impressive list, enough to call it a x.0 version.

Multi-level RHWs could be included in v6.0

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 14, 2011, 09:23:50 AM
Glad to see all this progress and I stand corrected..... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 14, 2011, 09:54:00 AM
It should be called 4.5 imo.. as 5.0 has always been associated with multi-height, and with the latest innovations, we are half way there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 14, 2011, 10:41:03 AM
@mrtnrln: Don't forget the new textures. ;)


@Tarkus: Great job on the DDRHW-4! &apls RHW Version 4.2/5.0 will be the best one yet! :thumbsup:

Regarding the 4.2 vs. 5.0 debate, I have to side with calling it Version 5.0. Being a software developer, I have some knowledge on how the version naming process works. An update from 4.0 -> 4.0.1, for example, would be a small bug fix (e.g. a small pathing problem) and would usually be distributed via a patch file in the sticky post. An update from version 4.0.1 -> 4.1 would consist of many bug fixes (e.g. multiple path problems and/or missing textures) and would most likely be distributed via the LEX. An update from 4.1 -> 5.0 wouldn't really include many (if any) bug fixes and instead add many features, like the ones mrtnrln pointed out, and in the case of the RHW, include a new texture set*. It would also be distributed via LEX.

*Regarding new texture sets, I don't think RHW v20 included new textures, like 3.0, 4.0, and now 4.2/5.0 did, but this was the first time additional texture sets were available for the RHW mod (at least, that's what it seems like). With the new textures coming in the next version on the RHW Mod, calling it 5.0 would continue the pattern of having a new texture set with every major X.0 release.
This is all just my opinion, though. Feel free to disagree. ;D (rhyme :P)


I'm probably going to humiliate myself by asking this, but what does CP stand for? ()what() It's really been bothering me. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sumwonyuno on June 14, 2011, 10:43:23 AM
@Tarkus:  Glad to know there is data.  I imagine there's a bitmask on the respective network in the code that only shows rail traffic for rail, car-bus-truck-ped traffic for roadways, etc.  The data is there on every tile, but it's being hidden.  Yes, it likely is hardcoded.   &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 14, 2011, 10:52:08 AM
Quote from: Nego on June 14, 2011, 10:41:03 AM
@mrtnrln: Don't forget the new textures. ;)

Good point! And they really are a great improvement--just perfect IMO  :thumbsup:

Quote
I'm probably going to humiliate myself by asking this, but what does CP stand for? ()what() It's really been bothering me. ::)

Cosmetic Pieces  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 14, 2011, 11:00:41 AM
@Nego: I use a lot of acronyms, as does much of the NAM Team...

NC - Neighbor Connector
OSP - On-slope Piece (probably not fully incorporated as a NAMcronym)
CP - Cosmetic Piece (Noah has answered your question, Nego)
FTC - FlexTransCurve :P

I would also side with calling v4.2 v5.0; DDRHW (something once deemed impossible), FlexSPUI (the second RHW-based FlexItem), and the new textures (They theoretically allow the creation of 12S and 10C) would probably be enough to justify renaming to v5.0.

But what could WMC #3 of 2 be...? ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 14, 2011, 11:06:38 AM
Thanks Noah and GDO29Anagram. And I do have to agree with Noah, I'm loving those new textures! Great Job! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 14, 2011, 11:29:46 AM
When it comes to three-letter acronyms, it's like the New Deal...

FDR, WPA, CCC, PWA, NRA, AAA or CAM, NAM, SAM, RHW, NWM, RRP, 3RR...for me the choice is clear.

I had an idea for Secret Weapon #3 BTW...roundabout interchanges in flex style?
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on June 14, 2011, 08:17:23 PM
Quote from: mrtnrln on June 14, 2011, 06:55:24 AM
My first RHW version was v1.2, and I didn't use it that much; I prefered MHW that time. However, I really started to use the RHW at v2.0, but still, I had a lot of MHWs. Version 3.0 extended the realm of the RHW halfway across my region Imaginia and RHW v4.0 completely banned the use of MHW. So you can see how my playing style adapted since the early RHW versions.

A NRHW-4 would only be used here for acceleration and decelleration lanes; the rest of the highway would be RHW-2.

We could name this version 5.0, since we now have:
- Lots of new FARHW pieces
- DDRHW
- Wider Elevated networks
- FlexSPUI
- Way more CPs
- Lots of more pieces for the wider RHWs.
- Draggable RHW-6S.

That's an impressive list, enough to call it a x.0 version.

Multi-level RHWs could be included in v6.0

Best,
Maarten

Your right Maarten, if not 5.0 at least a 4.5
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on June 14, 2011, 09:10:57 PM
I hate the suspense.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 15, 2011, 07:27:22 AM
Quote from: banditp61 on June 14, 2011, 09:10:57 PM
I hate the suspense.

But the suspense is thrilling!  I hope it'll last.  *eats popcorn*

[/Willy Wonka]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 15, 2011, 10:08:19 AM
Yo, NAM team, I think it's poll time  "$Deal"$
What should the next RHW release be?
RHW 5.0
RHW 4.2
Don't care

-Alex  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on June 15, 2011, 11:55:50 AM
Hello Tarkus and all namites...

the new updates at just 'titillating' (word for the day ::))... it teases, it raises expectation anticipating a BIG NAM day release in the near future -my speculation is autumn :P but time will tell ... $%Grinno$%

chiming in concerning version numbering; agreeing with Nego's rationale for vr5.0 and TJ1's notion of at least a vr4.5  ;)

Jack
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2011, 11:46:19 PM
Thanks for all the great feedback, everyone!  And yes, I've started the version number poll . . . it's up top if you want to check it out.

On another note, a little gap fillage at long last:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F1130%2Frhw061620111.jpg&hash=ba8b7f240c2daad06104888b7fabdac5ff59cb95)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 16, 2011, 11:48:36 PM
Will there be (network) over Diagonal MIS now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 17, 2011, 10:09:02 AM
You'd think the end of the poll would offer some hint to the speculated release date, but I bet Tarkus did that on purpose  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: crushedcar on June 17, 2011, 10:46:52 AM
No. More likely he set it up to run for one week. The end time is way to specific to be any sort of release date.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 17, 2011, 11:17:25 AM
Quote from: Wiimeiser on June 16, 2011, 11:48:36 PM
Will there be (network) over Diagonal MIS now?

Eventually, yes.  It's uncertain whether or not it'll make this next release, however.  You will, however, be able to this for certain:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F2026%2Frhw061720111.jpg&hash=97bcbf7d46e4c992bed6e1477e296f54003747af)

Quote from: crushedcar on June 17, 2011, 10:46:52 AM
No. More likely he set it up to run for one week. The end time is way to specific to be any sort of release date.

Precisely.  If anything, it gives a hint as to when we won't be releasing. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 17, 2011, 12:13:31 PM
...*sighs* To think I was the one who brought this up...

@Tarkus The obtuse corners look slightly awkward there. Something's choppy about them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 17, 2011, 12:56:17 PM
Quote from: Tracker on June 17, 2011, 12:13:31 PM
@Tarkus The obtuse corners look slightly awkward there. Something's choppy about them.

I'd concur there . . . they didn't turn out quite as well as I'd hoped, but I figured I'd at least show the screenie as a proof-of-concept.  I'll see about fixing them up.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 17, 2011, 12:58:06 PM
Also, just me: why are crosswalks needed to cross the avenue? It's not typical for people to walk alongside highway ramps. (Though avenue crosswalks across the MIS are practical.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on June 17, 2011, 03:46:29 PM
That will come in hand, a lot. Would there be FAR MIS intersection with a AVE?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 17, 2011, 04:51:53 PM
Quote from: Tracker on June 17, 2011, 12:58:06 PM
Also, just me: why are crosswalks needed to cross the avenue? It's not typical for people to walk alongside highway ramps. (Though avenue crosswalks across the MIS are practical.)

Here in Oregon, it's standard practice to have crosswalks at Avenue/MIS intersections crossing the Avenue on at least one side.  As such intersections are typically signalized, it provides a logical place for pedestrians on one side of the Avenue to cross over to the other.

Quote from: banditp61 on June 17, 2011, 03:46:29 PM
Would there be FAR MIS intersection with a AVE?

The closest thing you'll probably see on that for awhile is the intersection SA posted an image of back in May (http://sc4devotion.com/forums/index.php?topic=990.msg379374#msg379374), which is actually a FARHW-4 acting in an MIS-type capacity.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on June 17, 2011, 08:21:55 PM
It appears that version 5.0 is getting the most votes. 4.2 seems more reasonable considering that a change in the major number (that's the number in the front) usually represents a major change. In this case, nothing is really changed, there is just more additional things.

Let's use Internet Explorer as an example. Whenever there is a new version (7, 8, 9 etc.) there is usually a UI change. The RHW's representation of a UI could be its texture. That is why I believe it should be 4.2 and that the major number should only be changed when there is a texture or other major change.

Regards,
Jack  :sunny:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 17, 2011, 08:30:43 PM
Remember, however, that there will be a texture change for the next version - to the "v5-Spec" textures.

Progress is looking great, folks (i.e. Alex and the other team members)! you all have shown some really revolutionary stuff recently [although I wonder if I could perhaps help make the eventual DDRHW-8 a reality sooner rather than later (and to that end, I'm willing to learn just about everything that would be needed)]. I look forward to watching the next (final?) WMC video.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 18, 2011, 02:37:25 AM
Quote from: Tarkus on June 17, 2011, 04:51:53 PM
Here in Oregon, it's standard practice to have crosswalks at Avenue/MIS intersections crossing the Avenue on at least one side.  As such intersections are typically signalized, it provides a logical place for pedestrians on one side of the Avenue to cross over to the other.
Here in the Netherlands, it's a real no-no, unless when it's used in cities. The majority of roads where freeway ramps are connected don't have sidewalks, so there aren't pedestrians on these roads either. However, some inner-city freeway ramps do cross pedestrian or bike routes...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 18, 2011, 02:46:49 AM
Here, if there's no marked pedestrian crossing, you simply go when there's a gap. If there is a marked pedestrian crossing, then you press the button and wait.
That is, unless it's specifically signed that you're not allowed to cross there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 18, 2011, 06:00:55 AM
Quote from: jdenm8 on June 18, 2011, 02:46:49 AM
Here, if there's no marked pedestrian crossing, you simply go when there's a gap. If there is a marked pedestrian crossing, then you press the button and wait.
That is, unless it's specifically signed that you're not allowed to cross there.

This is basically how we do it here as well.  Ramps in rural areas are almost always fair game for crossing, although they are typically unsignalized.  The only places I've seen No Pedestrian Crossing signs used for this purpose are urban areas.  Most of the time, from what I've seen, a crossing of this type in a city over here includes traffic signals and sometimes walk signals.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 19, 2011, 01:43:53 AM
For those of you wondering about whether or not the DDRHW would be getting ramp interfaces . . . wonder no more:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F3720%2Frhw061920111.jpg&hash=fb69dcaa8959beb2cd8914e36242038ae04041b2)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: louistsw on June 19, 2011, 02:23:14 AM
 :-\ That let me think this
http://maps.google.com/?ie=UTF8&hq=&hnear=%E9%A6%99%E6%B8%AF&ll=35.655505,139.739286&spn=0.003605,0.0103&z=18&layer=c&cbll=35.655518,139.739179&panoid=rJOaYEnN5GxzFq3R01w7aQ&cbp=12,269.83,,0,-6 (http://maps.google.com/?ie=UTF8&hq=&hnear=%E9%A6%99%E6%B8%AF&ll=35.655505,139.739286&spn=0.003605,0.0103&z=18&layer=c&cbll=35.655518,139.739179&panoid=rJOaYEnN5GxzFq3R01w7aQ&cbp=12,269.83,,0,-6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on June 19, 2011, 04:20:43 AM
Will there be any DDRHW-4 Bridges?

Pittsburgh has some pretty cool Double decker highway bridges, it'd be nice to be able to create something like them.
Both the Ft. Pitt and Ft. Duquesne bridges are actually 8-lane double deckers!
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on June 19, 2011, 04:33:49 AM
Quote from: westamastaflash on June 19, 2011, 04:20:43 AM
Will there be any DDRHW-4 Bridges?


Quote from: Tarkus on June 06, 2011, 01:42:55 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F7007%2Frhw013120111.jpg&hash=efafe37cf1cce5b3df0997ccfc147e0ad5891a77)

;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on June 19, 2011, 08:22:40 AM
Why does it always seem like the DDRHW will collapse?
Would it be possible to increase the number of support pylons under bottom the highway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 19, 2011, 08:26:25 AM
The number of support pylons in the picture looks low mainly due to the fact that most of the DDRHW-4 in that picture is actually Bridge, which has a a two repeat gap between each. Normal stretches of DDRHW-4 will have the same frequency as all of the other ERHWs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on June 19, 2011, 08:46:28 AM
Quote from: sepen77 on June 19, 2011, 08:22:40 AM
Why does it always seem like the DDRHW will collapse?
Would it be possible to increase the number of support pylons under bottom the highway?

Yeah, I agree with sepen77
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 19, 2011, 01:09:15 PM
Normal DDRHW-4 support columns repeat every other tile as shown in the picture below. As jdenm8 said, they're just spread out more in the picture quoted by samerton because that is a DDRHW-4 Bridge and there needs to be room for wider boats to fit between the columns.

Quote from: Tarkus on June 06, 2011, 01:42:55 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F889%2Frhw060620111.jpg&hash=30ed62fe999688c21a6115f5f4f93f5a57f9fd29)
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on June 20, 2011, 04:38:40 AM
There could be either an arched like figure underneath the lower deck or a truss system. Even better would be if the truss system would be applied all over the DDRHW. =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on June 20, 2011, 01:01:51 PM
Still, the number of pylons under the highway is much less compared to the number of pylons supporting the top level. There should always be more pylons under the whole thing cause it has to support the force of both the levels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 20, 2011, 01:25:59 PM
^^ Not neccesary. If the supporting colums and the road deck are thick and strong enough, this can be possible (and believe me, Construction Mechanics is one of the subjects of my study).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2011, 01:31:16 PM
Quote from: sepen77 on June 20, 2011, 01:01:51 PM
Still, the number of pylons under the highway is much less compared to the number of pylons supporting the top level. There should always be more pylons under the whole thing cause it has to support the force of both the levels.

That would require redoing the models, and look how far along DDRHW is already. Think about it; If DDRHW had to be redone for that reason, it would delay the whole production process (and you'd have to wait even longer for the new RHW then, and that would disappoint everyone). $%Grinno$%

(EDIT: If it's just adding more pillars via T21s, then it technically wouldn't take that long.)

Think about the current pillar arrangement this way: The upper columns are smaller and weaker, and more are needed, while the bottom pillars are larger and stronger, and less are needed. Plus, do you know how expensive it is to build THIS many pillars?

Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg65.imageshack.us%2Fimg65%2F5736%2Fddeck1of8.jpg&hash=e313b1f3e78322749260083b3f25a744068e34d2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F9762%2Fddeck3nk7.jpg&hash=0b788aab92046af5b3e432b059e793847d582058)
http://sc4devotion.com/forums/index.php?topic=132.0 (Thread is read-only; It's by Fukuda)
Title: Re: RHW (RealHighway) - Development and Support
Post by: freshballin365 on June 21, 2011, 01:12:34 PM
Can't wait for RHW, Version 5.0!  Thanks to everyone who's making it happen! It looks amazing already! I have one question: Will there be a smoother curve between the diagonal and orthogonal networks of ERHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 21, 2011, 01:24:52 PM
Just to through my 2 cents in on the DDRHW support columns: I think placing them on the corners of the tiles (instead of the middle) could make a lot of sense and look really nice. That way there can be one continuous column coming down from the top and networks passing under the DDRHW won't result in a missing support column.

@ freshballin365 - Unfortunately all new pieces for elevated networks require 3D modeling which substantially complicates the process, so available options for elevated stuff tends to trail way behind what's possible for ground stuff. Hopefully something like that is created before too long though, as it would be something very nice to have--I know the wide-radius elevated heavy rail wide-radius curve has been of huge use for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 21, 2011, 11:44:16 PM
Quote from: noahclem on June 21, 2011, 01:24:52 PM
Just to through my 2 cents in on the DDRHW support columns: I think placing them on the corners of the tiles (instead of the middle) could make a lot of sense and look really nice. That way there can be one continuous column coming down from the top and networks passing under the DDRHW won't result in a missing support column.

I kind of like that idea . . . if nothing else, it sounds like a viable cosmetic mod.

And I've now finished up the RULing on the Avenue/MIS Diagonal + intersections.  Now to sneak in some T-intersections and get the OWR ones working as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F2300%2Frhw062120111.jpg&hash=50cc5c6ab1cd14c07b34c4784b6555743dd24758)

And one day left on the version number poll . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 22, 2011, 08:29:25 AM
Bravo Alex, it seems pretty useful and I am glad that you thought of such a convenient thing. When you are ready  show more  pictures  we will not  get mad  if you  see and  know more.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on June 23, 2011, 01:59:18 AM
Hi, it looks like I discovered a little MIS bug:

The connection of two MIS ramps is somewhat hampered, both the graphics and the path are looking strange. Maybe caused by the exit piece beeing to close to the MIS junction? I haven't been able to verify if this is just a graphic glitch or if the traffic flow is broken, too, since so far this RHW junction is not used at all by my sims.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F3713%2Frhwproblem1.jpg&hash=ac6b676a78c56e3c5631b33fb9cb72a99a837166)

I rebuilt the situation without the exit piece, and there it worked:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F5331%2Frhwproblem2.jpg&hash=dc019f4a52322993e1f8f52ed4fef8ed96af8c1b)

Has anyone else had this kind of problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 23, 2011, 03:07:22 AM
Try a UDI
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on June 23, 2011, 03:12:47 AM
Quote from: Rady on June 23, 2011, 01:59:18 AM
Hi, it looks like I discovered a little MIS bug:

The connection of two MIS ramps is somewhat hampered, both the graphics and the path are looking strange. Maybe caused by the exit piece beeing to close to the MIS junction? I haven't been able to verify if this is just a graphic glitch or if the traffic flow is broken, too, since so far this RHW junction is not used at all by my sims.

[image]

I rebuilt the situation without the exit piece, and there it worked:

[image]

Has anyone else had this kind of problem?

I've run into that as well.  The override there is a little unstable in the current version.  Sometimes if you click on different tiles nearby, it will draw itself correctly.  The problem lies with the underlying RHW-2 tiles, as is they don't give a stable base to hold that override, but there have been a couple ideas to fix that, which will hopefully be included in the next version.

Diagonal T-junctions (which that is) are always a little finicky.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 23, 2011, 03:14:51 AM
I can confirm this bug on my end. I think this has to do with RUL2-code instability of this intersection. But it doesn't really break the intersection. Cars can 'jump' between paths if they are not too far apart (I think 3m max)...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2011, 10:48:25 AM
Yeah, the RULs there are a little unstable . . . they're still a little unstable in the current development build.  They'll be getting revisited soon.

And on another note, the version number poll has concluded--thanks to everyone who cast their vote.  And with 57% supporting calling the next release Version 5.0, it appears that's what we'll be calling it! :thumbsup:

This means that the full offering of the Multi-Height RHW system will debut in what will now be known as Version 6.0, and we might have some 5.x-series releases in the meanwhile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 23, 2011, 11:44:16 AM
Will its third Secret Weapon be coming out sometime soon either?
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on June 23, 2011, 03:08:27 PM
Here's a pic of the highway before it gets to the DDRHW-8 Ft. Duquesne Bridge in Pittsburgh (it actually merges two ddrhw-4's from 2 directions into one ddrhw-8 at the bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F9171%2Fpittsburghhw.jpg&hash=2070a817fac31c56cb6f576c3f8a294a045527bd) (http://imageshack.us/photo/my-images/16/pittsburghhw.jpg/)

Here, the support columns support both levels, and a beam runs between them at each level.

Technically I guess this highway is DDRHW-4 over Road as a road runs parallel underneath it too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on June 23, 2011, 08:07:58 PM
Can you guys make RHW-4 Combined sometime? It is in real life.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F9026%2Frhw4combinedpicture.png&hash=c499e413d0b2707061ae06bfa7bdf5698650cebe)
(That's highway 189 in Provo Canyon, Utah)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 23, 2011, 11:29:50 PM
It's already combined, just drag two next to one another. A conventional two-tile RHW is impossible without replacing an existing Two-Tile network.
Work on replacing Maxis Highway with a network more like what was in the Beta (Two Lanes in each direction) using RHW-4 textures was started, but Tarkus stopped working on it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on June 24, 2011, 01:55:10 PM
I think ps2owner meant on one tile?

I did a bit of research and it's thoretically OK according to US highway standards.

3.05m x 2 outside shoulders = 6.10 m
3.66m x 4 lanes = 14.64 m
1.22m x 2 inside shoulders = 2.44 m

Total of 23.18m. With the shoulders "overhanging" the standard tile a bit, could a 1-tile 4-lane Rhw be done?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 24, 2011, 02:18:51 PM
Since one SC4 tile is 16 metres, quite a big overhanging part would be needed for a 23 metre wide highway ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 24, 2011, 02:24:44 PM
Quote from: ivo_su on June 13, 2011, 04:43:40 PM
Were you able  to get the job done  with the creation of paths and are entering Phase I testing of networks pieces splitters, etc.
I know that making paths is a tedious and labor-intensive processes and perhaps work on the RUL. We'll all be happy if you left that stage behind your backs.

God save NAM
Ivo
? ? ? ? ?

I never got a response to this question  ....  :( &cry2 :(
And if it is not too presumptuous, I would like to know what happens to a secret weapon 3. Alex had said that developing such a thing.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on June 24, 2011, 02:32:40 PM
Quote from: io_bg on June 24, 2011, 02:18:51 PM
Since one SC4 tile is 16 metres, quite a big overhanging part would be needed for a 23 metre wide highway ;)

3.5 meters on each side? That's only 1/5 of a tile on each side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 24, 2011, 02:57:57 PM
I believe the RHW-6S has an overhang of 4 or 5 meters on one side!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 24, 2011, 03:43:57 PM
The current overhang on the V5-Spec RHW-6S is 4.5m (14.76 feet). 

Looking over that actual stretch of US-189 through Provo Canyon, however, that basically just looks to me like an RHW-4 with guardrails down the middle of it.  The width of it is consistent with that.  That's more like a T21 job (which kind of already exists with Xyloxadoria's mod) rather than inventing a whole new network.

Quote from: ivo_su on June 24, 2011, 02:24:44 PM
Were you able  to get the job done  with the creation of paths and are entering Phase I testing of networks pieces splitters, etc.
I know that making paths is a tedious and labor-intensive processes and perhaps work on the RUL. We'll all be happy if you left that stage behind your backs.
. . .
I never got a response to this question  ....  :( &cry2 :(
And if it is not too presumptuous, I would like to know what happens to a secret weapon 3. Alex had said that developing such a thing.

Pathing on the RHW side has actually been going okay . . . I've gotten most of the items that needed to be re-pathed to fit with the new textures done and have fixed up some of the overpasses that still had dummy paths on them.  The Wider RHW diagonals are basically the only major item still in need of paths.

As far as Secret Weapon #3 goes, I've been holding off on showing it to keep folks from getting too antsy about the release.  I've had experience with that during the RHW Version 3.0 days that I'd rather not relive. ::)  (The thread actually had to be locked for about 2 days then.) 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 24, 2011, 03:50:45 PM
I don't even know if that mod works anymore, because of the version changes over time. Previously, I used it when it first debuted, but I can not remember what possessed me away from it. Aside from that, I think the picture only demonstrates a different texture shade, which I personally think is only the result of interference, those are clearly yellow lines in the middle, but that picture seems faded, not to mention the shoulder width difference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 24, 2011, 04:44:58 PM
So it will likely be released along with the official RHW5?

P.S. Tarkus, I have something a little special for you I'm sending via PM here. I think you'll like it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 24, 2011, 07:23:32 PM
Quote from: j-dub on June 24, 2011, 03:50:45 PM
I don't even know if that mod works anymore, because of the version changes over time. Previously, I used it when it first debuted, but I can not remember what possessed me away from it. Aside from that, I think the picture only demonstrates a different texture shade, which I personally think is only the result of interference, those are clearly yellow lines in the middle, but that picture seems faded, not to mention the shoulder width difference.

Xylo's mod still works fine, I use it myself, though I've noticed that the vast majority of users have it installed wrong, evident by barrier, then light, then barrier along RHWs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on June 25, 2011, 03:13:02 PM
Quote from: jdenm8 on June 24, 2011, 07:23:32 PM
Xylo's mod still works fine, I use it myself, though I've noticed that the vast majority of users have it installed wrong, evident by barrier, then light, then barrier along RHWs.

I know right? No one ever seems to pay attention to the readme's....
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on June 25, 2011, 05:11:30 PM
Dare I ask? DDERHW-4 bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 25, 2011, 05:31:20 PM
Yes, though I can't be bothered to find the screenshot. Also, what is Xylo's mod? And a RHW-5?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 25, 2011, 06:19:09 PM
Quote from: Wiimeiser on June 25, 2011, 05:31:20 PM
Yes, though I can't be bothered to find the screenshot. Also, what is Xylo's mod? And a RHW-5?

Xylo's mod? The ones in the sticky post refer to two different T21 mods, one adds lights and barriers, the other adds tower lights to the 6C and 8C.

RHW-5? That could be referring to the idea of having an RHW version of a TLA-5: The TLRHW-5. The problem is that it can't provide zone access. The only true RHW-5 would be one made using RHW-4 on one side and 6S on the other. (Think of the 6S side as having a climbing lane for when you're snaking your RHW-4 through some mountains.)

Quote from: ps2owner on June 25, 2011, 05:11:30 PM
Dare I ask? DDERHW-4 bridges?

Yes, there was one picture. And technically, it's just "DDRHW"; there's no elevated DDRHW, even though it is elevated. A ground DDRHW (L0 and L1) isn't that common.

I'm going to provide links to posts that contains valuable information (and pictures) about DDRHWs.

FAQ for DDRHWs (http://sc4devotion.com/forums/index.php?topic=990.msg382454#msg382454)

Bridges and Ramp Interfaces (http://sc4devotion.com/forums/index.php?topic=990.msg382583#msg382583)

Picture of an L2 Ramp Interface (http://sc4devotion.com/forums/index.php?topic=990.msg384503#msg384503)

REALLY old DDRHW that dates back to version 1.2, just for the heck of it (http://sc4devotion.com/forums/index.php?topic=990.msg29620#msg29620)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 25, 2011, 06:29:32 PM
About RHW5, this just refers to RHW version 5.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on June 25, 2011, 07:16:34 PM
Quote from: GDO29Anagram on June 25, 2011, 06:19:09 PM
Xylo's mod? The ones in the sticky post refer to two different T21 mods, one adds lights and barriers, the other adds tower lights to the 6C and 8C.

RHW-5? That could be referring to the idea of having an RHW version of a TLA-5: The TLRHW-5. The problem is that it can't provide zone access. The only true RHW-5 would be one made using RHW-4 on one side and 6S on the other. (Think of the 6S side as having a climbing lane for when you're snaking your RHW-4 through some mountains.)

Yes, there was one picture. And technically, it's just "DDRHW"; there's no elevated DDRHW, even though it is elevated. A ground DDRHW (L0 and L1) isn't that common.

I'm going to provide links to posts that contains valuable information (and pictures) about DDRHWs.

FAQ for DDRHWs (http://sc4devotion.com/forums/index.php?topic=990.msg382454#msg382454)

Bridges and Ramp Interfaces (http://sc4devotion.com/forums/index.php?topic=990.msg382583#msg382583)

Picture of an L2 Ramp Interface (http://sc4devotion.com/forums/index.php?topic=990.msg384503#msg384503)

REALLY old DDRHW that dates back to version 1.2, just for the heck of it (http://sc4devotion.com/forums/index.php?topic=990.msg29620#msg29620)

Thanks for answering my questions!
RHW 5.0 is gonna be sweet!
I suppose you could cut down ramps by half with the new DDRHW.
(Dang spell check on Mozilla is saying that the network abbreviation are misspelled... ::))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 26, 2011, 01:14:40 AM
An addendum on the ramp interfaces bit . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F821%2Frhw062620111.jpg&hash=7d686b3a948b9368ebbfb63f787ffdee0ec16a24)

(And before anyone asks, yes, there will be more supports on that long MIS transition in the final version . . . it'll likely be one of the last things done before we wrap up 5.0, however.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 26, 2011, 09:27:23 AM
Excellent job, Tarkus! &apls Will there be a transition from L3 MIS to L2 MIS in version 5.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on June 26, 2011, 10:37:43 AM
oh wonderful :D  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nexis4Jersey on June 26, 2011, 10:39:42 AM
We there be curved off ramps for situations like if there was a 2 tile Cliff running next to the highway we could just build a branch ramp and connect to the clifftop?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 26, 2011, 11:08:04 AM
So the DDRHW-4 slopes:
If the ERHW transition is 15 meters over 4 tiles, then it should go to show that the 22 1/2 meter upper deck should be about 5 tiles, but it seems substansially longer. Why is that?

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 26, 2011, 11:22:58 AM
Quote from: Exla357 on June 26, 2011, 11:08:04 AM
If the ERHW transition is 15 meters over 4 tiles, then it should go to show that the 22 1/2 meter upper deck should be about 5 tiles, but it seems substansially longer. Why is that?

That's for realism. Plus the current L0 to L2 transitions (ALL OF THEM, EVEN THE NON-RHW ONES) are far too steep. (1 over 4 for most RHW height transitions.)

All these transitions were made when 15m was the norm for overpass height. I know for sure that the custom Ground MHW to El-MHW transition was even longer than the L0 to L2 RHW transition. I believe the High Five's approach ramps are about a mile long...

Quote from: Nego on June 26, 2011, 09:27:23 AM
Will there be a transition from L3 MIS to L2 MIS in version 5.0?

One has to be made sooner or later; It wouldn't make sense if there weren't. :P

Quote from: Nexis4Jersey on June 26, 2011, 10:39:42 AM
We there be curved off ramps for situations like if there was a 2 tile Cliff running next to the highway we could just build a branch ramp and connect to the clifftop?

Can you explain what you mean in detail? "Curved off-ramps" sounds like Maarten's TOTSO Ramp idea, and all that sounds like it could be accomplished using just the On-Slope transitions and the curved transitions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on June 26, 2011, 11:37:35 AM
So since the ramp is crazy high and crazy long, is there going to be any way to build other networks under parts of the ramp that are high enough?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 26, 2011, 11:51:00 AM
Quote from: GDO29Anagram on June 26, 2011, 11:22:58 AM
That's for realism. Plus the current L0 to L2 transitions (ALL OF THEM, EVEN THE NON-RHW ONES) are far too steep. (1 over 4 for most RHW height transitions.)

All these transitions were made when 15m was the norm for overpass height. I know for sure that the custom Ground MHW to El-MHW transition was even longer than the L0 to L2 RHW transition. I believe the High Five's approach ramps are about a mile long...

Agreed  :thumbsup:   In the case of the current L0-L2 RHW transitions there is a rise of 5 meters over a 16 meter distance for the two center tiles--almost a 30% grade, which is much steeper than most mountain roads.

@ firefighter57 - unless that transition is secretly a "waveride" type than other networks can't cross it. You could use 2 separate transitions (L3-L2 and than L2-L1) and cross a network under the L2 section in the middle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 26, 2011, 11:55:36 AM
Quote from: firefighter57 on June 26, 2011, 11:37:35 AM
So since the ramp is crazy high and crazy long, is there going to be any way to build other networks under parts of the ramp that are high enough?

I had a similar idea, but with a curved height-transition (I dubbed it the FlexTransCurve). But if the FTC and "FlexTrans" were considered, it would essentially have to be WAVERide, like the FlexFly and FlexSPUI. Other than Noah's suggestion, the other way would be to use a tunnel right under it, but that would begin to fail when you have an elevated network that has to go under the entire thing.

Probably better to not have a FlexTrans (or FTC) that goes directly from 0 to 22.5m, but to have several that goes up one level at a time. (Modularity considerations.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 26, 2011, 03:22:04 PM
Whoa it seems that long time has come and RHW is nearing completion.  Congratulations  guys this is a really cool thing whether you  say 4.2 or 5.0. Last Showing  by Alex  was really  inspiring and amazing.  Once again  good job  to all of you.


- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 26, 2011, 04:34:41 PM
There were plans to make the ERHW to ERHW transitions use WaveRIDE so you can drag networks under them, but those plans come after actually implementing the pieces.
I'd say not until RHW6.0 at a conservative guess for any new WaveRIDE puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on June 26, 2011, 10:21:48 PM
I think a single-sided parallel ramp like the one for the sunken MHW would be nice for the RHW. It would allow for more urban/compact interchanges. Is something like that possible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 26, 2011, 10:29:40 PM
You mean a EMIS directly joining a RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 26, 2011, 10:46:52 PM
Quote from: Opkl on June 26, 2011, 10:21:48 PM
I think a single-sided parallel ramp like the one for the sunken MHW would be nice for the RHW.

Are you talking about the RHW equivalent of those MHW Ramps that connect to a parallel OWR? If so, that sounds like a Frontage Road interface, which I've also been wanting to see. To me, that would require OWR Ramps with MIS connections, akin to Maarten's AVE-4 ramps, which would then connect to existing RHW ramps.

Watch:

\ ||
\||
  ||

The diagonal is MIS, the straight parts are OWR-2. Problem is that it would require many pieces. What if that were OWR-3 instead and it splits into OWR-2 and MIS, or even RHW-4? All I'm saying that the logistics of such aren't planned out yet, so it would be a while until such pieces are made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 27, 2011, 06:06:13 PM
Quote from: GDO29Anagram on June 26, 2011, 10:46:52 PM
To me, that would require OWR Ramps with MIS connections, akin to Maarten's AVE-4 ramps, which would then connect to existing RHW ramps.
Since avenues have transitions to OWR-2, that wouldn't be a problem. Just plop the AVE-4 ramp and connect the OWR-2 and MIS.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on June 27, 2011, 07:00:03 PM
There needs to be GLR under ERHW. I had to do a complicated thing with my RHW involving moving one half of a complex ramp and FLUPs to get it to work.
And I was going to request something else, but I forgot. Dang.
Short Term Memory Loss
Title: Re: RHW (RealHighway) - Development and Support
Post by: smartbylaw on June 27, 2011, 07:25:23 PM
So one question.


What is the next RHW release official name? Is it RHW 4.2 or RHW 5.0? Personally I like 5.0 better seeing as it gives it more of personality and will be easier to type lol.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nego on June 27, 2011, 07:59:05 PM
@smartbylaw: The next version of the RealHighway Mod will officially be called RHW v5.0. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 27, 2011, 09:44:25 PM
Quote from: ps2owner on June 27, 2011, 07:00:03 PM
There needs to be GLR under ERHW. I had to do a complicated thing with my RHW involving moving one half of a complex ramp and FLUPs to get it to work.
And I was going to request something else, but I forgot. Dang.
If you look on page 411 of this thread, you'll find this picture:
Quote from: Tarkus on June 06, 2011, 01:42:55 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F889%2Frhw060620111.jpg&hash=30ed62fe999688c21a6115f5f4f93f5a57f9fd29)
Here's another one, from page 406:
Quote from: Tarkus on June 02, 2011, 01:44:30 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F7349%2Frhw060220111.jpg&hash=d4fc782b27fbc88c4c3e189e58f01bdbc2f6c096)
Amazing, what one can find simply by looking through older pages of this thread... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on July 05, 2011, 01:37:51 AM
Just a quick one, is there any way to stop the traffic speed dropping to street speed at junctions with streets on the rhw-2 & rhw-4 (without switching to rhw-2 before the junction)?
It's just that the queue of slow moving traffic before the priority junction on the major road is a little unrealistic,
thanks, John
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 05, 2011, 02:49:28 AM
It's a problem with the game. It happens on Road and Avenue as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 05, 2011, 05:47:46 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fld-host.de%2Fuploads%2Fimages%2Fb4fbe216aee91aa7cead807783e03e8b.jpg&hash=448bba13b4ddcc0e18e4ff7e0f55e72906f8f3f4)

Another pair of pieces that will be available in game...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on July 05, 2011, 06:04:56 AM
WOW!! :shocked2: &smrt &dance &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 05, 2011, 11:54:14 PM
Shadow Assassin commend them for their work  and excellent idea. We really received very well and I'm definitely impressed. Show more such miracles if you get a chance.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 06, 2011, 04:39:18 AM
Looks great SA! Though I think those would look better with extended medians like in this picture: (click on the thumbnail for full size)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs1.ipicture.ru%2Fuploads%2F20110706%2Fthumbs%2FRBXXCkUY.jpg&hash=7e92547cc9086b58b54ab411ff1ef1cce3aea261) (http://s1.ipicture.ru/uploads/20110706/RBXXCkUY.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on July 06, 2011, 09:24:17 AM
Quote from: Shadow Assassin on July 05, 2011, 05:47:46 AM
Another pair of pieces that will be available in game...

Any chance there will be a FAMIS->FARHW-4 transition to go along with it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 06, 2011, 10:30:39 AM
Quote from: itsacoaster on July 06, 2011, 09:24:17 AM
Any chance there will be a FAMIS->FARHW-4 transition to go along with it?

Yes, there will be one in the next release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on July 06, 2011, 01:26:52 PM
Quote from: io_bg on July 06, 2011, 04:39:18 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs1.ipicture.ru%2Fuploads%2F20110706%2Fthumbs%2FRBXXCkUY.jpg&hash=7e92547cc9086b58b54ab411ff1ef1cce3aea261) (http://s1.ipicture.ru/uploads/20110706/RBXXCkUY.jpg)

I like the extended medians better aswell. But I find the crosswalks to be alittle odd. I dont know about the rest of the world, but here in Canada, pedestrians dont need to cross at every intersection, especially at a highway on/off ramp because there is nothing at the other side!

Also, it would look much better if the FARHW-4 would split right near the road so that the left turn lane would face less right and more left so the drivers wont have to do 60degree turns.

I believe the above few recommendations would definitely make not only RHW but the entire SC4 community a better place  :D :P

Just recommendations though. I hope the RHW will come out soon so that when and if my SC4 disk arrives via UPS, I'll be able to get the new NAM, RHW, and NWM with it. ;D

Thank you NAM Team, for using soo much of your own time just to make sc4 a better game.

EDIT: I quickly ps'd the above image to show the tiny change. I only altered the off ramp.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm7.static.flickr.com%2F6018%2F5910141690_8574a559c5_z.jpg&hash=a20827c69d2804d8e1b15b06c2f90236f3a8beb7)

EDIT 2: I just noticed that I put the stop line for westbound avenue alittle too close so it wouldn't fit with the TuLEP. Push it back alittle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on July 06, 2011, 01:52:16 PM
RHW 5.0 Is looking great, cant wait for the release. Those new double-deckers will look great in my city along with the new mediams. Keep up the great work with the updates Nam team!!! :) :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 07, 2011, 07:35:09 PM
Introducing Secret Weapon #3 . . . modularity and overrides taken to a new level . . .

http://www.youtube.com/v/3UGIFwgkHWY

Enjoy! ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mikeseith on July 07, 2011, 07:49:20 PM
This is so cool.  You guys keep out-doing yourselves. Bravo... &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 07, 2011, 08:10:16 PM
Awwww Yeahhhhh. Awesome.


Try watching it on Youtube with 'Cosmic Panda'. http://www.youtube.com/cosmicpanda
Title: Re: RHW (RealHighway) - Development and Support
Post by: sitejunction on July 07, 2011, 08:16:11 PM
 &apls This release is going to be awesome. I also noticed some interesting new features as you were cycling through stuff in that video. I wonder if sometime in the future we will get features like this for NWM networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 07, 2011, 09:16:54 PM
Aaahhh I can't wait for the RHW 5.0 :D Fantastic work RHW team! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on July 07, 2011, 09:44:36 PM
AWESOME!!!  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 07, 2011, 11:12:18 PM
It gets more awesome by the day - release it before August (when school starts) and I'll be even happier (though I know to be patient). Where is that in Chemeketa, by the way?

Question: FlexSPUI has a "Type A"...is there a different "Type B" of any sort?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 07, 2011, 11:41:24 PM
Thanks for all the kind words on FlexSPUI, everyone--I'm glad it was to your liking. :thumbsup:  I've been clamoring that functionality for ages, too, so I'm glad to finally have it, too. :)

Quote from: sitejunction on July 07, 2011, 08:16:11 PM
I wonder if sometime in the future we will get features like this for NWM networks.

There may actually be a "secret weapon" for the new NWM release . . . it's not quite as impressive to look at as the RHW ones unveiled so far, but I think folks will find it useful.  And eventually, a version of FlexSPUI to interface with the NWM's triple-tile networks will be produced as well.

Quote from: Tracker on July 07, 2011, 11:12:18 PM
Where is that in Chemeketa, by the way?

Highway 15 at 39th Avenue.  You'll see it being built in a few updates.

Quote from: Tracker on July 07, 2011, 11:12:18 PM
Question: FlexSPUI has a "Type A"...is there a different "Type B" of any sort?

Actually, the "Type A" referred to the Avenue TuLEPs used there.  There will eventually be one to interface with Avenue Type B TuLEPs (with a dual left) as well.  Suffice to say, the RHW will be getting more "Phoenix-y" in coming releases. :D  (I suppose "Phoenician" would be the more proper term.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on July 08, 2011, 02:11:05 AM
Just incredible. Almost too good to be true.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on July 08, 2011, 07:42:32 AM
......................wow....................... &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on July 08, 2011, 07:58:29 AM
Ahahaha, that's awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on July 08, 2011, 08:28:46 AM
Can't Wait !
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 08, 2011, 08:53:55 AM
Definitely a great addition to the  RHW. Seems to work on this project is  coming to an end and soon we  will be able  to enjoy it. Can I ask a stupid question  - will there RHW-10c the next version and  you can RHW-6c to go into secret weapon  3.

&apls &apls &apls &apls


Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on July 08, 2011, 08:58:32 AM
I think that this cool trick can be very useful in the other transportation systems as well. Keep it up :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on July 08, 2011, 09:05:17 AM
This looks really great! Thank you to the whole team! As a European though, can i ask if there has been any development on the roundabout front?
Once again great work Tarkus!
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 08, 2011, 12:09:10 PM
Made these today...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Finte_helt_perfekt.png&hash=798a52e270144f65e551889bdbb0b9bc3198d1ac) (http://i705.photobucket.com/albums/ww55/anonymson/inte_helt_perfekt.png)
(click for full resolution!)

Texture isn't perfect yet though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on July 08, 2011, 12:30:29 PM
Hello Tarkus and all NAMites,

I'm getting that 'kid-in-a-candy-store' or 'kid-in-a-toy-store' giddiness with all the promising 'toys' for NAM, RHW and NWM -my favorite ad-on, anticipating a big release NAM-Day soon...

I particularly like the new off ramps, intersections and turn lanes now we make real highway diamond interchanges...  :thumbsup:

Jack
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on July 08, 2011, 12:33:15 PM
Good job,

more european textures are always welcome  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twinsfan14 on July 08, 2011, 12:46:04 PM
Please excuse me while I pick up my jaw from the floor.  :D

This looks brilliant, guys. Can't wait for the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 08, 2011, 02:15:28 PM
Quote from: riiga on July 08, 2011, 12:09:10 PM
Made these today...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Finte_helt_perfekt.png&hash=798a52e270144f65e551889bdbb0b9bc3198d1ac) (http://i705.photobucket.com/albums/ww55/anonymson/inte_helt_perfekt.png)
(click for full resolution!)

Texture isn't perfect yet though.

Definitely a good idea you Riga, especially as regards the  marking of  exits  from the highway.  I expect  you to do this mod beauty and wider networks and  their  outputs  by RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on July 08, 2011, 02:25:38 PM
Wow, the El Flex SPUI and the on-slope Tulep piece is ingenious, and will be great to have. I've one thing to ask though... can a larger network (say RHW 10 for instance) be incorporated into tht "modular" intersection? But yeah this release will be pretty epic according to everything I've been seeing lately  &apls  :thumbsup: Think the only other release tht'll rival and/or surpass this one for me is Multi Level RHW interchanges  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 08, 2011, 03:29:14 PM
The flex-spui certainly is an awesome addition  :thumbsup:

Quote from: riiga on July 08, 2011, 12:09:10 PM
Made these today...

That's sweet, great work Riiga!

@ ivo_su - no RHW-10C this time around but the flex-spui is compatible with other RHW networks. Hopefully 10C and 12S make it into the release after this one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Hutts on July 08, 2011, 03:32:51 PM
Any chance for an onslope spui piece similar to the onslope t pieces for road, ave, etc?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 08, 2011, 05:16:19 PM
The FAR stuff is so smooth, SA!  Oh, and those look like RHW-2 D-ramps, Riiga.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 08, 2011, 07:58:40 PM
I remember Tarkus saying that he wouldn't release the third Secret Weapon until close to RHW5 release time...  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on July 08, 2011, 08:58:46 PM
Quote from: Tracker on July 08, 2011, 07:58:40 PM
I remember Tarkus saying that he wouldn't release the third Secret Weapon until close to RHW5 release time...  :-\

I hope you're right.  I start school again in Aug. as well and really want this before summer's end.  However, I would rather wait until Sept; etc. and have a bug free NAM then a NAM released today full of errors.

Tarkus: Under the SPUI, will those shadows be fixed under the bridge? EX: under the RHW-4's there are shadows, but under the blank piece in-between there is not a shadow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 09, 2011, 12:14:47 AM
Thanks for all the kind words, everyone--I'm really pleased to see that the new Secret Weapon is to your liking! :)

Quote from: rhwfanatic221 on July 08, 2011, 02:25:38 PM
I've one thing to ask though... can a larger network (say RHW 10 for instance) be incorporated into tht "modular" intersection?

If you mean wider RHW networks going underneath the El-FlexSPUI, yes.

Quote from: rhwfanatic221 on July 08, 2011, 02:25:38 PM
Think the only other release tht'll rival and/or surpass this one for me is Multi Level RHW interchanges  :P

I'm really looking forward to the Multi-Height system as well--modular stack interchanges at long last. ;D

Quote from: Hutts on July 08, 2011, 03:32:51 PM
Any chance for an onslope spui piece similar to the onslope t pieces for road, ave, etc?

The way the current implementation of FlexSPUI works, it'd be very difficult to adapt it to an on-slope setup, unfortunately.  This is probably the closest you're going to get.

Quote from: jibjohn on July 08, 2011, 09:05:17 AM
As a European though, can i ask if there has been any development on the roundabout front?

Not yet, but we'll be revisiting that soon.  A lot of what I've learned with FlexSPUI will be of use there.

Quote from: Opkl on July 08, 2011, 08:58:46 PM
Tarkus: Under the SPUI, will those shadows be fixed under the bridge? EX: under the RHW-4's there are shadows, but under the blank piece in-between there is not a shadow.

I'm still in the process of tweaking the shadows (some attempts to fix them have been frustratingly in vain).  I don't expect to get around to it until one of the last builds before we actually release, though.

Speaking of the release front, things are moving forward.  As far as the full complement of what we're releasing this go-around, the NWM is being the "spoilsport" right now, and I may end up postponing some of its currently in-progress functionality until an NWM 2.x release, so there's less stuff to worry about and we can ensure a stable release sooner rather than later.  Additionally, unless something's already in the midst of development, I wouldn't anticipate any new requested functionality to make it into this release cycle.

Thank you all for your patience while we work on finishing up these eagerly anticipated projects. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on July 09, 2011, 10:41:52 AM
Tarkus, do u have anymore secret weapon video for the RHWs or are those it? The DDRHW4 is my favorite video.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2011, 12:36:54 AM
Quote from: Starmanw402007 on July 09, 2011, 10:41:52 AM
Tarkus, do u have anymore secret weapon video for the RHWs or are those it? The DDRHW4 is my favorite video.

I'm not certain yet as to the secret weapons.  We'll see. ;)

Tonight, I've been wrestling the RHW-3 and getting its overpass functionality in place:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F534%2Frhw071120111.jpg&hash=8b47e9ef4735f329376494e7cd354fd477d5076e)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on July 12, 2011, 01:25:56 AM
WOW! Is that a narrow RHW-4? =D Awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 12, 2011, 01:46:40 AM
I don't think it is a NRHW-4, as it doesn't have shoulders. It's more likely to be a NMAVE-4.

@Tarkus: Looks nice, I also like the ERHW-2.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2011, 10:30:48 AM
It is indeed the NMAVE-4.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on July 12, 2011, 11:22:31 AM
I have a question for the RHW guys here... is/are there any plans for EL Smooth Curves in time? Ever since the MIS curves in the last release I've been craving some for the Elevated ones to have it. Either way I'm still going to use this stuff ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2011, 11:53:26 AM
In time, yes.  In Version 5.0, no.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 12, 2011, 12:59:01 PM
@ rhwfanatic221 and others - Just as important or more to me would be diagonal on-slope pieces for MIS and / or RHW-4. These would also have the advantage of being much easier to model as elevated networks require extensive 3-D detail and from my understanding are limited in their complexity (number of coordinates or polys) by the game or one's hardware. It is a major limiting factor that elevated diagonal RHW networks cannot feature wide-radius curves in any form.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 12, 2011, 02:53:32 PM
Quote from: noahclem on July 12, 2011, 12:59:01 PM
@ rhwfanatic221 and others - Just as important or more to me would be diagonal on-slope pieces for MIS and / or RHW-4. These would also have the advantage of being much easier to model as elevated networks require extensive 3-D detail and from my understanding are limited in their complexity (number of coordinates or polys) by the game or one's hardware. It is a major limiting factor that elevated diagonal RHW networks cannot feature wide-radius curves in any form.

First off, I would point out the current Flex-Fly pieces and curved Ground <-> EMIS transitions.  Secondly, Alex (Tarkus) just said they will come eventually.

Honestly, the poly count issue isn't THAT huge a deal.  Especially since it's per tile, it's not hard to fit enough straight segments of jersey barrier into the poly limit to make a decent curve.

I think it's more likely that these E-WRCs will take longer because not only are they 3D models, I have a strong suspicion the MIS and RHW-4 curves at least will be Flex-Fly pieces, which take an insane amount of RUL2 code.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2011, 03:17:52 PM
As we approach the release of RealHighway Version 5.0, there are some considerations of which current users of RealHighway Version 4.1, and anyone interested in downloading RealHighway should be aware.

For Current RealHighway Version 4.1 Users
While 99% of RealHighway Version 4.1 content will continue to function identically in Version 5.0, there are some items which had implementation changes that will affect their future operation.  Most will be supported by a Version 4.1 "Legacy Support" file, which will allow existing instances of these items to continue to function, but some cannot be supported in this manner.  Below is a list detailing these items and what will be happening with them.

1) The RHW-8S and 10 Type B Ramp Interface Puzzle Pieces
The versions of these items will be lengthened by one tile in Version 5.0 (going from 3x2 to 4x2), to conform with their draggable counterparts, and other Type B Ramp Interfaces.  Existing instances of these pieces currently built will continue to function with the Legacy Support file, but the 3x2 version will no longer be able to be built.

2) RHW-6S and 8S Diagonal and Orthogonal-Diagonal Transition (Curve) Puzzle Pieces
The puzzle piece versions of these items will be discontinued in Version 5.0.  Draggable functionality will replace them.  The Legacy Support file will enable existing instances to continue functioning, though the RHW-6S version will show Version 4.1 textures, and its footprint is different from the new draggable version (the puzzle pieces are on a dual-tile shared-tile setup, as opposed to the overhanging single-tile setup of the draggable version).  Thus, it is recommended that current RealHighway users avoid building the RHW-6S version in order to minimize the need to retrofit their highway systems upon upgrading.

3) ERHW-4-over-Avenue Single-Point Urban Interchange (SPUI) Piece
This item has been rendered obsolete by the development of FlexSPUI.  The Legacy Support file will enable existing instances of the old SPUI to continue to operate, though it will continue to display Version 4.1 textures.  Thus, it is recommended that current RealHighway users avoid building the old SPUI in order to minimize the need to retrofit their highway systems upon upgrading.

4) RHW-6C Draggable Diagonals and Curves
The existing implementation of the RHW-6C draggable diagonals and curves in Version 4.1 uses an IID scheme that can cause wealth-level glitching.  In order to fix this issue, the IID scheme had to be changed for Version 5.0.  Because of the nature of the issue and its solution, it will not be possible to continue supporting instances of RHW-6C curves and diagonals built with Version 4.1, and they will need to be rebuilt with Version 5.0.  It is strongly recommended that current RealHighway users avoid building RHW-6C draggable diagonals and curves until after they upgrade to Version 5.0 in order to minimize the need to retrofit their highway systems.

For Prospective RealHighway Users
For those of you who are not yet RealHighway users, but are considering becoming one, first of all, thank you for your interest in the mod!  However, that said, because of the items mentioned above, we advise that you refrain from downloading the current RealHighway Version 4.1 release, and instead wait until we have released the Version 5.0 upgrade. 

In previous cases in which the RealHighway and the Street Addon Mod were about to be updated to a new version, we had locked the files shortly before the new release to prevent new users from downloading the old version.  As this policy had been controversial in the past, and it is not realistically feasible now given the removal of locking functionality on the STEX at Simtropolis, we are instead simply advising new users to wait to download the mod.

Does this mean we're really close to release, or you will actually be giving out a release date or timeline for release?
The "no release date" policy serves to protect both the NAM Team and the general public, and we will not be changing it.  While it may aggravate some, it is much less aggravating than announcing a release date and then overshooting that date by a long shot would be, which is a very real possibility considering that these projects are the product of an all-volunteer development group. And as with any piece of software, unexpected technical issues can arise during development and testing.

This sort of announcement, in order to provide the smoothest transition, needed to be made at a point far enough in advance of an upcoming release in order to prepare the existing user base, but close enough to the release that the information is accurate.  RealHighway Version 5.0 is currently in its 7th full developmental build, and at the point at which no new features are likely to be added.  Most NAM projects of this type go through about a dozen builds before release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on July 12, 2011, 03:37:23 PM
Whatever you do,
whenever you will release whatever you do,
It will be right in time, and I simply admire what you made out of this game!

&apls &apls &apls

I'm still astonished by the fact that while I'm trying to use at least 50% of what you have been developing, another 100% of new functions are added by the NAM team .. so I'm always hopless behind what is actual possible.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 12, 2011, 05:34:22 PM
I second that also just want to say that The RHW has Come a long way SPUI DDRHWs ect
yall keep it up  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 12, 2011, 06:10:45 PM
Haverdale's Department of Transportation just received the word and is on its way to close a key RHW-6C highway bend. (Traffic will be detoured to surface streets.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 12, 2011, 09:29:36 PM
Orleans County has work zone speed limit signs up & is ready to start work on highway improvements!

I hear that Lake Ontario State Parkway needs some serious work . . . ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gooper1 on July 13, 2011, 01:18:29 PM
Why don't you just put shoulders on the NMAVE-4 and turn it into an "NRHW-4"?
Another thing: Would there be Type-C and D ramps for the RHW-2 (utilizing the RHW-3 (and the NRHW-4, if the concept comes to fruition))?

-Gooper1
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 13, 2011, 01:41:00 PM
Quote from: gooper1 on July 13, 2011, 01:18:29 PM
Why don't you just put shoulders on the NMAVE-4 and turn it into an "NRHW-4"?
We've been over this before. Here is a concept texture I've posted several times...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2FRHW-4_1_tile.png&hash=b100380543169bff31f736d71d3c18c684563e24)

Quote from: gooper1 on July 13, 2011, 01:18:29 PM
Another thing: Would there be Type-C and D ramps for the RHW-2 (utilizing the RHW-3 (and the NRHW-4, if the concept comes to fruition))?
Yes, that will probably be the case. At the moment I'm working on narrow exit lanes for RHW-2, which would be rendered obsolete if there eventually will be a NRHW-4.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Finte_helt_perfekt.png&hash=798a52e270144f65e551889bdbb0b9bc3198d1ac) (http://i705.photobucket.com/albums/ww55/anonymson/inte_helt_perfekt.png)
(click for full resolution!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on July 13, 2011, 01:57:00 PM
Any chance of getting the QDRHW6-C implemented?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fgafibla%2FSimCity4%2Fqdrhw6-c.jpg&hash=17f084633fdba43d9b4e8c25d01c79b5d6060dc1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 13, 2011, 02:18:35 PM
Quote from: marsh on July 13, 2011, 01:57:00 PM
Any chance of getting the QDRHW6-C implemented?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fgafibla%2FSimCity4%2Fqdrhw6-c.jpg&hash=17f084633fdba43d9b4e8c25d01c79b5d6060dc1)

From now dare to say that there is absolutely  no chance  that something amazing to see the light. It's just too complicated  from the perspective of inputs and outputs to it, and I do not think  it makes sense for such a spectacular facility.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MR.Y on July 13, 2011, 02:42:56 PM
what the...what should it be? a car park? So where in this world do you find something like this??? So I just know doubles at bridges, but I never had seen fourfold. But may you can show me a picture.

So don't understand me wrong, it is really a great work, and I can imagine, that this was many work, but the question is, how useful is it? In which city do you need such a capacity? I think it is more useful, if there are some tools, to build Intercections easier. So something like a 30m Highway overpass...

@riiga: This I missed really in the RHW, hope, this will come soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Fresh Prince of SC4D on July 13, 2011, 02:54:33 PM
DDRHW-4 wasn't good enough for you wasnt it marsh? You had to mindfreak'd NAM :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on July 13, 2011, 04:18:35 PM
Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)

Wow could you imagine all the traffic backups from being 5 lanes to 1 lane merge  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 13, 2011, 05:01:23 PM
Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)

I really do not see what could be the benefits of  such a thing. This would result in huge  traffic jams  in my opinion, and not  especially  beautiful.
It's nice that it is just a joke, because otherwise  I'd be broke

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: rushman5 on July 13, 2011, 05:41:24 PM
blue, im gonna say what the other two should have said: lol.

On a more serious note, its good to see consistent updates and information posted here. Thanks tarkus and the entire NAM team for that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: 111222333444 on July 14, 2011, 12:30:25 AM
Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)

LOL hahahahahahaha  :D  :D  :D
The only place where you find that is at toll booths!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bergulf on July 14, 2011, 02:44:58 AM
Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)

Hey, this could be usefull if you were making a caos city... :P

Otherwise it could also be used in the opposite direction... :thumbsup:

- Bergulf
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on July 14, 2011, 07:05:14 AM
No,

You see this ALL THE TIME on I495 in DC during construction.  Sometimes they just shut down the dame beltway.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 14, 2011, 09:14:42 AM
I'm totally sure someone would have eventually requested it anyway, so it's a good thing Vince has already got the groundwork in place for getting this into a future RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: oxenrig on July 14, 2011, 10:01:55 AM
Not sure if this has been asked yet, but I remember something being mentioned about it a while back. Will there be a FlexFly for RHW-4 in 5.0?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 14, 2011, 10:06:11 AM
Quote from: oxenrig on July 14, 2011, 10:01:55 AM
Not sure if this has been asked yet, but I remember something being mentioned about it a while back. Will there be a FlexFly for RHW-4 in 5.0?

There will not be any new FLEXFly pieces in RHW 5.0, though there have been some updates to the existing ones.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on July 14, 2011, 09:56:28 PM
This doesn't seem that much different than the exits on the Illinois Tollways, at least until they made the toll booths exits, just make the top 10+ lanes, and the bottom 2 lanes, and it would be perfect.

Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on July 15, 2011, 05:42:59 AM
reminds me of a serious roadblock situation we ran into a couple years ago on the highway here in germany.
3 lanes per direction (which is wide already) and police set up a roadblock for control puroses, big scale that was, and narrowed the 3 lanes down to 1 within a strech of 50-100 meters on the highway with barely any signage down the road to warn. not quite fun I might add. a wonder no crash happened here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on July 15, 2011, 06:40:50 AM
Just a quick question: Will there eventually be FLUP pieces to go under the RHW or do they exist already?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 15, 2011, 06:43:54 AM
They already exist at the end of the Road and RHW integration menu if I'm not mistaken (Road over RHW).

As for the texture, it was a joke and will never, ever be in the official RHW mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 15, 2011, 07:47:47 AM
Quote from: jdenm8 on July 15, 2011, 06:43:54 AM
As for the texture, it was a joke and will never, ever be in the official RHW mod.

Oh, too bad!  ;D  Since other joke RHW items (like those Arthur Berkhardt RHW-4s) have been released before, I figured there was always hope.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 15, 2011, 07:51:19 AM
I said official  :P

Never mentioned standalone mods.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on July 15, 2011, 08:35:36 AM
Quote from: 111222333444 on July 14, 2011, 12:30:25 AM
Quote from: Blue Lightning on July 13, 2011, 04:01:33 PM
Meh. Everyone know's this is better
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw10s_to_owr1_transition.png&hash=2ec91ad7c2fe03d8bbb4fbf3f8763b36a7978300)

(aka, guys, its a joke)

LOL hahahahahahaha  :D  :D  :D
The only place where you find that is at toll booths!

I was about to say the same thing...thinking of the NJTP
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 15, 2011, 01:31:36 PM
Alright, I think we've quoted the joke transition enough.  Back to actual development. :D

Been wrestling the ERHW-6C and the RHW-3 . . . they seem to play nice with one another now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F2801%2Frhw071520111.jpg&hash=b3e4db06baabcacae3ac41fe84071cad33495d9f)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 15, 2011, 02:41:49 PM
Quote from: Tarkus on July 15, 2011, 01:31:36 PM
Alright, I think we've quoted the joke transition enough.  Back to actual development. :D

Been wrestling the ERHW-6C and the RHW-3 . . . they seem to play nice with one another now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F2801%2Frhw071520111.jpg&hash=b3e4db06baabcacae3ac41fe84071cad33495d9f)

-Alex

I hardly ever use this RHW-3 but maybe others need it. Anyway, everyone has their favorite and my most favorite part of the future version of the RHW is ERHW-6 that I really desperately need. But I rejoice every time I see a picture where this network is shown. Without wanting to offend someone I want to say that NAM team is my most favorite team here.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on July 16, 2011, 05:41:40 AM
Quote from: ivo_su on July 15, 2011, 02:41:49 PM
Quote from: Tarkus on July 15, 2011, 01:31:36 PM
Alright, I think we've quoted the joke transition enough.  Back to actual development. :D

Been wrestling the ERHW-6C and the RHW-3 . . . they seem to play nice with one another now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F2801%2Frhw071520111.jpg&hash=b3e4db06baabcacae3ac41fe84071cad33495d9f)

-Alex

I hardly ever use this RHW-3 but maybe others need it. Anyway, everyone has their favorite and my most favorite part of the future version of the RHW is ERHW-6 that I really desperately need. But I rejoice every time I see a picture where this network is shown. Without wanting to offend someone I want to say that NAM team is my most favorite team here.

- Ivo

Same here. My ERHW-4s get really cluttered sometimes. I'm looking forward to the new RHW mainly for the wider ERHW. Also, thank you, Ivo, for telling me about the SC4Tool. I've got R-$$$ development again. :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 16, 2011, 10:02:36 AM
This might be a little useful...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FFLEXFly%2Frhwinrul-mar._10__001310835555.png&hash=121e784c8b9d2760c8848fc778dc576f0262385d)

(ignore the RHW-4 glitching in there, that's been fixed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 16, 2011, 12:15:54 PM
This is what I thought when I saw RHW 5.0 hadn't been released when I came back from scout camp today.
http://www.nooooooooooooooo.com/ (http://www.nooooooooooooooo.com/)

Anyway, how about a DDRHW-4 ramp that has both on and off ramp on one side. Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F4640%2Fddrhw4offandonrampcombo.png&hash=05f01cede30ea796ed5c3a27e652eb9fd058cce7)
With Paths:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F4640%2Fddrhw4offandonrampcombo.png&hash=8fa8a2f850450e18406c332b2a9f1d25fe9259bc)

After making that image, I realized that cars would end up driving on the left side of the RHW-2 stub. Maybe the On and off ramp should flip Over each other.after separating from the DDRHW-4.
Then you could drag RHW-2 through the intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 16, 2011, 12:48:25 PM
@BL: Please forgive me, but I can't find anything new on that picture.  ()what() The interchange looks real neat though  :thumbsup:, might use the design on an interchange of mine to solve an issue with a nearby exit...

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2011, 02:53:50 PM
Quote from: ps2owner on July 16, 2011, 12:15:54 PM
Anyway, how about a DDRHW-4 ramp that has both on and off ramp on one side. Like this:


After making that image, I realized that cars would end up driving on the left side of the RHW-2 stub. Maybe the On and off ramp should flip Over each other.after separating from the DDRHW-4.
Then you could drag RHW-2 through the intersection.

Or you could just flip which deck has the onramp and which has the offramp on the ramp interfaces.  Problem solved and no need to go all Wee Britain in mid air. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F8140%2F000177sm.jpg&hash=008e119f7fc36d33b7865d45721419e3a2d8d870)

However, I wouldn't anticipate anything like that for a rather long time.  It would require an ERHW Type A Wide Ramp to be made.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 16, 2011, 07:15:10 PM
Quote from: ps2owner on July 16, 2011, 12:15:54 PM
Anyway, how about a DDRHW-4 ramp that has both on and off ramp on one side.

I've requested that myself and I got the same response, not soon.


As for BL's pic, FlexFly is going to be in version 2.3 if I'm not mistaken. What in that picture is new is the RHW-8S compatibility (I believe there was some limited 8C compatibility, but in the current public release there is no 8S compatibility)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on July 17, 2011, 09:02:23 AM
will rail by able to go over diagonal RHW stuff in v5?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jim T. on July 17, 2011, 03:21:15 PM
Quote from: Blue Lightning on July 16, 2011, 10:02:36 AM
This might be a little useful...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FFLEXFly%2Frhwinrul-mar._10__001310835555.png&hash=121e784c8b9d2760c8848fc778dc576f0262385d)

(ignore the RHW-4 glitching in there, that's been fixed)

I dont really see anything new here, but I figured out how to make an even more compact version of your "T" interchange:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm7.static.flickr.com%2F6130%2F5922212057_9e9b9e43a0.jpg&hash=722a3637beb0b3e4c94ba70f3afeaa95d884a88e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm7.static.flickr.com%2F6016%2F5922217073_c32dfc725a.jpg&hash=76ac364b60af63761f328cb9940b06da0647aec2)

Will there be new pieces in the next RHW release that will allow for the interchange to be even more compact than this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 17, 2011, 03:41:58 PM
Quote from: Kitsune on July 17, 2011, 09:02:23 AM
will rail by able to go over diagonal RHW stuff in v5?

Unlikely.  The only new viaduct-over pieces planned are for the RHW-8C, which doesn't have anything.  Something like that would probably be a strong candidate for a 5.x-series release, however.

Quote from: Jim T. on July 17, 2011, 03:21:15 PM
Will there be new pieces in the next RHW release that will allow for the interchange to be even more compact than this?

First off, that's a gorgeous interchange you've shared with us! 

As far as interchange size goes, that'll probably be the most compact you can get something like that until we add multi-height or Flex-over-Flex stuff.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 17, 2011, 03:53:06 PM
That is really nice looking!

And "what's new" is 100% support for RHW-8S x FLEXFly... instead of the 10% that was in 4.1 (unless my memory is failing me).
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 18, 2011, 08:22:07 AM
Will the RHW-3 be able to connect to ARD-3?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on July 18, 2011, 08:41:27 AM
Quote from: ps2owner on July 18, 2011, 08:22:07 AM
Will the RHW-3 be able to connect to ARD-3?
As of yet, there isn't a transition for that, so I wouldn't look forward to it until a 5.x release at the earliest. It's fairly easy to make do without though, by simply plopping starters for the two networks side by side and dragging out from there, and it doesn't look half bad either:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi904.photobucket.com%2Falbums%2Fac246%2FRionescu%2Fscreenshot358.jpg&hash=202e187e305bc76ae1249279b9cbe60318224e8e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on July 18, 2011, 03:59:29 PM
I've been reading through the last few pages and all I can say is WOW! I can't wait for the new RHW v5, keep up the good work! ;D :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 18, 2011, 10:35:30 PM
Will there be an EMIS to RHW-4 transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2011, 10:07:38 AM
Quote from: Wiimeiser on July 18, 2011, 10:35:30 PM
Will there be an EMIS to RHW-4 transition?

Not in 5.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 19, 2011, 01:56:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ffarm7.static.flickr.com%2F6130%2F5922212057_9e9b9e43a0.jpg&hash=722a3637beb0b3e4c94ba70f3afeaa95d884a88e)
For those who are wondering what that eye candy is, like I did, I stumbled across them.
They're the SFBT Urban highway Set. They are meant to work with Maxis Elevated highway, but they work with elevated RHW-4.
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2315 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2315)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on July 19, 2011, 02:13:37 PM
Hi all,

I just wanted to show yu something and ask whether this is a pathing bug, or a known feature of the RHW, or someting else. Have a look at the traffic query:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F6784%2Frhwpathing1.jpg&hash=0a614c2b03cae0bdcb836fc91b062cea88f15686)

I queried a avenue tile in the left part of the city to see where the massive amount of busses that heads to my neighbouring city originates from. The bus traffic flow as shown enters the city on the upper right side (right of the CAMelot counter statue in the roundabout), follows the avenue, moves on to the RHW, seems to leave the city and come back immediately again in the other RHW lane, and leaves the city on the left-hand side. What I'm curious about is the following detail:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F9633%2Frhwpathing2.jpg&hash=03991bd7d50c44d9077d10154a6ef8f8e3768a8f)

As you can see, the traffic seems to "jump" to the oppsing lane where the RHW neighbour connection is situated. (the neighbour connection itself is working fine, just to add that). And since I queried a avenue tile at the end of the traffic flow, the traffic "leaving" the city on the RHW clearly is connected to the traffic "entering" the city on the RHW.

Which brings me back to my initial question: bug? feature?  ???

Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on July 19, 2011, 02:21:12 PM
Traffic is simply using the crossover paths on the RHW neighbor connection pieces as a "shortcut" because it is slightly more direct and faster than remaining on the avenue. It's pretty much unavoidable though, due to the nature of the neighbor connection pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2011, 02:23:09 PM
As deathtopumpkins pointed out (beat me to it :D), it's a limitation of the technology.  Unless we were to have separate in and out NC pieces (which would add a fair bit more complexity to the system--and people have a surprisingly difficult time figuring them out already), vehicles are able to use them as a U-Turn.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 19, 2011, 02:36:51 PM
FAQ update time, perhaps...? I can tell that this question is being asked a fair bit now.

"Why are cars going underground or jumping sides of the highway on the NC Pieces?"

Answer:

Quote from: Tarkus on May 10, 2010, 10:38:22 AM
[T]hat's how the Neighbor Connector pieces are actually supposed to work.  Basically, what they do is take the old "loop connector" trick and move it underground, so you don't have to look at the "Nicole Richie Effect" on the surface.  The traffic actually needs to do that in order for the neighbor connection to function properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on July 20, 2011, 04:59:42 AM
Will the DDRHW-4 be in the same direction(are they the same lane) or the opposite direction or will there be both?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 20, 2011, 05:12:13 AM
Top deck goes one way.
Bottom deck goes the opposite.

There will not be any variations (No matter how many arguments are entered into. It will not change)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on July 20, 2011, 08:26:43 AM
I saw on older RHW pictures that the networks had guardrails.  Will those ever be coming back to the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 20, 2011, 08:31:57 AM
Those guard-rails were a mod for a previous version, so it really depends on how much demand there is and/or a modder is willing to make a separate cosmetic mod for the new RHW, and keep it updated with every new version.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2011, 11:33:18 AM
Whipping FlexSPUI into better shape . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F1784%2Frhw072020111.jpg&hash=d43cfe16920492018f7bf19ea25d6de6c8c463cf)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 20, 2011, 11:35:41 AM
Hmm, will the barrier continue underneath the FlexSPUI? And the shadow be fixed?
Apart from that, great progres!

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on July 20, 2011, 11:45:51 AM
Looks great, I like it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 20, 2011, 12:56:16 PM
Well this is really something that  I dreamed and I can not wait  to use it.  I'm really  very pleased  that the  RHW-6c  can move  in FlexSPUI because I mostly use my extensive networks in the  regions.  I never  knew whether there would be RHW-10c but since I know RHW-8c will receive full support from  overpasses, it will become the dominant to me.

-Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 20, 2011, 01:52:32 PM
Just for the heck of it: A double FARHW-4 piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F4984%2Ffa3r4doublefull.png&hash=c34d2bb7f0896c9ad480ba4aa0c356cb73f09656)

It's actually a 3x3 piece, but it overhangs slightly on the corners. Don't ask for a double FARHW-6S piece, because that's what the FARHW-6C piece is for. Think of it as a 4C piece.

Anyone wanna carry on? "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 20, 2011, 02:25:15 PM
Beautiful work GDO29Anagram  &apls   I've been hoping for someone to start work on this, especially since FA6C and FAave started development. I won't ask for FA6S of course, but I would like to suggest to the community an RHW6S to FA RHW 6C transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MR.Y on July 20, 2011, 02:29:28 PM
@Tarkus: that's stylisch, I think, this must be reaeased...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Houston_Fan on July 20, 2011, 03:41:34 PM
The FlexSPUI looks very nice!  It only needs some stop lines on the off-ramps (and a barrier on the RHW mainline) to look perfect!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 20, 2011, 03:57:51 PM
Quote from: GDO29Anagram on July 20, 2011, 01:52:32 PM
A double FARHW-4 piece

I bet SA would love to see that!  It looks very fine.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: rhwfanatic221 on July 20, 2011, 04:28:12 PM
Quote from: Houston_Fan on July 20, 2011, 03:41:34 PM
The FlexSPUI looks very nice!  It only needs some stop lines on the off-ramps (and a barrier on the RHW mainline) to look perfect!

Technically at least in instances tht I drive through, you'll have crosswalks where the exit ramps intersect w/an avenue. And of course yes you'll also see a stopline showing traffic where they should stop. Other than tht I believe this model tht you have shown looks on-par w/a typical SPUI intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 20, 2011, 06:19:23 PM
Quote from: Tarkus on July 20, 2011, 11:33:18 AM
Whipping FlexSPUI into better shape . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F1784%2Frhw072020111.jpg&hash=d43cfe16920492018f7bf19ea25d6de6c8c463cf)

-Alex

Looks excellent, Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 20, 2011, 06:41:07 PM
Ugh. Much more realism, that this elevated TuLEP/RHW X setup "almost" looks like Butterfield Rd and Highland Ave, which I won't reveal where in the US, but from experience when you make one intersection over a highway instead of two signalized ramp junctions, it really, really moves the traffic better. Remember that next time to all you "real" traffic engineers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on July 20, 2011, 06:59:21 PM
Uhh Tarkus, how exactly do the exiting cars turning left know when to stop or go? I don't think they can see the signal from that angle  "$Deal"$

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2011, 07:01:35 PM
Quote from: Exla357 on July 20, 2011, 06:59:21 PM
Uhh Tarkus, how exactly do the exiting cars turning left know when to stop or go? I don't think they can see the signal from that angle  "$Deal"$

They can't, and due to the way the stop point mechanism works, there's not really a way to fix that, unfortunately.  Trust me, I've tried.  And shall keep trying. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on July 20, 2011, 07:02:33 PM
Alrighty :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 20, 2011, 07:10:13 PM
Will Blue Lighting Traffic light replacement mod Compatible with Flex SPUI  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on July 20, 2011, 07:21:04 PM
Quote from: Tarkus on July 20, 2011, 07:01:35 PM
Quote from: Exla357 on July 20, 2011, 06:59:21 PM
Uhh Tarkus, how exactly do the exiting cars turning left know when to stop or go? I don't think they can see the signal from that angle  "$Deal"$

They can't, and due to the way the stop point mechanism works, there's not really a way to fix that, unfortunately.  Trust me, I've tried.  And shall keep trying. ;)

-Alex

There may be no way to stop, but would it be possible to put a stoplight somewhere using T-21's? For purely visual purposes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 20, 2011, 07:26:50 PM
Quote from: drjumbajookiba on July 20, 2011, 07:10:13 PM
Will Blue Lighting Traffic light replacement mod Compatible with Flex SPUI  :thumbsup:

I don't use BL's mod, so I don't know how it works, but there are two ways to do a traffic light replacement. The hard and completely reliable way (T21 overrides) or the easy way (overriding prop exemplars).

If BL used the latter (which I think he has), then yes, there will be automatic compatibility with FlexSPUI.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 20, 2011, 09:02:39 PM
Quote from: Tarkus on July 20, 2011, 07:01:35 PM
Quote from: Exla357 on July 20, 2011, 06:59:21 PM
Uhh Tarkus, how exactly do the exiting cars turning left know when to stop or go? I don't think they can see the signal from that angle  "$Deal"$

They can't, and due to the way the stop point mechanism works, there's not really a way to fix that, unfortunately.  Trust me, I've tried.  And shall keep trying. ;)

-Alex

I have somewhere around here a concept *cosmetic* SPUI signal that I was working on . . . let me see if I can find the picture.

EDIT:  Found it!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F7199%2F1809ho1.png&hash=b5873d6adee0e2c92e8d6a5794bd5a7e8eb3252d)

Good luck getting that figured out, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 21, 2011, 01:11:52 AM
Problem with that sadly is that the center piece of the SPUI can be any length, and that's only for the 3-tile center piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 21, 2011, 01:32:57 AM
Quote from: Tracker on July 21, 2011, 01:11:52 AM
Problem with that sadly is that the center piece of the SPUI can be any length, and that's only for the 3-tile center piece.

I'm thinking that, if it were to be integrated as the SPUI's lights, it would most importantly be offset and also split into two pieces. With the current lights with the SPUI (and almost every other non-TuLEP signalised intersection), I imagine it would be hard to see a green light that's over your head than one that's about 30 feet in front of you... ::)

It wouldn't exactly be Single-Point, but it would be close enough.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on July 21, 2011, 06:43:26 AM
What SPUI is missing are pedestrian crossings. It is Single Point URBAN Interchange, not SPAI (Anywherebuilt). And it really lacks those. The traffic lights could also be broken in half, as someone mentioned and put where they are now. Couldn't they be?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 21, 2011, 06:53:21 AM
The SPUI does have pedestrian crossings (though they aren't controlled) but like every RL example I've ever seen, there is no crossing the Avenue at these intersections due to the traffic movements.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 21, 2011, 07:05:17 AM
The SPUI we have in Columbus, OH (http://maps.google.com/?ll=40.108977,-83.090522&spn=0.002527,0.006539&t=k&z=18) has ped crossings on the left side only (it's also a high capacity SPUI, and even has room for expansions). There are designated ped signals at each crossing.

And yes, my traffic light mod will work on the SPUI, it's a prop replacement.
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on July 21, 2011, 08:06:22 AM
Nice SPUI :) But could you add some Supports under it? I think it looks a bit strange without anything underneath the hole intersection... ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 21, 2011, 08:17:35 AM
Quote from: [Delta ²k5] on July 21, 2011, 08:06:22 AM
Nice SPUI :) But could you add some Supports under it?

Should be quite possible for one to add extra supports using T21s... But then you'd have to account that there are many similar crossings that lack enough supports... :P (A pet peeve of mine...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 21, 2011, 06:41:17 PM
Oh I Have some new texture for the RHW in the works :)
PS thanks for the reply
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 21, 2011, 07:00:32 PM
Chances are we'll port the existing Avenue Viaduct over RHW-6C T21 to the ElSPUI Filler over RHW-C intersection, though it may not happen in this release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 23, 2011, 01:14:38 AM
Obviously still needs some of the same stuff as the 6C one, but I managed to get this working just now:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F835%2Frhw072320111.jpg&hash=01cf4d56e5ea43cb20fd051a68e7edbfd558eb84)

Its inclusion in 5.0 depends on whether or not I can get it stabilized. :D

-Alex

Edit: After fighting with it for close to 3 days, it finally seems stable enough I can safely include it. &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on July 23, 2011, 03:04:45 AM
Nice intersection! Very useful, good work



Is this texture problem already solved? (Farr pieces)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F3860%2Fressen16feb321311268630.jpg&hash=34db13ac2d78fca063bd5452f5a67325519e34b9)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 23, 2011, 04:10:32 AM
Speaking of FARHW, will there be larger curves?
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on July 23, 2011, 06:21:05 AM
Will there be a Maxis Highway/RHW-6 transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 23, 2011, 06:43:29 AM
Quote from: Paul 999 on July 23, 2011, 03:04:45 AMIs this texture problem already solved? (Farr pieces)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F3860%2Fressen16feb321311268630.jpg&hash=34db13ac2d78fca063bd5452f5a67325519e34b9)
That's a problem with the texture mod's texture, not with the RHW. (Although, with some crafty UV modification, you can solve the problem yourself.)


Quote from: Wiimeiser on July 23, 2011, 04:10:32 AMSpeaking of FARHW, will there be larger curves?
Yes. Quite a few can be found throughout this thread and in some NAM Team Member's and Associates' MD/CJs.


Quote from: thornyjohny on July 23, 2011, 06:21:05 AMWill there be a Maxis Highway/RHW-6 transition?
No.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcitler on July 23, 2011, 08:18:33 AM
Quote from: Tarkus on July 23, 2011, 01:14:38 AM
http://img824.imageshack.us/img824/835/rhw072320111.jpg
seems to be a "monster" puzzle piece, but looks very goog.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 23, 2011, 08:35:27 AM
Quote from: Simcitler on July 23, 2011, 08:18:33 AM
seems to be a "monster" puzzle piece

Nope; Just one single basic WAVERide-based half of a SPUI that, by default, is actually NOT elevated. Times two to get the full SPUI, of course. :P :P :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on July 23, 2011, 10:47:19 AM
Quote from: jdenm8 on July 23, 2011, 06:43:29 AM
Quote from: thornyjohny on July 23, 2011, 06:21:05 AMWill there be a Maxis Highway/RHW-6 transition?
No.
Is that another one of those "unsolvable" problems?
The Maxis Highway/RHW-4 transition isn't realistic, and it creates a bottleneck. I was really hoping for a fix in the next RHW. :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 23, 2011, 11:14:58 AM
Quote from: thornyjohny on July 23, 2011, 10:47:19 AM
Is that another one of those "unsolvable" problems?

The problem is that the models for MHWs are far too complex to work with, which is also why there's very few new pieces for MHW.

It's doable, but the process of making such pieces is time-consuming.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 23, 2011, 01:12:50 PM
A large part of the problem is the scale differences.  The Maxis Highway lanes are less than 9 feet wide, averaging 8.75 feet.  Most road standards at least in the US mandate a 10-foot minimum just for local side streets--the design speed on a Maxis Highway in RL would probably be about 15-20mph ::) (25-30km/h for ye metric folks).  The RHW lanes, even narrowed down a bit in V5, are around 14 feet, within established parameters for highways/freeways/motorways (most standards specifying 12-15-foot lanes).  In other words, the Maxis Highway lanes are about five-eighths (62.5%) of the width of an RHW lane. 

Using that 8.75ft. figure, 3 lanes of Maxis Highway = 26.25 feet.  2 lanes of RHW = 28 feet, and 3 lanes of RHW = 42 feet.
As a result, it's never going to be a very smooth transition between the two. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smartbylaw on July 23, 2011, 02:17:21 PM
About the traffic signal how about only one mast with diagonal lights. As Blue said we have one of these i Columbus, Ohio and there is only one traffic mast with all of the traffic lights on it. Here is a link to it:

http://maps.google.com/?ll=40.108472,-83.091912&spn=0.002433,0.006824&t=k&z=18&layer=c&cbll=40.108667,-83.090879&panoid=eCY-KxBMPFETOHuPqbyINQ&cbp=12,348.46,,0,-4.78 (http://maps.google.com/?ll=40.108472,-83.091912&spn=0.002433,0.006824&t=k&z=18&layer=c&cbll=40.108667,-83.090879&panoid=eCY-KxBMPFETOHuPqbyINQ&cbp=12,348.46,,0,-4.78)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 23, 2011, 05:22:10 PM
That sort of setup could prove problematic given how both FlexSPUI and T21s work.  The middle section of FlexSPUIs are made from a single, modular repeated "extender" piece, and the number of sections can vary.  Additionally, there's the possibility of a FlexSPUI setup that doesn't have the "extenders".  The existing T21 signal setup we have doesn't really suffer from any of those issues.

Edit: And this works now, too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F3136%2Frhw072320112.jpg&hash=2c492a2c2e3749ab75827d379a4ad006f7989fac)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 23, 2011, 05:50:53 PM
Not to mention that because Maxis botched the Traffic Light system in SC4, the lights for the Right turn (Left in RHD) will be perpetually green, regardless of what the main traffic flow's state is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: smartbylaw on July 23, 2011, 07:00:57 PM
Well could we have a ploppable street traffic light? maybe an overhang lot? Just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 23, 2011, 08:11:23 PM
Any ploppable traffic light, regardless of type, will not function as a traffic light. It will only be eyecandy and have no function whatsoever.

Besides that, ploppable traffic lights are LOTs, which are outside the scope of the NAM team.

The setup that will be included is more prototypical to what is seen internationally (Australia, Europe, etc) rather than the unworkable occasional US usage.

As well as that, the way we do have it can be converted to LHD, US single-bar implementations just don't without modifying the model.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on July 23, 2011, 09:43:47 PM
Wow, it's been a while. Good to see development is still going strong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 23, 2011, 11:38:09 PM
Quote from: Tarkus on July 23, 2011, 05:22:10 PM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F3136%2Frhw072320112.jpg&hash=2c492a2c2e3749ab75827d379a4ad006f7989fac)


And is it possible to work and RHW-8c. I've seen that works with the RHW-6c and the middle section  there  is the same  and I guess  that should not be a problem in 8-C.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 24, 2011, 04:25:47 AM
QuoteAnd is it possible to work and RHW-8c. I've seen that works with the RHW-6c and the middle section  there  is the same  and I guess  that should not be a problem in 8-C.

It works with 8C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 24, 2011, 05:49:41 AM
Quote from: Shadow Assassin on July 24, 2011, 04:25:47 AM
QuoteAnd is it possible to work and RHW-8c. I've seen that works with the RHW-6c and the middle section  there  is the same  and I guess  that should not be a problem in 8-C.

It works with 8C.
This is great news for me. Thank you for your  answer  SA.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on July 24, 2011, 09:24:53 AM
Because DDRHW-8 is a priority, will there be an ERHW-8?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 24, 2011, 09:31:05 AM
Quote from: Kuewr665 on July 24, 2011, 09:24:53 AM
Because DDRHW-8 is a priority, will there be an ERHW-8?

There will be, but not in Version 5.0.  I'd imagine the DDRHW-8 will probably come around the same time we add ERHW-8S, though.

Quote from: ivo_su on July 24, 2011, 05:49:41 AM
Quote from: Shadow Assassin on July 24, 2011, 04:25:47 AM
QuoteAnd is it possible to work and RHW-8c. I've seen that works with the RHW-6c and the middle section  there  is the same  and I guess  that should not be a problem in 8-C.

It works with 8C.
This is great news for me. Thank you for your  answer  SA.

In fact, the only RHW networks right now that Elevated FlexSPUI does not support are the RHW-3 and the MIS.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 25, 2011, 05:30:18 PM
DDRHW-8? Have we already forgotten Loma Prieta? :D Great work on the development Nam Team!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 25, 2011, 05:51:30 PM
Quote from: kings_niners on July 25, 2011, 05:30:18 PM
DDRHW-8? Have we already forgotten Loma Prieta? :D Great work on the development Nam Team!!!

You HAD to bring that up... For those who know your California history, there was a segment of double-decker bridge that collapsed during that quake.

The question is, how are you gonna reconstruct THAT in SC4? You can't build two bridges side-by-side... At least, you can't do it the conventional way... ::)

And to answer your question, I clearly haven't. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on July 25, 2011, 07:33:48 PM
I am truly astonished to see future plans for elevated networks! Just the ERHW 8 alone is quite a feat! Literally hundreds, maybe thousands of possibly overpass configurations, including diagonals, all on a 2 tile network! I commend each and every one of you NAM team members, not just on what you're doing for the RHW, but the NWM, SAM, HSRP, RAM, T-RAM, and everything else.

In fact, I propose that the community here at SC4D honor a new holiday, NAM Day  &hlp
NAM Day will be the date of the NAM 30 release (whenever that may be) and we shall all in whatever manner we see fit! The home page will have a banner that says "Happy NAM day! Come celebrate with us!" What do you say?

-Alex  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on July 26, 2011, 09:25:42 AM
Totally agree with you  Alex. Your idea of  ​​ celebrating Day of the NAM is great and I fully support. I can not wait to start the festivities celebrating the  NAM Day.  &hlp &hlp &hlp

Regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on July 26, 2011, 02:52:10 PM
Will there be bridges for any additional RHW networks besides RHW4 and RHW2 included in the v5 release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 26, 2011, 04:03:19 PM
Quote from: apeguy on July 26, 2011, 02:52:10 PM
Will there be bridges for any additional RHW networks besides RHW4 and RHW2 included in the v5 release?

There will be a DDRHW-4 bridge in V5.  As far as other networks, that depends, and I can't really give a definitive answer.  We have quite a few laying around for awhile in a semi-complete stage.  We'll have to look over them again to see how feasible a release is.  We'll also have to figure out how best to package them. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 26, 2011, 06:53:55 PM
I've been playing around with DRIs, and I have to say they're pretty cool.
Also, I want to request a type C RHW-4 wide ramp, if you know what I mean. Would come in handy, Instead of trying to squeeze in an MIS S curve in between a C ramp and on slope MIS transition. Also, would It be possible to make a keyboard shortcut for RealHighWay?
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 26, 2011, 07:19:14 PM
Quote from: ps2owner on July 26, 2011, 06:53:55 PM
Also, I want to request a type C RHW-4 wide ramp, if you know what I mean. Would come in handy, Instead of trying to squeeze in an mis s curve inbetween a C ramp and on slope mis transition.

I know what you mean... (http://sc4devotion.com/forums/index.php?topic=990.msg383097#msg383097) They would likely be included, but probably AFTER RHW 5.0.

The other alternative is to use F-Ramps and FAMIS curves, but only if you have enough space to do so.

Keyboard shortcuts? As nifty as it sounds, I have seen no attempt to add additional shortcuts to SC4. It might be one of those things that can't be done without the source code...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 26, 2011, 08:49:09 PM
Actually, it's pretty easy to add more keyboard shortcuts to SC4, the problem is finding the commands that the game will recognise.

Chances are there's a DirtRoad one though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on July 27, 2011, 12:22:18 AM
Quote from: Exla357 on July 25, 2011, 07:33:48 PM
In fact, I propose that the community here at SC4D honor a new holiday, NAM Day  &hlp


I strongly support that idea.  &apls

Any ideas how I can convince my boss that NAM Day is a reason for an additional day off?  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 27, 2011, 05:25:05 AM
Quote from: jdenm8 on July 26, 2011, 08:49:09 PM
Actually, it's pretty easy to add more keyboard shortcuts to SC4, the problem is finding the commands that the game will recognise.

Chances are there's a DirtRoad one though.

I've played around with it, trying to guess the DirtRoad, GroundHighway, and Monorail shortcuts. No dice.
But also, Meister1234 found a bunch of the GUIDs for keyboard shortcuts, half of which cause crashes. One of them causes fireworks to go off (on command). I'd give you more info but ST's in maintenance mode right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 27, 2011, 05:51:37 AM
Quote from: Blue Lightning on July 27, 2011, 05:25:05 AM
I'd give you more info but ST's in maintenance mode right now.

I can still go onto ST; It isn't in maintenance mode in California, it appears...

One key bit of information I found while combing the ST forums: All keyboard shortcuts are under the KEYCFG files in the first Simcity DAT file. Wanna start a separate discussion on this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 27, 2011, 06:17:36 AM
What was that console command that forced SC4 to drag a network from A to B and do we know the DirtRoad key for it?

If they followed best practice then it's probably be the same argument to go into that command as the hotkeys.


EDIT: I find it strange that Ground Highway and Monorail weren't give hotkeys... Considering ElRail (Called "Light Rail" in the KEYCFG files) has a pair... one for the network and the other for the station.

EDIT2: Damn... they used IIDs... I'll see if I can seek out these button exemplars...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 27, 2011, 11:17:01 AM
Thanks for looking in to this, guys.
Separate discussion? Hmm.
I've found it annoying how Ground Maxis highway doesn't have a keyboard shortcut. That is, when I used MHW. In fact, The first time I played the game It was with the NAM and possibly the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 27, 2011, 11:22:55 PM
Accrding to this (http://www.wiki.sc4devotion.com/index.php?title=Individual_Network_RULs), it seems that Monorail and Ground Highway were the last networks added to the game. It seems that the GHW was added at virtually the last minute; is there a way to confirm this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 28, 2011, 12:30:17 AM
Honestly, I really don't know on that regard, though the IID scheme of the Individual Network RULs does give that impression.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on July 28, 2011, 03:08:09 PM
Quote from: GDO29Anagram on July 25, 2011, 05:51:30 PM
Quote from: kings_niners on July 25, 2011, 05:30:18 PM
DDRHW-8? Have we already forgotten Loma Prieta? :D Great work on the development Nam Team!!!

You HAD to bring that up... For those who know your California history, there was a segment of double-decker bridge that collapsed during that quake.

The question is, how are you gonna reconstruct THAT in SC4? You can't build two bridges side-by-side... At least, you can't do it the conventional way... ::)

And to answer your question, I clearly haven't. :P
Here is a made for T.V. movie based off that disaster,it's called Miracle on interstate 880

http://www.youtube.com/watch?v=DENplbzot_0 (http://www.youtube.com/watch?v=DENplbzot_0) The freeway that collapsed was an eight lane Double Decker section of Interstate 880
in Oakland called The Cyprus viaduct.
             The Structure used for filming is actually the embracadaro freeway. the embracadaro  Freeway was under demolition at the time, spite the fact that there is a photo of an A380 flying above the embracadaro freeway in an issue of National Geographic magazine. One blooper in this movie is that the section of I-880 that replaced the Cyprus Viaduct appears in the opening.
Almost all of the characters from the film were real people. Including the surgeon, Frank and the three surviving victims and their families.
I do not own this movie nor did I post it on Youtube.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 28, 2011, 05:56:46 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F9339%2Favenueendinginmisingame.png&hash=710b2b5864b9d15e2d9e907bfc182786c9173aab)
So I'd like to request this. There is a dragable ground level version, but no elevated version. Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 28, 2011, 10:54:06 PM
That's kind of what I was going for with the EMIs to ERWH4 transition, only with one MIS and one OWR
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 28, 2011, 11:34:25 PM
Quote from: ps2owner on July 28, 2011, 05:56:46 PM
So I'd like to request this. There is a dragable ground level version, but no elevated version. Thanks!

I'm not quite sure what you're asking for here.  An Avenue ending at an MIS?  There really isn't much logic to that (where would the traffic on the other lane of the Avenue go?), and there isn't a ground version of it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 29, 2011, 12:21:55 AM
Quote from: Tarkus on July 28, 2011, 11:34:25 PM
Quote from: ps2owner on July 28, 2011, 05:56:46 PM
So I'd like to request this. There is a dragable ground level version, but no elevated version. Thanks!

I'm not quite sure what you're asking for here.  An Avenue ending at an MIS?  There really isn't much logic to that (where would the traffic on the other lane of the Avenue go?), and there isn't a ground version of it.

-Alex

I've seen a setup like that once or twice, but only when the Avenue was planned to be extended in the future.  Otherwise you'd usually see a full trumpet or t-bone or a diamond hybrid of either of those.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 29, 2011, 12:24:46 AM
With most instances I've seen, the overpass is completed in its entirety if it's meant to go straight ahead. It's usually cheaper and easier for the managing authority to get the whole thing done at once, as well as encouraging growth along the new road, or extending a service road of sorts to some kind ot cut-off existing road, as it's cheaper to extend a road off the end of a little or unused section of road than to coupe into an aging existing structure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 29, 2011, 06:11:50 AM
Regardless, I think the requested piece would still be quite useful. I don't want to build a trumpet every time an avenue ends on a RHW, for example: if I want a compact build. But even if this won't be made, a road version would be enjoyed a lot as well, for the same reason mentioned above. Likewise, I would like it if the current '+' EL-MIS/Road would have some way of telling which way the MIS is facing, in the euro texture pack that is.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on July 29, 2011, 06:27:28 AM
Yes, that would be useful!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 29, 2011, 06:31:31 AM
Quote from: jacksunny on July 29, 2011, 06:27:28 AM
Yes, that would be useful!!!

Yeah, but I agree with Alex; It doesn't make sense...

Two lanes going to one lane and one lane going to two lanes...? Bottleneck... Bleh... ()sick()
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on July 29, 2011, 06:59:20 AM
Doesnt make much sense...
I drew this handdrawing of an avenue ending at an mis, but what happens is that the outer 2 lanes on the avenue slip into the 1st MIS and only a 2lane road makes it to the other side of the highway where it then gets split into the MIS. I belive a road one would be beneficial, but dont we have a road one already?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 29, 2011, 08:08:30 AM
We don't, or at least, I couldn't find it last night. We do have a EL-MIS ending on an EL-Road, but not an El-Road ending on a EL-MIS.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2011, 10:40:43 AM
There isn't an elevated one.  There won't be one in Version 5.0, either--it'll have to wait until a 5.x release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on July 29, 2011, 11:58:28 AM
Quick question:

Shadow Assassin's FATULEP pieces. Can they be placed on TLA-5 or only on AVE-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 29, 2011, 02:22:18 PM
Quote from: jdenm8 on July 29, 2011, 12:24:46 AM
With most instances I've seen, the overpass is completed in its entirety if it's meant to go straight ahead. It's usually cheaper and easier for the managing authority to get the whole thing done at once, as well as encouraging growth along the new road, or extending a service road of sorts to some kind ot cut-off existing road, as it's cheaper to extend a road off the end of a little or unused section of road than to coupe into an aging existing structure.

You were not in the Windy City when they had to redo a junction over the Stevenson. They did just that, they built and opened half of the real avenue puzzle pieces, but when they got to the other side, they only had barricades, if you went straight past the intersection, you would fall right off. It was quite a drop. There is a similar scene in the movie the Blues Brothers where the Nazis do just that, the Stevenson again, but the part where it was unfinished when the movie was made, and ends before the lake.

@Tracker, it should not be a problem in the future, if you look at it:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fld-host.de%2Fuploads%2Fimages%2Fb4fbe216aee91aa7cead807783e03e8b.jpg&hash=448bba13b4ddcc0e18e4ff7e0f55e72906f8f3f4)
Shadow will have to confirm about the direct connection, but even if it did not connect, just like the other TuLEPs, when you place the intersection down first, you know just to cap the end of the TLA-5 with the proper pieces to fit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on July 29, 2011, 03:34:19 PM
Going back to the previous page...and this may be a typical Euro way of doing things...but why don't you just terminate your avenue on a roundabout?

The roundabout would be one way roads.

Agreeing with Tarkus...where would traffic in the other lanes go? Sims would be cutting each other up! 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on July 29, 2011, 11:15:57 PM
Quote from: wallasey on July 29, 2011, 03:34:19 PM
Going back to the previous page...and this may be a typical Euro way of doing things...but why don't you just terminate your avenue on a roundabout?

The roundabout would be one way roads.

Agreeing with Tarkus...where would traffic in the other lanes go? Sims would be cutting each other up!

I have seen an AVE end at a MIS before.  Chicago has a few of them on the southeast side along the Bishop Ford Freeway (I-94).  111th street and 115th street.  Both streets end here due to a forest preserve and shipping lake.  I would guess they planned for 111th to go further east to Torrence Ave since there is a traffic light where the 111th street intersection with Torrence would've been. http://maps.google.com/maps?q=bishop&hl=en&ll=41.691566,-87.596784&spn=0.014773,0.027423&sll=41.691566,-87.596784&sspn=0.014773,0.027423&fll=41.709317,-87.583694&fspn=0.236308,0.438766&radius=0.85&z=15 (http://maps.google.com/maps?q=bishop&hl=en&ll=41.691566,-87.596784&spn=0.014773,0.027423&sll=41.691566,-87.596784&sspn=0.014773,0.027423&fll=41.709317,-87.583694&fspn=0.236308,0.438766&radius=0.85&z=15)

A close up pic:
http://maps.google.com/maps?q=bishop&hl=en&ll=41.692259,-87.597891&spn=0,0.027423&sll=41.688906,-87.599831&sspn=0.014934,0.027423&fll=41.709317,-87.583694&fspn=0.236308,0.438766&radius=0.85&z=15&layer=c&cbll=41.692259,-87.597891&panoid=o_6PX1bOovvJ8Vkys2sRuQ&cbp=12,123.8,,0,-8.87
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on July 30, 2011, 08:44:20 AM
I got the idea for avenue ending from midnight club 3, because at the borders of the map there is usually a sunken freeway, and avenues end on on ramps. Now that I think of it though, the avenues end in RHW-4. So maybe avenue ending in RHW-4 instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 30, 2011, 11:13:04 AM
Wow, those are real old ILL signals, but I looked at Torrence Avenue, and where 111th would of been straight on the grid, no signal there. Sometimes though, they build double left turn lanes going onto a single MIS ramp, but it really is  two lanes wide briefly without markings, because it narrows down right away. I don't exactly like the idea of double turn lanes into immediate merge after you make the turn past the traffic light, but its still popular.

While that might be a good idea, Avenue does not even go straight across regular RHW-4, at grade, I think. Maybe later? At least there still is OWR.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on July 30, 2011, 02:40:19 PM
are more splitters going to be v5? (ie a 8 to 6/4 )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on July 30, 2011, 03:02:11 PM
Quote from: j-dub on July 30, 2011, 11:13:04 AM
Wow, those are real old ILL signals, but I looked at Torrence Avenue, and where 111th would of been straight on the grid, no signal there. Sometimes though, they build double left turn lanes going onto a single MIS ramp, but it really is  two lanes wide briefly without markings, because it narrows down right away. I don't exactly like the idea of double turn lanes into immediate merge after you make the turn past the traffic light, but its still popular.

While that might be a good idea, Avenue does not even go straight across regular RHW-4, at grade, I think. Maybe later? At least there still is OWR.

Yeah I went to streetview and the Torrence light is at 122nd street(?), not 111th.  My mistake.  That whole area looks like something from southern IL.  Never would believe that is part of the city of Chicago.   
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2011, 08:15:58 PM
Quote from: Kitsune on July 30, 2011, 02:40:19 PM
are more splitters going to be v5? (ie a 8 to 6/4 )

8 to 6/4 will only come in a FARHW variant in Version 5.0 (the RHW-4 branching off will be FARHW-4).  Parallel and 45-degree versions are planned for a later release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on August 02, 2011, 01:52:10 AM
There is an avenue ending on a OWR however, so why not have OWR ramps down and then change it to a MIS as soon as it gets down there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: videosean on August 05, 2011, 10:42:37 PM
Quote from: ps2owner on July 28, 2011, 05:56:46 PM
http://img687.imageshack.us/img687/9339/avenueendinginmisingame.png
So I'd like to request this. There is a dragable ground level version, but no elevated version. Thanks!
Something like this? http://maps.google.com/maps?q=Columbus,+OH&hl=en&ll=40.063079,-83.03109&spn=0.001593,0.002575&sll=37.0625,-95.677068&sspn=53.432436,84.375&t=h&z=19

That one has been there for years and will probably never change - unlike the one in Chicago someone mentioned that was just temporary.  To the west is loads of shopping (best computer store in the world too) and this off/onramp area isn't a huge bottleneck at this real world location from what I've seen :)

It's at least possible to do currently.  It may not be perfect but it's not that bad.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvHeuc.jpg&hash=ee468d807f571a9de4353d6dd41e51c0ea4c79ab)
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyscraper on August 06, 2011, 01:51:46 AM
hi guys, i have a litte problem, if i would like build a 8 Lane highway, i've this texture error.... &mmm

Can you help me please, whats the problem?  &mmm

-skyscraper
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 06, 2011, 02:04:16 AM
I think you have Alex (Tarkus) his April Fools Texture Replacement installed...
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on August 06, 2011, 03:20:31 AM
 :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyscraper on August 06, 2011, 06:29:40 AM
 ;D I have The Expressway Project - Texture installed.... ;D

It works now, thnks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on August 06, 2011, 07:06:52 PM
Why are the new textures reducing the lane widths to 4.5m? That makes the highway lanes more narrow than the road lanes.

Quote from: skyscraper on August 06, 2011, 01:51:46 AM
hi guys, i have a litte problem, if i would like build a 8 Lane highway, i've this texture error.... &mmm

Can you help me please, whats the problem?  &mmm

-skyscraper

You have a texture mod that replaces the RHW-8S lanes. It was updated with the new textures so you need to download it here: http://www.simtropolis.com/forum/files/file/26050-arthur-berkhardt-expressway-project-windows/
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 06, 2011, 08:21:18 PM
Quote from: Kuewr665 on August 06, 2011, 07:06:52 PM
Why are the new textures reducing the lane widths to 4.5m? That makes the highway lanes more narrow than the road lanes.
It makes them more efficient with space and more flexible. if we didn't narrow it, there would be no draggable Diag RHW-10 (Another new feature in RHWv5) as it would be too wide to be workable.

Quote from: Kuewr665 on August 06, 2011, 07:06:52 PM
Quote from: skyscraper on August 06, 2011, 01:51:46 AM
hi guys, i have a litte problem, if i would like build a 8 Lane highway, i've this texture error.... &mmm

Can you help me please, whats the problem?  &mmm

-skyscraper

You have a texture mod that replaces the RHW-8S lanes. It was updated with the new textures so you need to download it here: http://www.simtropolis.com/forum/files/file/26050-arthur-berkhardt-expressway-project-windows/
Don't please. Just remove the mod and it will revert to the RHWv4 spec RHW-8 textures instead of the 'sneak peek' V5 Arthur Burkhardt Expressway textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 06, 2011, 09:08:51 PM
Quote from: Kuewr665 on August 06, 2011, 07:06:52 PM
Why are the new textures reducing the lane widths to 4.5m? That makes the highway lanes more narrow than the road lanes.

To add to what jdenm8 said, it's also based off of actual measurements.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 07, 2011, 07:29:26 AM
For some reason... putting MIS under flex fly on one end will make the guard rails disappear.... but it'll still be fully functional. The opposite end does not have this issue...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fffbug.jpg&hash=12965007f200bb2e798b3af44f1d54204ed5b036)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cookies on August 09, 2011, 02:04:26 PM
I don't know if this is a problem specific to me or not, but I have no paths on the diagonal RHW-8 to RHW-6 exit that lets traffic "in" to the highway:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2n6ddo0.png&hash=e829ae01b520b13a742f774025fb309287ba6cdf)

Also, the MIS lanes have mismatched widths....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2011, 02:16:50 PM
That issue has been more than fixed in the coming Version 5.0 release--we've completely replaced the entire texture set.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: cookies on August 09, 2011, 02:54:11 PM
Ah, I see, thank you, Alex.

Although, while we're on the topic of weird pathing... is this pathing intentional? It doesn't really follow the actual layout of the lanes, so much so that traffic merges far before the actual pavements merge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F28h1vk3.png&hash=62b89be7a84fe9df44f69ab64777c688bd287d1c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 09, 2011, 03:47:03 PM
While were on the subject of pathing issues, Putting an orthogonal street in between two diagonal RHW-4 gets you flashing Red arrows AKA a pathing error.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F8697%2Fpacificabayjun805131233.png&hash=33c2749d477296e49c423d5b02e786f49cac27b4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 09, 2011, 11:59:45 PM
Quote from: cookies on August 09, 2011, 02:54:11 PM
Although, while we're on the topic of weird pathing... is this pathing intentional? It doesn't really follow the actual layout of the lanes, so much so that traffic merges far before the actual pavements merge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F28h1vk3.png&hash=62b89be7a84fe9df44f69ab64777c688bd287d1c)

Those paths date from RHW Version 2.0 when those paths were added.  The alignment of the textures changed a bit in later releases, but the pathing didn't, leading to that.  That particular piece was repathed for Version 5.0 to conform to the new textures--most other instances you'll find of that phenomenon have also been fixed.

Quote from: ps2owner on August 09, 2011, 03:47:03 PM
While were on the subject of pathing issues, Putting an orthogonal street in between two diagonal RHW-4 gets you flashing Red arrows AKA a pathing error.

Heh . . . first time I've ever actually seen someone use that intersection. :D  I've replicated your issue and will begin fixing it.  I probably won't release a patch given the proximity to the next release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 10, 2011, 07:17:33 AM
How about diagonal RHW-4 starters? Would come in handy. Sure you can use filler pieces, but they don't have lights on them with the RHW light mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 10, 2011, 07:28:03 AM
Actually, one kind already exists as part of the Diag RHW-4 Type A Ramp (and the other kind as part of the new Diag RHW-4 Type B Ramp).

Demolish most of the piece and there are two little Diag RHW-4 stubbies there.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 10, 2011, 09:11:17 AM
Actually, the diag starters don't have the same bulldoze fix that the ortho starters do, so you'll need to draw out the network before demolishing the ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyhigh on August 10, 2011, 09:27:53 PM
Quote from: Tarkus on August 09, 2011, 11:59:45 PM
I probably won't release a patch given the proximity to the next release.

-Alex

I see  ::)  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on August 14, 2011, 04:02:41 PM
Is there any mod that enables two RHW bridges (or OWRs) on adjacent tiles? Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 14, 2011, 05:03:04 PM
No. It is a limitation of the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: marsh on August 14, 2011, 05:10:27 PM
It might be possible actually. Rather than use 2 separate bridges, make 1 bridge using a maxis highway as the network for it with the base being that of a RHW. (Someone did it with a suspension bridge)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on August 14, 2011, 05:35:50 PM
Thanks for your responses. I thought I read someone say it was possible somewhere on the site so figured I'd ask.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 14, 2011, 05:38:19 PM
BLueLightning made it, though it has no public LHD support (LHD support files were made, but they were never included).
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on August 14, 2011, 10:35:41 PM
Where can I download that Bridge?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 14, 2011, 10:42:19 PM
Ta dah!

http://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on August 15, 2011, 10:57:43 AM
Quote from: jdenm8 on August 14, 2011, 10:42:19 PMhttp://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/

Is there a chance that bridge could be included with the v5 release, along with LHD support? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2011, 02:12:27 PM
Come to think of it, I don't know why that bridge even requires separate LHD paths aside from the fact that there's lines in the Network INI in the UK Path Remapping section that are forcing the issue.  The bridge carries two-way traffic on a dual-tile network and there's no weird directionality issue like on the one-way RHW bridges (like the unreleased Maxis Highway-based RHW-8S and 10S bridges) that should require special paths.  I may just comment out/delete those lines in the Network INI and see if that works.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on August 15, 2011, 03:02:29 PM
Quote from: ps2owner on August 10, 2011, 07:17:33 AM
How about diagonal RHW-4 starters? Would come in handy. Sure you can use filler pieces, but they don't have lights on them with the RHW light mod.

I thought the light mod was outdated by a few versions??

Getting by with using the ploppables!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on August 17, 2011, 07:33:35 AM
Are there any transitions from RHW to NWM planed or already included in the upcoming release?
I'm just wondering cuz I am fooling around with both at the moment and came across a situation where I wanted to connect 2 parallel MIS to an AVE2 and the only way to do so was using a RHW2 to parallel MIS 2 transition piece and then a stubb of normal road prior to the transition from road to AVE2...
I mean I know that standard maxis networks can transit in RHW but NWM can't (yet). Of course MIS and AVE2 lanes are different in size but it would just be more comfortable to use a direct transition, not mentioning the better look of it.


Nevermind, there's a list over in the NWM thread concerning this matter at hand... But a transition from parallel MIS to AVE2 would still be nice somewhere down the road
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on August 17, 2011, 02:34:43 PM
^ In agreeance with that one. I think that would make for more realism, and I could use it myself. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 17, 2011, 04:59:55 PM
Quote from: wallasey on August 15, 2011, 03:02:29 PM
Quote from: ps2owner on August 10, 2011, 07:17:33 AM
How about diagonal RHW-4 starters? Would come in handy. Sure you can use filler pieces, but they don't have lights on them with the RHW light mod.

I thought the light mod was outdated by a few versions??

Getting by with using the ploppables!
Xylo's Lights and Barriers mod is indeed slightly out of date, but someone (I can't remember who, could have been Ferali) over at the STEX uploaded a pair of supplements which added lights to Diag RHW-4 and ERHW-4 and EMIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 17, 2011, 05:04:35 PM
They were done by Biriali, and can be found here (http://www.simtropolis.com/forum/files/file/26059-street-lights-for-elevated-and-diagonal-rhw-4-and-mis/).  Seems I hadn't added it to the Optional Addons list on the first post in the thread--I'll rectify that.

I'd eventually like to have a built-in set as an option in the installer, but that's more of a long-term plan that won't happen by Version 5.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on August 19, 2011, 08:34:32 PM
With the RHW3, will it have a higher capacity than RHW2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2011, 09:56:27 PM
Yes, it will.  The RHW-3 capacities are listed on RHW FAQ #13 (http://sc4devotion.com/forums/index.php?topic=990.0#post_Q13), which was updated awhile back to include the RHW 5.0 networks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on August 20, 2011, 03:04:08 PM
Will there be bridges for DDRHW? thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 20, 2011, 04:12:50 PM
There will be a DDRHW-4 bridge included in RHW v5.0, but only one (only one has been made).
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 21, 2011, 09:15:46 AM
I've updated my RHW-2 toll booth that is on the STEX. If you've downloaded the previous version, please re-download it as I've fixed quite a serious bug.
Link to new version! (http://www.simtropolis.com/forum/files/file/23077-rhw-2-toll-booth/)

I've also included new textures, so it's RHW 5.0 ready.  ;)

EDIT: The file name should be tull_rhw2_updated.zip. There was a problem with the STEX, so if you downloaded before this edit, you might need to re-download the file again.  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 21, 2011, 09:46:31 AM
We really seem to be nearing a release, by the way...
Title: Re: RHW (RealHighway) - Development and Support
Post by: XL2007 on August 21, 2011, 01:27:06 PM
Quote from: Tracker on August 21, 2011, 09:46:31 AM
We really seem to be nearing a release, by the way...

As it's been said before, it'll be finished when it's finished.

&apls and a  :thumbsup: to Tarkus and crew for all the hard work they've put in over the years. I'm sure everyone here appreciates what you guys have done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on August 21, 2011, 06:02:14 PM
I know that, but I have a feeling that there's a final development push. Jondor's stopped working on RRX props to focus on NAM release preparations. These boards have been quiet. No Tarkusian Cities update in a while. It can only mean one thing...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 21, 2011, 06:23:44 PM
Quote from: Tracker on August 21, 2011, 06:02:14 PM
I know that, but I have a feeling that there's a final development push. Jondor's stopped working on RRX props to focus on NAM release preparations. These boards have been quiet. No Tarkusian Cities update in a while. It can only mean one thing...

The dog days of summer are over. That's what. For most of us, it's either school, college, work, or bringing your kids to school.

At least Riiga's revised tollbooth was a step forward. (I honestly thought it was abandoned; Guess I thought wrong.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 21, 2011, 06:29:54 PM
Quote from: Tracker on August 21, 2011, 06:02:14 PM
I know that, but I have a feeling that there's a final development push. Jondor's stopped working on RRX props to focus on NAM release preparations. These boards have been quiet. No Tarkusian Cities update in a while. It can only mean one thing...

14 month release cycle is what is commonly seen... the .1 was an anomaly. I think it'll be more october till we see a new version...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 21, 2011, 08:00:57 PM
Really, there's no consistency to the time intervals between our release cycles.  The distance between NAM Version 28 and NAM Version 29 was only 3 months.  27-to-28 was 10 months, and there was only one month between Versions 26 and 27.  The gap between 29 and 30 has been among our longest gaps--we've just surpassed the 12-month mark, but doesn't eclipse the gap between 19 and 20, which was 14 months.

We have, however, stopped developing new content.  It all depends on how far we have to go in getting the stuff we have in place up to snuff.  That can take awhile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 21, 2011, 09:44:02 PM
Quote from: Tracker on August 21, 2011, 06:02:14 PM
I know that, but I have a feeling that there's a final development push. Jondor's stopped working on RRX props to focus on NAM release preparations. These boards have been quiet. No Tarkusian Cities update in a while. It can only mean one thing...

I haven't exactly stopped, rather there's nothing worth reporting.  Although, as I said, at least half the time I would have been spending on that project has instead been spent helping to polish the NAM components.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jaris on August 22, 2011, 08:48:28 AM
Hi there,

I've been using thr RHW for several months now, it was the reason I started playing SC4 again,
and I'm really looking forward for 5.0.

I've followed this thread for a while now, and haven't seen anyone talk about it before,
but for me one big drawback is, that there are only straight transition. (specially from rhw4 to mis)
I have something in mind, I would describe as a "smooth curve rhw4-mis transition"-puzzle piece.
Is something like this creatable?

-Jaris
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on August 22, 2011, 10:06:06 AM
Quote from: jdenm8 on August 20, 2011, 04:12:50 PM
There will be a DDRHW-4 bridge included in RHW v5.0, but only one (only one has been made).
Thanks jdenm8! Can you reveal what kind of bridge? Is it like the current plain or arch rhw4 bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on August 22, 2011, 10:16:09 AM
Quote from: the7train on August 22, 2011, 10:06:06 AM
Quote from: jdenm8 on August 20, 2011, 04:12:50 PM
There will be a DDRHW-4 bridge included in RHW v5.0, but only one (only one has been made).
Thanks jdenm8! Can you reveal what kind of bridge? Is it like the current plain or arch rhw4 bridges?

Here's the bridge Alex posted a picture of a while back...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F7007%2Frhw013120111.jpg&hash=efafe37cf1cce5b3df0997ccfc147e0ad5891a77)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2011, 03:49:19 PM
Quote from: Jaris on August 22, 2011, 08:48:28 AM
I've followed this thread for a while now, and haven't seen anyone talk about it before,
but for me one big drawback is, that there are only straight transition. (specially from rhw4 to mis)
I have something in mind, I would describe as a "smooth curve rhw4-mis transition"-puzzle piece.
Is something like this creatable?

We'll probably get into some additional types of transitions after we release Version 5.0.  Likely, we'll start with start with fully diagonal and fully FARHW transitions (there will be a FAMIS-to-FARHW-4 transition in Version 5.0) before we really get into curved transitions of that sort, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 22, 2011, 04:02:16 PM
After waiting so long I do not even really care what is included or missing in versions 30, 5.0  and 2.0 just as only I need is to be in my plugins folder hour soon. Starting to feel like a pregnant woman in nine months - I know that  some long-awaited miracle, but patience  has long since disappeared.  :D :D :D

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on August 22, 2011, 10:45:28 PM
 $%Grinno$% ivo_su  such a fantastic analogy!  &apls

We are all waiting with bated breath...
Has the NAM team gone into "labour"?  ()what()  ???  :D

Who knows when the 'baby(ies)' will arrive??  :'(  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2011, 11:48:30 PM
It should be of no reassurance to you, then, that I was a 9 1/2 month baby. ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 23, 2011, 12:04:29 AM
Quote from: Tarkus on August 22, 2011, 11:48:30 PM
It should be of no reassurance to you, then, that I was a 9 1/2 month baby. ::)

-Alex

Same here.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 23, 2011, 05:05:22 AM
Quote from: jondor on August 23, 2011, 12:04:29 AM
Quote from: Tarkus on August 22, 2011, 11:48:30 PM
It should be of no reassurance to you, then, that I was a 9 1/2 month baby. ::)

-Alex

Same here.  :P

Care to look for some "8-month-baby" team members ...? if that helps ..   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jacksunny on August 23, 2011, 06:46:33 AM
I was an 8 1/2 month baby  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 23, 2011, 07:06:37 AM
We've taken a real detour here.  ::)  Anyway, I'm getting excited just thinking about all of the new features that will be found in RHW 5.0.  I didn't even know what DDRHW-4 was back when 4.0 came out, and now we're even getting DDRHW-4 bridges.  This is a great time to be a SC4 player.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on August 23, 2011, 08:31:53 AM
Quote from: Tarkus on August 22, 2011, 03:49:19 PM
Quote from: Jaris on August 22, 2011, 08:48:28 AM
I've followed this thread for a while now, and haven't seen anyone talk about it before,
but for me one big drawback is, that there are only straight transition. (specially from rhw4 to mis)
I have something in mind, I would describe as a "smooth curve rhw4-mis transition"-puzzle piece.
Is something like this creatable?

We'll probably get into some additional types of transitions after we release Version 5.0.  Likely, we'll start with start with fully diagonal and fully FARHW transitions (there will be a FAMIS-to-FARHW-4 transition in Version 5.0) before we really get into curved transitions of that sort, though.

-Alex

Will that include proper Maxis Highway<>RHW (6C/S) transitions? I apologise if this has already been bought up, but I am in dire need of these!  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on August 23, 2011, 09:50:38 AM
Quote from: thornyjohny on July 23, 2011, 10:47:19 AM
Quote from: jdenm8 on July 23, 2011, 06:43:29 AM
Quote from: thornyjohny on July 23, 2011, 06:21:05 AMWill there be a Maxis Highway/RHW-6 transition?
No.
Is that another one of those "unsolvable" problems?
The Maxis Highway/RHW-4 transition isn't realistic, and it creates a bottleneck. I was really hoping for a fix in the next RHW. :(
Quote from: GDO29Anagram on July 23, 2011, 11:14:58 AM
Quote from: thornyjohny on July 23, 2011, 10:47:19 AM
Is that another one of those "unsolvable" problems?

The problem is that the models for MHWs are far too complex to work with, which is also why there's very few new pieces for MHW.

It's doable, but the process of making such pieces is time-consuming.
Quote from: Tarkus on July 23, 2011, 01:12:50 PM
A large part of the problem is the scale differences.  The Maxis Highway lanes are less than 9 feet wide, averaging 8.75 feet.  Most road standards at least in the US mandate a 10-foot minimum just for local side streets--the design speed on a Maxis Highway in RL would probably be about 15-20mph ::) (25-30km/h for ye metric folks).  The RHW lanes, even narrowed down a bit in V5, are around 14 feet, within established parameters for highways/freeways/motorways (most standards specifying 12-15-foot lanes).  In other words, the Maxis Highway lanes are about five-eighths (62.5%) of the width of an RHW lane. 

Using that 8.75ft. figure, 3 lanes of Maxis Highway = 26.25 feet.  2 lanes of RHW = 28 feet, and 3 lanes of RHW = 42 feet.
As a result, it's never going to be a very smooth transition between the two. 

-Alex
There you go. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on August 23, 2011, 12:04:48 PM
Quote from: thornyjohny on August 23, 2011, 09:50:38 AM
Quote from: thornyjohny on July 23, 2011, 10:47:19 AM
Quote from: jdenm8 on July 23, 2011, 06:43:29 AM
Quote from: thornyjohny on July 23, 2011, 06:21:05 AMWill there be a Maxis Highway/RHW-6 transition?
No.
Is that another one of those "unsolvable" problems?
The Maxis Highway/RHW-4 transition isn't realistic, and it creates a bottleneck. I was really hoping for a fix in the next RHW. :(
Quote from: GDO29Anagram on July 23, 2011, 11:14:58 AM
Quote from: thornyjohny on July 23, 2011, 10:47:19 AM
Is that another one of those "unsolvable" problems?

The problem is that the models for MHWs are far too complex to work with, which is also why there's very few new pieces for MHW.

It's doable, but the process of making such pieces is time-consuming.
Quote from: Tarkus on July 23, 2011, 01:12:50 PM
A large part of the problem is the scale differences.  The Maxis Highway lanes are less than 9 feet wide, averaging 8.75 feet.  Most road standards at least in the US mandate a 10-foot minimum just for local side streets--the design speed on a Maxis Highway in RL would probably be about 15-20mph ::) (25-30km/h for ye metric folks).  The RHW lanes, even narrowed down a bit in V5, are around 14 feet, within established parameters for highways/freeways/motorways (most standards specifying 12-15-foot lanes).  In other words, the Maxis Highway lanes are about five-eighths (62.5%) of the width of an RHW lane. 

Using that 8.75ft. figure, 3 lanes of Maxis Highway = 26.25 feet.  2 lanes of RHW = 28 feet, and 3 lanes of RHW = 42 feet.
As a result, it's never going to be a very smooth transition between the two. 

-Alex
There you go. ;)

So you're either a Maxis Highway user or a RHW user? That's bad for mixed users like yours truly... I'll have to think of something else then, unless somebody has the guts to attempt this. Good luck to anyone who takes up the challenge  :-\
P.S. Would RHW-6<>OWR-3<>Maxis Highway be possible, or would that end up with the same sort of problem?  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on August 23, 2011, 01:15:54 PM
@DAB_City:
There was a mod being developed to reduce the maxis highway to 4 lanes to bring it in line with the scaling of the other networks, but I believe it was abandoned due the the amount of repathing required.

IMO I would think a RHW6s into a maxis highway would look a bit stupid.


BTW Is there any plans in the future of making it possible to drag another network under the onslope pieces?  At the moment nothing can be dragged under the starter stubs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on August 23, 2011, 01:44:56 PM
Quote from: Dexter on August 23, 2011, 01:15:54 PM
@DAB_City:
There was a mod being developed to reduce the maxis highway to 4 lanes to bring it in line with the scaling of the other networks, but I believe it was abandoned due the the amount of repathing required.

IMO I would think a RHW6s into a maxis highway would look a bit stupid.


BTW Is there any plans in the future of making it possible to drag another network under the onslope pieces?  At the moment nothing can be dragged under the starter stubs.

Yeah, I guess the transition wouldn't be the greatest... I just hope that with RHW 5.0, the system will become even more flexible. I tend to use Maxis highways within urban areas, and switch to RHW for where I have more space (suburbs, countryside etc.).

But anyway, thank you to all the RHW team for an excellent job so far, and we look forward to RHW 5.0!  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 23, 2011, 01:53:20 PM
I used to do that. Now I just create more space, or just create smaller, non-freeflowing interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 23, 2011, 02:31:06 PM
Several things to point out:

- Even an MHW to dual OWR-3 transition would have the same smooth-transitioning problem as an MHW to 6S transition. Besides, it's rather odd (and oftentimes visually unappealing) to go from network A to network B to network C, just to transition from A to C.

- It is possible to drag networks under an RHW starter stub, such as in an On-Slope piece. However, it's limited to RHW-based networks. Doing this for non-RHW networks would either require removing the starter and then relocating the starter or making RHW overpass pieces.

- The Urban Highway Project (UHW) was an old project that made the MHW more RHW-like. Trivia: Maxis originally wanted MHWs to have four lanes, but were forced to cram two more lanes to give a "big-city" feel; That means UHW was a resurrection of what Maxis had in mind.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 23, 2011, 02:51:45 PM
Quote from: Dexter on August 23, 2011, 01:15:54 PM
BTW Is there any plans in the future of making it possible to drag another network under the onslope pieces?  At the moment nothing can be dragged under the starter stubs.

The two things you have to understand about the starter stubs is that: one, they are already intersections and two, in the case of the onslope pieces, they are absolutely necessary to make the piece behave the way we expect it to.

The starter stubs can accept orthogonal RHW drags underneath because one of the two networks involved in the false intersection is already RHW and because their RUL1 and RUL2 code was specially created to allow it.  In theory, certain starter stubs might be able modded to accept crossings by (and only by) the other network involved, but it would be extremely limited, messy and could have nasty side effects on non starter intersections.

In order to allow different networks under what is now the starter stub, a separate piece would be required for each and every network (including separate pieces for override networks).  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on August 23, 2011, 03:23:47 PM
Questions:

Will there be more ramp type options for the wider RHW. Like a type C for 6s and 8s. Currently there is only type C for 6c and 8c... why?

Also, about the FARHW... should there be larger angle curves for wider RHW? For Example: FARHW-6s -> Diagonal RHW-6s or even FARHW-6s -> Orthogonal RHW-6s (the larger angled one)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 23, 2011, 05:48:48 PM
Quote from: sepen77 on August 23, 2011, 03:23:47 PM
Will there be more ramp type options for the wider RHW. Like a type C for 6s and 8s. Currently there is only type C for 6c and 8c... why?

As far as "why", it's simply a function of time.  If we tried to answer every single reasonable "is this possible?" question to the affirmative (let alone the unreasonable ones), we'd never be able to release because we'd be in perpetual development--that's part of the reason there's so much time between releases as it is.  That said, there will be Type C and D ramps for the RHW-6S and RHW-8S in Version 5.0.

Quote from: sepen77 on August 23, 2011, 03:23:47 PM
Also, about the FARHW... should there be larger angle curves for wider RHW? For Example: FARHW-6s -> Diagonal RHW-6s or even FARHW-6s -> Orthogonal RHW-6s (the larger angled one)

The diagonal RHW-6S functionality was just overhauled and reconfigured for Version 5.0 (going from a puzzle-piece-based dual shared-tile setup, to a draggable overhanging-single-tile setup), so I wouldn't anticipate anything on that front until Version 5.1 at the earliest.  There will, however, be a FARHW-6C-to-Diagonal RHW-6C piece in Version 5.0. 

A FARHW-6S -> Orthogonal RHW-6S "Long Curve" (71.6-degree) would have to be an absolutely massive piece--it's almost a 90-degree curve, which doesn't exist for anything but the MIS and RHW-2 as the radius would need to be extremely wide to be realistic for anything larger than that.

Taking up another subject that has recently been broached, the situation with the Maxis Highways and how they relate to the RealHighway system is one that I've thought a lot about over the years.  I'll try to explain some of my analysis and thinking on this front, as its a rather popular (and controversial) topic that comes up any time anyone asks about adding MHW functionality to the RHW.

On one side, there are folks like myself--I haven't built a new Maxis Highway (aside from ones built for testing purposes) in a city since I began developing RHW content almost 5 years ago.  On the other hand, there's "diehard Maxis Highway users", who avoid the RHW altogether.  Most of these folks are either (a) novices who find the RHW's learning curve and/or footprint to be too much for them, (b) they're "non-highway" folks, who wish to focus on other aspects of the game that are more to their interest, or (c) they're "vanillists" and use no plugins, or a very minimal set of plugins at most.

Then there's the folks who use both systems.  These folks typically still use the Maxis Highways for a few reasons--(a) there are certain functional aspects that the Maxis system has that the RHW does not yet have, or where the Maxis system performs better, (b) perception that the Maxis Highways are somehow "more urban", in which case MHWs feature in the denser areas of their cities/regions, (c) out of habit, or because they have pre-existing MHW systems, or (d) simply because it's there.

The "diehards" on both sides are easy to figure out.  The folks splitting the difference are more of a conundrum.  While putting more MHW/RHW interface functionality in place would satisfy these folks in the short run, it's difficult (and time-consuming) to produce aesthetically-satisfying results given the massive scale differential (especially on transitions). And each RHW release has made massive strides in adding functionality that allows for more flexibility and ease of use, which generally leads to a downward trend in Maxis Highway usage, and a substantial decline in requests for extremely development-intensive Maxis Highway content (e.g. interchanges).  If we expand Maxis Highway/RHW functionality, it'll create more demand for Maxis Highway content.  It's very much a slippery slope.

That's why there's been a lot of developmental investment on things like FLEXFly, Draggable Ramp Interfaces, FlexSPUI and the NWM's upcoming Draggable Transition functionality, which I'm hoping to port over to the RHW after Version 5.0 (there's been some implementation issues to sort out, caused by the base RHW network's "auto-connect" tendencies). Our goal is to make the mod more expansive yet simpler to use at the same time with each new release--a seemingly paradoxical goal that will make more sense as we go forward. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 23, 2011, 06:25:02 PM
Quote from: sepen77 on August 23, 2011, 03:23:47 PM
Will there be more ramp type options for the wider RHW. Like a type C for 6s and 8s. Currently there is only type C for 6c and 8c... why?
For ramps for the C networks, there will be a few more in this release, but they'll be constrained to FARHW (I think).
I there was a Type E ramp (A equiv), a Type F Ramp (B equiv) and an RHW-8C Splitter (\ FARHW-4 \| RHW-6C |) in the latest build, but that's about it that's new and there won't be any more additions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: banditp61 on August 24, 2011, 05:53:57 PM
I was wondering will there be more development on the FlexFly?
I.e.- 4ELRHW FlexFly; Curved Sloped MIS or 4ELRHW FlexFly; possibly even just straight pieces.

I don't know much about the FlexFly's and their limitations, so I'm just spitball-ing ideas.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on August 24, 2011, 06:17:33 PM
As I am finally using a large amount of RHW on my new "New Seattle" region, I am finding that not having elevated roads over RHW8c or 10c (same for tunnels) is hampering some of my plans.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 24, 2011, 06:35:34 PM
Quote from: banditp61 on August 24, 2011, 05:53:57 PM
I was wondering will there be more development on the FlexFly?
I.e.- 4ELRHW FlexFly; Curved Sloped MIS or 4ELRHW FlexFly; possibly even just straight pieces.

I'm not sure to call it "spitballing" if you're right on target; Though there's currently no ERHW-4 FlexFly planned for this release, there was one GMAX picture of such back in page 300-something.

If by "curved-sloped MIS" you mean a curved ground to elevated transition, then that one already exists.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 24, 2011, 06:39:14 PM
Quote from: banditp61 on August 24, 2011, 05:53:57 PM
I was wondering will there be more development on the FlexFly?
I.e.- 4ELRHW FlexFly; Curved Sloped MIS or 4ELRHW FlexFly; possibly even just straight pieces.

To my knowledge, BL is looking at resuming FLEXFly development after Version 5.0 is released.  I believe the plans include the addition of 45-degree EMIS and ERHW-4 FLEXFly pieces, but no 90-degree ERHW-4 FLEXFly, as it would need to be of a massive radius to be realistic for a road of that width/design speed.  (At that point, you can also just stick two 45-degree ones together.) 

A straight "flex" piece makes no sense--it'd just be a glorified starter piece.  WAVERide/Flex is designed to make otherwise un-draggable setups act like draggables and be able to overridden--i.e. odd curves and intersections.

Quote from: TEG24601 on August 24, 2011, 06:17:33 PM
As I am finally using a large amount of RHW on my new "New Seattle" region, I am finding that not having elevated roads over RHW8c or 10c (same for tunnels) is hampering some of my plans.

There isn't a 10C network currently--if you're meaning 10S, there are elevated road-over pieces already in Version 4.1.  The 8C currently doesn't have them, but they will be included in Version 5.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on August 24, 2011, 06:46:37 PM
Quote from: banditp61 on August 24, 2011, 05:53:57 PM
I was wondering will there be more development on the FlexFly?
I.e.- 4ELRHW FlexFly; Curved Sloped MIS or 4ELRHW FlexFly; possibly even just straight pieces.

I don't know much about the FlexFly's and their limitations, so I'm just spitball-ing ideas.

Eventually.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FFLEXFly%2Frhwinrul-mar._10__001310180125.png&hash=62c67bbfa389f415ddc4c521fd6e8f792a341196)

I'm a lot farther than you think (pic is about... a month old?) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 24, 2011, 07:20:41 PM
We're still in the process of expanding the original FlexFly (RHW-8S under MIS Type A/B FlexFly is being added in RHW v5.0), so it'll be a little while yet.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr.Sixty on August 25, 2011, 04:02:42 AM
Quote from: Tarkus on August 24, 2011, 06:39:14 PM
A straight "flex" piece makes no sense--it'd just be a glorified starter piece.  WAVERide/Flex is designed to make otherwise un-draggable setups act like draggables and be able to overridden--i.e. odd curves and intersections.

If I understand it correctly, a straight "flex" piece would probably make sense if you wanted to make some kind of flexible double decker setup with the lower deck on the ground. But then again there would still be the problem of cars jumping between the decks.
Well, it is just an idea anyways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 25, 2011, 07:01:32 AM
Quote from: Mr.Sixty on August 25, 2011, 04:02:42 AM
If I understand it correctly, a straight "flex" piece would probably make sense if you wanted to make some kind of flexible double decker setup with the lower deck on the ground. But then again there would still be the problem of cars jumping between the decks.
Well, it is just an idea anyways.

Actually, no. It still wouldn't. WaveRide (the underlying technique) works by overriding an intersection. The same network travelling straight into itself isn't an intersection, it's a straight, orthogonal section.

EDIT: Some things probably would work for if there was no draggable equivalent, like Rail Viaducts, but... the concept is kinda pointless now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 25, 2011, 09:20:03 AM
More specifically, it works by overriding intersections between two anchor points.  The Flex system is really no different than any normal override network, except that it is set up for specific situations.

What people might be thinking of as a "Flex-Straight" piece is already accomplished by the MIS and RHW-4 network drags (and any other network for that matter).  A useful non-curved Flex piece would be something like the new Flex-SPUI or a Flex-elevated transition, so that you could drag higher or lower heights under or over it.

Right now we don't have the infrastructure for such a piece, but with a full five level system such a transition could be very useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2011, 10:42:38 AM
Quote from: jdenm8 on August 25, 2011, 07:01:32 AM
EDIT: Some things probably would work for if there was no draggable equivalent, like Rail Viaducts, but... the concept is kinda pointless now.

Of course, the Rail Viaducts will be getting a draggable equivalent in the next Rail Addon Mod (RAM), with the El-DTR network.  I'd imagine the NWM RULs getting ported over to make draggable versions of the Road, OWR and Avenue viaducts as well, which would render the "FlexStraight" idea completely null and void.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on August 25, 2011, 12:55:38 PM
Quote from: Tarkus on August 25, 2011, 10:42:38 AM
Quote from: jdenm8 on August 25, 2011, 07:01:32 AM
EDIT: Some things probably would work for if there was no draggable equivalent, like Rail Viaducts, but... the concept is kinda pointless now.

Of course, the Rail Viaducts will be getting a draggable equivalent in the next Rail Addon Mod (RAM), with the El-DTR network.  I'd imagine the NWM RULs getting ported over to make draggable versions of the Road, OWR and Avenue viaducts as well, which would render the "FlexStraight" idea completely null and void.

-Alex

I was just about to ask about draggable viaducts! I guess the road/owr/avenue ones will be in NAM Version 30... A bit off topic, sorry, but you are still working on the RAM? I'm desperate for RAM 2.0, after RHW 5.0 has been released! All these plugins  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2011, 03:52:16 PM
Quote from: DAB_City on August 25, 2011, 12:55:38 PM
I was just about to ask about draggable viaducts! I guess the road/owr/avenue ones will be in NAM Version 30...

There will be new models for the Road/OWR/Avenue ones in NAM Version 30, but they aren't yet draggable.  That'll happen some point down the road.

Quote from: DAB_City on August 25, 2011, 12:55:38 PM
A bit off topic, sorry, but you are still working on the RAM? I'm desperate for RAM 2.0, after RHW 5.0 has been released! All these plugins  :-\

The RAM is indeed very much still an active project.  The development thread made the move over to NAM Creations (the RAM Team board will be going away) and can be found here (http://sc4devotion.com/forums/index.php?topic=5975.0).  There's a fair bit in place for a Version 2.0 of that mod, and it'll kick into gear more once the NAM Version 30/RHW 5.0/NWM 2.0 cycle is done.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 25, 2011, 04:06:32 PM
Quote from: Tarkus on August 25, 2011, 03:52:16 PM
  There's a fair bit in place for a Version 2.0 of that mod, and it'll kick into gear more once the NAM Version 30/RHW 5.0/NWM 2.0 cycle is done.

This cycle  of releases will be there within a day and which projects will be put together? I am sure that the versions 30/5.0/2.0 but wondered whether and Advanced will be attached or will be left for later? And a  little silly question  - where will be put first in the STEX or LEX because it is impossible to  be uploaded simultaneously  at 2 locations.

Best regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 25, 2011, 04:44:20 PM
Quote from: ivo_su on August 25, 2011, 04:06:32 PM
This cycle  of releases will be there within a day and which projects will be put together? I am sure that the versions 30/5.0/2.0 but wondered whether and Advanced will be attached or will be left for later?

The upcoming release cycle includes NAM Version 30, RealHighway Version 5.0, and Network Widening Mod Version 2.0.  Advanced TuLEPs will not be part of the release cycle, though there will be some expansion to the Basic TuLEPs set included in the NAM, plus a few TuLEPs items included in the NWM to support the new triple-tile networks.

Quote from: ivo_su on August 25, 2011, 04:06:32 PM
And a  little silly question  - where will be put first in the STEX or LEX because it is impossible to  be uploaded simultaneously  at 2 locations.

Typically, it ends up on the LEX the quickest, as I have FTP access.  The STEX uploads usually are up within about an hour after the LEX uploads, sometimes sooner. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on August 26, 2011, 02:26:39 AM
I wonder if there will be a transition from 2 parallel MIS to RHW4?  We got a similar transition already but this only allows for parallel MIS if there's at least 1 tile free in between them (even here your bond to a little stub of ongoing diagonal at the transition from diagonal to orthogonal). What I have in mind is 2 parallel MIS adjecent to each other - as in neighboring tiles - to turn into an RHW4 lane (and o/c the other way around).
Stumbled over this setup a few days ago creating a T intersection and realized some on and offramps won't hurt and thought I might as well ask if such a thing is planned...  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 26, 2011, 04:43:02 AM
Quote from: GMT on August 26, 2011, 02:26:39 AM
I wonder if there will be a transition from 2 parallel MIS to RHW4?  We got a similar transition already but this only allows for parallel MIS if there's at least 1 tile free in between them (even here your bond to a little stub of ongoing diagonal at the transition from diagonal to orthogonal). What I have in mind is 2 parallel MIS adjecent to each other - as in neighboring tiles - to turn into an RHW4 lane (and o/c the other way around).
Stumbled over this setup a few days ago creating a T intersection and realized some on and offramps won't hurt and thought I might as well ask if such a thing is planned...  :-\
Good news: there will be. Watch closely...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F6064%2Fbrs714.jpg&hash=116b5bc4e64e155c6be028cde706e3edb5db8d35)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on August 26, 2011, 06:40:24 AM
yay  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 26, 2011, 02:02:19 PM
*cough* RHW-4 D1 Ramp *cough*
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2011, 05:25:57 PM
Quote from: GDO29Anagram on August 26, 2011, 02:02:19 PM
*cough* RHW-4 D1 Ramp *cough*

In fact, as of this afternoon, the LTEXT description now reads that. ;)

A few months ago, a few of us took up the task of coming up with a new, streamlined nomenclature for RealHighway ramp interface pieces.  It eliminates the rather arbitrary and vague distinction between ramp interfaces and splitters, and generally makes it easier to navigate the massive array of content.  The new naming will be in place for the Version 5.0 release.

In a nutshell, the entire system is reduced to 6 basic types, with clearly-defined "subtypes".  The definition of the mainline network has also been more consistently codified--in all cases, it is the largest network involved in the piece. The types follow the syntax "Ax", where "x" is the number of lanes on the branching ramp. A Type A1 ramp has one lane on the branching ramp (an MIS), while a Type A2 ramp has two lanes on the branching ramp (an RHW-4), and so on. 

The six types are defined as follows:

[tabular type=2]
[row]
[data]TYPE A1[/data]
[data]TYPE B1[/data]
[data]TYPE C1[/data]
[data]TYPE D1[/data]
[data]TYPE E1[/data]
[data]TYPE F1[/data]
[/row]
[row]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typearampicon.png&hash=5ff30b4abbdf70c53536056a5d585b58dc22508b)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typebrampicon.png&hash=2db942125fd08955a7f3794afa194172c0d5987f)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typecrampicon.png&hash=ff4323b27a6ecb123bddfe2c31bf44b83462c510)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typedrampicon.png&hash=7e99975362cf0cee1ed0260ec609cb6c2fb84e16)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typeerampicon.png&hash=a272a8e51c067ca6c0dfff4bca8dfee6d7777dd2)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typeframpicon.png&hash=276c1dd47072f585680477cc040bbc5d4e582265)[/data]
[/row]
[/tabular]

Type A: Ramp branches off parallel (0 degrees) from the mainline, with the innermost lane of the branching ramp being a new lane splitting from outermost lane of the mainline. 
-Existing Type A ramps will be reclassified as Type A1.
-The RHW-6S/Dual RHW-4 splitter with the RHW-4 branch at the orthogonal will be reclassified as Type A2.

Type B: Ramp branches off 45-degrees from the mainline, with the innermost lane of the branching ramp being a new lane splitting from outermost lane of the mainline. 
-Existing Type B ramps will be reclassified as Type B1.
-The RHW-6S/Dual RHW-4 splitter with the RHW-4 branch at the diagonal will be reclassified as Type B2.

Type C: Ramp branches off at a fractional angle from the mainline, with the innermost lane of the branching ramp being a "new lane" splitting from outermost lane of the mainline.
-Existing Type E ramps will be reclassified as Type C1.
-The RHW-6S/Dual RHW-4 splitter with the FARHW-4 branch will be reclassified as Type C2.

Type D: Ramp branches off parallel (0 degrees) from the mainline, with the lane (or lanes) of the branching ramp being formed from the outermost lane (or lanes) of the mainline--"exit only". 
-Existing Type C ramps will be reclassified as Type D1.
-The RHW-2 and RHW-4 Dual Orthogonal/Parallel MIS splitters will be reclassified as Type D1.
-The RHW-8S/Dual RHW-4 splitter and the RHW-10S/RHW-6S/RHW-4 splitter with orthogonal RHW-4 branches will be reclassified as Type D2.

Type E: Ramp branches off 45 degrees from the mainline, with the lane (or lanes) of the branching ramp being formed from the outermost lane (or lanes) of the mainline--"exit only".  Type E1 is identical to the existing Type D.
-Existing Type D ramps will be reclassified as Type E1.
-The RHW-2 and RHW-4 "Type A" MIS splitters will be reclassified as Type E1.
-The RHW-8S/Dual RHW-4 splitter and the RHW-10S/RHW-6S/RHW-4 splitter with diagonal RHW-4 branches will be reclassified as Type E2.

Type F: Ramp branches off at a fractional angle from the mainline, with the lane (or lanes) of the branching ramp being formed from the outermost lane (or lanes) of the mainline--"exit only".
-Existing Type F ramps will be reclassified as Type F1.

Additionally, there will be further subtypes:
"Inside": For RHD users, this means a left-exit (right-exit for LHD), same as in the current system
"Dual": A piece that includes both an entrance and an exit, same as in the current system.
"Shift": A "shift" interface involves a change from an S network to a C network or vice-versa.
"Wye": Both mainline and branch diverge in some fashion.
"Folded": This term applies to the "lateral" RHW-2 splitter--under the new system, it is an RHW-2 Type D1 Folded ramp.

If anyone is wondering why Type E (the FAMIS branch ramp) became Type C, and existing Types C and D became D and E, respectively, it was renamed to show that it has commonality with Types A and B.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 26, 2011, 06:12:53 PM
are the tab rings going to be further simplified... or will it all be still on one giant ring?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on August 26, 2011, 06:33:55 PM
Holy wow! I can't wait! And Tarkus! You changed your profile pic!  ()what() ()what() ()what() ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman111 on August 26, 2011, 07:20:31 PM
I like the new classification system. That will make it quicker to figure out what's what just based on the description.

Good work so far! I'm looking forward to it when it's ready. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 26, 2011, 09:11:47 PM
Quote from: Kitsune on August 26, 2011, 06:12:53 PM
are the tab rings going to be further simplified... or will it all be still on one giant ring?

The issue of the ever expanding tab rings is still under discussion, however this nomenclature change and some other discoveries we've made are paving the way for improvements in this area.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 27, 2011, 02:58:48 AM
I wonder what will happen to the RHW-10c and will there ever be such a network? I thought more seriously on the issue and I do not know whether it is possible to create a C-type RHW-10 because I did not imagine how this network could be collected within 3 tiles space. A primary objective of C-varieties is to take up less space than S-varieties. Even greater problems would arise if we try to accommodate space for 4 tiles, as typical of the RHW-C networks is that they have the middle section. And since this middle section needs an odd number of tiles, it  remains the only opportunity  to build on 5 tiles space, thus rendered irrelevant all this  madness. Throughout this conundrum I conclude that hardly ever create such a network may be easier and possibly would be something like RHW-12C

Best regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 27, 2011, 03:16:09 AM
If there's a 12-C there'll need to be a 10-C if only for a more realistic transition. That's why there's need for a NAVE-4 even if it won't fit on one tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on August 27, 2011, 04:27:48 AM
Quote from: Tarkus on August 26, 2011, 05:25:57 PM


[tabular type=2]
[row]
[data]TYPE A1[/data]
[data]TYPE B1[/data]
[data]TYPE C1[/data]
[data]TYPE D1[/data]
[data]TYPE E1[/data]
[data]TYPE F1[/data]
[/row]
[row]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typearampicon.png&hash=5ff30b4abbdf70c53536056a5d585b58dc22508b)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typebrampicon.png&hash=2db942125fd08955a7f3794afa194172c0d5987f)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typecrampicon.png&hash=ff4323b27a6ecb123bddfe2c31bf44b83462c510)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typedrampicon.png&hash=7e99975362cf0cee1ed0260ec609cb6c2fb84e16)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typeerampicon.png&hash=a272a8e51c067ca6c0dfff4bca8dfee6d7777dd2)[/data]
[data](https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2Framps%2Frhw-4_typeframpicon.png&hash=276c1dd47072f585680477cc040bbc5d4e582265)[/data]
[/row]
[/tabular]



-Alex
Tarkus, may I suggest to include this whole explanation of ramp types into the RHW readme somehow ...?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 27, 2011, 10:46:57 AM
Quote from: ivo_su on August 27, 2011, 02:58:48 AM
I wonder what will happen to the RHW-10c and will there ever be such a network? I thought more seriously on the issue and I do not know whether it is possible to create a C-type RHW-10 because I did not imagine how this network could be collected within 3 tiles space. A primary objective of C-varieties is to take up less space than S-varieties.

The meaning of "C" actually changed from "compact" to "combined" awhile back (see RHW FAQ #12 (http://sc4devotion.com/forums/index.php?topic=990.0#post_Q12)).  When the RHW-6S was converted to an overhang setup, it was no longer consumed more space than the 6C.  BL has played around with a 10C before--it was indeed a 5-tile network.  It is planned to eventually become a part of the RHW, once we get around to adding the so-called "ultra-wide" networks, which will stop at an RHW-16 or 18.

Quote from: Wiimeiser on August 27, 2011, 03:16:09 AM
If there's a 12-C there'll need to be a 10-C if only for a more realistic transition. That's why there's need for a NAVE-4 even if it won't fit on one tile.

I still don't understand how a NAVE-4 would solve anything. 

Quote from: Rady on August 27, 2011, 04:27:48 AM
Tarkus, may I suggest to include this whole explanation of ramp types into the RHW readme somehow ...?

Yes, it'll definitely be in the Readme for the new version.

Quote from: Exla357 on August 26, 2011, 06:33:55 PM
And Tarkus! You changed your profile pic!  ()what() ()what() ()what() ()what()

Yeah, for a little while.  Felt having a Vulcan for an avatar would help hammer home the "release dates are highly illogical" business.  I'll probably switch back to my usual tankadillo before too long.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 27, 2011, 10:50:07 AM
The new nomenclature makes sense now with the way you explained it, and the diagram helps to draw the whole thing together.  Since it is easily applicable across all RHW networks, I can see it working for other networks as well, like Rail.  For instance, the current diagonal STR switch branching from orthogonal DTR would be classified as Type B1, and it would be Type B2 for the DTR equivalent.  That would be logical IMHO, anyway.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 27, 2011, 11:58:38 AM
Oh my God I did not know that they planned "ultra-wide" networks! Really I'm a fan of grandiose projects like the mega wide networks with many lanes but 16 or 18 is too much even for me. One effect of such large networks, at least for me, they would be used for deduction upon outputs / inputs of the RHW-10, where I guess there will be a detour that would eventually RHW-6 from each side. This is my present is a giant puzzle piece - ramp RHW-16/RHW-10/RHW-6. Unfortunately I see no sence in having such huge networks. However, an area of ​​4x4 km does not make sense of so many sails, because  the cities can not generate so much traffic. Otherwise, here's an interesting picture where found good use of "ultra-wide" networks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F521%2Fegiralamonationalstadiu.png&hash=cd1ce20bfbd23384f96921b9b88f2c65428a9f4e)

Cheers mate
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman111 on August 27, 2011, 01:06:20 PM
That was actually photoshopped. As k50dude said on Simtropolis, "It is photoshopped, normally it's an RHW-8 with an RHW-4, all I did was add in a lane between them."

In any case, it looks awesome and it would be great to have in the future. I personally don't have a use for extra-wide highways, but I know many people would appreciate it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 27, 2011, 01:41:24 PM
it would be nice... I've always thought a rhw-14 cable stay bridge across a certain bay in my region would be perfect... it might actually force me into modelling  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on August 27, 2011, 01:52:53 PM
I think there is a fairly good chance of seeing RHW-12 eventually, as it will fit in 4 tiles with the new 5.0 textures and would also facilitate merging lanes for RHW-10. Ultra-wide versions have been discussed as well, in a very modular way, and could be seen down the road (hehe, pun).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 27, 2011, 02:05:43 PM
Well, I actually never use anything wider than RHW-8S or 8C. I've used the RHW-10S once, but that section is demolished and replaced by RHW-8C (in the particular situtiation, the new setup seems more logical). So actually I'm not really waiting for any wider networks.

However, for the other RHW networks we have a whole new bunch of ramps ready:
- RHW-2 Ramp Types C1, C1 Dual
- RHW-3 Ramp Types A1, A1 Dual, B1, B1 Dual
- RHW-4 Ramp Types D1, D1 Inside, D1 Shift, E1 Wye
- RHW-6S Ramp Types C1, C2, D1, E1, F1
- RHW-6C Ramp Types C1, C2
- RHW-8S Ramp Types D1, E1, F1 and F2
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 27, 2011, 02:43:31 PM
Quote from: Kitsune on August 27, 2011, 01:41:24 PM
it would be nice... I've always thought a rhw-14 cable stay bridge across a certain bay in my region would be perfect... it might actually force me into modelling  :D

I think even a narrow bridge as RHW-8C but fair and beautiful architecture would be a great achievement. AFAIK friends of motel architects focusing on bridges and extremely aesthetic and karasotata. This is mainly because of the symbolism of bridges - they are designed to connect, unite and gather. That's why when bridges are equally important as technical and engineering side, and architectural aesthetics. In this line of thought, my  favorites are those bridges with arches - as the one in Sydney, the likeness of which is made by Maxis.

Regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 27, 2011, 11:08:43 PM
I've been 'stress testing' RHW 5.0 over the past little bit, determining how flexible the new components are and how they act in certain situations. I've got to say Alex and the NAM team have done an excellent job, as I've found very few kinks with the new version. Let me tell you that this goes against what I went through with testing previous versions.  :P

Anyways, I've also made some pretty nifty creations I've built for testing purposes. I'd like to share some of them with you.

Here is the new Diagonal RHW-4 to orthogonal MIS ramp, which forms a half-diamond interchange with a road.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4udZt.jpg&hash=ddc1e55d61a30403979a8490b820f033b2399529)

...And with eyecandy added to show how the new RHW looks in contrast to the surrounding area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWCLqA.jpg&hash=4a42bf5f1d1f0ced82a8ba9872c249b1238425b5)

Zooming out, we see that the half-diamond only makes up a portion of a complicated RHW junction consisting of several interchanges.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwIggf.jpg&hash=4cf010b5cdf001f9b9eecdc4c8e7466fc05305a9)

Moving the camera to the east to see another RHW pass under as it begins to climb a hill.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FY3D4F.jpg&hash=384bc3a56853ef86019e4414f719147b75f18a5b)

And lastly a look at the same junction before I modified it for testing purposes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4uCWJ.jpg&hash=ad4f03e287d36c539b57443ff7e0a99751086b01)

Anyways, hope you guys enjoyed this little tease.
-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 28, 2011, 12:35:53 AM
Glad you like the new ramp, took me the better part of a day to put together my first real puzzle piece.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on August 28, 2011, 07:07:27 AM
Quote from: Tarkus on August 27, 2011, 10:46:57 AM
BL has played around with a 10C before--it was indeed a 5-tile network.  It is planned to eventually become a part of the RHW, once we get around to adding the so-called "ultra-wide" networks, which will stop at an RHW-16 or 18.

I would love an RHW-18, one of my RHW-10s is all clogged up with more than 200,000 vehicles.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 28, 2011, 08:35:06 AM
Quote from: thornyjohny on August 28, 2011, 07:07:27 AM
Quote from: Tarkus on August 27, 2011, 10:46:57 AM
BL has played around with a 10C before--it was indeed a 5-tile network.  It is planned to eventually become a part of the RHW, once we get around to adding the so-called "ultra-wide" networks, which will stop at an RHW-16 or 18.

I would love an RHW-18, one of my RHW-10s is all clogged up with more than 200,000 vehicles.

:o wow... time to do a collector / express system for that highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 29, 2011, 01:27:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1603%2Fsimcity4201108292258141.jpg&hash=e19d347e2d6dfed664e5049cfb657a288de17a2f)

I think  it would be super hard to make splitter piece of MHW, to OWR-3  and from there as we know it will be possible  to spill into the RHW-6C. The existence of such a splitter is more than necessary and although NAM will hardly want to deal with it, Mills to do  my best to be fact. I hope more people help me to be able to handle.

Best regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 29, 2011, 02:43:39 PM
^^ Well, if such transistion is going to be created, it would probably a MHW-to-RHW-6S transistion rather than a MHW-to-OWR-3 transistion. MHW-to-MAVE-6 seems also quite likely.

However, the largest problem is modeling and making the transistion smooth...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 29, 2011, 02:53:04 PM
Quote from: mrtnrln on August 29, 2011, 02:43:39 PM
^^ Well, if such transistion is going to be created, it would probably a MHW-to-RHW-6S transistion rather than a MHW-to-OWR-3 transistion. MHW-to-MAVE-6 seems also quite likely.

However, the largest problem is modeling and making the transistion smooth...

I started with making textures now, although I'm still at the beginning and I do not know if you ever get, but I must try. If you are Maarten played with something like this before will be happy to accept one of your PNG file. You know how much I appreciate your work and not once have you said makes perfect texture. Otherwise if I do once a working piece of OWR-3, then will naturally try to MAVE-6. Wait for me a lot of work and hopefully deal - I've never done puzzle pieces.

Best regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2011, 03:04:44 PM
Actually, textures aren't the problem with MHW transitions--it's the models.  Whole different ballgame.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on August 29, 2011, 03:11:49 PM
Quote from: Tarkus on August 29, 2011, 03:04:44 PM
Actually, textures aren't the problem with MHW transitions--it's the models.  Whole different ballgame.

-Alex

I know that they are the easiest part but I think we should start first with them, right? Then we'll see what happens with the construction of paths and from there will depend on your help. But I'm still before the start. You all know that nothing is impossible and when there is a problem somewhere, there is no way that this problem has no solution. You just have to have someone who wants it hard.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 29, 2011, 05:40:24 PM
Since DDRHW-4 is a one tile network, they won't have to use neighbor connection pieces, right?
Oh, and Tarkus, I sent you a message about puzzle piece IIDs about half a month ago.
Just so you know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on August 29, 2011, 05:55:45 PM
Quote from: ivo_su on August 29, 2011, 03:11:49 PM
Quote from: Tarkus on August 29, 2011, 03:04:44 PM
Actually, textures aren't the problem with MHW transitions--it's the models.  Whole different ballgame.

-Alex

I know that they are the easiest part but I think we should start first with them, right? Then we'll see what happens with the construction of paths and from there will depend on your help. But I'm still before the start. You all know that nothing is impossible and when there is a problem somewhere, there is no way that this problem has no solution. You just have to have someone who wants it hard.

- Ivo
I want it hard! The only thing I want harder than this is a 911 Turbo ;D. But I don't know a thing about making stuff for Simcity at all. ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 29, 2011, 06:00:30 PM
Quote from: ps2owner on August 29, 2011, 05:40:24 PM
Since DDRHW-4 is a one tile network, they won't have to use neighbor connection pieces, right?

Not only that, it's a two-directional single-tile network (like Rail or RHW-2), so no need for NC pieces for DDRHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 29, 2011, 07:11:38 PM
Oh and just another thing on NC for DDRHW, will the DDRHW-8 need them? It would have paths going in each direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on August 29, 2011, 08:15:23 PM
Quote from: ps2owner on August 29, 2011, 07:11:38 PM
Oh and just another thing on NC for DDRHW, will the DDRHW-8 need them? It would have paths going in each direction.

The purpose of neighbor connection pieces is to make sure Sims use the neighbor connections because they can only do so in the same tile. Because both decks use the neighbor connection and they have opposing directions, there is no need for neighbor connection pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 30, 2011, 02:39:42 PM
Quote from: Kuewr665 on August 29, 2011, 08:15:23 PM
Quote from: ps2owner on August 29, 2011, 07:11:38 PM
Oh and just another thing on NC for DDRHW, will the DDRHW-8 need them? It would have paths going in each direction.

The purpose of neighbor connection pieces is to make sure Sims use the neighbor connections because they can only do so in the same tile. Because both decks use the neighbor connection and they have opposing directions, there is no need for neighbor connection pieces.

I know what NC peices do...
What I am asking is if the DDRHW-8 will need them, because it would have paths going in each dirrection per tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on August 30, 2011, 04:29:23 PM
It will not need them, precisely because it will have paths going both ways on each tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on August 30, 2011, 05:09:50 PM
So am I right in assuming that avenues and Maxis Highways too have NC Pieces, but they are automatically placed by SimCity?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on August 30, 2011, 05:15:48 PM
Quote from: thornyjohny on August 30, 2011, 05:09:50 PM
So am I right in assuming that avenues and Maxis Highways too have NC Pieces, but they are automatically placed by SimCity?

I believe it's because they are base multi-tile networks, and that makes the difference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 30, 2011, 05:36:25 PM
Quote from: thornyjohny on August 30, 2011, 05:09:50 PM
So am I right in assuming that avenues and Maxis Highways too have NC Pieces, but they are automatically placed by SimCity?

The NCs for AVE-4 and MHW are specially coded to work in a two-tile fashion. There's no actual NC piece that's placed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 30, 2011, 05:39:50 PM
Quote from: kassarc16 on August 30, 2011, 05:15:48 PM
Quote from: thornyjohny on August 30, 2011, 05:09:50 PM
So am I right in assuming that avenues and Maxis Highways too have NC Pieces, but they are automatically placed by SimCity?

I believe it's because they are base multi-tile networks, and that makes the difference.

Correct.  It has to do with the 04 median flag in the RULs for those networks and how it is handled at the neighbor connection end in the executable.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on August 30, 2011, 07:36:57 PM
(Gosh, I'm a RHW regular.)
Anyway, I just saw the SFBT Highway Bridge Construction Set again, and thought about HIGGGGHHHHH ERHW-4. 320 Meters. Cause those lots look awesome, and It would be great to have them functional, Especially with RHW.
Maybe only a few pieces, such as straight, curve, and over street.
Just a little idea. Who knows, If I get into making puzzle pieces, maybe I could make it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 30, 2011, 08:53:50 PM
No.

320m is plain obscene, the lots are actually designed to provide low-level construction visuals (sub 30m) though the models were sunk lower.

We do have something up our sleeves related to such things, but they won't be happening for a while.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on August 31, 2011, 04:41:48 PM
Here is a teaser:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FKilhuo-Jul241101314828510.png&hash=3a3b580bb34f2be4ea92a92d1cac0a09713a1cf5)
<iframe width="560" height="345" src="http://www.youtube.com/embed/YTI033NTEQI" frameborder="0" allowfullscreen></iframe>
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 31, 2011, 09:13:02 PM
Interesting, reflectors instead of lines.

I frame code <> does not work, at least for me; that I have to view it like this:
http://www.youtube.com/v/YTI033NTEQI
Great choice of music for automotive touring. What are those songs by the way?

I also got to say, those screens, with all the textures now, especially with that new hud, really does not look even look like SC4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 01, 2011, 01:39:17 AM
I see you still use the V4.1-Spec Texrures. Note that these will be incompatible with the upcoming RHW version, which will be soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 01, 2011, 06:50:09 AM
Quote from: mrtnrln on September 01, 2011, 01:39:17 AM
which will be soon.

Here come the excited overanalyses of what "soon" means and pleas for details.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compgeek718 on September 01, 2011, 09:47:48 AM
What program is typically used to make Road textures? Photoshop? 3ds Max? I would like learn how to make some for myself. Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 01, 2011, 09:57:38 AM
Quote from: compgeek718 on September 01, 2011, 09:47:48 AM
What program is typically used to make Road textures? Photoshop?

Photoshop, or other image manipulation program such as GIMP, ms Paint etc .. And I think you need one other specifically for SC4 but I don't remember..
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 01, 2011, 10:17:39 AM
You can use PhotoShop or GIMP (both can do about the same, but GIMP is for free). Paint.NET might be doing the trick too (but I have no experience with that program) and sometimes I use InkScape and even good ol' basic MS Paint! But you can also use a combination of two or more of these programs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Elydion on September 01, 2011, 10:20:48 AM
Quote from: j-dub on August 31, 2011, 09:13:02 PM

Great choice of music for automotive touring. What are those songs by the way?
Those songs are the in-game music for cities XL
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 01, 2011, 10:27:21 AM
Quote from: art128 on September 01, 2011, 09:57:38 AM
Photoshop, or other image manipulation program such as GIMP, ms Paint etc .. And I think you need one other specifically for SC4 but I don't remember..

MS Paint is not recommended since it doesn't handle transparencies (unless you want to do some fine tuning). And depending on whether you're editing an existing texture or creating a whole new texture, you might need up to three more programs, but the most important tool you need is the Batch PNG to FSH program. (I believe that's what you're referring to, Art?)

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2255

PS Maarten, I create/edit most of my textures using Paint.NET. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 01, 2011, 12:16:52 PM
Interesting, reflectors instead of lines.

I frame code <> does not work, at least for me; that I have to view it like this:

Great choice of music for automotive touring. What are those songs by the way?

I also got to say, those screens, with all the textures now, especially with that new hud, really does not look even look like

Cities Xl 2011 OST
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on September 02, 2011, 04:17:39 AM
What about RHW bridges?? What are the problems to overcome in making them? There is only one bridge that I know of specifically for RHW.
I have some skills in 3DS Max, maybe I could help in making some bridges...
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on September 02, 2011, 07:02:39 AM
Quote from: Architect_1077 on September 02, 2011, 04:17:39 AM
What about RHW bridges?? What are the problems to overcome in making them? There is only one bridge that I know of specifically for RHW.
I have some skills in 3DS Max, maybe I could help in making some bridges...

I know there's been one bridge at least, for RHW-4... shouldn't be too hard, I'd guess  ;)
http://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/ (http://www.simtropolis.com/forum/files/file/24543-rhw-4-compact-suspension-bridge/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 02, 2011, 07:45:33 AM
Creating bridges for the RHW is no harder than creating bridges for any other network, they just need a little more work to allow for the texture mods and such (and it's a really easy thing to do anyway).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on September 02, 2011, 08:43:20 AM
Quote from: jdenm8 on September 02, 2011, 07:45:33 AM
Creating bridges for the RHW is no harder than creating bridges for any other network, they just need a little more work to allow for the texture mods and such (and it's a really easy thing to do anyway).

Alright then. Where exactly can I get a copy of the RHW road textures so I can get started? I'm not really experienced at actually creating content for SC4, but I'd like to contribute instead of just downloading.

(Oh, and I also have experience at Photoshop)  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 02, 2011, 10:31:34 AM
Because we're approaching the Version 5.0 release and it includes a major change to the textures (including substantial changes to dimensions/alignment), I'd recommend waiting until after the release before developing any RHW-related content.  Since I get asked regularly, I'll include a folder with the orthogonal network textures in PNG format in the release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on September 02, 2011, 10:40:40 AM
Cool!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 02, 2011, 11:38:07 AM
SWEET Can't Wait ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 02, 2011, 06:36:06 PM
Quote from: Tarkus on September 02, 2011, 10:31:34 AM
Because we're approaching the Version 5.0 release and it includes a major change to the textures (including substantial changes to dimensions/alignment), I'd recommend waiting until after the release before developing any RHW-related content.  Since I get asked regularly, I'll include a folder with the orthogonal network textures in PNG format in the release.

-Alex

Dose it mean all textures? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 02, 2011, 08:39:48 PM
Quote
QuoteBecause we're approaching the Version 5.0 release and it includes a major change to the textures (including substantial changes to dimensions/alignment)
Dose it mean all textures? ()what()

All the textures have been replaced with new ones, yes. Alex is providing only the orthogonal textures (alternatively you can grab them directly from the Reader and drop them into Photoshop as FSHs using null45's FSH plugin for Photoshop (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2623) (or, for non-Photoshop users: here (http://sc4devotion.com/forums/index.php?topic=7127.msg239564#msg239564).

To create the majority of textures for the RHW mod, we use the BAT script written by superhands, located here (http://sc4devotion.com/forums/index.php?topic=11969.msg351704#msg351704)... and you're all good to go. :P

Note that it's always good to have some experience with Photoshop and the BAT for this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on September 03, 2011, 10:59:19 AM
http://www.youtube.com/embed/WYeO1dqNmdg (http://www.youtube.com/embed/WYeO1dqNmdg) Found this a while back. Any info? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 03, 2011, 02:21:12 PM
Ah, the whole fuzz about "Freeway Experts"...

FE planned to release their own mods, but we haven't heard anything in over more than a year ago. The large part was existing out of ex-NAM-members, for example Blahdy, creator of the Boston Big Dig tunnels and the texture creator (can't recall his name) of the very first RHW versions. They thought that the NAM policy was too limited and therefore they tried to compete with the NAM. This would mean releasing their own mods with their own controllers, which would be incompatible with the NAM. Communictation was quite closed and one-way (if there was any) and their developments we all behind doors (baaaaad PR). Therefore we didn't know what happened, what they have achieved and moreover what they were planning to release. The only thing they have achieved is a small hype...

It's a shame, so many talent was lost here, but on the other hand, we now have less to worry about incompatible transit-related content. I've seen some wonderfull creations come and go. Over at SimTropolis there were two threads (nowadays deleted) by She Who Will Not Be Named (funny enough it looks like the forum software wouldn't let me write her name, so that looks like a rough backstory...) with wonderfull creations. These would involve changeing the look of the MHW (part of the M25 project, which was somehow cancelled) and the streetlights. Especially the revamped MHW look totally excellent (a shame I can't get any pictures of it, because it was pure awesomeness). Both projects suddenly stopped and got deleted. Now, I restarted both projects on my own, which resulted into the HRS-mod (although I can't top with what She Who Will Not Be Named did) and the LRM (which is still ongoing). Who knows, we might pick up some things from FE (well, the little they have shown) down the road...

Best,
Maarten

P.S. I hope I didn't croos the line with explaining the whole situation here  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 03, 2011, 02:44:33 PM
Maarten forgive me for questions but I'm not really familiar with the past and could you tell me who the FA and what is unknown. For the first time I hear that there is a group of people who try to compete with NAM. There is nothing wrong with that as long as they can cause you to show something better to raise the level. The right choice is motive in any democracy and that the world moves towards prosperity, but I'm really very surprised by all that I knew.

Best,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 03, 2011, 02:56:05 PM
Quote from: ivo_su on September 03, 2011, 02:44:33 PM
Maarten forgive me for questions but I'm not really familiar with the past and could you tell me who the FA and what is unknown.
Well, pretty much everything. Very little is known about this group and their content. This happened a while ago, and I've been member of ST since 2007 and of SC4D since SC4D, and I have seen a lot of stuff, including projects that died here and there...

Quote from: ivo_su on September 03, 2011, 02:44:33 PM
For the first time I hear that there is a group of people who try to compete with NAM. There is nothing wrong with that as long as they can cause you to show something better to raise the level. The right choice is motive in any democracy and that the world moves towards prosperity, but I'm really very surprised by all that I knew.
Well, democracy work good in the real world, but from a programmers point of view, this is not really usefull when it comes to transit modding. Imagine there are two RealHighWay mods. Both have awesome content, but there's no way to combine the two. Or what if the NWM, the RHW and the SAM were incompatible with each other? I guess this would lead to lots of unhappy players and lots of questions why these mods couldn't be made compatible. So, if there would be a strong, competiting modding group besides the NAM, they would do more harm than good...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 03, 2011, 03:48:23 PM
Maartin  you know that I have infinite respect, but this time allow me to disagree with you. The competition between different  teams either in engineering, physics, sports, or programming  is always worsen. He thought only on the facts:
competition for space programs of the United States and the Soviet Union led to unprecedented human progress, Linux and Microsoft and Google recently made software is as important as electricity. Because I am a football fan, I can not help but give you an example with your country and competition between Ajax, PSV and FC Twente to lead your country to World Cup final. My thought is that if there is an alternative that is good enough everyone would choose which to use. That would be incentive for us, and for others to do better things for a short time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 03, 2011, 05:16:14 PM
Working in separate groups works okay when we have the amount of talent they do. But we don't have that amount of talent in the community.
For example, I can only think of four or five people in the community who can write RUL2, and only two to the extent of WaveRIDE. We just don't have the number of people necessary to have multiple teams, and gamers aren't like governments.

They want all of their mods to magically work together.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 03, 2011, 05:46:23 PM
Obviously you do not divide the work of departments and sub-teams. If 5 people can do RUL2 it would not take more than 1-2 weeks for 20 000 lines (provided it is coordinated and not chaotic) NAM have huge capacity, because this is the team with the most members and if each of you has specific purpose and task and timescale would be easier. Column, and I hate to say it, all of you, and we rely too much just Alex.  But he is also human and  need privacy. I really feel sorry for him and how  much work falls on poor Alex.  Most of you are quite  young and do not know  what it is to have a management company and everyone knows their targets and timetables for them, but believe me it would help a lot. Maybe  a few groups:
-textures
- pats
BAT-models
S3D-files, etc. everything would have gone more smoothly and when each specializes in a particular area will do better work.

Do not be angry with me it's positive criticism and I appreciate they do work. Just can always be better and there should be any optimization process.


- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 03, 2011, 05:56:34 PM
A lot of RUL2 work beyond the basics is extremely difficult to divide between people. Each chunk of RUL code is usually written by a single person - and its usually in their own style, in terms of override logic (do we override this into this which turns into this or do we override this to make that?), and even commenting/documenting the code (not to mention a lot of code goes undocumented - its just "this code does this" and has a large chunk of code following it)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2011, 12:40:43 AM
Quote from: mrtnrln on September 03, 2011, 02:21:12 PM
FE planned to release their own mods, but we haven't heard anything in over more than a year ago.

They're completely defunct.  Gone. That video (almost 2 years ago now) was basically their "last gasp". They were primarily working on a competitor to the RHW, which, from what I know, basically at the level of RHW Version 2.0 with a few extra bells and whistles.  Between RHW Version 3.0 catching them off guard, and a massive hemorrhaging of their membership ranks around that same time (just about everyone worth saving from that group is on the NAM Team or Associates now), they were put in permanent catch-up mode and they couldn't recover. 

I don't like to speak ill of people, but given the way the two core members of that group (the "team leader" and the "lead modder") treated me during their brief tenure on the NAM Team (e.g. going on a tirade against me on the NAM Private Board when I went offline for a few days to focus on schoolwork; frequent obscenity-laden PMs), the way they treated their teammates in FX (much the same way), and the mess they created in their wake, I can't say I'm the least bit sad they're gone.  Life is too short to deal with people like that, especially in the pursuit of a hobby.

Fortunately, on a much more pleasant note, I'm very glad to say that no one currently on the NAM Team and Associates is anything like that.  They're all good folks who I'm proud to call colleagues and friends, and it's truly a pleasure working with them. 

And it goes without saying that I'm looking forward to sharing our latest batch of creations with the public very soon.  It's almost time to spring the "i-word". ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 04, 2011, 12:55:48 AM
Quote from: Tarkus on September 04, 2011, 12:40:43 AMIt's almost time to spring the "i-word". ::)
You mean imminent, don't you? :D Ooh, I can't wait %BUd%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 04, 2011, 02:41:44 AM
So I'm guessing it'll be any day now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 04, 2011, 04:12:39 AM
^^ Could be any day, depending on how many bugs we can find. The most serious bugs are gone now, but there are still some left. We do our best to find and solve as much bugs as we can, so you wouldn't get situations like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F2542%2Frhwtest01.jpg&hash=e98574070a083631e4b8249b961532bca453a529)
(FYI, this issue is already solved in the latest build, which would be RHW v5.0 Alpha Build 12)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 04, 2011, 08:45:48 AM
The mere fact that we are on build 12 should say something about how close we are (remember Tarkus's post detailing how typical NAM cycles go through 12 alphas?).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on September 04, 2011, 08:51:05 AM
I just got a weird problem against. The viaduct with one lane is incorrect pathed. How can i fix it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F566%2Fprobleemt.jpg&hash=11f9d3c1ac4c1e9619a338cb0a1b34c4632e33cb)

Also it is not possible to build the tram under the overpasses. But that is a known problem. Is this possible in the next version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 04, 2011, 09:02:01 AM
When I built RHW system, I have to wait about 45-60 seconds every time I built MIS system. and is getting longer to wait when there's more MIS network.
Is there anyway to solve this bug?

oh yeah I use left hand game and NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on September 04, 2011, 09:18:42 AM
@mrtnrln
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fprismogroup.com%2Fimages%2Fgallery%2FMarker_Motorway_low_medium.jpg&hash=73bb15de16198fe41e6ab7962300b0b60486ca63)
are these trunk road/driver location markers on your picture part of the new release or a separate t-21?
John
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 04, 2011, 09:43:46 AM
Quote from: 976 on September 04, 2011, 09:02:01 AM
When I built RHW system, I have to wait about 45-60 seconds every time I built MIS system. and is getting longer to wait when there's more MIS network.

The NAM and all its plugins (RHW, NWM, etc) have LHD support for LHD users. Are you sure you have that installed?

Also, if you have the Extra Cheats DLL, use the drawpaths cheat; If there are no green paths (or if they're facing the wrong way), then you certainly have a problem.

Quote from: jibjohn on September 04, 2011, 09:18:42 AM
are these trunk road/driver location markers on your picture part of the new release or a separate t-21?

I thought that was just a speck on his images... :-[ But usually, those kinds of T21s would be separate.

Quote from: Paul 999 on September 04, 2011, 08:51:05 AM
I just got a weird problem against. The viaduct with one lane is incorrect pathed. How can i fix it?

Clearly you have a problem because the arrows are all wrong. Have you tried re-drawing either the MIS or the OWR-3?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 04, 2011, 09:53:16 AM
Quote from: jibjohn on September 04, 2011, 09:18:42 AM
@mrtnrln
[image]
are these trunk road/driver location markers on your picture part of the new release or a separate t-21?
John
Actually, they are reflector posts or cat's eyes, something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fus.cdn3.123rf.com%2F168nwm%2Ffotoruhrgebiet%2Ffotoruhrgebiet0908%2Ffotoruhrgebiet090800002%2F5290205-dark-road-edges-are-clearly-visible-with-reflector-posts.jpg&hash=671787bea6ff075209308f15803b907d6f14dc5b)

In continental Europe you can find these anywhere outside urban areas, and standard on freeways. I know, in the UK, US and Australia, cat's eyes are often placed in the road surface itself, rather than mounted on posts.

The mod is only an experiment, and much needs to be done...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 04, 2011, 09:57:20 AM
Quote from: Tracker on September 04, 2011, 08:45:48 AM
The mere fact that we are on build 12 should say something about how close we are (remember Tarkus's post detailing how typical NAM cycles go through 12 alphas?).

12 is an average.  The 13th or 14th build on the RHW will probably be the public release, and it's likely there will only be minor changes then.  The NWM is on its 11th (12th nearing completion)--it'll be the 13th or 14th that goes public there as well.  The NAM Core process usually works very differently.  There's often a lot of updates to individual files within it, but the whole thing doesn't really get compiled until toward the end, when it goes through a few "release candidates".  The controller has gone through a lot more builds--the version in NAM Version 29 is r86, and I just completed r125 last night.

Quote from: Paul 999 on September 04, 2011, 08:51:05 AM
I just got a weird problem against. The viaduct with one lane is incorrect pathed. How can i fix it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F566%2Fprobleemt.jpg&hash=11f9d3c1ac4c1e9619a338cb0a1b34c4632e33cb)

Also it is not possible to build the tram under the overpasses. But that is a known problem. Is this possible in the next version?

That's not a pathing problem--it's a RUL stability problem.  Your MIS flipped direction in the midst of those overpasses (though it's harder to tell with the Euro textures).  ERHW-over-Tram will be possible in the next release, though I don't know that there will necessarily be stability in place to stably have a EMIS go over an OWR-3 next to GLR next to another OWR-3.  You can probably fix it by clicking around the vicinity--usually, that'll get the RULs to resolve to the correct situation in cases like that.

Quote from: 976 on September 04, 2011, 09:02:01 AM
When I built RHW system, I have to wait about 45-60 seconds every time I built MIS system. and is getting longer to wait when there's more MIS network.
Is there anyway to solve this bug?

oh yeah I use left hand game and NAM.

From the sounds of it, there's some missing path files on your end--make sure you've installed the RHW's left-hand drive plugin as well, and don't have any outdated bridge controllers (which contain all the LHD path remapping info) floating around (the MIS once required separate LHD paths due to a blanket remap that was once in place circa RHW 2.0--that was changed such that separate LHD paths were no longer required sometime before RHW 3.0).  Use the DrawPaths cheat on it to see what's up with it--there should be green arrows there if it's working.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 04, 2011, 11:26:08 AM
Doing great, keep up the good work
ps looking forwards to RHW 5.0 and NWM 2.0
&apls ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on September 04, 2011, 01:23:23 PM
Quote from: Tarkus on September 04, 2011, 12:40:43 AM
And it goes without saying that I'm looking forward to sharing our latest batch of creations with the public very soon.  It's almost time to spring the "i-word". ::)
-Alex

OH NO not the 'i-word'!!  &cry2   $%Grinno$%  whats the 'i-word' ()what()   :P... looking forward to NAM-day2011 it ought to be a real hoot!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 04, 2011, 02:45:02 PM
I see we're to this stage now.  :)  I'm already planning to set aside free time when the big day comes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on September 04, 2011, 03:48:59 PM
Quote from: Jack_wilds on September 04, 2011, 01:23:23 PM
Quote from: Tarkus on September 04, 2011, 12:40:43 AM
And it goes without saying that I'm looking forward to sharing our latest batch of creations with the public very soon.  It's almost time to spring the "i-word". ::)
-Alex

OH NO not the 'i-word'!!  &cry2   $%Grinno$%  whats the 'i-word' ()what()   :P... looking forward to NAM-day2011 it ought to be a real hoot!

The "I-word", which Alex definitely had a lot of fun with last time around, is:

Imminent.  We're gonna have a blast, folks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 04, 2011, 05:15:01 PM
Quote from: mrtnrln on September 04, 2011, 09:53:16 AM
I know, in Australia, cat's eyes are often placed in the road surface itself, rather than mounted on posts.

Actually, they're usually mounted on posts in addition to on the road surface here, but it all depends on the status of the road. Local and Main roads are less likely to have the pole mounted cat's eyes while Motorways and Highways are far more likely to have both.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 04, 2011, 05:53:26 PM
Quote from: jdenm8 on September 04, 2011, 05:15:01 PM
Quote from: mrtnrln on September 04, 2011, 09:53:16 AM
I know, in Australia, cat's eyes are often placed in the road surface itself, rather than mounted on posts.

Actually, they're usually mounted on posts in addition to on the road surface here, but it all depends on the status of the road. Local and Main roads are less likely to have the pole mounted cat's eyes while Motorways and Highways are far more likely to have both.

jdenm8 what the hell that your new avatar? Are you what they think and you can now upload 30,5.0 and 2.0?
About cat's eyes - I think that they are unsuitable for use where it snows, because when snowplows go and clean the way they extort these useful devices. Hardly in Australia have similar problems but here in Europe, these gadgets can not withstand more than one winter, but replacing them is expensive.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 04, 2011, 06:14:01 PM
@ivo_su - I'm sorry but I think your comments toward jdenm8 are extremely rude. I speak for myself and not the NAM development team, but please stop saying things like that. Very inappropriate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 04, 2011, 06:24:50 PM
Quote from: noahclem on September 04, 2011, 06:14:01 PM
@ivo_su - I'm sorry but I think your comments toward jdenm8 are extremely rude. I speak for myself and not the NAM development team, but please stop saying things like that. Very inappropriate.

Extremely  rough it ??
Wow I tried to be ironic and I'm sorry if you misunderstood me, maybe not deal sufficiently with the English words for which I apologize. Maybe when I saw Stone Cold Steve Austin I'm left with the belief that in America "hell" is not a bad expression is used as slang for a big surprise.

Best wishes
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 04, 2011, 06:28:54 PM
Quote from: ivo_su on September 04, 2011, 06:24:50 PM
Quote from: noahclem on September 04, 2011, 06:14:01 PM
@ivo_su - I'm sorry but I think your comments toward jdenm8 are extremely rude. I speak for myself and not the NAM development team, but please stop saying things like that. Very inappropriate.

Extremely  rough it ??
Wow I tried to be ironic and I'm sorry if you misunderstood me, maybe not deal sufficiently with the English words for which I apologize. Maybe when I saw Stone Cold Steve Austin I'm left with the belief that in America "hell" is not a bad expression is used as slang for a big surprise.

Best wishes
- Ivo

Actually, here 'What the hell' is usually said in an incredulous manner, usually an insulting statement.
I just assume it's the automatic translator which I assume you use.

The word "Hell" on its own holds no offence, it's how you use it.

It's like the word simple. The word is harmless, but when phrased similar to "That person is very Simple" is suddenly becomes an effective insult.

As for my avatar, It's just a trio of floating point integers with arrows beside them and the word 'approaching' at the top. Read it however you please  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 04, 2011, 06:40:34 PM
jdenm8  I hope that you not be angry with me if I offend you with my expression.  As for your avatar, he enticed me  and I clicked over 1000 times on LEX refresh  the hope that today will be great NAM day.
But as long as we deviate from the basic things you think I'm right about the cat's eyes?

Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 04, 2011, 06:46:29 PM
Nah, I'm not upset (It takes a lot to make me upset, only one person in this community has managed to do it) :D

As for the catseyes, I agree with you, snowplows would be a significant problem for on-surface catseyes, probably explaining their absence from Europe.
Contrary to popular assumption, it does actually snow in Australia ( ::) ) and in those locations there's no on-surface catseyes, they're instead only on poles with reflective lane markings replacing the on-surface catseyes which follows the standard for rural highways here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 04, 2011, 08:26:52 PM
I'd also like to point out that ivo_su is probably using an online translator (his first language is Bulgarian, I take it) or broken English. Both of those do not carry cultural connotations well at all. For instance, in Spanish, there are three synonymous verbs: coger, tomar, and agarrar. I'm in my fifth year of Spanish study and I've only just learned that in some countries the first of those three is sometimes offensive in certain countries.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 04, 2011, 08:57:50 PM
Quote from: jdenm8 on September 04, 2011, 06:28:54 PM
I just assume it's the automatic translator which I assume you use.

Not to mention that siad translators tend to be downright terrible :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 04, 2011, 09:27:35 PM
I'm so darned anxious and wanting a chance to finally tear up some roads. (I have one already allotted for an AVE-6!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 04, 2011, 11:28:25 PM
Quote from: Tarkus on September 04, 2011, 09:57:20 AM

Quote from: 976 on September 04, 2011, 09:02:01 AM
When I built RHW system, I have to wait about 45-60 seconds every time I built MIS system. and is getting longer to wait when there's more MIS network.
Is there anyway to solve this bug?

oh yeah I use left hand game and NAM.

From the sounds of it, there's some missing path files on your end--make sure you've installed the RHW's left-hand drive plugin as well, and don't have any outdated bridge controllers (which contain all the LHD path remapping info) floating around (the MIS once required separate LHD paths due to a blanket remap that was once in place circa RHW 2.0--that was changed such that separate LHD paths were no longer required sometime before RHW 3.0).  Use the DrawPaths cheat on it to see what's up with it--there should be green arrows there if it's working.

-Alex
Well, I'll see what happened when I see the path. and also what is the latest version of bridge controllers?
Quote from: GDO29Anagram on September 04, 2011, 09:43:46 AM
Quote from: 976 on September 04, 2011, 09:02:01 AM
When I built RHW system, I have to wait about 45-60 seconds every time I built MIS system. and is getting longer to wait when there's more MIS network.

The NAM and all its plugins (RHW, NWM, etc) have LHD support for LHD users. Are you sure you have that installed?

Also, if you have the Extra Cheats DLL, use the drawpaths cheat; If there are no green paths (or if they're facing the wrong way), then you certainly have a problem.

I've seen it already in my plugins folder.
ok I'll try to see for the drawpath of the network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 05, 2011, 02:07:38 AM
Quote from: jdenm8 on September 04, 2011, 08:57:50 PM
Quote from: jdenm8 on September 04, 2011, 06:28:54 PM
I just assume it's the automatic translator which I assume you use.

Not to mention that siad translators tend to be downright terrible :P
- This text is written with my own knowledg of English. Sure, I make some mistakes, but overall it's not much.
- This text I am using an internet translator of Google wrote. As you can see there are quite a few grammatical errors. For example in the previous sentence was a reference word should be.

People, if you can write English, don't use translators.

BTW, I like your new avatar jdenm8 :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jibjohn on September 05, 2011, 04:55:44 AM
@mrtnrln (and anyone talking about the reflectors)
here (in the UK) we have posts like this every 100 meters on motorways and trunk roads (roads controlled and owned by central government (rather than county councils (normally))), on other roads you will often find black and white stripy posts, with reflectors, around dangerous corners and buildings close to the carriageway, just to draw attention to the edge of the road.
John

EDIT: obviously not forgetting the UK is pretty much the land of road-surface cats eyes (well we invented them)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 05, 2011, 05:40:07 AM
Quote from: jdenm8 on September 04, 2011, 06:46:29 PM
Nah, I'm not upset (It takes a lot to make me upset, only one person in this community has managed to do it) :D

As for the catseyes, I agree with you, snowplows would be a significant problem for on-surface catseyes, probably explaining their absence from Europe.
Contrary to popular assumption, it does actually snow in Australia ( ::) ) and in those locations there's no on-surface catseyes, they're instead only on poles with reflective lane markings replacing the on-surface catseyes which follows the standard for rural highways here.

I've seen on-surface cat eyes in Northern Ontario in recent years... there actually becoming popular. And the snow plows dont have an issue with them, and neither do chains-on-tires. I'm guessing they've found some kind of way to really anchor them in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 05, 2011, 06:14:12 AM
In Ohio (it snows here a good deal) we have reflectors recessed into the road with metal rails on the side, in addition to reflectors mounted on posts, guardrails, walls, and signs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on September 05, 2011, 06:17:13 AM
Blue Lightning got to it first, but cat's eyes are similar in Virginia (and throughout the northeastern U.S.) - the reflectors are either placed into divots cut out from the road or they are anchored into the road - this allows the road to be plowed without damage to the reflector.  On another note, I am looking forward to the next release!  Thanks for all the hard work, NAM Team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 05, 2011, 07:11:51 AM
Quote from: jdenm8 on September 04, 2011, 06:28:54 PM
As for my avatar, It's just a trio of floating point integers with arrows beside them and the word 'approaching' at the top. Read it however you please  :P

I think I've figured out what the numbers are meant to represent, but I'll refrain from giving away my guess to preserve the suspense for everyone else.  (I'm sure they've figured it out too! ;D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 05, 2011, 08:37:44 AM
Hi to everybody!
I can't wait for RHW 5.0 release!just to know...is a RHW new Euro texture going to be released?Because I know that some puzzle pieces will change their size so I imagine the old texture won't work any more,will it? ()what()
Thank you ;D
P.S. your mods are magnificent!!Good job!!!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on September 05, 2011, 09:11:30 AM
@Gugu3: As always, a European texture mod will be released simotaneously with the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2011, 10:55:17 AM
Quote from: Exla357 on September 05, 2011, 09:11:30 AM
@Gugu3: As always, a European texture mod will be released simotaneously with the RHW.

Actually, we've never had a simultaneous release of a Euro texture mod and the RHW.  It's always been at least a few days afterward at the earliest.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on September 05, 2011, 11:28:30 AM
I always use railroads to connect my cities, but I'm waiting the double decker highways to build them &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 05, 2011, 11:12:34 PM
I've try the drawpaths cheats and this what I got:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fkec_ci15.jpg&hash=42b98eed696f35ce336a5a8a026c09e593333100)
do you know how to solve this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2011, 11:40:23 PM
You've definitely got a conflicting Network INI file, likely in the form of a pre-2009 Bridge Controller or the outdated versions of fukuda's bridges that were previously on the STEX (which contain Network INIs from 2006 that will prevent any bridge made in the past 5 years from working). 

As I recall, the UK Path Remapping section before 2009 took all the paths with Instance IDs in the 0x5D###### range and remapped them to 0x7D######--that was rectified with the NAM Version 24 release in January 2009 (which coincided with the release of RHW Version 3.0). 

The MIS lies in the 0x5DE##### range, and thus, it's getting remapped to point to paths that don't exist. The other MIS-related pieces you have there (FLEXFly, the ramp interfaces) lie within a different Instance ID range that isn't being remapped, which explains why they are working.

All you need to do is find the conflicting file and pull it out.  Alternatively, you can also run the NAM's Cleanitol file and reinstall the NAM, which would automate the process to an extent.  Of course, you'd probably want to wait until NAM Version 30 comes out before doing so. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 06, 2011, 01:29:08 AM
Thanks for the information! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fcendol10.gif&hash=33a9038cb9e431dff3aea134ec0937e7eb2e7f1b) I'll try to found the conflicting and reinstall the NAM.

Also if I reinstall it, will I also reinstall the NWM and RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wacky Worm on September 06, 2011, 03:48:47 AM
^If you haven't been reading around, you'll probably be reinstalling them soon anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 06, 2011, 05:39:18 AM
Quote from: Tarkus on September 05, 2011, 10:55:17 AM
Quote from: Exla357 on September 05, 2011, 09:11:30 AM
@Gugu3: As always, a European texture mod will be released simotaneously with the RHW.

Actually, we've never had a simultaneous release of a Euro texture mod and the RHW.  It's always been at least a few days afterward at the earliest.

-Alex

Nevermind...I don't need a euro texture immediatly...I think I'll be too much interested in finding out what the new pieces are and how to use them ;DThen it's time for a Euro texture :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on September 06, 2011, 02:49:51 PM
Any Chance of a RHW-4 FLUP ramp for 5.0?
If not is it on the list of stuff for the next release?
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2011, 03:00:12 PM
Quote from: ps2owner on September 06, 2011, 02:49:51 PM
Any Chance of a RHW-4 FLUP ramp for 5.0?

No FLUPs have been made during this development cycle, but who's to say it might not happen in a future dev cycle?

The limiting factor for most FLUPs is making the models for these things; The rest of the FLUP (The RULing, the base textures, and the paths) is easy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 06, 2011, 05:16:11 PM
If we must talk about the models that I think of someone  who can be very useful. As far as I remember was Twyla showed some really great works and as I said before it could greatly facilitate the tasks that NAM will  set after this release cycle. Would not it be great if you  have something like his department to make quality  and amazing models NAM team?

-Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2011, 06:09:44 PM
Quote from: ivo_su on September 06, 2011, 05:16:11 PM
Would not it be great if you  have something like his department to make quality  and amazing models NAM team?

Two things:
- None of us have heard from Twyla since June.
- And Twyla's female.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 06, 2011, 06:16:34 PM
Do you guy need any help with the real highway Project

if you do let me know :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 06, 2011, 08:00:16 PM
Quote from: GDO29Anagram on September 06, 2011, 06:09:44 PM
Quote from: ivo_su on September 06, 2011, 05:16:11 PM
Would not it be great if you  have something like his department to make quality  and amazing models NAM team?

Two things:
- None of us have heard from Twyla since June.
- And Twyla's female.

Indeed.
She even stopped appearing in CSGchat about two months ago, the only place in the SC4 community where I believe she lurked after June.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 06, 2011, 09:05:07 PM
Dude, if you think your signature has any secrets in it, think again, jdenm8...

(P.S. It is fun to crack, yes, but no "highly illogical" release dates.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 07, 2011, 12:19:50 AM
^^ I know what it says (TIP: use ASCII-codes, then you'll see ;) )

Quote from: drjumbajookiba on September 06, 2011, 06:16:34 PM
Do you guy need any help with the real highway Project

if you do let me know :)
We can always use some help ;)  How do you want to help us?
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 07, 2011, 01:24:48 AM
Quote
We can always use some help ;)  How do you want to help us?

I can offer assistance in the construction of paths, and why not when a puzzle piece. We will give everything what I can in the next NAM projects, as long as you need help of course.

Regards,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on September 07, 2011, 03:05:38 PM
jdemn8: I CRACKED IT......and all I can say is: Thanks Captain Obvious :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ksubi on September 07, 2011, 03:23:20 PM
Quote from: Exla357 on September 07, 2011, 03:05:38 PM
jdemn8: I CRACKED IT......and all I can say is: Thanks Captain Obvious :D

PLEASE! Let me know what it says :D I'm a complete illiterate with stuff like that .
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 07, 2011, 04:43:34 PM
Quote from: mrtnrln on September 07, 2011, 12:19:50 AM
^^ I know what it says (TIP: use ASCII-codes, then you'll see ;) )

Quote from: drjumbajookiba on September 06, 2011, 06:16:34 PM
Do you guy need any help with the real highway Project

if you do let me know :)
We can always use some help ;)  How do you want to help us?



textures :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 07, 2011, 05:07:29 PM
Quote from: GDO29Anagram on September 06, 2011, 03:00:12 PM
Quote from: ps2owner on September 06, 2011, 02:49:51 PM
Any Chance of a RHW-4 FLUP ramp for 5.0?
The limiting factor for most FLUPs is making the models for these things; The rest of the FLUP (The RULing, the base textures, and the paths) is easy.

Models might not be such a big problem  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F4190%2Frhwupass1.jpg&hash=1a9778bf5ba31b8eeaaa2544e00bb4157945b378)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9826%2Frhwupass2.jpg&hash=cb7ec1017764e11ab9a1747a56b00da4f7333824)

However, you may notice I have made a schoolboy error with this. I have made the depth of the portal at -15m, as for some reason I'd assumed that FLUP pieces were of the same height as the overpasses, but upon comparing it with the existing transitions, I now know they're much shallower  :-[.

Seriously though, once I've made some adjustments to the depth, would this be considered for inclusion in the NAM at some point?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 07, 2011, 05:39:00 PM
Quote from: Exla357 on September 07, 2011, 03:05:38 PM
jdemn8: I CRACKED IT......and all I can say is: Thanks Captain Obvious :D

between that... tarkus new signature ..... I think the i-word is in full force....
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on September 07, 2011, 06:38:33 PM
Quote
Seriously though, once I've made some adjustments to the depth, would this be considered for inclusion in the NAM at some point?

I hope so! That has so many uses, it's not even funny.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 07, 2011, 06:46:03 PM
Quote from: Dexter on September 07, 2011, 05:07:29 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9826%2Frhwupass2.jpg&hash=cb7ec1017764e11ab9a1747a56b00da4f7333824)

Seriously though, once I've made some adjustments to the depth, would this be considered for inclusion in the NAM at some point?

Uh... Very  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on September 07, 2011, 07:06:25 PM
Quote from: Dexter on September 07, 2011, 05:07:29 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9826%2Frhwupass2.jpg&hash=cb7ec1017764e11ab9a1747a56b00da4f7333824)

Seriously though, once I've made some adjustments to the depth, would this be considered for inclusion in the NAM at some point?

This really should be, it's quite useful, especially in the middle of a city. Good work, Dexter! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 07, 2011, 08:41:32 PM
That FULP is freaking awesome.  Don't change a thing.  It is perfect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 07, 2011, 09:46:49 PM
I 2nd that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 07, 2011, 10:23:45 PM
Very nice - though the only thing that needs to be done, really, is the texture needs darkening (corrected in BAT) - which is something that will need to be done manually.

Any chance of one for individual sides of a RHW, and an on-slope one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 07, 2011, 11:17:08 PM
It only requires the addition a single ramp variant and it would be perfect! ;)

If you don't mind, would you alse create some variants for wider RHW's and NWM networks too? It just requires some re-fitting of your model, so it shouldn't be that hard, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2011, 11:56:40 PM
Dexter, that is one fine-looking ramp there.  My (figurative) hat is off to you. :thumbsup:

In case anyone is wondering where we are in development, RHW 5.0 is on Build 13.  There will probably be some slight tweaks on the RUL end, and some minor cosmetic things (a couple color-corrections on puzzle pieces, new icons), and I'll need to update the documentation and the installer.  Build 14 or 15 will probably be the release version.

The NWM's on Build 12 with Build 13 nearing completion.  There's been a lot of path things (particularly on the LHD side) that have required adjustment in the final push, and there might be some RUL stability tweaks in a few instances as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bremner19 on September 08, 2011, 12:21:19 AM
I hope ya'll finish for play by this weekend.....wishful thinking i guess.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 08, 2011, 02:48:00 AM
Alex, thanks for sharing the NAM/RHW/NWM progress with us! As for the NWM, which build will be the final one?
Quote from: bremner19 on September 08, 2011, 12:21:19 AMI hope ya'll finish for play by this weekend.....wishful thinking i guess.
Don't hurry that much :P I really doubt it'll be ready by this weekend but in my view it could be released this month. Though only time will tell :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: SeanSC4 on September 08, 2011, 04:55:36 AM
Great progress on everything and thanks for the updates! Is it my understanding that existing RHW networks will be backwards-compatible once the new version gets released?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2011, 05:27:54 AM
No, not all. the diagonal wider networks are incompatible with the new version (but it's not that bad that it causes the game to crash)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 08, 2011, 05:36:32 AM
Quote from: mrtnrln on September 08, 2011, 05:27:54 AM
No, not all. the diagonal wider networks are incompatible with the new version (but it's not that bad that it causes the game to crash)

To clarify: with 6S and 8S, you will need to bulldoze existing puzzle pieces (though you can keep them if you wish, or can't be bothered replacing them) and re-drag the diagonal stretches of 6S and 8S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2011, 05:53:33 AM
^^ Don't forget the RHW-6C new IID scheme.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on September 08, 2011, 07:36:17 AM
Quote from: mrtnrln on September 08, 2011, 05:53:33 AM
^^ Don't forget the RHW-6C new IID scheme.
What's that? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2011, 07:38:04 AM
Diagonal RHW-6C has been completely rebuilt from the ground up to fix numerous IID-related (Nearly all related to wealth levels) bugs with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2011, 10:11:56 AM
Actually, at least the limited draggable Diagonal RHW-8S functionality will be backwards compatible.  The puzzle pieces will sort of work.  Their paths might be a bit funky, but they'll still show up and at least partially work if you install the RHW 4.x Legacy File.  The puzzle piece 8S curves/diagonals have actually been disabled, and you'll have to use the draggable functionality (which is far more stable than it previously was).

The RHW-6S diagonals have been completely reconfigured to have a different footprint (overhanging single-tile instead of shared dual-tile).  If you've got the old puzzle pieces around, they'll still show up and partially work, but they'll have Version 4.x textures on them.  To build RHW-6S diagonals in the new version, there's draggable functionality, which works just like the RHW-4 and MIS diagonal functionality.

If you have any draggable RHW-6C diagonals built with Version 4.0 or 4.1, demolish them.  Their instance ID scheme was changed to fix "sidewalk glitches", and they will not function and have big chunks missing out of them with Version 5.0.  The draggable diagonal 6C is also far more stable than it was, too.

We've also added draggable diagonal functionality to the RHW-8C, RHW-10S, and the new RHW-3, ERHW-2 and DDRHW-4 networks.  The other new networks, the ERHW-6S and the ERHW-6C, will not have diagonal functionality of any kind in Version 5.0.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on September 08, 2011, 10:34:57 AM
Quote from: Tarkus on September 08, 2011, 10:11:56 AM
We've also added draggable diagonal functionality to the RHW-8C, RHW-10S, and the new RHW-3, ERHW-2 and DDRHW-4 networks.  The other new networks, the ERHW-6S and the ERHW-6C, will not have diagonal functionality of any kind in Version 5.0.

-Alex

I pressume the later means that the ERHW-6's can't go round corners either?

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 08, 2011, 10:49:17 AM

Dexter I can tell you that I am extremely amazed at what you accomplished. Remarkable Models, which I can not find fault and to have a place in the NAM. Must continue the work later, since it appears that you have great talent. I nikava idea how long you took this job 3DModel, but it would be nice to have such and RHW-6C, 6S, 8C, 8S and 10S.
Quote
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F4190%2Frhwupass1.jpg&hash=1a9778bf5ba31b8eeaaa2544e00bb4157945b378)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9826%2Frhwupass2.jpg&hash=cb7ec1017764e11ab9a1747a56b00da4f7333824)
Best,
- Ivo
[/quote]
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 08, 2011, 11:23:21 AM
No kidding, diagonal DDRHW-4?  I tell you, just reading that made my day.  There was a time when even the orthogonal DDRHW-4 was only a dream, but now we get diagonal DDRHW-4.  Of course, I don't want to overlook the excellent modelling Dexter has done here.  RHW FLUPs are going to be very useful, considering the fact that RL RHWs pass under other networks in addition to passing over them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 08, 2011, 11:32:06 AM
Quote from: Korot on September 08, 2011, 10:34:57 AM
I pressume the later means that the ERHW-6's can't go round corners either?

Regards,
Korot

That is correct. The ERHW6 networks are mostly (I think) for overpass purposes this time around. And the model-based nature of elevated networks makes curves a lot more of a hassle than the ground ones (though given your knowledge I'm sure you already knew that).

QuoteHowever, you may notice I have made a schoolboy error with this. I have made the depth of the portal at -15m, as for some reason I'd assumed that FLUP pieces were of the same height as the overpasses, but upon comparing it with the existing transitions, I now know they're much shallower  :-[.

Seriously though, once I've made some adjustments to the depth, would this be considered for inclusion in the NAM at some point?

I agree with everyone that it is beautiful!  &apls  But I also strongly agree with you that 15m/50' is too deep. I would love to see this in the future but I would love it a lot more if it were realistically scaled with regard to height  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 08, 2011, 11:32:53 AM
Dexter I can tell you that I am extremely amazed at what you accomplished. Remarkable Models, which I can not find fault and to have a place in the NAM. Must continue the work later, since it appears that you have great talent. I no have idea how long you took this job 3DModel, but it would be nice to have such and RHW-6C, 6S, 8C, 8S and 10S.
Quote
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F4190%2Frhwupass1.jpg&hash=1a9778bf5ba31b8eeaaa2544e00bb4157945b378)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9826%2Frhwupass2.jpg&hash=cb7ec1017764e11ab9a1747a56b00da4f7333824)
Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 08, 2011, 12:10:42 PM
Hi everyone, just thought I'd share the progress I've made this afternoon:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F4359%2Framp1x.jpg&hash=7be038ea65616c02d85dcfbb14f17d37d56b8ef0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F1125%2Framp2.jpg&hash=a388ee437f28fb35016a63f6dedef4c416ff15e9)

Unfortunately, I'd already made changes to the depth before I read any of the comments on here, but I personally do think it looks better, bearing in mind that (here in the UK at least) the speed limit on divided carriageways is 70mph, and the slope I had before would just be far too steep to safely take at such speeds.  I just hope 7m clearance is enough for the wacky SC4 scale &mmm.

Alex, Unless I'm going mad, I'm sure you had posted an image a while ago that could be overlaid in photoshop to compensate for the mismatch, but I can't seem to find it.  Is there any easy way to make everything match up?

Also been toying around with some other ideas  ;) .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F2105%2Framp4.jpg&hash=fc25a45f34d60024b4a80b77b357f0a1f8341bbe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F632%2Framp3.jpg&hash=44f391d6c10096208909f21648fe7dcf849841ab)

-Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 08, 2011, 12:21:36 PM
Matt is really quick  and quality work on your part and I'm really  surprised that you managed to do this only for one afternoon. I also agree with your opinion that the 15 m tunnels  are more suitable than  7m. It seems more realistic and descent is more gradual. I hope everything  is okay and to see them in future RHW 6.0 or a new version of FlUPs

Cheers  Mate,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 08, 2011, 12:50:50 PM
Yes, YES, YEESSS!!!! It's beautiful  &apls &apls &apls

7m/23' is plenty of clearance (even with SC4's ~10% distorted scale).  Truly a major contribution and if it's modular and multi-rhw-network even better!

As a passionate (and attempted non-outspoken) advocate of aforementioned realistic scale you've truly, truly made my day. Like Alex (Tarkus) my hat is off to you, but I went ahead and took the time to actually grab a hat, put it on, and then take it off again.

Hyvaa jatkuu (good luck continuing in the future)  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2011, 01:58:18 PM
Quote from: Dexter on September 08, 2011, 12:10:42 PM
Hi everyone, just thought I'd share the progress I've made this afternoon:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F4359%2Framp1x.jpg&hash=7be038ea65616c02d85dcfbb14f17d37d56b8ef0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F1125%2Framp2.jpg&hash=a388ee437f28fb35016a63f6dedef4c416ff15e9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F2105%2Framp4.jpg&hash=fc25a45f34d60024b4a80b77b357f0a1f8341bbe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F632%2Framp3.jpg&hash=44f391d6c10096208909f21648fe7dcf849841ab)

-Matt
Wow! Just wow! These look awesome! :o

However, the last ramp (which looks like a RHW-3 tunnel) should have broken white lines (so cars from that direction can pass).
Title: Re: RHW (RealHighway) - Development and Support
Post by: SeanSC4 on September 08, 2011, 02:08:02 PM
Not necessarily on the white lines going into the tunnel. It would be common here in Boston to have it be a solid white line inside the tunnel to prevent lane changes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toja on September 08, 2011, 02:39:55 PM
Matt, these ramps do look really fantastic!   :thumbsup:

Regarding the depth: I've used 10m for the RHW2-ramp that is already implemented, since the network-paths for the FLUP-pieces are 10m below the surface. As far as I can see the ramps are five tiles (80m) long? For the RHW2-ramp I've decided to use only four tiles, because I think it gives more flexibility when you're building interchanges like parclos or trumpets etc. - and it looks still satisfying in my opinion...   ::)

To implement the ramps as FLUPs, the LODs for the models should look like here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fthumbnails%2F477e665dcda7bbfed76248bbeadeb673.jpg&hash=fb1db7f23fdf18288f792eb9d17df62dc02a6279) (http://www.ld-host.de/show/477e665dcda7bbfed76248bbeadeb673.jpg)

toja
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 08, 2011, 03:39:30 PM
Wow, Matt, I felt a chill go through me when I saw those!  When that happens, you know it must be good!  With lower ERHW on the horizon, the 7 m FLUP seems like a real winner to me.  70 mph is a rather common speed limit on this side of the pond as well, so I completely agree with the less steep slope.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 08, 2011, 03:40:55 PM
GOOD news
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FSimCity42011-09-0818-22-40-57.jpg&hash=8159878bc901a6b6dbda232f5a1dd302fa258ea3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Chrisim on September 08, 2011, 03:42:50 PM
Dexter, I hope you are aware that you have to adapted the LOD such that it is a thin box (plate) just above the surface, and the underground part is projected onto this LOD. Otherwise, the surface (green grass or whatever) will shine though when using the model for a puzzle piece. This is different from models for Lots.
If you don't understand, please have a close look with the Reader at the S3D models in NetworkAddonMod_FLUPs_Props.dat
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 08, 2011, 04:19:44 PM
Hi again everyone, thanks for the feedback - I'm not sure if I should start a new thread for these, because this one is really for the NAM team to post updates  ()what()

@ivo_su, noahclem: Glad you like it, I'm glad I took the time to rework the scaling now  :)

@mrtnrln, SeanSC4:  The reason I decided to use a solid white line was because of the restricted width of the tunnel.  Lane changing is often prohibited under such circumstances to prevent accidents, but it's just a prototype really anyway.

@toja: I decided on a 5 tile length mainly because at the original 15m depth I was using anything shorter would have been too steep, but TBH it's a bit late to change the length of the ramp.


However, I've hit a bit of a snag.  You see, correct me if I'm wrong, but puzzle piece models need to be saved as S3D files, rather than rendered like those used on lots.  Now, here's the problem - the polygon count for the RHW-4 transition is currently at 10545, (mainly due to using the loft function)  :o.  I remember reading there's a limit somewhere, but I can't remember what exactly it is.


Anyway, here's something else I've been working on:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F8310%2Framp5.jpg&hash=79d85912d667dd59bd8f15f20c09d6646d25119b)

PS.  I don't seem to be able to access anyone's profile (You do not have permission), and so it doesn't seem possible to send PM's, unless I'm missing something?

-Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on September 08, 2011, 04:26:58 PM
Quote from: Dexter on September 08, 2011, 04:19:44 PM

Anyway, here's something else I've been working on:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F8310%2Framp5.jpg&hash=79d85912d667dd59bd8f15f20c09d6646d25119b)

-Matt

YES! I really like these
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on September 08, 2011, 04:27:15 PM
Quote from: Dexter on September 08, 2011, 04:19:44 PM
Hi again everyone, thanks for the feedback - I'm not sure if I should start a new thread for these, because this one is really for the NAM team to post updates  ()what()

@ivo_su, noahclem: Glad you like it, I'm glad I took the time to rework the scaling now  :)

@mrtnrln, SeanSC4:  The reason I decided to use a solid white line was because of the restricted width of the tunnel.  Lane changing is often prohibited under such circumstances to prevent accidents, but it's just a prototype really anyway.

@toja: I decided on a 5 tile length mainly because at the original 15m depth I was using anything shorter would have been too steep, but TBH it's a bit late to change the length of the ramp.


However, I've hit a bit of a snag.  You see, correct me if I'm wrong, but puzzle piece models need to be saved as S3D files, rather than rendered like those used on lots.  Now, here's the problem - the polygon count for the RHW-4 transition is currently at 10545, (mainly due to using the loft function)  :o.  I remember reading there's a limit somewhere, but I can't remember what exactly it is.


Anyway, here's something else I've been working on:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F8310%2Framp5.jpg&hash=79d85912d667dd59bd8f15f20c09d6646d25119b)

PS.  I don't seem to be able to access anyone's profile (You do not have permission), and so it doesn't seem possible to send PM's, unless I'm missing something?

-Matt

You can send PMs by clicking on messages at the top and going to messages>new message I think.
Oh, and BTW those look awesome (though it is mainly the functionality it provides that I am interested in I think)
Title: Re: RHW (RealHighway) - Development and Support
Post by: canyonjumper on September 08, 2011, 04:48:26 PM
I've gotta say there Matt, those FLuPs look amazing. Great work on them!

                Your friend,
                               Jordan :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2011, 04:56:36 PM
Quote from: Dexter on September 08, 2011, 04:19:44 PM
However, I've hit a bit of a snag.  You see, correct me if I'm wrong, but puzzle piece models need to be saved as S3D files, rather than rendered like those used on lots.  Now, here's the problem - the polygon count for the RHW-4 transition is currently at 10545, (mainly due to using the loft function)  :o.  I remember reading there's a limit somewhere, but I can't remember what exactly it is.

I am going to correct you  :P

Puzzle Pieces can use rendered props (That's what absolutely every other FLUPs ramps use) as we can't pierce the ground with a Puzzle Piece model.

Just ensure to use the special LOD that Toja demonstrated (Not a conventional one with a cutout as they don't work as they do on LOTs).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 08, 2011, 05:17:38 PM
@jdenm8:  That's great news then!  The special LODs must explain why the previews always look really weird from all but one angle  :D.  I'll redo the LODs tomorrow and go from there.

I still need to darken the textures properly though, so if anyone has any tips on how to get a decent match i'd be much appreciated  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2011, 05:35:32 PM
That's exactly why the preview looks weird from all bar one rotation. The previewer can't handle the rotations properly TMK.

As for the darkening, I think it's a -20 brightness layer in Photoshop on PPs for the difference between draggable and PPs
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2011, 05:48:39 PM
The setup I used on the V5-Spec textures for the RHW puzzle pieces in Photoshop involved putting a Hue/Saturation layer over the texture, and setting the Brightness to -15.  Works quite well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: toja on September 08, 2011, 06:19:24 PM
Well it depends... the default lightning rig of gmax change colors as well as SC4 does. You have to adjust the colors for both cases. And maybe there's a difference for 3dsMax, too.

Anyway, if you are working with Photoshop, I've attached my color adjustments that I've made with PS 5.5, but I don't know if newer versions do support them...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 08, 2011, 11:12:03 PM
Quote from: toja on September 08, 2011, 06:19:24 PM
Well it depends... the default lightning rig of gmax change colors as well as SC4 does. You have to adjust the colors for both cases. And maybe there's a difference for 3dsMax, too.

Anyway, if you are working with Photoshop, I've attached my color adjustments that I've made with PS 5.5, but I don't know if newer versions do support them...

Newer versions should support them. But if it doesn't work, visit here for more info on how to calibrate Photoshop for gmax (http://www.simtropolis.com/omnibus/_/simcity-4/batlot-editor-tutorials/calibrating-photoshop-for-gmax-r60).


Dexter, looks wonderful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2011, 11:19:12 PM
Oooh! Love those on-slope tunnel entrances :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 09, 2011, 12:17:41 AM
Wow,those are nice work! I can't wait for RHW version 5.0 to came out!  :thumbsup:
Also is it possible to create multi level MIS? I mean there's MIS on 7.5m, 15m and 22.5m to allow each MIS to pass each other? ::)

Oh yeah thanks for the help before, now MIS is working in my cities.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 09, 2011, 12:31:44 AM
No, Multi-height networks (aside from the most basic DDRHW-4 connection elements) are not available in RHW 5.0. They are a feature set aside for RHW 6.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Starmanw402007 on September 09, 2011, 06:50:42 AM
the updates of RHW 5.0 were awesome! keep'em coming!! &apls.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 09, 2011, 01:53:54 PM
In memory of September 11,2001
   i
   i
iiiiiiiii     iiiiiiiii                   WE Will Never Forget 9/11/01       
iiiiiiiii     iiiiiiiii                         it was a great lost   :'(
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
iiiiiiiii     iiiiiiiii
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 09, 2011, 02:07:43 PM
^^ Still a bit random to post it here, however, it's still quite a great loss...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on September 09, 2011, 02:13:35 PM
I have a reqest for RHW: namely an dual elevated mis crossover piece. Would come in handy for T intersections.
l l
\/
/\
l l
Note: they don't cross, one goes under the other. Also, they go in oposite directions and it would be a 2 tiles wide piece.
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on September 09, 2011, 09:11:39 PM
Yeah, like the diverging diamond thingy in the avenue TuLEPs. That would be useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Risu on September 10, 2011, 09:16:36 AM
'Scuse me....

Just now, I was tinkering with the wonderful* RHW items, and I found myself in need of an AVE over RHW-8C piece, like there is for the RHW-6C.

...And perhaps, of course, for the ingame-road and OWR, while yer at it. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg87%2Fchinatown64%2FSimCity%25204%2FMissingRHWpiece.jpg&hash=e177caa839f12dfd5ff131569114d92446c1c19b)

* Btw, you guise deserve to be paid more for all this. ()flower()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 10, 2011, 09:27:29 AM
There will be :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FAydina%2FMiscRAW%2FInterchanges1%2Fcyther_-_hyperbola_interchange01.png&hash=68749f5ceb2c6de68d41d797753419f3a7cfd5cd) (http://www.majhost.com/gallery/vz1234512/Aydina/MiscRAW/Interchanges1/cyther_-_hyperbola_interchange01.png)


Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 10, 2011, 09:44:32 AM
I see some ramps designed by a drunk engineer, especially the north-to-east ramp  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 10, 2011, 10:40:26 AM
It looks like that one road is supposed to go thru, but instead is blocked out with that commercial zoning.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on September 10, 2011, 10:45:05 AM
It was an awkward interchange - the two highways cross in a full turbine a little further down :P And j-dub, I've since hooked that up properly - decided stubbing it didn't look so great (nor did it help with traffic when the area developed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 10, 2011, 01:46:50 PM
I noticed that pieces of the new  overpasses are more like  ETLA-5 than EAVE-4. This is very dangerous in my view, because without barrier protection, the risk of accidents is  too high. Perhaps clone of the old was better.

Regards,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 10, 2011, 02:13:28 PM
Thats something that bothers me too a little. But hey, just a simple texture mod can do the job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 10, 2011, 02:30:02 PM
Quote from: ivo_su on September 10, 2011, 01:46:50 PM
I noticed that pieces of the new  overpasses are more like  ETLA-5 than EAVE-4. This is very dangerous in my view, because without barrier protection, the risk of accidents is  too high. Perhaps clone of the old was better.

Actually, at the speeds on surface streets (typically not more than 45mph or 70km/h), there's not really much danger there at all--cars obviously aren't allowed to drive in that area, and it's no worse than having an Elevated TuLEP or a MAVE-4 overpass (in fact, it's safer than either of those since there's a larger space between lanes of opposing traffic).  In fact, you'd be hard pressed to find any true Avenue overpasses in Oregon that have a hard barrier down the middle.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 10, 2011, 02:50:43 PM
I agree with Maarten, a texture mod that will easily solve the problem. As for Alex and Oregon - I'm not sure that such panels exist in many places in the world but that does not mean that they are safe, right? Yet you know that a collision is the most dangerous of all and in the absence of Containment or separating sail danger increases. If there is no logic in my words, why highway guardrails are used? However,  spent too much time on this not so important dispute, and there are more pressing and it is:
- Alex does not like to have your old avatar back, it is high time now to see the familiar image  :D :D :D

Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 10, 2011, 03:29:38 PM
Here we don't have actual barriers either on these roads. Instead, the center is just slightly higher than the road surface, so you can't easily cross to the opposite side of the road. Example:
http://maps.google.nl/?ll=52.048359,4.475743&spn=0.000007,0.005284&t=m&z=18&vpsrc=6&layer=c&cbll=52.048359,4.475743&panoid=ixJlGaHcahlnDhcDiM0RJw&cbp=12,325.88,,1,18.09

However, on these roads the speed limit is only 50 km/h. At higher speeds, the viaduct is often divided in two, one for each direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 10, 2011, 09:23:36 PM
Quote from: mrtnrln on September 10, 2011, 03:29:38 PM
Here we don't have actual barriers either on these roads. Instead, the center is just slightly higher than the road surface, so you can't easily cross to the opposite side of the road. Example:
http://maps.google.nl/?ll=52.048359,4.475743&spn=0.000007,0.005284&t=m&z=18&vpsrc=6&layer=c&cbll=52.048359,4.475743&panoid=ixJlGaHcahlnDhcDiM0RJw&cbp=12,325.88,,1,18.09

However, on these roads the speed limit is only 50 km/h. At higher speeds, the viaduct is often divided in two, one for each direction.

The same is true in Australia. Though we tend to only divide the viaducts if the road has been duplicated (far more common), but otherwise, we just have a low concrete median which is high enough to stop cars from mounting it if they go out of control. Some bridges have higher kerbs for trucks, same logic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 10, 2011, 10:58:51 PM
I will Tease you Some more :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FSimCity42011-09-1101-48-06-41.jpg&hash=e8b21b386dcf464123dc67023bb73a77158136b8)

Thanks for the idea of Dark Asphalt Blue Lightning
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on September 10, 2011, 11:24:28 PM
I'm not sure BL meant absolutely black...

I'm sorry, I hate to sound rude, but that looks pretty bad.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 10, 2011, 11:51:32 PM
Perhaps a bit too monotone and glowsitcky there.  Reminds me of the night courses on Rad Racer for some reason.  Or Tron.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on September 11, 2011, 02:05:03 AM
I don't know if you have thought about this before, but I've had a sudden flash of inspiration, and I thought; What if the NAM Team eventually recreate the plopable MHW interchanges/one-piece junctions in RHW form? That would reduce the learning curve for new users, reduce the time and space needed to create fully-functional junctions AND it would render the MHW extinct!

I don't know how this would work out with scaling issues, but I hope that you can consider this for RHW 6.0  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 11, 2011, 02:17:07 AM
Yes we have thought of it, no we're not considering it for inclusion.

One of the specific functions of the RHW is its modularity and realistic scale (both things prefabricated intersections would utterly destroy). We have bent the rules about prefabricated pieces in recent years, with the SPUI, DDI and the new FAD pieces, but that's the extent of the bending. There will not be MHW-esque interfaces for the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 11, 2011, 02:24:36 AM
Quote from: DAB_City on September 11, 2011, 02:05:03 AM
I don't know if you have thought about this before, but I've had a sudden flash of inspiration, and I thought; What if the NAM Team eventually recreate the plopable MHW interchanges/one-piece junctions in RHW form?

To be short, they're a waste of IIDs, they're hard to make, and they'd easily exceed the 16x16 puzzle piece size limit. Not to mention they're horrifically inflexible and are one-use pieces, not multi-purpose. Prefabs have been considered in the beginning but the project leader has long since decided against them.

Besides, even just a simple cloverleaf interchange, with realistic scaling and sizing, would occupy an entire small city tile (64x64 tiles).

The closest you'll ever get to a true prefab is the old SPUI piece that's being phased out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2011, 02:46:29 AM
There's 14 networks in RHW 5.0 . . . just for basic prefab orthogonal diamond interchange functionality with Roads, OWRs and Avenues means 42 interchange pieces.  Want NWM networks involved, too?  There's 13 of them, and adding the 3 Maxis networks adds up 16.

14 RHW networks x 16 NWM/Maxis networks = 224 interchanges. 

There's only about 400 pieces in the RHW right now total.  The modular route is the most efficient for not only those of us who are making these pieces, but for the end user as well.  To do everything you'd want to do with our current modular system with MHW-style pieces, we'd be talking thousands of prefab interchanges, easily.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on September 11, 2011, 05:54:40 AM
In addition many interchanges cross over other interchanges in real scale if you understand what I'm saying. A prefab interchange system would not allow for that. It is best to play around with the RHW in a blank region and see what you can create. Here is what can be created with the current RHW 4.1.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FM1M8Interchange.jpg&hash=eefca6de84212db121ddfe7ea52c06db9c96dc34)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 11, 2011, 06:25:08 AM
^^ Now THAT is totally awesome. Sure prefab can't beat that...

Now, a teaser move, showing off some things the new RHW v5.0 can create. It's a trip in U-Drive-It mode:
http://www.youtube.com/v/BOlUewThQ-g

Shameless promotion of my MD  :P

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 11, 2011, 06:45:05 AM
I have a bit suggestion (maybe for RHW 6.0). How about to make a ERHW over avenue or roads? I mean something like these:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fjalan_10.jpg&hash=b30e284d470b55043afc3e571776fd1895107428)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fjalan_11.jpg&hash=17a49cf15029cf2c70c2b19cefea49039590b372)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi45.servimg.com%2Fu%2Ff45%2F15%2F75%2F40%2F01%2Fmaket-10.jpg&hash=fa72832ae32ccd03d274776a12f6297e0392a798)

Sorry if I'm annoying...  &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 11, 2011, 07:30:53 AM
976, Unfortunately, such a thing wouldn't be possible due to game limitations that prevent double decker pieces like that from working properly, as the game cannot distinguish between paths running in the same direction at different levels, and so the cars would jump between the levels.  I believe the reason the new DDRHW works is because the paths run in opposite directions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on September 11, 2011, 08:04:16 AM
dunno whats worse, your driving or the soundtrack... although I like the main melody...

anyways nice teaser for rhw5 and your md  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on September 11, 2011, 08:18:45 AM
Nice video Maarten,  ;)

it stays lot of pbs of textures harmonisation between plop and drag pieces
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 11, 2011, 08:53:00 AM
Quote from: GMT on September 11, 2011, 08:04:16 AM
dunno whats worse, your driving or the soundtrack... although I like the main melody...

anyways nice teaser for rhw5 and your md  &apls
Well, controlling UDI is a pain, since it won't change lanes when I want to (and somtimes, it un-snaps when I don't want to). Beside that, slow drivers won't get away from the inner lanes (don't worry, they will be fined). Overall, it's hard to drive well in UDI.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 11, 2011, 09:17:31 AM
the next rhw version should just solely focus on bridges ... it is the most badly needed feature.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 11, 2011, 09:54:50 AM
I also noticed one of the cosmetic pieces that hasn't much been talked about but I remember in the new NAM: the narrow-shoulder exit lanes (a more European feature).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 11, 2011, 10:01:37 AM
Quote from: mrtnrln on September 11, 2011, 08:53:00 AM

Overall, it's hard to drive well in UDI.


I beg to differ. :P UDI takes experience... practice makes perfect!

Great RHW system. Must have taken forever to make the highway and the surrounding scenery. Good use of the RHW 5.0 components.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 11, 2011, 11:11:47 AM
Looks like I'm not the only one aiming to tease people... ;)

http://www.youtube.com/watch?v=y3Kme8dZsGk

It's an 6Cx6C cloverleaf, featuring the L2 6C. This thing is so big that I was almost able to fit in the Maxis Cloverleaf within one of the loops.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on September 11, 2011, 11:57:57 AM
Will there be any types of exits/entrances for the new elevated RHWs?

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 11, 2011, 12:12:59 PM
Quote from: Jayster on September 11, 2011, 11:57:57 AM
Will there be any types of exits/entrances for the new elevated RHWs?

The elevated 6C will currently be limited to overpass functionality, as demonstrated in my teaser. As of the rest of the new ERHWs, there's an ERHW-2 A1 ramp and an ERHW-6S D1 Ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on September 11, 2011, 12:53:26 PM
Great videos! You really do know how to showcase the best bits!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 11, 2011, 02:06:07 PM
Quote from: Kitsune on September 11, 2011, 09:17:31 AM
the next rhw version should just solely focus on bridges ... it is the most badly needed feature.

Totally  agree with you. Bridges are one of the biggest pain for RHW. I do not know whether it is possible but would be very useful bridge to see 3 tiles  wide. Maybe  6C or 8C - will be easier and cheaper and more practical than two bridges (one for each direction).

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 11, 2011, 02:17:54 PM
Excellent video, Maarten!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 11, 2011, 02:21:44 PM
tarkus .... for the dd-rhw4, what bridge id did you use in the controller?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2011, 04:06:39 PM
Quote from: Kitsune on September 11, 2011, 09:17:31 AM
the next rhw version should just solely focus on bridges ... it is the most badly needed feature.

We have a few laying around that are partially completed.  They likely won't be out for 5.0, mainly as there's still a fair bit of checking we need to do on them, but they will eventually make it out before much longer.  I am planning to take another look at them after 5.0 comes out.

Quote from: Kitsune on September 11, 2011, 02:21:44 PM
tarkus .... for the dd-rhw4, what bridge id did you use in the controller?

0x0000A182 for the exemplar and icon.  The repeat piece model is at 0x34430000 and the start/end and support piece model is at 0x34431000.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 11, 2011, 04:27:02 PM
Quote from: Tarkus on September 11, 2011, 04:06:39 PM
Quote from: Kitsune on September 11, 2011, 09:17:31 AM
the next rhw version should just solely focus on bridges ... it is the most badly needed feature.

We have a few laying around that are partially completed.  They likely won't be out for 5.0, mainly as there's still a fair bit of checking we need to do on them, but they will eventually make it out before much longer.  I am planning to take another look at them after 5.0 comes out.

Quote from: Kitsune on September 11, 2011, 02:21:44 PM
tarkus .... for the dd-rhw4, what bridge id did you use in the controller?

0x0000A182 for the exemplar and icon.  The repeat piece model is at 0x34430000 and the start/end and support piece model is at 0x34431000.

-Alex

great ty .... I'm making progress on my little conversion from light rail to heavy rail for the cable stay bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 11, 2011, 05:08:45 PM
If RHW 5.1 should be more bridge focused, then NWM 2.1 should be more focused on diagonal intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 11, 2011, 05:16:34 PM
NWM 2.0 still has quite a few new additions in the diagonal intersections department, although some are incomplete and unsupported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 11, 2011, 06:05:16 PM
Will there be any new RHW4 and RHW2 Bridges For RHW 5.0?
()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 11, 2011, 08:15:27 PM
Aside from the new DDRHW-4 bridge, there are no new bridges in RHW v5.0.

Choco made quite a few before his/her hiatus and we do have some of them, but they're not going to see release with 5.0 (Though maybe between 5.0 and 5.1, who knows)

I've also worked on a MAVE-4 bridge, but it's in SKP format, not 3DS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 12, 2011, 03:45:53 AM
Quote from: jdenm8 on September 11, 2011, 08:15:27 PM
Aside from the new DDRHW-4 bridge, there are no new bridges in RHW v5.0.

Choco made quite a few before his/her hiatus and we do have some of them, but they're not going to see release with 5.0 (Though maybe between 5.0 and 5.1, who knows)

I've also worked on a MAVE-4 bridge, but it's in SKP format, not 3DS.


ok thanks :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on September 13, 2011, 07:42:34 AM
I noticed that the ddrhw capacity is slightly less than rhw4. Shouldn't it be more given the fact it has 4 lanes of travel, not 2?
If you have a rhw4 highway going in both directions, the capacity (assuming medium) is 20,000 in the morning and 20,000 in the evening, giving a total of 40,000, while one ddrhw (again assuming medium) will only allow for 16,000 for morning and evening combined. Am I correct here? Or should I be calculating things differently? I am essentially trying to figure out if two ddrhw bridges have a higher capacity than two rhw4 bridges going in opposite directions as I anxiously await the arrival of rhw 5.0. Thanks for your help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 13, 2011, 09:12:57 AM
Quote from: the7train on September 13, 2011, 07:42:34 AM
I noticed that the ddrhw capacity is slightly less than rhw4. Shouldn't it be more given the fact it has 4 lanes of travel, not 2?

If you look at the numbers on the not-so-sticky post, the capacities are actually calculated for the full width, IE, one single stretch of RHW-4 under medium has 10k capacity, and 20k for two RHW-4's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on September 13, 2011, 10:11:10 AM
Ok thanks GDO29Anagram. So the capacity for two rhw4 bridges (one going in each direction) is 20k per day, while the capacity for two ddrhw bridges is 32k per day correct? I appreicate your help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on September 13, 2011, 10:34:17 AM
Yes, but don't forget that those two DDRHW4 bridges would have 4 lanes in each direction, and thus would be an DDRHW8 in effect.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 13, 2011, 12:19:47 PM
Quote from: the7train on September 13, 2011, 10:11:10 AM
So the capacity for two rhw4 bridges (one going in each direction) is 20k per day, while the capacity for two ddrhw bridges is 32k per day correct?

Quote from: Korot on September 13, 2011, 10:34:17 AM
Yes, but don't forget that those two DDRHW4 bridges would have 4 lanes in each direction, and thus would be an DDRHW8 in effect.

In other words, you just need one DDRHW bridge. I should also point out that if you use the High simulator, the DDRHW-4 and RHW-4 capacities are equal.

And these capacities are per tile along its full width.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on September 13, 2011, 01:16:41 PM
Thanks for your help! I am looking for more capacity hence the two ddrhw bridges, however maybe I'll move to the high simulator with v5 as well for future growth and so the capacities are equal as GDO pointed out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: delta9 on September 13, 2011, 07:39:22 PM
Quote from: the7train on September 13, 2011, 01:16:41 PM
Thanks for your help! I am looking for more capacity hence the two ddrhw bridges, however maybe I'll move to the high simulator with v5 as well for future growth and so the capacities are equal as GDO pointed out.
That's interesting. One going one way across the river, one going the other (except they both go two ways... but you know what I mean), with one tier as express lanes. Of course, you'd need a Tokyo-esque city for that to make logical sense, but hey.. it's SimCity :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on September 13, 2011, 08:07:34 PM
Ok... so  maybe this is extremely stupid, BUT, I have to ask it, and since you guys are probably the best at this matter... well I'm gonna ask it.

After measuring some RL pictures I realised that there is something extremely wrong in simcity...

1 tile in simcity = 16 mts in real life... 16. something...

the thing is that a Real Life lane is 2.5 mts... so in one single tiles 6.4 lanes should fit... that way, real life recreation would be more accurate... AND, the whole look in the game too... cause you could  probably fit 12 lanes in only two tiles...

Any thoughts on this?... cause I think that rhw and nwm should consider this... I'm sorry if this has been discussed before, haven't read it yet
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 13, 2011, 08:32:14 PM
Quote from: cmdp123789 on September 13, 2011, 08:07:34 PM
After measuring some RL pictures I realised that there is something extremely wrong in simcity...

1 tile in simcity = 16 mts in real life... 16. something...

the thing is that a Real Life lane is 2.5 mts... so in one single tiles 6.4 lanes should fit... that way, real life recreation would be more accurate... AND, the whole look in the game too... cause you could  probably fit 12 lanes in only two tiles...

2.5 meters is 8.2 feet, if you're native to using feet, and that's far too narrow for ANY vehicle to use safely; That's probably even narrower than the Maxis Highway, which is already underscale.

And just for the record, the NAM Team has done their homework; The lane width for RHW is about 14.4 feet, or 35/128 of a tile, or about 4.375 meters. The lane widths were all obtained from real-life measurements; One thing found from this is that the current RHW 4.1 lane widths are too wide.

EDIT: After a bit of research, the minimum lane width, at least in the US, is 12 feet, or 3.7 meters. 2.5 meters would probably condemn the highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 13, 2011, 08:44:06 PM
We're not going to be making an RHW-12S that fits on 2 tiles.  The NMAVE-4 in the next NWM release is already pushing it with 4 lanes on a tile (which, because of the narrow sidewalk, are sub-4m).  Most US road engineering standards mandate at least 10ft. lanes on side streets with 20-25mph design speeds.  (A Maxis Highway, by this standard, would actually have a design speed of about 10-15mph.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 14, 2011, 12:16:32 AM
Here in the Netherlands there are lanes with only a 2.5m width, but these are only the innermost lanes. On these lanes you have a 2m vehicle width destriction, so a lot of cars and at least vans can't drive there. It's not a particulary good design, but sometimes you don't simply have the room. Regular lanes are 3.5-4m wide.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 14, 2011, 09:09:09 AM
Old US 66, where the original pavement is intact, is extremely narrow, 8.0 feet each lane, the white line touches the end of the pavement, no shoulder. Cars were bigger back then, and I could not imagine driving on it when semis had to use it constantly. So they later built RHW-4 out side the small towns, but even that is no more, the pavement is abandoned over growing with weeds, and its awkward knowing the money that was spent, the trouble they went thru to replace it with that nation wide, skipping the small towns with four lanes of highway, only again for most of that too, to later be no more. I never have seen a highway get de-converted from 4 lanes back to 2 like 66.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fb%2Fba%2FOldalignIL.jpg&hash=6eb379c001c95fdb838122db1eaafceeb58fb1cb)
When I was down by this wind farm, I saw less of the pavement, and even more wild life growing thru the cracks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 14, 2011, 09:45:18 AM
An interesting fact is that the minimum width of the lane in Bulgaria was 2,75 m. This means that the width of about 3 to 3.5 meters is perfectly normal and reasonable for a band. Narrow sidewalks can be 1 to 1.5 m size
The picture shows j-dub shocked me. I thought that only in Bulgaria, so we have bad roads, but now I am a little calmer. Do not worry guys I've seen places where the asphalt was laid more than 50 years and to this day not a single repair. Imagine how a tree grows in the middle of an asphalt road and this for decades.

Your friend,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 14, 2011, 03:02:17 PM
Quote from: j-dub on September 14, 2011, 09:09:09 AM
Old US 66, where the original pavement is intact, is extremely narrow, 8.0 feet each lane, the white line touches the end of the pavement, no shoulder. Cars were bigger back then, and I could not imagine driving on it when semis had to use it constantly. So they later built RHW-4 out side the small towns, but even that is no more, the pavement is abandoned over growing with weeds, and its awkward knowing the money that was spent, the trouble they went thru to replace it with that nation wide, skipping the small towns with four lanes of highway, only again for most of that too, to later be no more. I never have seen a highway get de-converted from 4 lanes back to 2 like 66.

When I was down by this wind farm, I saw less of the pavement, and even more wild life growing thru the cracks.

The Trans-Canada highway in parts of Manitoba were like that... absolutely mind blowing considering how busy the highway was. They have since re-paved the lanes and the highway is now 4 lane divided from Manitoba to Banff Park.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 14, 2011, 08:38:44 PM
Well, at least they did not repave a highway like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.billburmaster.com%2Frmsandw%2Fillinois%2Fimages%2Flexpkwy3.jpg&hash=e2f809b84898bdebb90951ab9cceac8252989c3e)
They blocked the highway with these benches at this intersection, you can not see it, but growing thru the road is a tree next to the bench on the left, in the middle of the road. The rest of the road surrounding the tree was replaced with mulch.

Source: http://www.billburmaster.com/rmsandw/illinois/66/gartotow.html
There are also some more pictures of what happens to a rural highway, once its just a memory.

http://www.youtube.com/v/80nZHsmoX-g
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on September 14, 2011, 08:46:04 PM
I'm sorry... maybe I wasnt clear enough, what I was trying to say with the 2.5 mts was about the lanes on avenues and roads... not about rhw, that's why at the end I also wrote nwm. On the other hand, it is true that in some other countries the width varies... but on the regular roads and avenues... it's pretty much the same. let's take for example avenues in New York, according to Google earth, the width of an avenue should be in most cases 1, which is equal to 16 mts. Now, according to the number of lanes that are supposed to fit in that 1 tile, well in most cases is 5, so basically Broadway should be 1 tile, but include 5 lanes... If I use the NWM to go for the 5 lanes... well I have to take 2 tiles...

Basically what I'm trying to say is, sohuld maxis tiles be more accurate about the lanes? there should be more than only 2 lanes on a single road... should fit at least 4 lanes on a regular road...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 14, 2011, 09:14:25 PM
Maxis made their tiles real small. The tiles are that small, even in terms of buildings like single family homes, if you want a three car garage, and a decent amount of yard around the house, you have to use 2 tiles. Three lanes took most the space of one tile on the road as it is. Four lanes is the cut off on single Maxis tile, due to the room it takes up. Otherwise, narrow TLA exists:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.billburmaster.com%2Frmsandw%2Fillinois%2F66%2Fimages%2Fsh66sgrand.jpg&hash=8eff56b777537523cafd525719bfd3cf0bd8062f)
That car's mirror touches the lines! I admit because these narrow strips of road exists around me, IDK if I am a fan of that. It is so much easier for someone to go out of their lane, when the road does not have as much space, its also dangerous. A dog could not safely stick their head out the window. You notice how no one in this picture, is using the outer right lanes? (trucks are not designated for this TLA) RHW's however, are vital for freight trucks. (getting in a highspeed dogfight with semis in RL sucks!) Even though the NWM has its NMAVE, where 4 lanes are squeezed onto one tile wide, I have my doubts if the RHW will see a NMAVE like network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: toja on September 14, 2011, 11:48:00 PM
Quote from: cmdp123789 on September 14, 2011, 08:46:04 PM
Basically what I'm trying to say is, sohuld maxis tiles be more accurate about the lanes? there should be more than only 2 lanes on a single road... should fit at least 4 lanes on a regular road...

Actually I think you're right. The Maxis road lanes (36px / 4.5m) aren't scaled in a realistic manner. To give an example for comparison: According to the guidelines for the construction of highways (http://de.wikipedia.org/wiki/Richtlinien_f%C3%BCr_die_Anlage_von_Autobahnen) the standard width for german highway lanes is 3.75m (3.5m for narrow city highways and inner lanes without truck traffic).

On the other hand we're bound to the tile size of 16m x 16m: realistic scaled road lanes (24px/ 3m) for example would also result in 5m wide sidewalks. So in the end we'll always have to find a compromise between realism, proportions and aesthetics - and as far as I'm concerned, I'm quite happy with the things we've achieved so far...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 15, 2011, 02:47:08 AM
A question: will dragging a network along the shoulder tile of the RHW-6C have any adverse effects?
Title: Re: RHW (RealHighway) - Development and Support
Post by: arl85 on September 15, 2011, 04:52:11 AM
Just a simple question: I noticed that RHW2 has pedestrian paths on its side. There is any special reason for that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 15, 2011, 05:04:49 AM
Because the paths were duplicated from the Road network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 15, 2011, 08:09:38 AM
Quote from: Wiimeiser on September 15, 2011, 02:47:08 AM
A question: will dragging a network along the shoulder tile of the RHW-6C have any adverse effects?

The 6C doesn't overhang, so there are no issues there.  The 6S and 8C do overhang into the adjacent tile.  Dragging another network along the overhand results is a small visual glitch for ground networks, but otherwise no ill effects.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2011, 10:14:31 AM
Quote from: jondor on September 15, 2011, 08:09:38 AM
The 6S and 8C do overhang into the adjacent tile.

The 8C no longer overhangs because of the v5 texture/path specifications.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 15, 2011, 10:30:47 AM
Quote from: GDO29Anagram on September 15, 2011, 10:14:31 AM
Quote from: jondor on September 15, 2011, 08:09:38 AM
The 6S and 8C do overhang into the adjacent tile.

The 8C no longer overhangs because of the v5 texture/path specifications.

That's what I get for posting right after I wake up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2011, 10:53:57 AM
It's here at long last!  RealHighway Version 5.0 has been released!



You can pick it up here:

RealHighway Version 5.0 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853)

RealHighway Version 5.0 for MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1432)

And you'll need NAM Version 30 (includes NAM Essentials r132):

NAM Version 30 with Essentials r132 for Windows (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851)

NAM Version 30 with Essentials r132 for MacOS (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=852)

Enjoy!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 15, 2011, 11:08:24 AM
PARTY  &hlp &hlp &hlp &hlp &hlp &hlp %BUd% %BUd% %BUd% %BUd%

Thank you :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kergelen on September 15, 2011, 11:12:41 AM
Many thanks Tarkus and NAM Team!! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 15, 2011, 11:19:00 AM
Happy NAM day to All
I will then write  that now want to install


NAM baby
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on September 15, 2011, 12:46:22 PM
Thank you so much to the wonderful NAM TEAM &hlp &apls &apls

I was thinking about the new release and then i checked the lex... nothing new, then checked download history and almost jumped out of my chair dancing... they had been updated with v.5 yay :D &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 15, 2011, 12:56:02 PM
Amazing job!!! THANKS ALL!! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: joshua43214 on September 15, 2011, 01:04:32 PM
I found an oops in the DDRHW
I tried dragging this from both ends and got the same result no matter what. Is this a LH bridge?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw298%2Fjoshua43214%2FNAMDDbridge.jpg&hash=5e36fe55829947ff49b7fcbba66ddf669846b089)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 15, 2011, 01:26:22 PM
Just try again. The model should look right turned 180 degrees...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 15, 2011, 02:03:48 PM
Wonderful!!!!!! &apls :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 15, 2011, 02:12:21 PM
Quote from: Tarkus on September 15, 2011, 10:53:57 AM
It's here at long last!  RealHighway Version 5.0 has been released!


Once again I have to say thank you to you and the entire team for your devoted, hard work on this project. The NAM is the best mod for SC4, and when coupled with the RHW, it's like icing on the cake! (Or ice cream on pie, if that's your thing. :P)

Great work guys.
-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 15, 2011, 02:16:56 PM
Quote from: Haljackey on September 15, 2011, 02:12:21 PMThe NAM is the best mod for SC4, and when coupled with the RHW, it's like icing on the cake!
Don't forget the NWM, too $%#Ninj2 ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on September 15, 2011, 02:25:51 PM
YES!!! ;D ;D ;D ;D

Thankyou to all the NAM team for their constant work towards making this game better! :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on September 15, 2011, 02:52:15 PM
HAPPY NAM DAY PEOPLE!!!!!!!!!!!!!!  &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls  &hlp &hlp &hlp &hlp &hlp &hlp &hlp &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on September 15, 2011, 03:37:33 PM
Just an absolutely wonderful job! I got so excited I told my wife, who then said "I guess I won't be seeing you for awhile"  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on September 15, 2011, 05:13:27 PM
First of all, thanks to all on the NAM team for this update.  I'm thoroughly enjoying it!  I do think I may have found a bug - this is part of an interchange I had built in v4.1.  Part of the ramp is missing textures (though it is pathed, as you can see).  I did try destroying and rebuilding it...with the same results.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1192.photobucket.com%2Falbums%2Faa326%2Fbthersh1%2FGlasgow-Nov30301316131208.png&hash=0b42104dd251061faf44957427dc1cc8adc41449)

Again, thanks so much to you all for all your hard work!

- Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on September 15, 2011, 05:26:12 PM
Hey guys!

I have a problem...

For whatever reason the ghost image you get of a puzzle piece before you plop it isn't appearing for me. Nor are the "under construction" segments of the RHW. I use an HD 4250. Is my GPU the problem? I'll be upgrading to a GTX 460 soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2011, 06:24:46 PM
Quote from: bthersh on September 15, 2011, 05:13:27 PM
this is part of an interchange I had built in v4.1.  Part of the ramp is missing textures (though it is pathed, as you can see).  I did try destroying and rebuilding it...with the same results.

Darn 0x5DE96100 and 0x5DE97100--they like to go wandering. ::)  I've attached them below, which should fix your issue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on September 15, 2011, 06:31:42 PM
Wow that was quick!  Thanks...it's fixed :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 15, 2011, 07:42:27 PM
First of all Thanks NAM team For all the hard work You guys Have put in the RHW 5.0 and NAM 30

Second I have a little problem With the New Network ,they aren't Showing on the menu  &apls :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyhigh on September 15, 2011, 08:42:31 PM
Hey guys, great work on the release  &apls

I have a problem with the ERHW-4 over ave type A TuLEP SPUI:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F263%2Ftestapr24001316144234.png&hash=adeea3b6e538a4aab464d22c72d42fc38f9fc7ae)

Might have to install it again, can't find the DDRHW  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 15, 2011, 08:47:40 PM
Install NAM 30.

You shouldn't even be able to select that piece as we removed the tab loop entries that linked to it.

Also don't forget to install the RHW 4.1 legacy file, as the old style SPUI won't work at all without it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gamma4815 on September 15, 2011, 08:52:08 PM
Quote from: skyhigh on September 15, 2011, 08:42:31 PM
Hey guys, great work on the release  &apls

I have a problem with the ERHW-4 over ave type A TuLEP SPUI:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F263%2Ftestapr24001316144234.png&hash=adeea3b6e538a4aab464d22c72d42fc38f9fc7ae)

Might have to install it again, can't find the DDRHW  ()what()

Quote from: jdenm8 on September 15, 2011, 08:47:40 PM
Install NAM 30.

You shouldn't even be able to select that piece as we removed the tab loop entries that linked to it.

Also don't forget to install the RHW 4.1 legacy file, as the old style SPUI won't work at all without it.

As jdenm8 says, that old SPUI piece is no longer a part of RHW as of RHW 5.0  You must still have RHW 4.1 files. Did you uninstall the old version correctly? This might also be the reason that you can't find the DDRHW-4. Try uninstalling the old NAM and RHW and re-install NAM 30 and RHW 5.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 15, 2011, 08:57:26 PM
Actually, RHW v5.0 can be installed directly over RHW v4.1 with little issue (I installed it straight on top of RHW 5.0 RC2 which is installed on top of back to RHW 5.0a7 I think.)

I think it's more that he hasn't installed NAM 30 and that he hasn't got the RHW 4.1 compatibility file (one of the first options in the installer).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2011, 09:05:51 PM
I designed the installer for Version 5.0 such that it'll delete or overwrite any Version 4.0/4.1 files--everything should be a snap on that front.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 15, 2011, 09:11:43 PM
Is it possible to have a full 90 degree curve with the 6C using the FARHW transition pieces to a diagonal and vice versa to complete the curve?

If so, I cannot find the middle diagonal piece for the 6C. Lemme know if this was possible of not :)

, Kohtem
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2011, 09:23:38 PM
Quote from: Original on September 15, 2011, 09:11:43 PM
Is it possible to have a full 90 degree curve with the 6C using the FARHW transition pieces to a diagonal and vice versa to complete the curve?

It's quite possible, but you need to make sure the diagonal 6C is long enough to sustain the override.

There aren't any sort of diagonal 6C fillers in this release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 15, 2011, 09:55:17 PM
Quote from: GDO29Anagram on September 15, 2011, 09:23:38 PM
There aren't any sort of diagonal 6C fillers in this release.

And we will be fixing that in the next RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyhigh on September 15, 2011, 10:04:41 PM
Thanks for the responses, I did everything you said, uninstalled the NAM, RHW and NWM, took out the SAM and RAM and other files corresponding with NAM stuff, deleted the Network Addon Mod folder, and then did a complete re-install, without putting the folder I took out back in. But I still get the same problem. :( I will hassle shadow assassin when he comes online.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 15, 2011, 10:17:36 PM
Quote from: skyhigh on September 15, 2011, 10:04:41 PM
Thanks for the responses, I did everything you said, uninstalled the NAM, RHW and NWM, took out the SAM and RAM and other files corresponding with NAM stuff, deleted the Network Addon Mod folder, and then did a complete re-install, without putting the folder I took out back in. But I still get the same problem. :( I will hassle shadow assassin when he comes online.

If you can still place the old SPUI and can't find the DDRHW-4 starter after a fresh install, that can only mean you have an old controller running around.  Which means you need to head to this thread and have a read through the instructions: Searching for NAM Controllers in Conflict (http://sc4devotion.com/forums/index.php?topic=9898.0)

I almost forgot, there's a way to check in game now.  Scroll to the bottom of your Highway menu and mouse over the new NAM icon.  If it does not read Version: r132 (14 September 2011) then you have an old controller lying around which you'll need to find and trash.  If it does, then you have some RUL files hiding in a file other than a NAM controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 15, 2011, 10:42:08 PM
So I had to make an interchange with the full RHW 5.0 before I went to bed. Here is the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS01YT.jpg&hash=9c03e8fdaeb250ce0f2a92c82d261705fc990d53)
It's not perfect but I'm tired :sleeping:

This is just one possibility RHW 5.0 brings to the table.
Title: Re: RHW (RealHighway) - Development and Support
Post by: skyhigh on September 15, 2011, 10:44:12 PM
Quote from: jondor on September 15, 2011, 10:17:36 PM
If you can still place the old SPUI and can't find the DDRHW-4 starter after a fresh install, that can only mean you have an old controller running around.  Which means you need to head to this thread and have a read through the instructions: Searching for NAM Controllers in Conflict (http://sc4devotion.com/forums/index.php?topic=9898.0)

I almost forgot, there's a way to check in game now.  Scroll to the bottom of your Highway menu and mouse over the new NAM icon.  If it does not read Version: r132 (14 September 2011) then you have an old controller lying around which you'll need to find and trash.  If it does, then you have some RUL files hiding in a file other than a NAM controller.

Thanks, seems I have an older one 15 August 2010, will have to find and kill it  :bomb: Thanks so much!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kody_organmaster on September 15, 2011, 11:03:54 PM
Totally AWESOME! Thank you so much guys! Have been looking forward to this day for months!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 15, 2011, 11:07:26 PM
QuoteIt's quite possible, but you need to make sure the diagonal 6C is long enough to sustain the override.

There aren't any sort of diagonal 6C fillers in this release.

Thank you for your response! :).. Looks like I'll have to wait until next year for the pieces I waited so long for! haha, but job well done I must say!

Here's a greeting card!

ps; My already built cities are undergoing a huge capacity upgrade, the quickest greeting card I could make was replacing the OWR-5s (2 tile parks in between each opposing OWR-5 Direction) with a new sky freeway thanks to the new RHW. 5.0! Now my sims could get from the suburbs to downtown much sooner without building a massive freeway and interrupting traffic below! :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2e5unpc.jpg&hash=1c38c295399a0a5c31755c044f83fb03be38315c)

Thanks NAM team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 16, 2011, 12:12:56 AM
You did such a great work!!! ;D Now I'm looking forward for a Euro texture ;)hope it is on the way :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 16, 2011, 12:21:06 AM
First of all, great work and good to see it out. :)

I have found a bug though, the ERHW-4 Neigbour connector piece is lacking a texture for some reason...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F1687%2Ferhw4ncglitch.jpg&hash=2259b295afedba78f84ff1beb8bb268b6e770b03)

Although as you can see it appears to be the only NC piece that's doing this.

I completely deleted the old install and did a fresh NAM/RHW/NWM install. The only things I carried over were the SAM and RAM (which I'm pretty sure haven't updated anyway), and I doubt they'd have any effect on this particular piece anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 16, 2011, 05:05:04 AM
Bugger... I thought we'd fixed that one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ksubi on September 16, 2011, 05:34:34 AM
Haha, I've been away due to RL the last couple of days and this is what I get back to?! LOVE IT!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on September 16, 2011, 06:01:03 AM
me too did discover oddicy (is that even a word?)

it seems that elevated puzzle pieces like fillers, transitions, on/offramps don't cast shadows while the normal elevated network does, creating odd somethings like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNodyme%2FSimCity4%2Ftints.jpg&hash=7d0c616211b0f220ee3a89e9b30d3f4b984b053d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 16, 2011, 06:04:30 AM
I am still having a problem With the New Pieces and Network Now It Won't Even let me Drag a ramp Using the Drag Tool :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 16, 2011, 06:18:18 AM
Reinstall just the NAM Core (I had to) and delete any extra files. For some reason, I had an LHD controller and files and a tiny RHD "controller". Moreover, it was from August 2010. I deleted it and reinstalled, and new pieces began to show up in the NWM starter piece tab ring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2011, 06:26:08 AM
Erm, can you be more specific? Did you check you have the right versions of the NAM Core and RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 16, 2011, 06:43:08 AM
Still nothing
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on September 16, 2011, 07:27:25 AM
Yay! atleast it's out!!!

Great work guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on September 16, 2011, 08:07:41 AM
Whoah.. it's finally arrived! Thanks guys at the NAM team, shame I'm so caught up with school right now, but when I get an opportunity I'll install it. Amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 16, 2011, 08:19:08 AM
Quote from: mrtnrln on September 16, 2011, 06:26:08 AM
Erm, can you be more specific? Did you check you have the right versions of the NAM Core and RHW?

Yah i did check and all was rHD
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 16, 2011, 09:00:31 AM
Quote from: cammo2003 on September 16, 2011, 12:21:06 AM
First of all, great work and good to see it out. :)

I have found a bug though, the ERHW-4 Neigbour connector piece is lacking a texture for some reason...

[image]

Although as you can see it appears to be the only NC piece that's doing this.

I completely deleted the old install and did a fresh NAM/RHW/NWM install. The only things I carried over were the SAM and RAM (which I'm pretty sure haven't updated anyway), and I doubt they'd have any effect on this particular piece anyway.

Looks like the preview model was updated, but not the regular model.  A patch file is attached.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: bat on September 16, 2011, 09:59:57 AM
Fantastic work on RHW 5.0... :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on September 16, 2011, 10:38:34 AM
The spui piece is glitching.  Help please this is the only glitch I have left to solve.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9864%2Fspui.jpg&hash=901673ffafaf6bb9e794e34276c83959718d3b01) (http://imageshack.us/photo/my-images/840/spui.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2011, 10:52:36 AM
Quote from: six9nc on September 16, 2011, 10:38:34 AM
The spui piece is glitching.  Help please this is the only glitch I have left to solve.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9864%2Fspui.jpg&hash=901673ffafaf6bb9e794e34276c83959718d3b01) (http://imageshack.us/photo/my-images/840/spui.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

And what is the glitch exactly?  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 16, 2011, 11:15:59 AM
SO CLOSE!!!!  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F1zm2r0x.jpg&hash=f2b877c3fb8fde17528186736529b1f60e2c17bf)

Is it too early to request this piece? :b

ps; this FARHW to Diag to vice versa is realistic! I highly recommend keeping the curves like this rather than a compact version of let's just say... 3 puzzle pieces. :)

, Kohtem
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2011, 11:17:46 AM
^^ I wanted this so badly too during testing stages...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JamesSanner on September 16, 2011, 11:54:40 AM
Quote from: Original on September 16, 2011, 11:15:59 AM
SO CLOSE!!!!  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F1zm2r0x.jpg&hash=f2b877c3fb8fde17528186736529b1f60e2c17bf)

Is it too early to request this piece? :b

ps; this FARHW to Diag to vice versa is realistic! I highly recommend keeping the curves like this rather than a compact version of let's just say... 3 puzzle pieces. :)

, Kohtem


Seconded. I figured out a workaround, but it's very space-consuming and difficult.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 16, 2011, 12:18:53 PM
I have a  quick question - Version 5.0 supports a feature T'21  towers lamps made ​​from Xyloxadoria. They do not appear on my network of C-type.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F5776%2Fsimcity4201109162141517.jpg&hash=62f154f39c04e2865339dea3334a12206df766c7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 16, 2011, 12:20:16 PM
&bis& Allelujaaaaa!!! &bis&
&dance &dance  &dance &dance  &dance &dance





To all Mac user: OS X Lion doesn't support PowerPC Apps, so SimCity 4 doesn't run!!
There's a patch, but it's an open build and it's full of bugs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 16, 2011, 12:29:13 PM
Hi guys, I've been wondering how does one put the overplop exit piece over a wide-A ramp? ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg408%2Fscaled.php%3Fserver%3D408%26amp%3Bfilename%3D76579665.jpg%26amp%3Bres%3Dmedium&hash=b66f7281c1225406f492d87a4d275c4ac49c3f63)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 16, 2011, 12:32:09 PM
Quote from: vinlabsc3k on September 16, 2011, 12:20:16 PM
To all Mac user: OS X Lion doesn't support PowerPC Apps, so SimCity 4 doesn't run!!
There's a patch, but it's an open build and it's full of bugs.


Incorrect, SC4 on Intel works great.  The only real glitch is the traffic queries, due to the change in endianness, but everything else works well, with a little work.

As for RHW - I'm loving the new graphics, however, I did notice that on one of my 90° MIS routes, the grass lots I plop in the corner go over the MIS, instead of under, like they used to.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on September 16, 2011, 01:28:57 PM
Thanks for the hard work you all put into this, it is simply amazing! There is just so much that's new... it's pure awesomeness.

The AVE-MIS ramps were a nice surprise! Again, great work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 16, 2011, 01:53:57 PM
Quote from: TEG24601 on September 16, 2011, 12:32:09 PM

Incorrect, SC4 on Intel works great.  The only real glitch is the traffic queries, due to the change in endianness, but everything else works well, with a little work.

As for RHW - I'm loving the new graphics, however, I did notice that on one of my 90° MIS routes, the grass lots I plop in the corner go over the MIS, instead of under, like they used to.

TEG

@TEG:You are wrong, on previous OS X there's an emulator called Rosetta that "translate" the apps' code from PowerPC to Intel, now is abolished on OS X Lion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on September 16, 2011, 02:07:07 PM
Great work guys! You definitely have a lot of patience, and we're all glad you do!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 16, 2011, 02:10:11 PM
Quote from: io_bg on September 16, 2011, 12:29:13 PM
Hi guys, I've been wondering how does one put the overplop exit piece over a wide-A ramp? ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg408%2Fscaled.php%3Fserver%3D408%26amp%3Bfilename%3D76579665.jpg%26amp%3Bres%3Dmedium&hash=b66f7281c1225406f492d87a4d275c4ac49c3f63)

It might be wanting a DRI there, not a plopped piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on September 16, 2011, 02:24:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F5143%2Fpicturebd.jpg&hash=3bbd91ea5cf299d2a7f55c1a9fb503673c1b68b7) (http://imageshack.us/photo/my-images/406/picturebd.jpg/)
I've got problems with these squares. Do you know how to fix that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 16, 2011, 02:32:13 PM
Quote from: JamesSanner on September 16, 2011, 11:54:40 AM
Quote from: Original on September 16, 2011, 11:15:59 AM
SO CLOSE!!!!  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F1zm2r0x.jpg&hash=f2b877c3fb8fde17528186736529b1f60e2c17bf)

Is it too early to request this piece? :b

ps; this FARHW to Diag to vice versa is realistic! I highly recommend keeping the curves like this rather than a compact version of let's just say... 3 puzzle pieces. :)

, Kohtem


Seconded. I figured out a workaround, but it's very space-consuming and difficult.

Photos? You could credit yourself to an amazing tutorial thousands will enjoy! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on September 16, 2011, 02:34:17 PM
First I would like to say nice job on the new NAM.  However, what happen to the concrete textures? 
Title: Re: RHW (RealHighway) - Development and Support
Post by: blueeyesman on September 16, 2011, 02:40:35 PM
I downloaded the new RHW but  i cant find the flexSPUI's   i checked every menu and its not there. Help
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on September 16, 2011, 02:41:40 PM
Quote from: blueeyesman on September 16, 2011, 02:40:35 PM
I downloaded the new RHW but  i cant find the flexSPUI's   i checked every menu and its not there. Help

Its under the AVE over RHW piece menu.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 16, 2011, 02:44:36 PM
Quote from: blueeyesman on September 16, 2011, 02:40:35 PM
I downloaded the new RHW but  i cant find the flexSPUI's   i checked every menu and its not there. Help

Look in the menu boulevards, roads, etc. must be at bottom.  Use Home and End to find it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 02:50:36 PM
Quote from: mariuszd on September 16, 2011, 02:24:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F5143%2Fpicturebd.jpg&hash=3bbd91ea5cf299d2a7f55c1a9fb503673c1b68b7) (http://imageshack.us/photo/my-images/406/picturebd.jpg/)
I've got problems with these squares. Do you know how to fix that?

You're the second person to report that, though I can't replicate the issue with a clean install--mine consistently show up fine without the RGBK tile.  There's likely something else in your plugins that is creating that problem, though I don't really know what at this point.  Also, out of curiosity: a) when did you build those curves (before or after installing Version 5.0)?, b) do you also have the NWM installed?

Quote from: TEG24601 on September 16, 2011, 12:32:09 PM
As for RHW - I'm loving the new graphics, however, I did notice that on one of my 90° MIS routes, the grass lots I plop in the corner go over the MIS, instead of under, like they used to.

Thanks for the kind words on the V5-Spec textures!  As far as your 90° MIS curve issue, that's because they were switched over from being texture-based to an overhanging MORPH Curve model to smooth them out geometrically.  Raising the models would fix that, but then the curves would be disjointed from the rest of the MIS.  Really, a special overhanging lot built to occupy that footprint would be the only solution there.

Quote from: Opkl on September 16, 2011, 02:34:17 PM
However, what happen to the concrete textures? 

They're still being worked on.  I'm in the process of refining my batch texture processing scripts to ensure the best visual results with the least amount of hassle.  This will probably be what the final looks like:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F430%2Frhw091520113.jpg&hash=8ad52246b276d5ffc4152c9aeb4b1e0e2f6ac763)

There will probably be a small mod for concrete ERHW textures first.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: blueeyesman on September 16, 2011, 03:07:44 PM

Quote from: six9nc on September 16, 2011, 10:38:34 AM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F9864%2Fspui.jpg&hash=901673ffafaf6bb9e794e34276c83959718d3b01) (http://imageshack.us/photo/my-images/840/spui.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I checked the sections you guys told me  i still dont see this piece anywhere...its like the Download lost it
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 03:12:09 PM
Quote from: blueeyesman on September 16, 2011, 03:07:44 PM
I checked the sections you guys told me  i still dont see this piece anywhere...its like the Download lost it

As I just mentioned in response to your PM, if it's not showing up, you've likely got an obsolete, conflicting controller file in your Plugins that is preventing most new RHW, NAM and NWM functionality from showing up in game.  The download can't lose the file that contains FlexSPUI (RealHighwayMod_Special.dat)--a corrupt download would leave the .zip archive completely unopenable.

Assuming you've installed NAM Version 30, there should be a little button with a NAM Logo on it at the bottom of your Highways menu.  Hovering over it will show you what controller build you are running at present.  If it does not read "Version: r132 (14 September 2011)", you will need to find and remove the conflicting controller in order for any new NAM/RHW/NWM functionality to function.

-Alex

Edit: mariuszd, I think I've figured out what happened in your case . . . the blank "anti-wealthing" texture used on the MORPH curves somehow fell out of the RHW (when you're massively manipulating, importing and modding tens of thousands of texture files, it's easy for one or two to slip out).  Either install the NWM (which does have it), or try the file attached below (stick it in your RHW folder).
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 16, 2011, 03:35:40 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F3570%2Fsimcity4201109170109142.jpg&hash=1c1c4756d3f3f8026f49ec9e9a37a8f750b468ab)

What makes a problem when I try to spend RHW 6C or 8C below that FLEX SPUI.  Only I know I have this problem? Also gives a similar bug when trying to cross a wide network of RHW with HRS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on September 16, 2011, 03:38:12 PM
Quote from: Original on September 15, 2011, 11:07:26 PM(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2e5unpc.jpg&hash=1c38c295399a0a5c31755c044f83fb03be38315c)
Hey, how did you get MAVE-6 to go under ERHW-6S in the bottom of that picture?  That definitely doesn't work for me.  Is it part of the photoshopping, or am I somehow missing a capability that should be in this RHW version?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 16, 2011, 03:42:29 PM
Quote from: ivo_su on September 16, 2011, 03:35:40 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F3570%2Fsimcity4201109170109142.jpg&hash=1c1c4756d3f3f8026f49ec9e9a37a8f750b468ab)

What makes a problem when I try to spend RHW 6C or 8C below that FLEX SPUI.  Only I know I have this problem? Also gives a similar bug when trying to cross a wide network of RHW with HRS.
Actually, that also happens with the avenue if you swap the two around (ERHW6C over FlexSPUI)
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 16, 2011, 03:43:04 PM
Quote from: Tracker on September 16, 2011, 02:10:11 PMIt might be wanting a DRI there, not a plopped piece.
How does one drag a type A wide ramp &Thk/( :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 03:45:22 PM
Quote from: ivo_su on September 16, 2011, 03:35:40 PM
What makes a problem when I try to spend RHW 6C or 8C below that FLEX SPUI.  Only I know I have this problem? Also gives a similar bug when trying to cross a wide network of RHW with HRS.

The particular setup you're trying to build isn't yet supported--you can't have the outer tile of a C-type RHW network going under an "extender" right now.  Narrow the FlexSPUI footprint such that C-type RHW is going under the intersection and you should be okay.

HSRP-over-RHW isn't really very stable still, though ERHW-over-GHSR is more so.

Quote from: Wiimeiser on September 16, 2011, 03:42:29 PM
Actually, that also happens with the avenue if you swap the two around (ERHW6C over FlexSPUI)

See above--again, C-type RHW over extender.

Quote from: io_bg on September 16, 2011, 03:43:04 PM
How does one drag a type A wide ramp &Thk/( :-\

You can't.  And it's looking like the CheckTypes on that piece aren't configured to plop on a Type A1 Wide Ramp puzzle piece as it is.  My advice at this point would be to simply ignore that piece for the time being.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: TimberHawk on September 16, 2011, 04:06:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F7096%2Fdfsdz.png&hash=5827031c20b5b45c26893771c4dd7b3231267112) (http://imageshack.us/photo/my-images/29/dfsdz.png/)

V5 Spec Set Texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 16, 2011, 04:19:21 PM
Quote from: Tarkus on September 16, 2011, 03:45:22 PMYou can't.
That's what I thought as well ;D
Quote from: Tarkus on September 16, 2011, 03:45:22 PMAnd it's looking like the CheckTypes on that piece aren't configured to plop on a Type A1 Wide Ramp puzzle piece as it is.  My advice at this point would be to simply ignore that piece for the time being.
Okay, thanks for the quick reply!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 04:25:08 PM
Quote from: TimberHawk on September 16, 2011, 04:06:19 PM
V5 Spec Set Texture?

No, those aren't.  The RHW-2 texture on the left looks like a V4-Spec, and the ones on the right look like deathtopumpkins' old Americanized version of Shadow Assassin's V2-Spec Euro textures.  You've got some outdated files laying around from the looks of it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on September 16, 2011, 04:29:11 PM
Okay, this isn't a problem, but I still don't understand it. I was going though the cosmetic peices when I found these "narrow slip lanes" for the RHW-4, along with exit and entrance peices. How do you use them? They don't match up to diagonal MIS, or the TuLEP slip lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 04:31:24 PM
Quote from: apeguy on September 16, 2011, 04:29:11 PM
Okay, this isn't a problem, but I still don't understand it. I was going though the cosmetic peices when I found these "narrow slip lanes" for the RHW-4, along with exit and entrance peices. How do you use them? They don't match up to diagonal MIS, or the TuLEP slip lanes.

They aren't intended to line up with diagonal MIS or TuLEP slip lanes, but rather, to be plopped over ramp interfaces . . . basically, they're a narrow exit-only lane. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Original on September 16, 2011, 05:39:09 PM
Quote from: Moonraker0 on September 16, 2011, 03:38:12 PM
Quote from: Original on September 15, 2011, 11:07:26 PM(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2e5unpc.jpg&hash=1c38c295399a0a5c31755c044f83fb03be38315c)
Hey, how did you get MAVE-6 to go under ERHW-6S in the bottom of that picture?  That definitely doesn't work for me.  Is it part of the photoshopping, or am I somehow missing a capability that should be in this RHW version?

The roads aren't photoshopped what-so-ever...

I simply dragged the ERHW-6S first then the MAVE-6 was dragged under the stretch of ERHW-6S was completed. I had no difficulties!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 16, 2011, 06:18:18 PM
The new ERHWs were... tempermental... during testing. Just keep clicking around the piece and it'll eventually work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 16, 2011, 06:32:23 PM
Alex get better somehow, after many attempts. Thank you for your help, but building Flex Spui over 6C  is much easier than that of  8C. Anyway I could not tell you how much I thank you.
I really have accomplished great things and I still them learn. I am proud of you guys with your work. Indeed,  my nerves byahya sipanati to the limit of long waiting times, but now I am glad that I finally got what you waiting for more than 1 year. Sucks that I  was unable to be the first  to congratulate you on  the release of the NAM. You have no idea how much I was excited when I saw what was happening. Even refused pancakes so I can enjoy the NAM undisturbed. Appreciate  what you give us will hardly be able to thank you ever. I want to  help you the next cycle,  because it sucks to be a consumer not only have  no contribution to development. I hope  to be ready Maarten Euro version in the near future and someone to do media AVE-6.

Will you tell me why it did not fashion lamp towers RHW C-type.

I am deeply grateful to you,
- Ivo

I have edited your post.  I understand you are very excited, but this is a PG site for people of all ages.  Please refrain from that type of language. - Robin - Global Moderator
Title: Re: RHW (RealHighway) - Development and Support
Post by: cammo2003 on September 16, 2011, 08:54:14 PM
Quote from: jondor on September 16, 2011, 09:00:31 AM
Quote from: cammo2003 on September 16, 2011, 12:21:06 AM
First of all, great work and good to see it out. :)

I have found a bug though, the ERHW-4 Neigbour connector piece is lacking a texture for some reason...

[image]

Although as you can see it appears to be the only NC piece that's doing this.

I completely deleted the old install and did a fresh NAM/RHW/NWM install. The only things I carried over were the SAM and RAM (which I'm pretty sure haven't updated anyway), and I doubt they'd have any effect on this particular piece anyway.

Looks like the preview model was updated, but not the regular model.  A patch file is attached.  :thumbsup:

Haha, oops.  :P

Thanks for the patch, it's all working fine now. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 16, 2011, 11:20:46 PM
Where's the DDRHW Bridge?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2011, 11:22:31 PM
Quote from: Wiimeiser on September 16, 2011, 11:20:46 PM
Where's the DDRHW Bridge?

It's under Rail bridges, as the DDRHW is a Rail-based network.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 16, 2011, 11:26:12 PM
I know I've been having some flakes getting some of the NWM networks, especially the triple-tiles, under RHW-6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 17, 2011, 01:40:26 AM
Hi guys!!!!!!Is a Euro texture for RHW going to be released? ()what()
And as I saw in Maarten UDI video....are those amazing RHW 6s bridges going to be released?I think they would be useful to almost everybody using RHW mod :P
Maybe Maarten is working on them......
Again wonderful job with the new RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: darraghf on September 17, 2011, 01:42:01 AM
I''m using the LHD version, and I've installed it, but none of the new networks are showing up? What seems to be the problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mariuszd on September 17, 2011, 01:46:40 AM
Thank you Tarkus.It works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2011, 02:32:21 AM
Quote from: ivo_su on September 16, 2011, 06:32:23 PM
Will you tell me why it did not fashion lamp towers RHW C-type.
To be honest, I have no idea what happened there. Maybe there is a conflicting T21 file.

Quote from: Gugu3 on September 17, 2011, 01:40:26 AM
Hi guys!!!!!!Is a Euro texture for RHW going to be released? ()what()
Well, Alex (Tarkus) has a PhotoShop script that should convert the standard textures into Euro textures. The question is when it will be implented.

Quote from: Gugu3 on September 17, 2011, 01:40:26 AM
And as I saw in Maarten UDI video....are those amazing RHW 6s bridges going to be released?I think they would be useful to almost everybody using RHW mod :P
Maybe Maarten is working on them......
Well, these are bridge models from Choco, no mine. They do need some work, like re-texturing (they still use v3-Spec textures!), re-pathing and fixing T21 errors. From what I've experienced that aside from the previous facts the bridges are in quite solid state.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 17, 2011, 02:54:07 AM
Wow that's good news! ;DPersonally RHW 6s is probably one of the RHW tipes I use most together with RHW 4...Having the possibility of creating a RHW 6s will be a great implementation to the game ;)
As for the Euro texture hope it'll be available quite soon :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2011, 08:14:21 AM
Well, I decided to do a Beta-release of my custom cosmetic arrow sets. This mod changes the arrow textures on the RHW (and optionally the TuLEPs) without changeing the underlying base textures. Currently there are 10 sets in total. An overview of all current sets (left are the arrows used on the RHW, right are the arrows for the TuLEPs):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F719%2Farrowstylesoverview.png&hash=2c04b8f1c5d638f78c1d1aec54971dd8257ca217)
(Click for full resolution)

1. MUTCD (United States)
2. Australia
3. Switzerland
4. Schellingen (Fictional)
5. Denmark
6. Germany & UK
7. The Netherlands
8. France
9. Sweden
10. Belgium

Attached below is a ZIP file containing the following files:
- [DIR] "Shared_Arrow_Textures_Sets": contains all arrow texture sets. Note that you only install only the set you desire.
- "zzz_RHW-6C_HOV_Lanes_Correction_LHD.dat". Corrects a texture orientation misalignment on the RHW-6C HOV lanes cosmetic piece. Left-Hand Drive version.
- "zzz_RHW-6C_HOV_Lanes_Correction_RHD.dat". Corrects a texture orientation misalignment on the RHW-6C HOV lanes cosmetic piece. Right-Hand Drive version.
- "zz_TuLEPs_CustomArrows_RHD_Test.dat". Replaces the arrows on almost all TuLEP pieces. Test version and Right-Hand Drive only at the moment.

The mod in action:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F2831%2Fcustomarrows.jpg&hash=dcd4f8df89f54c07c965bf2cb359a664944d8150)
(Click for full resolution)

Don't hesitate to test them. If you find any bugs or glitches, or when you have a request, please ask. In the mean time: have fun!  ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on September 17, 2011, 08:20:18 AM
Great stuff Maarten! Can't wait to try them out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 17, 2011, 08:31:59 AM
Awesome work Maarten!  :thumbsup:

For the next release though, you could change the Swedish text to "Bil-pool" (new line after -) or "Buss" (since we don't have HOV-lanes for other types than busses anyway).
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 17, 2011, 08:39:32 AM
Great! I'll have to look at those pics in the morning, those damn subscription ads fill the 3DS' RAM quite quickly with their repetitiveness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on September 17, 2011, 08:54:06 AM
First up, let me say a big "thank you" to the NAM team for their hard work.  I've lurked here for quite a while and enjoyed the fruits of your labor and I must say that the NAM and its associated bits and pieces are definitely what makes SC4 still worth playing after all these years.   :thumbsup:

Moving on...is it just me, or does the RHW/OWR transition seem a bit...visually jarring?  It looks just like the RWH/AVE transition, but OWR isn't quite the same visually as AVE.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2Ftransition.jpg&hash=073e0463ba651156679c05a6dc7a35a38f3adeba)
Is this by design or am I missing something?  I wouldn't be surprised to find I have something conflicting sitting around in my plugins folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on September 17, 2011, 08:57:14 AM
Thanks Maarten for this addition :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paulm138 on September 17, 2011, 09:03:25 AM
Okay, I download the new NAM and RHW, now all of my curve pieces come up with colored squares. What do I do?!?!
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on September 17, 2011, 09:24:48 AM
Quote from: Paulm138 on September 17, 2011, 09:03:25 AM
Okay, I download the new NAM and RHW, now all of my curve pieces come up with colored squares. What do I do?!?!

Hello I have a similar problem .

I own one section of the motorway in my city with a curve piece ( it's the RHW 6s ) but this pieces are build with the RHW 4 . I don't found the pieces in RHW5 menu with curve for RHW 6s an 8s . Like you say I have deleted the piece build with RHW 4 . But after we don't build curve piece ?  ()what()

My game is in LHD

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 17, 2011, 09:30:54 AM
@Wthrwyz, The OWR-2 network's textures IMO are substandard compared to all the other networks, mainly due to the fact the lines are too think and don't repeat properly.  Maybe at some point someone could release a texture mod so they match the NWM's additional OW networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 17, 2011, 09:37:33 AM
Yeah, someone was working on a replacement texture for all the existing Maxis networks, including the OWR, but IDK what happened to them. The point of Maxis making the OWR so thick was so you could tell the difference between that and Avenues. However, running short on time to release SC4D or SC4RH, they ran out of time to correct the consistency.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2011, 09:43:59 AM
Quote from: Paulm138 on September 17, 2011, 09:03:25 AM
Okay, I download the new NAM and RHW, now all of my curve pieces come up with colored squares. What do I do?!?!

Either download the NWM or the fix I attached here (http://sc4devotion.com/forums/index.php?topic=990.msg396140#msg396140).

Quote from: darraghf on September 17, 2011, 01:42:01 AM
I''m using the LHD version, and I've installed it, but none of the new networks are showing up? What seems to be the problem?

If the new networks are not showing up, you have a conflicting controller file that will not only prevent much of the new RHW functionality from working, but other new NAM and NWM items.  Assuming you've installed NAM Version 30, there should be a little icon down at the bottom of the Highways menu with a NAM Logo on it--hover over it and it'll tell you what controller version you're using. 

If it says anything other than "Version: r132 (14 September 2011)", you've got an outdated controller overriding the new NAM Controller that you'll need to find and remove.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on September 17, 2011, 09:56:26 AM
Will the Lights and Barriers mod on the stex work with the new RHW?  I had it, but I accidently left it in the old RHW folder when I uninstalled it.  By chance, does anyone know when the simtropolis will be up again?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on September 17, 2011, 10:01:10 AM
RHW 5 is really well done! The new lane layout is much nicer than before. But is still have a problem  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F493%2Ftrammenie.jpg&hash=d080c690177d1d4267b26f0388842ee01df68711)

Unfortunately I still do not get a tram under the RHW viaduct!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2011, 10:01:55 AM
Quote from: riiga on September 17, 2011, 08:31:59 AM
Awesome work Maarten!  :thumbsup:

For the next release though, you could change the Swedish text to "Bil-pool" (new line after -) or "Buss" (since we don't have HOV-lanes for other types than busses anyway).
Well, HOV-lanes in the median seems like a typical American phenomenon. I didn't see anything like that in Europe. We do have some stretches of freeway with bus lanes on the outer lanes, but not the inner. I believe HOV-lanes are used for car-pooling and so I just created a "CAR POOL" marking.

When the Euro Textures are ready, I'm planning to creates some texture variants for the Cosmetic pieces. This includes the HOV-lane, where in one set I'd convert it to a Peak Lane (which is a typical dutch concept).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2011, 10:06:20 AM
Quote from: Opkl on September 17, 2011, 09:56:26 AM
Will the Lights and Barriers mod on the stex work with the new RHW?  I had it, but I accidently left it in the old RHW folder when I uninstalled it.  By chance, does anyone know when the simtropolis will be up again?

Knowing how that file is structured, there shouldn't be any issues, but I haven't officially checked myself, and stranger things have happened with RHW T21 mods.  I have the file laying around somewhere and will give it a check.

As far as ST goes, as reported on Twitter (http://twitter.com/#!/Simtropolis) they had a hard drive failure the other day.  They're still in the process of recovering from it, and there's no ETA--that process can take awhile.

Quote from: Paul 999 on September 17, 2011, 10:01:10 AM
RHW 5 is really well done! The new lane layout is much nicer than before. But is still have a problem  ;)

Unfortunately I still do not get a tram under the RHW viaduct!

There's no stability code in place to allow a Tram overpass next to a Street overpass like that, hence why the override is breaking and deconverting to RHW-2 at the Street.  You'll need to have at least one tile between the two for the override to work at the present time.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on September 17, 2011, 12:21:41 PM
I have one or two small problems on the new RHW:
I have the left hand drive version installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 17, 2011, 01:57:35 PM
Hi Maarten, I noticed a bug with your mod:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F9923%2Fmeandertownjan297713162.jpg&hash=9220d0a20f5f5628f964910741fb1317774d51c1)

Hoping it won't be too difficult to fix it :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2011, 02:05:54 PM
That's odd. Seems like I should be checking texture IIDs again. The bug didn't show at my end...
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on September 17, 2011, 02:12:45 PM
Hi mrtnrln !

You have made a good job for RHW  &apls

But I have a problem with the NAM RHW V5 . I have uninstalled NAM V4 ( not V4.1 , but V4.0  , I have never installed V4.1 version ) . And after i the game I don't found curve piece 45° for motorway RHW6S in menu . ( My game is in LHD ) Have an idea ?  ()what()

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on September 17, 2011, 02:13:37 PM
Quote from: pierrebaptiste on September 17, 2011, 02:12:45 PM
Hi mrtnrln !

You have made a good job for RHW  &apls

But I have a problem with the NAM RHW V5 . I have uninstalled NAM V4 ( not V4.1 , but V4.0  , I have never installed V4.1 version ) . And after i the game I don't found curve piece 45° for motorway RHW6S in menu . ( My game is in LHD ) Have an idea ?  ()what()

Thanks

There is no wide radius curve for the RHW-6S, at least in what I have.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr.Sixty on September 17, 2011, 02:17:20 PM
Quote from: pierrebaptiste on September 17, 2011, 02:12:45 PM
Hi mrtnrln !

You have made a good job for RHW  &apls

But I have a problem with the NAM RHW V5 . I have uninstalled NAM V4 ( not V4.1 , but V4.0  , I have never installed V4.1 version ) . And after i the game I don't found curve piece 45° for motorway RHW6S in menu . ( My game is in LHD ) Have an idea ?  ()what()

Thanks

That is because the curves and diagonals aren't puzzle pieces anymore. They are fully draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2011, 02:18:56 PM
The smooth curves I used where actually a combination of FAR curve pieces for the RHW-6C, not 6S. You can find them under the FARHW button. For the RHW-6S there are no smooth curves (even though I would like some).
Title: Re: RHW (RealHighway) - Development and Support
Post by: PlaneCrash12000 on September 17, 2011, 03:06:21 PM
I'm really liking the new RHW so far, But I have a problem... I don't know why but I can't get a RHW-6S to vow under an elevated FlexSPUI  bridge exit thing. It just turn into a RHW4. I tried it with the RHW-8 and it worked just fine...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2011, 03:25:17 PM
Quote from: mrtnrln on September 17, 2011, 02:05:54 PM
That's odd. Seems like I should be checking texture IIDs again. The bug didn't show at my end...

Switch the texture IID on model 0x5B003000-4 to 0x5B0030CA-E--that should correct it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 17, 2011, 03:50:39 PM
You know what's missing? Some of the RHW-NWM Transitions and a RHW-3 to RHW-4 and MIS transition (Though the latter would probably be planned for 5.1)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 17, 2011, 05:19:43 PM
Quote from: PlaneCrash12000 on September 17, 2011, 03:06:21 PM
I'm really liking the new RHW so far, But I have a problem... I don't know why but I can't get a RHW-6S to vow under an elevated FlexSPUI  bridge exit thing. It just turn into a RHW4. I tried it with the RHW-8 and it worked just fine...

The RHW-6S under ElFlexSPUI RULs were a mess for a long time (It'd revert to ERHW-6S after the intersection), it doesn't surprise me they're still a little buggy.

Where are you dragging it through? Not many networks are compatible with going under the repeater section (RHW-4 is though). I know RHW-6S under the piece itself works as I tested it extensively.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 17, 2011, 05:38:26 PM
I solved My problem

all i did was Unistall Simcity 4 then I reinstalled it and The RHW NAM NWM :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on September 18, 2011, 12:37:06 AM
Hi guys.
I follow this thread from years (even without posting almost everything for most of the time, because of my "not so good" english) and, first of all, i have to thanks you all for your incredible work on this new NAM version. RHW5 is amazing with all this new possibilities and i'm still studing all the new options i have now for my cities networks. &apls :)
Now, some little bugs:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2Fbug1.jpg&hash=4a3c5b3cef6ab2aa9714807e27f9d9072c6b7056)
This new narrow exit is great but textures doesn't match with any other puzzle piece of MIS or TULEPs. I hope the "interruption" is only a texture's problem, but anyway I still didn't test that in UDI mode.

I noticed also there isn't a way to build curves of ERHW6S and ERHW6S, plus there aren't NWM under ERHW puzzle pieces . So the question: maybe this features are planned to be released with some "add-on" or an update of the rhw5 in next weeks?
Thanks in advance for your answers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 18, 2011, 01:03:05 AM
Quote from: Carny on September 18, 2011, 12:37:06 AM
This new narrow exit is great but textures doesn't match with any other puzzle piece of MIS or TULEPs. I hope the "interruption" is only a texture's problem, but anyway I still didn't test that in UDI mode.
It's not very well explained unless you read the whole readme I think, but they're designed to be plopped over an RHW-4 Type A or Type B exit, not on a straight section of RHW-4.

Quote from: Carny on September 18, 2011, 12:37:06 AM
I noticed also there isn't a way to build curves of ERHW6S and ERHW6S, plus there aren't NWM under ERHW puzzle pieces.
At the moment, the ERHW-6es aren't designed to curve. These networks were included on my suggestion (If I remember right) and are simply polished versions of orthogonal prototypes made over the years.
As far as I'm aware, they are planned to get diagonal functionality in a future version.

As for NWM under RHW, try dragging it. If it doesn't work, then it's not currently supported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2011, 01:14:40 AM
Quote from: jdenm8 on September 18, 2011, 01:03:05 AM
Quote from: Carny on September 18, 2011, 12:37:06 AM
This new narrow exit is great but textures doesn't match with any other puzzle piece of MIS or TULEPs. I hope the "interruption" is only a texture's problem, but anyway I still didn't test that in UDI mode.
It's not very well explained unless you read the whole readme I think, but they're designed to be plopped over an RHW-4 Type A or Type B exit, not on a straight section of RHW-4.

They also aren't designed to line up with MIS diagonal fillers or TuLEPs.

Quote from: Carny on September 18, 2011, 12:37:06 AM
I noticed also there isn't a way to build curves of ERHW6S and ERHW6S, plus there aren't NWM under ERHW puzzle pieces.
At the moment, the ERHW-6es aren't designed to curve. These networks were included on my suggestion (If I remember right) and are simply polished versions of orthogonal prototypes made over the years.
As far as I'm aware, they are planned to get diagonal functionality in a future version.

As for NWM under RHW, try dragging it. If it doesn't work, then it's not currently supported.
[/quote]

Generally speaking, any NWM network under any ERHW-2, ERHW-6S, ERHW-6C, or DDRHW-4 will not work.  Just the ERHW-4 and EMIS.  That functionality will be expanded in the future, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on September 18, 2011, 01:23:26 AM
QuoteIt's not very well explained unless you read the whole readme I think, but they're designed to be plopped over an RHW-4 Type A or Type B exit, not on a straight section of RHW-4.

Ok, i got it. It's a way to add an exit-lane to those RHW4 Exits originally without an exit-lane. This's a great solution for compacts interchanges as i like. :)

QuoteAt the moment, the ERHW-6es aren't designed to curve. These networks were included on my suggestion (If I remember right) and are simply polished versions of orthogonal prototypes made over the years.
As far as I'm aware, they are planned to get diagonal functionality in a future version.
Ok,then i have only to wait for the future.

Thanks Jdenm8 and Tarkus for your useful explanations. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on September 18, 2011, 02:27:06 AM
I wasn't home for a few days, so I found out about the new releases today :-[.
Thank you so much, NAM Team!  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 18, 2011, 03:24:17 AM
I have found this little issue on RHW3. the starter piece has its paths right but the draggable part has the paths inverted. here is a picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FNovaCidade-31Jan011316340881.jpg&hash=8bf207971ce0600c54ea4a2674c8753c6c3034da)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 03:28:30 AM
It looks you still have the RHW v3.0 or v4.x installed. Those are the old textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 18, 2011, 04:35:43 AM
Regarding Euro textures, I've been working on a set primarily for the RHW-2, but I've now started on RHW-4 as well. It's still very much work in progress and lots of textures are yet to be done. Here are some pics:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw0.png&hash=c39ec859a9c09f03b89ad9938181a9ceea4ed6d6)

Intersections:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw1.png&hash=8d1612a62cccbd279eef4e84f59794ef9f0c020b)

RHW-3:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw2.png&hash=3adf4d245307e22361aaafc330997fe205cef670)

RHW-2 ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw3.png&hash=0309295d70b0054b877b62002e251ae2a04d321c)

RHW-4:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw4.png&hash=d5115b65df360480f5bdfed47d7febf6316cf237)

Cosmetic pieces for RHW-2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Fsv_rhw5.png&hash=e485c8823bc1be4edf9c6fb0ba89fc37cf1347f5)

Comments are welcome!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 04:38:50 AM
Looks really nice! If it's not too much trouble, can you also make a version with solid outer lines (that would be more regular in the rest of Europe)? Oh, and I see some puzzle pieces require color correction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 18, 2011, 04:59:48 AM
First bits have been done for RHW 5.1:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F33b92285734164233da2a53f16b942fd.jpg&hash=fc0cda8ae17f92f0ae98db0f2eb5f4ce6f9f574d)

and...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F9caadd3f340f1f08ef0c914d0de0d9a9.jpg&hash=148649aac9e1e927b5a8e3c5b9a4056e4d4ad421)

Take a guess what the second piece is great for.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 18, 2011, 05:07:34 AM
Wow 5.1 already?  Great work SA  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 05:13:55 AM
Quote from: Shadow Assassin on September 18, 2011, 04:59:48 AM
Take a guess what the second piece is great for.

OxD Interchanges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 18, 2011, 05:19:23 AM
Quote from: mrtnrln on September 18, 2011, 03:28:30 AM
It looks you still have the RHW v3.0 or v4.x installed. Those are the old textures.

I uninstal and install all over again, problem persists.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kergelen on September 18, 2011, 06:00:28 AM
Quote from: Shadow Assassin on September 18, 2011, 04:59:48 AM
Take a guess what the second piece is great for.

Service area or/and petrol station?
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on September 18, 2011, 06:17:32 AM
Can someone direct me to a tutorial on how to use the spui piece...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wacky Worm on September 18, 2011, 06:31:21 AM
^Click here (http://www.youtube.com/watch?v=Yd9MumOT9Po&feature=related) and here (http://www.youtube.com/watch?v=3UGIFwgkHWY&feature=related).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 06:37:20 AM
Quote from: gn_leugim on September 18, 2011, 05:19:23 AM
Quote from: mrtnrln on September 18, 2011, 03:28:30 AM
It looks you still have the RHW v3.0 or v4.x installed. Those are the old textures.

I uninstal and install all over again, problem persists.

Do you see in the Network Addon Mod folder a directory with the name "Rural Highway Mod"? If so, delete it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 06:51:20 AM
Sorry for the double post. Here is the corrected version of the AVE-6 TuLEP texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 18, 2011, 07:03:57 AM
Here is a Interchange I Made With RHW 5.0  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FI-H3temp2-Oct26121316354330.png&hash=1c4b40061fc8cb37a66d507acceca0081a92785d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 18, 2011, 07:10:13 AM
Cool, but there is a Show us your intersections (http://sc4devotion.com/forums/index.php?topic=252.new) thread that is better to post such stuff in.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 18, 2011, 08:52:40 AM
Quote from: Shadow Assassin on September 18, 2011, 04:59:48 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F9caadd3f340f1f08ef0c914d0de0d9a9.jpg&hash=148649aac9e1e927b5a8e3c5b9a4056e4d4ad421)

Take a guess what the second piece is great for.

Remember my RHW Teaser? I originally wanted to use more FARHW pieces, but placing two FAMIS short curves next to each other proved to be space-consuming. Could this be the piece that could've made my cloverleaf more awesome?

-----

And another thing: Have you guys noticed that the number of posts on this thread is finally over 9000?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 18, 2011, 08:54:37 AM
Quote from: mrtnrln on September 18, 2011, 06:37:20 AM
Quote from: gn_leugim on September 18, 2011, 05:19:23 AM
Quote from: mrtnrln on September 18, 2011, 03:28:30 AM
It looks you still have the RHW v3.0 or v4.x installed. Those are the old textures.

I uninstal and install all over again, problem persists.

Do you see in the Network Addon Mod folder a directory with the name "Rural Highway Mod"? If so, delete it.

Nop sir, I do not have such instalation. when I instaled the new NAM RHW WNM etc etc I unistaled all and re instaled everything from scratch.

Anyway I foun the issue, it was on the European textures mod override. once I removed the euro textures, it showed up right.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on September 18, 2011, 10:52:22 AM
Today just trying some things with the new RHW. The new Exit / Entrance Ramp stand are good but I miss one thing. I believe that i have build an D type ramp in my picture. It is not possible to build this ramp whit the same space between the RHW-4 and the EMIS with exiting/acceleration lanes. Why was this chosen? I find it really unfortunate that this is not possible. There are many solutions to make it whit exiting/acceleration lanes but its takes too much/more space, see picture 2. I hope these ramps will be added in the future.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F9729%2F1nieuweafrit.jpg&hash=3849ac25c799ac27787c0ee87bde5e49fe4bde1a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F1592%2F2nieuweafrit.jpg&hash=57af661aa1e863e6199cc461b2edfd80c58a4e41)

And another problem, how can I fix this? I've temporarily solved this by placing an avenue viaduct in the middle.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F4034%2F2prefabweg.jpg&hash=28ab333d0dd53057318626ebdd707e8d403febf7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 10:57:25 AM
Have you tried the FAMIS ramps? These work excellent.

About the last pic: looks like a RUL instability issue there...
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 18, 2011, 11:47:15 AM
Those puzzle pieces look great Shadow Assassin!  &apls &apls

@ Riga - The new Euro textures are looking good but they seem a little too bright and white to me. Maybe a bit of dirtying and darkening? And I agree with Maarten that it would be nice to have solid white shoulder lines available. Anyway, nice work  :thumbsup:

Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 18, 2011, 12:23:25 PM
Quote from: noahclem on September 18, 2011, 11:47:15 AM
@ Riga - The new Euro textures are looking good but they seem a little too bright and white to me. Maybe a bit of dirtying and darkening? And I agree with Maarten that it would be nice to have solid white shoulder lines available. Anyway, nice work  :thumbsup:
I'm satisfied with the darkness of the textures and I want them clean since that allows for much easier creation and aligning, but I will make sure to darken the puzzle pieces! I can also announce that Maarten will be collaborating with me on these textures. I sent him what I had made so far and he's in the progress of making a set for mainland Europe (solid line). Don't expect progress to be quick on my end though, since I have much more IRL work to do since I started university this autumn.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 18, 2011, 02:30:49 PM
To follow up on Riiga's story, I'm making some progress today, but I also may have less free time now since college started. The technical difference between my previous texture set and the one we are developing right now is that this one uses vector-based images instead of pixel-based images. This means I can modularize textures quite easily, which makes the work a lot easier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 18, 2011, 08:51:24 PM
QuoteRemember my RHW Teaser? I originally wanted to use more FARHW pieces, but placing two FAMIS short curves next to each other proved to be space-consuming. Could this be the piece that could've made my cloverleaf more awesome?

Bingo! Indeed, that's why I created that piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: arl85 on September 19, 2011, 04:04:40 AM
Hi,
I want to signal a (minor) issue: on DDI, it seems that there is a stop line in the wrong place. And also some give-way signs (small triangles) missing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F8754%2Frhwddi.png&hash=cd1312d53156afb3581b054435433cfbf33a7c41) (http://imageshack.us/photo/my-images/577/rhwddi.png/)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 19, 2011, 04:52:01 AM
Those aren't stop lines, but pedestrian crosswalks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: arl85 on September 19, 2011, 05:58:08 AM
Quote from: mrtnrln on September 19, 2011, 04:52:01 AM
Those aren't stop lines, but pedestrian crosswalks.

I'm used to European-stile zebra crossing, so I got confused... sorry  &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 19, 2011, 07:59:13 AM
May as well post this here:

http://www.youtube.com/v/ixpjNtKXj3g

More info and HD playback via Youtube. Link: http://www.youtube.com/watch?v=ixpjNtKXj3g

RHW/RHW interchanges can be a lot more compact with 5.0, unlike the mod's predecessors which took up mammoth amounts of space.

(I find that UDI videos are the best way to showcase large interchanges.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 19, 2011, 09:01:07 AM
Paving the way for the Euro RHW textures... (pun fully intended)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F6918%2Feurorhw01.jpg&hash=fe8b2b2dd794d32a1c94fdf7c05993a93db371e1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F5750%2Feurorhw02.png&hash=5176d9c15cd9a76d0a439f6633ff3ac8b94e61fb)

Currently, this is all that's already functional in-game. I have more ready in InkScape.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on September 19, 2011, 09:31:44 AM
Looks amazing Maarten, where did you get this barriers- private stuff?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 19, 2011, 09:39:58 AM
Looks cool! However why the Euro textures have wider lanes than the American ones? Won't it be better if their width is the same?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on September 19, 2011, 02:24:59 PM
Ohh the euro textures look great...

It's a pity that I hadn't read this before I started making euro versions of the default textures  :):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F7527%2Feuro3.th.jpg&hash=ed25ae2a1c035365756ef83b177dd3e70a35710e) (http://imageshack.us/photo/my-images/809/euro3.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F5188%2Feuro2t.th.jpg&hash=1b2e591deeb00d8eb67cf61c8a217ce70525def3) (http://imageshack.us/photo/my-images/508/euro2t.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6283%2Feuro1j.th.jpg&hash=0aa46039d4a0271ed97e4add2782295e610d35d9) (http://imageshack.us/photo/my-images/703/euro1j.jpg/)

I've already completed all of the RHW-2, MIS, RHW-4 & RHW-6S, so I figure I might as well do the lot - If anyone thinks it's worth it anyway I can release them as an alternative.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr.Sixty on September 19, 2011, 02:33:34 PM
Dexter: It is definitely worh it to continue your fabulous work!! I really like your textures and IMHO they look a little bit better than the ones shown previously because they look more worn-out. Especially the white lines look more realistic.
But that's just my opinion, I don't want to offend anyone.

Anyways, your textures look awesome!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ´br on September 19, 2011, 02:38:46 PM
Quote from: mrtnrln on September 19, 2011, 09:01:07 AM
Paving the way for the Euro RHW textures... (pun fully intended)

-Picture1-

-Picture2-

Currently, this is all that's already functional in-game. I have more ready in InkScape.

Best,
Maarten

Hey, could it be that you've inverted the white pins? In your picture it seems to be that the pins with the red reflectores are in the direction of traffic, but all pins that i've seen are the other way around:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F2%2F23%2FA4_bei_Kraftwerk_Weisweiler_-_geo-en.hlipp.de_-_11072.jpg%3Fuselang%3Dde&hash=91a22466549b9e40e4bbc7bda58bc7a91f2b3b89)
(Picture from wikipedia)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 19, 2011, 03:11:26 PM
Quote from: Girafe on September 19, 2011, 09:31:44 AM
Looks amazing Maarten, where did you get this barriers- private stuff?
Yes, the barriers are part of an unfinished mod of mine. This mod should add reflector posts and guard rails to the RHW, but so far, there are a lot of pieces that need to be modded. Beside that, the guard rails really behave quite oddly at the diagonals...

Quote from: io_bg on September 19, 2011, 09:39:58 AM
Looks cool! However why the Euro textures have wider lanes than the American ones? Won't it be better if their width is the same?
They are just a little wider. Only the shoulders are wider: the normal lane width should be the same...

Quote from: Dexter on September 19, 2011, 02:24:59 PM
Ohh the euro textures look great...

It's a pity that I hadn't read this before I started making euro versions of the default textures  :):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F7527%2Feuro3.th.jpg&hash=ed25ae2a1c035365756ef83b177dd3e70a35710e) (http://imageshack.us/photo/my-images/809/euro3.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F5188%2Feuro2t.th.jpg&hash=1b2e591deeb00d8eb67cf61c8a217ce70525def3) (http://imageshack.us/photo/my-images/508/euro2t.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6283%2Feuro1j.th.jpg&hash=0aa46039d4a0271ed97e4add2782295e610d35d9) (http://imageshack.us/photo/my-images/703/euro1j.jpg/)

I've already completed all of the RHW-2, MIS, RHW-4 & RHW-6S, so I figure I might as well do the lot - If anyone thinks it's worth it anyway I can release them as an alternative.
Save your efforts: Alex (Tarkus) has a automatic PhotoShop script ready that should do the same trick.

Quote from: Mr.Sixty on September 19, 2011, 02:33:34 PM
Dexter: It is definitely worh it to continue your fabulous work!! I really like your textures and IMHO they look a little bit better than the ones shown previously because they look more worn-out. Especially the white lines look more realistic.
But that's just my opinion, I don't want to offend anyone.

Anyways, your textures look awesome!! :thumbsup:
Well, I have to agree, mine look a bit too clean. I don't know how I can make them look more worn-out with vector images (I'm working with vector images, you know)

Quote from: ´br on September 19, 2011, 02:38:46 PM
Quote from: mrtnrln on September 19, 2011, 09:01:07 AM
Paving the way for the Euro RHW textures... (pun fully intended)

-Picture1-

-Picture2-

Currently, this is all that's already functional in-game. I have more ready in InkScape.

Best,
Maarten

Hey, could it be that you've inverted the white pins? In your picture it seems to be that the pins with the red reflectores are in the direction of traffic, but all pins that i've seen are the other way around:
It's only an experiment, an unfinished mod, so I may change the models eventually ;)

A small sneek peak of what's to come...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F2986%2Framptypea1.png&hash=0b18e030c81d8875b2a0c3a3826cf5eaa8f5a662)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 19, 2011, 05:38:49 PM
I have Some textures in the works
:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 19, 2011, 08:39:45 PM
Surprise! and its public.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2Fjuv892.jpg&hash=a04c454f9d648193f6e85f628aac5fc95f06c0ba)

A funny thing happens when you make RHW 8c and drag out a road from the center instead of RHW. Funny because this is As Is only, that includes how the RHW attached to the Maxis ground highway there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 20, 2011, 09:11:59 AM
Yesterday  I was doing a few hours  to reinstall the NAM, RHW and NWM. From all this work I found a few things:
- Mod made ​​by Xyloxadoria, which is for Light Towers can not work with 5.0 (the only option to do that is if you backtrack check support to 1.3 version but it returns the old textures)
- No arrows OWR - although two set YES to all these places

But as  it is to say something  and re-textures of Maarten.  Seen from here I'm very pleased. I can not wait  around to complete the  mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 20, 2011, 09:58:20 AM
Quote from: Dexter on September 19, 2011, 02:24:59 PM
Ohh the euro textures look great...

It's a pity that I hadn't read this before I started making euro versions of the default textures  :):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F7527%2Feuro3.th.jpg&hash=ed25ae2a1c035365756ef83b177dd3e70a35710e) (http://imageshack.us/photo/my-images/809/euro3.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F5188%2Feuro2t.th.jpg&hash=1b2e591deeb00d8eb67cf61c8a217ce70525def3) (http://imageshack.us/photo/my-images/508/euro2t.jpg/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6283%2Feuro1j.th.jpg&hash=0aa46039d4a0271ed97e4add2782295e610d35d9) (http://imageshack.us/photo/my-images/703/euro1j.jpg/)

I've already completed all of the RHW-2, MIS, RHW-4 & RHW-6S, so I figure I might as well do the lot - If anyone thinks it's worth it anyway I can release them as an alternative.

Those look really good Dexter!  &apls

Quote from: mrtnrln on September 19, 2011, 03:11:26 PM
Save your efforts: Alex (Tarkus) has a automatic PhotoShop script ready that should do the same trick.

I was wondering about that--is Alex still planning on creating his own Euro textures with his PS script?

QuoteWell, I have to agree, mine look a bit too clean. I don't know how I can make them look more worn-out with vector images (I'm working with vector images, you know)

Maarten

I don't know any way to make the lines worn out using vector images but that doesn't mean it's not possible--I'm pretty new to inkscape myself. The clean look you have now is quite attractive-looking, just not very realistic outside of very recently-constructed roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 20, 2011, 10:12:49 AM
Quote from: noahclem on September 20, 2011, 09:58:20 AM
I don't know any way to make the lines worn out using vector images but that doesn't mean it's not possible--I'm pretty new to inkscape myself. The clean look you have now is quite attractive-looking, just not very realistic outside of very recently-constructed roads.

I, for one, like the clean look of vector-based textures but I prefer darker textures, and oftentimes, I've gone as far as making my own, but I would never get that far.

And as a person who has worked with Inkscape for nearly two years, there's always the blur and opacity settings. (There are even more advanced settings, but I almost never use them because they'd always lag my computer, but that's besides the point...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 20, 2011, 10:54:35 AM
Oh, well at least you saying that takes off the pressure knowing I'm not alone. My computer makes some serious noises doing advanced stuff in this photo editing software, dare I name names. That's even with 3gb of RAM and at the highest power usage settings, which I would not have done, but my motive was  the more power, makes my computer perform faster, and the faster the computer goes, the faster SC4 runs with over 1gb of plugins.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2011, 11:49:24 AM
Quote from: noahclem on September 20, 2011, 09:58:20 AM
I was wondering about that--is Alex still planning on creating his own Euro textures with his PS script?

I am.  I just need to sort out a few little logistical things to streamline the process fully.  Wealthification presented a little bit of a challenge, so I'm altering my processing folder structures and made another script to help with that process.

I do also have a Darkphalt script as well that I'm working on, and am in the process of finishing up a Concrete ERHW texture mod.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 20, 2011, 12:17:49 PM
Quote from: Tarkus on September 20, 2011, 11:49:24 AM
Quote from: noahclem on September 20, 2011, 09:58:20 AM
I was wondering about that--is Alex still planning on creating his own Euro textures with his PS script?

I am.  I just need to sort out a few little logistical things to streamline the process fully.  Wealthification presented a little bit of a challenge, so I'm altering my processing folder structures and made another script to help with that process.

I do also have a Darkphalt script as well that I'm working on, and am in the process of finishing up a Concrete ERHW texture mod.

-Alex

Excellent to hear!! And of course, variety is the spice of life!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 21, 2011, 01:34:46 AM
OK, an update of my Euro Textures set. Here's what I've got so far:
- Currently rendered textures: 102
- Wealth Textures: None
- Basic orthagonal textures: all ground RHW networks
- Basic diagonal textures: Only MIS, RHW-2 and RHW-4
- Curves: Only MIS, RHW-2 and RHW-4
- Intersections: None
- Transistions: MIS-to-RHW-4 and all RHW-4-to-6S transistions.
- Ramp interfaces: None
- Smooth Curves: None
- Cosmetic Pieces: Only RHW-2, RHW-4 (except Ramp OverPlops) and RHW-6S.
- FARHW: Only RHW-2 curves and straight sections.

Some screenshots (click to enlarge):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F3866%2Feurorhw02.jpg&hash=970f031baa6e86f0d0d6cae729b55b8914455664)
The shoulder on the diagonals will be as wide as on the orthagonal section, unlike other RHW texture sets. This would require an overhang setup. I tried to manage it yesterday. The models showed up correctly, but all of a sudden, all paths were gone (and I had a "no-paths-lag" when constructing diagonal sections)! I have no idea why they vanished. Does anyone have an idea how to solve this? Oh, and sorry for a texture missalignment. I'll fix that.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F3604%2Feurorhw04.jpg&hash=e6184870132f506c0a2de095b6818b4346c03b68)
The RHW-2 diagonals will also get an overhang setup, but again, the same problem with dissapearing paths...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F7562%2Feurorhw03.jpg&hash=399327c81380ccf31eee17cf57d28a02428f3780)
It looks like some of the cosmetic pieces still have unoptimized mipmap settings. They are set to "repeat" instead of "clamb", although the cosmetic pieces with arrows are already fixed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F735%2Feurorhw05.jpg&hash=718688b6c58fbce974bc98224a2674109ddcdbcd)
I really like how this transistion turned out. But I do see a small line missalignment...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 21, 2011, 03:33:19 AM
As for the missing paths, that's because you're swapping from a Texture-based setup to a model-based setup which uses a different GID (Can't think of it off-hand) so you'd need to duplicate every Diag RHW-4 path and give it the alternative GID.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 21, 2011, 03:53:40 AM
Aha, so that's the problem. Thanks for your help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on September 21, 2011, 09:41:50 AM
Quote from: Wacky Worm on September 18, 2011, 06:31:21 AM
^Click here (http://www.youtube.com/watch?v=Yd9MumOT9Po&feature=related) and here (http://www.youtube.com/watch?v=3UGIFwgkHWY&feature=related).
Thanks and it works wonders...hats off to all who keep giving us great content to keep this game fresh &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on September 21, 2011, 11:44:09 AM
A million thanks to the NAM team for releasing the newest version of RHW &apls I have rebuilt a handful of my intersections using the new FLEX SPUI pieces, but today I encountered a peculiar problem:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F8642%2Fsc4c.jpg&hash=89def8e8c877cc30d1e5e310a7ee46436626123a)

While the top two RHW-4 have no problems connecting to the puzzle pieces, the bottom two doesn't connect properly - instead of connecting, they would be drawn over the FLEX SPUI pieces instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2011, 12:08:39 PM
I'd recommend trying to click around the FlexSPUI to see if the override will resolve better.  Additionally, try bulldozing a couple tiles of the RHW-4s at the bottom and re-dragging from the FlexSPUI ramp end itself.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on September 21, 2011, 10:49:23 PM
Quote from: Tarkus on September 21, 2011, 12:08:39 PM
I'd recommend trying to click around the FlexSPUI to see if the override will resolve better.  Additionally, try bulldozing a couple tiles of the RHW-4s at the bottom and re-dragging from the FlexSPUI ramp end itself.

-Alex

It works in half of the cases (by refreshing the piece, dragging avenues or new RHW-4 into the piece), but the problem usually arises when I drag ERHW-4 over the pieces, and it usually affects only one side (from the avenue's point of view) of the intersection.

The elevated FLEX SPUI doesn't seem to have this problem though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on September 22, 2011, 01:54:29 PM
I could use a piece similar to the RHW-10S Type D2

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F8729%2F83366489.jpg&hash=823f0bb8af1401e62dd6e1268b768de0314be87c)

but without the lane shift/one tile gap.

I understand that the difficulty here is the space requirement. But maybe it could work out if the 6-lane part would be a 6C instead of a 6S?

This piece would help me to further improve this interchange (http://sc4devotion.com/forums/index.php?topic=10396.msg397030#msg397030). ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 22, 2011, 02:14:57 PM
Quote from: RickD on September 22, 2011, 01:54:29 PM
I could use a piece similar to the RHW-10S Type D2

but without the lane shift/one tile gap.

I understand that the difficulty here is the space requirement. But maybe it could work out if the 6-lane part would be a 6C instead of a 6S?

Well, that would require either a 10C (which doesn't exist yet) or making yet another monster ramp: The 10S D2 Shift.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 22, 2011, 02:41:19 PM
Maybe it's possible with the new lane widths. I created this puzzle piece when the lanes used to be 5m wide (instead of 4.5m). So maybe it fits now...

EDIT: Tried it (pasting one texture over the other), but no success: the shoulder of the RHW-6S would cover the inner yellow line of the RHW-4.

However, I was thinking, how about a RHW-10S type F2 ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 22, 2011, 03:09:53 PM
???

It is entirely possible to have RHW-6S with adjacent to the right (in RHD) RHW-4S. It's actually one of the more exciting things about V5 spec textures. Of course you can't keep the full shoulder of the RHW-6S but there's certainly no lane interference. Covering the 6S's shoulder with the 4S's driving lane requires plopping filler pieces however.

I'll very happily re-request the same as RickD is asking for  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 23, 2011, 11:16:24 AM
More progress...

(Click for full resolution)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F2695%2Feurorhw07.jpg&hash=cb53dbab4107418d7d0baed78cbecb07a2502f16)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8834%2Feurorhw06.jpg&hash=78243f992e1a74dee5d31bbdeb0489aa7e1fcf33)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F4346%2Feurorhw08.jpg&hash=22961ffa190aed4f41e29fb8af6b3f5ccb14e7b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F7562%2Feurorhw03.jpg&hash=6e83fce8354ee7d6b390124952fa160535bbc8b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F6918%2Feurorhw01.jpg&hash=27b106e00780d463be809e5813f6e3b5e3ec20e9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F3866%2Feurorhw02.jpg&hash=c2003cce2a03247859876634bc77d59ead0c1ad4)

I do have a problem with the RHW-4 diagonals: the puzzle piece overhang for tile 0x5EB0A100 doesn't show at all. Any idea what may cause the problem. So far I have ruled out upside-down polygons (since the model doesn't show up at all).

Current rendered textures: 231.

231 down, a heck of a lot to go...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Zack on September 23, 2011, 02:33:57 PM
One major thing is needed. High Elevated Rail or monorail over RHW. There is no puzzle piece that does the job and its really a disadvantage for my train routes
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 23, 2011, 03:57:51 PM
Quote from: Zack on September 23, 2011, 02:33:57 PM
One major thing is needed. High Elevated Rail or monorail over RHW. There is no puzzle piece that does the job and its really a disadvantage for my train routes

There are no plans for any further High Elevated Rail or Monorail pieces right now. The main reason is that those items will be going draggable at some point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 23, 2011, 05:02:01 PM
Let me show you a small difference between NAM highway,  and the standard MHW.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F470%2Fsimcity4201109231740145.jpg&hash=52b8ca2deaaf3c294f47191a80cec72b718c0db9)

Unfortunately  I do not have a picture  but I made a pretty impressive intersection with really huge clover. I promise to show it soon. I love the new elevated highways and try to replace those of MHW with those of RHW but has a small flaw. NWM (AVE-6; OWR-3/4/5; MAVE-4 / 6) I can not  pass under the new ERHW-6

If I am not mistaken cosmetic Maud was design  Maarten, right? I am happy that its scope is significantly extended, but why no support for  C-tipe networks (arrows exit  and move forward)
Otherwise  I perform that reconstruction is currently an unprecedented scale. It is difficult to change ur-development plan of semi-finished  city. When everything  starts to become kind of want me I will share with you.
I look forward to start new discussions and plans for the next version as soon as the rest of course. Have deserved a little rest after such a long job.
Most special thanks to Alex, Maarten, Jonathan, Ganaram, Andreas and j-dub (they know why)

Full  respect for the NAM team
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on September 23, 2011, 07:52:58 PM
Quote from: mrtnrln on September 23, 2011, 11:16:24 AM
More progress...

(Click for full resolution)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F2695%2Feurorhw07.jpg&hash=cb53dbab4107418d7d0baed78cbecb07a2502f16)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8834%2Feurorhw06.jpg&hash=78243f992e1a74dee5d31bbdeb0489aa7e1fcf33)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F4346%2Feurorhw08.jpg&hash=22961ffa190aed4f41e29fb8af6b3f5ccb14e7b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F7562%2Feurorhw03.jpg&hash=6e83fce8354ee7d6b390124952fa160535bbc8b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F6918%2Feurorhw01.jpg&hash=27b106e00780d463be809e5813f6e3b5e3ec20e9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F3866%2Feurorhw02.jpg&hash=c2003cce2a03247859876634bc77d59ead0c1ad4)

I do have a problem with the RHW-4 diagonals: the puzzle piece overhang for tile 0x5EB0A100 doesn't show at all. Any idea what may cause the problem. So far I have ruled out upside-down polygons (since the model doesn't show up at all).

Current rendered textures: 231.

231 down, a heck of a lot to go...

Best,
Maarten

looking Froward to the Euro Textures
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 23, 2011, 08:39:13 PM
Quote from: Zack on September 23, 2011, 02:33:57 PM
One major thing is needed. High Elevated Rail or monorail over RHW. There is no puzzle piece that does the job and its really a disadvantage for my train routes

For the El-Rail at least, you could have it go under as GLR.  Or if you're willing to do some terraforming, you can build an earthen ramp for your El-Rail/Monorail and use some onslope pieces on the RHW to create same effect with a standard height crossing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 23, 2011, 09:12:08 PM
Quote from: ivo_su on September 23, 2011, 05:02:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F470%2Fsimcity4201109231740145.jpg&hash=52b8ca2deaaf3c294f47191a80cec72b718c0db9)
Looks like we'll need MIS TuLEPs for that particular intersection...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 23, 2011, 10:29:25 PM
Hey RHW crew I just wanted to say that I absolutely love the new avenue-MIS ramp pieces! I was able to pull off a pretty sweet parclo junction with em.

Click for full size.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmfMwB.jpg&hash=c44af64973709b8415caa1f8097c406f8e436adc)

Keep at it guys!
-Ryan
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on September 24, 2011, 12:21:21 AM
Anyone know if there's plans to rework Xyl's "RHW Lights and Barriers" mod? It's FUBAR for anything but the C networks, plus could really use a modular approach.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 24, 2011, 01:29:58 AM
Quote from: ivo_su on September 23, 2011, 05:02:01 PM
If I am not mistaken cosmetic Maud was design  Maarten, right? I am happy that its scope is significantly extended, but why no support for  C-tipe networks (arrows exit  and move forward)
Well, I just haven't finished them up before the feature freeze (actually, I'm in fact the only one working on the CPs). In fact, I don't even have them finished now. However, there are plans for RHW-8C cosmetic pieces and diagonal RHW-2 cosmetic pieces...

But first I got to finish the Euro Textures...
Quote from: Haljackey on September 23, 2011, 10:29:25 PM
Hey RHW crew I just wanted to say that I absolutely love the new avenue-MIS ramp pieces! I was able to pull off a pretty sweet parclo junction with em.
Great that someone like the pieces I implented  ::)  I'm responsible for all new pieces in Ryan's pic.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 24, 2011, 03:09:31 AM
Is it just me or a DDRHW can't cross an AVE6?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F5201%2Fnimpkishdalejun20091316.jpg&hash=2a3a4be6d86f4e2d1e1aacafcde17442199b9125)

Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 24, 2011, 03:39:12 AM
There is no compatibility for the new ERHWs going over to any of the NWM networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 24, 2011, 03:51:23 AM
Okay, thanks for the quick reply. Hoping this'll be fixed in the next NWM/RHW version :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 24, 2011, 04:09:45 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F6294%2Fwestdowntownarea2jan001.th.png&hash=f7232edc9ff6ed241ff82cdf26fc403b1107b86d) (http://imageshack.us/photo/my-images/190/westdowntownarea2jan001.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Regarding this glitch that was posted about before IIRC, it seems that the SPUI Ramp piece is being overridden by absolutely everything, including the length of the RHW-4. I don't know if it can be fixed (easily).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 24, 2011, 04:17:52 AM
It can't be fixed easily; it would involve correcting some RUL1 and RUL2 code, which you can't release as a small dat package. For RUL-code changes, the entire Controller needs to be re-released for such an update (heck that's why the current Controller version has such an high number, r132).
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on September 24, 2011, 06:19:36 AM
I think this highway project is so exciting—I was looking forward to modeling complex interchanges like our own Malfunction Junction just to see if I could do it. 

Is there some known issue that keeps the new NAM from working with the Mac version of the game?  I have patched it to version 1.1 Rev A (latest available from Aspyr, the Mac distributor of the game)...and even tried to run the game with nothing in my plugins folder but the new NAM.  Is there some other patch that I need?

Thanks,
s.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 24, 2011, 07:45:51 AM
Quote from: schradinator on September 24, 2011, 06:19:36 AM
Is there some known issue that keeps the new NAM from working with the Mac version of the game?  I have patched it to version 1.1 Rev A (latest available from Aspyr, the Mac distributor of the game)...and even tried to run the game with nothing in my plugins folder but the new NAM.  Is there some other patch that I need?

Thanks,
s.

There is no issue running the new NAM with SimCity4 - Deluxe.  However, if you are running Lion, you must install the Universal Binary patch, available from Asypr.com.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 24, 2011, 08:34:25 AM
As for FlexSPUI, I encountered exactly the same issues when dragging RHW-4 INTO the FlexSPUI piece back when it was first included in whichever Alpha released it was in was released. The only solution I found was to omit the RHW-4 starter in one way or another OR drag RHW out of the FlexSPUI piece before placing the ramp interfaces.

Doing those two things seriously lowered the occurrence of this bug to practically nought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on September 24, 2011, 12:09:34 PM
Quote from: TEG24601 on September 24, 2011, 07:45:51 AM


There is no issue running the new NAM with SimCity4 - Deluxe.  However, if you are running Lion, you must install the Universal Binary patch, available from Asypr.com.

TEG

The 1.1 Rev A version was the Universal Binary patch.  I'm still running Snow Leopard, and not running SC4 under Rosetta.  I haven't been able to use the NAM since about the 2009 release....and since I have been short of time to play SC4, I haven't tried to find a solution. 

The game loads fine....only when I click on the transportation network menu it stops responding.  Cmd-Option-Esc throws me back to the desktop instead of brining up the Force Quit dialog box.  Since it does this even when the NAM is absolutely the only thing in my Plugins folder, it seems that there's something either in the NAM itself or in my installation of the game that just isn't working or communicating properly. 

Just hoping maybe someone has a suggestion out there.  I've spent a few hours trying to find a workaround myself since the latest NAM/RHW release, but I'd much rather spend my time playing the game than trying to fix the plugins.
Title: Re: RHW (RealHighway) - Development and Support
Post by: danny11111 on September 24, 2011, 12:21:09 PM
I have downloaded the new RWH, and its epic. I have only one thing to point out, the new higher level networks are not draggable, and there are no puzzle pieces for them (other than the transitions and the EDDRWH connector pieces)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 24, 2011, 12:29:52 PM
Quote from: danny11111 on September 24, 2011, 12:21:09 PM
I have only one thing to point out, the new higher level networks are not draggable, and there are no puzzle pieces for them (other than the transitions and the EDDRWH connector pieces)

Currently, all L3-related items are only for interfacing with the DDRHW's highest level, not for creating any sort of true 3-level interchange. Any sort of functionality involving multi-level interchanges (EG, multi-level MIS) is predicted to be an RHW v6 feature; We're not even at 5.1 yet, and there's still a long way to go.

Besides, the LTEXTs for the L0 to L3 transitions say they're starterless, do they not? "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on September 24, 2011, 12:32:26 PM
I absolutely love 5.0 now.

A little request: For the EL-RHW networks, can there be an EMIS - ERHW-4 transistion? It'll come in handy in several collector ramp situations for my ERHW networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 24, 2011, 02:04:32 PM
Quote from: Monorail Master on September 24, 2011, 12:32:26 PM
I absolutely love 5.0 now.

A little request: For the EL-RHW networks, can there be an EMIS - ERHW-4 transistion? It'll come in handy in several collector ramp situations for my ERHW networks.

Elevated pieces to take a good bit longer to make (the barriers are the entire problem here), but the EMIS/ERHW-4 transition is among the highest priority new elevated pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 24, 2011, 02:29:08 PM
Alex I want to tell you that you're very right that the biggest priority is elevated tracks for RHW. I say  I need elevated transitions ERHW-4 to ERHW-6. Also there should be support ERHW to NWM because they can not cross now. We need more ramps and  such high networks of course.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman111 on September 24, 2011, 04:11:09 PM
Quote from: ivo_su on September 24, 2011, 02:29:08 PM
Alex I want to tell you that you're very right that the biggest priority is elevated tracks for RHW. I say  I need elevated transitions ERHW-4 to ERHW-6. Also there should be support ERHW to NWM because they can not cross now. We need more ramps and  such high networks of course.

- Ivo

ERHW can cross some NWM right now (the ones that I've tried, anyway), but it's not always stable. If you have the opposing RHW directions too close together, the middle part will revert to regular roads. ERHW-4 gives more stability than ERHW-6. I wonder if you could have the ERHW spaced 3 tiles apart, and plop a NWM starter piece in the middle to add stability to the NWM (at least for now).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 24, 2011, 05:10:37 PM
Really, it's only the ERHW-4 and EMIS that can cross NWM networks, and their orthogonal crossing is pretty stable (and was beefed up this last go-around).  I've seen some folks claim that they can get NWM networks under ERHW-6S, but given that there's absolutely no code in place to support it in Controller r132, I don't buy that claim.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 24, 2011, 08:33:09 PM
Quote from: schradinator on September 24, 2011, 12:09:34 PM
Quote from: TEG24601 on September 24, 2011, 07:45:51 AM


There is no issue running the new NAM with SimCity4 - Deluxe.  However, if you are running Lion, you must install the Universal Binary patch, available from Asypr.com.

TEG

The 1.1 Rev A version was the Universal Binary patch.  I'm still running Snow Leopard, and not running SC4 under Rosetta.  I haven't been able to use the NAM since about the 2009 release....and since I have been short of time to play SC4, I haven't tried to find a solution. 

The game loads fine....only when I click on the transportation network menu it stops responding.  Cmd-Option-Esc throws me back to the desktop instead of brining up the Force Quit dialog box.  Since it does this even when the NAM is absolutely the only thing in my Plugins folder, it seems that there's something either in the NAM itself or in my installation of the game that just isn't working or communicating properly. 

Just hoping maybe someone has a suggestion out there.  I've spent a few hours trying to find a workaround myself since the latest NAM/RHW release, but I'd much rather spend my time playing the game than trying to fix the plugins.

If I recall, someone mentioned that it has something to do with the high El-Rail and high monorail plugins.  Removing those allowed the game to function again.  Exactly what the problem is with those files, no one is sure yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on September 25, 2011, 08:36:51 AM
My flexSPUI doesn't work. I can't get the RHW-6S under it. Nor can I draw anything else underneath it just reverts to RHW-2. Is this a known issue, or is this just my problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: schradinator on September 25, 2011, 01:50:00 PM
Quote from: jondor on September 24, 2011, 08:33:09 PM


If I recall, someone mentioned that it has something to do with the high El-Rail and high monorail plugins.  Removing those allowed the game to function again.  Exactly what the problem is with those files, no one is sure yet.

And that got me going!  Thank you so much.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2011, 02:24:59 PM
Quote from: eggman111 on September 24, 2011, 04:11:09 PM
ERHW can cross some NWM right now (the ones that I've tried, anyway), but it's not always stable.

Quote from: Tarkus on September 24, 2011, 05:10:37 PM
I've seen some folks claim that they can get NWM networks under ERHW-6S, but given that there's absolutely no code in place to support it in Controller r132, I don't buy that claim.

I can confirm that claim is bunk, even though it looks convincing. Watch:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F5856%2Fcapturetla5l26scrossing.jpg&hash=d468a4cba0afbd9e188116f445d8bcd5677c2597)

The most likely case is with the L2 6S, because it's an overhang network and therefore covers up some things. See how it LOOKS like a stable crossing? However, if you rotate the camera view,...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F5856%2Fcapturetla5l26scrossing.jpg&hash=e634b2f92fb5066e65629d9c980ac365e57dcc84)

The override is clearly broken. I just wanted to illustrate that there is no RUL coding for this in place.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 25, 2011, 02:41:35 PM
Bravo Ganaram, you proved  visually that which I spoke  before. It really is a great weakness of the NAM at the moment but I'm sure it will soon be corrected. However, it should  appear NAM 31 in the not too distant future to be able to release the departments of RAM, HSR  and FLUPs.
Yet Ganaram I congratulate you for your prompt and adequate position.


- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on September 25, 2011, 07:04:29 PM
Is something like this possible? Any way I can make it work
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2FHenr%2Fissue1.jpg&hash=ef9652ba2b288789ffc3d6d078c7fae609531b98)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 25, 2011, 07:37:28 PM
It'd be the adjacencies. ERHW-6S and ERHW-6C have only just been introduced, they're not going to be anywhere near as stable as ERHW-4 in their first version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 25, 2011, 08:04:54 PM
Is there a plan to create overpass pieces of elevated RHWs over other networks so they can be used without a starter on at least one side of an overpass? This would be very helpful with creating realistic overpasses instead of extended elevated sections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 26, 2011, 02:06:48 AM
Quote from: Kuewr665 on September 25, 2011, 08:04:54 PM
Is there a plan to create overpass pieces of elevated RHWs over other networks so they can be used without a starter on at least one side of an overpass? This would be very helpful with creating realistic overpasses instead of extended elevated sections.

It is already possible to make as short of an overpass as you desire , at least for passing over another RHW. The on-slope RHW pieces work as starters so you don't need to use the regular ERHW starter pieces.

To the best of my knowledge there are no plans for the pieces you are requesting since their functionality already exists with draggable networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 26, 2011, 05:10:34 AM
I think he meant diagonal intersections, for passing over a diagonal network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on September 26, 2011, 08:16:16 AM
Quote from: jdenm8 on September 25, 2011, 07:37:28 PM
It'd be the adjacencies. ERHW-6S and ERHW-6C have only just been introduced, they're not going to be anywhere near as stable as ERHW-4 in their first version.
Thanks foor the response, I was able to put some starter pieces down and click around and its now fixed. I just wasn't sure if erhw6 over wider rhw networks are possible. Looks like it is if you play/click around.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on September 27, 2011, 01:00:40 PM
Quote from: jondor on September 24, 2011, 08:33:09 PM
Quote from: schradinator on September 24, 2011, 12:09:34 PM
Quote from: TEG24601 on September 24, 2011, 07:45:51 AM


There is no issue running the new NAM with SimCity4 - Deluxe.  However, if you are running Lion, you must install the Universal Binary patch, available from Asypr.com.

TEG

The 1.1 Rev A version was the Universal Binary patch.  I'm still running Snow Leopard, and not running SC4 under Rosetta.  I haven't been able to use the NAM since about the 2009 release....and since I have been short of time to play SC4, I haven't tried to find a solution. 

The game loads fine....only when I click on the transportation network menu it stops responding.  Cmd-Option-Esc throws me back to the desktop instead of brining up the Force Quit dialog box.  Since it does this even when the NAM is absolutely the only thing in my Plugins folder, it seems that there's something either in the NAM itself or in my installation of the game that just isn't working or communicating properly. 

Just hoping maybe someone has a suggestion out there.  I've spent a few hours trying to find a workaround myself since the latest NAM/RHW release, but I'd much rather spend my time playing the game than trying to fix the plugins.

If I recall, someone mentioned that it has something to do with the high El-Rail and high monorail plugins.  Removing those allowed the game to function again.  Exactly what the problem is with those files, no one is sure yet.
I have been using SC4 on my PPC Mac for the last 6-8 months, so I didn't notice the issue.  I tried to use the NAM/RHW/NWM package on my parents Intel iMac, and the game would freeze in mayor mode.  I spent some time playing with the plugins, and found that without the "NetworkAddonMod_Bridges_Plugin_Controller.dat" the game functioned just fine.  Perhaps there is some undesirable interaction with that dat file on the Intel Macs or interference that only occurs in the Intel Macs due to endianness.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2011, 01:32:36 PM
Quote from: the7train on September 26, 2011, 08:16:16 AM
Quote from: jdenm8 on September 25, 2011, 07:37:28 PM
It'd be the adjacencies. ERHW-6S and ERHW-6C have only just been introduced, they're not going to be anywhere near as stable as ERHW-4 in their first version.
Thanks foor the response, I was able to put some starter pieces down and click around and its now fixed. I just wasn't sure if erhw6 over wider rhw networks are possible. Looks like it is if you play/click around.

It definitely is, as BL and I coded in support for it, though not all situations (particularly when a Wider RHW is next to another RHW) will be stable.  The click-around method can sometimes snap things back into place, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 28, 2011, 03:33:16 PM
RHW 5.1 should include overpass helper pieces for the new ERHW Networks, if only Orth-over-Diag for now. And filler pieces, especially for the DDRHW.
And when RHW 6.0 is developed Ramps and Transitions should be separated under different buttons to reduce clutter. That's just my opinion though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 28, 2011, 07:21:24 PM
Quote from: Wiimeiser on September 28, 2011, 03:33:16 PM
And when RHW 6.0 is developed Ramps and Transitions should be separated under different buttons to reduce clutter.

Just for the record, I was once able to determine three different types of transitions:
- Height Transitions (L0 to L2 Ramps, L0 to L3 Ramps, L2 to L3 Ramps, and all the OSPs)
- Width Transitions (Such as RHW-4 to 6S)
- Directional Transitions (In other words, curves)
- There's a fourth called a Network Transition, such as AVE-4 to RHW-4, but those are all draggable.

I would go further to organise the RHW Ramps into larger "supertypes": Type 1 (All the ramps from Type A1 to F1), Type 2 (All the ramps from Type A2 to F2), and Type 3 (All the ramps from Type A3 to F3, once they're made available).

And I would agree to an extent, but there's a by-network organisation that can also be considered, where every item is organised by what RHW width they belong to (and if that's the goal, then the RHW Nomenclature change was actually the first step to integrating such).

And if you thought the Ramps and Transitions were a mess, just wait 'til you see the Overpass Pieces...

PS: I'm still waiting on NWM filler pieces and diagonal 6C fillers, but given enough time, even those will get filled in. These things are a continual work-in-progress.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 28, 2011, 07:27:16 PM
QuotePS: I'm still waiting on NWM filler pieces and diagonal 6C fillers, but given enough time, even those will get filled in. These things are a continual work-in-progress.

I guess, a temporary public solution is the limited NWM neighbor connector pieces could be used as fillers, visually speaking, but other parts of the NWM will just have to wait for work to resume.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 29, 2011, 04:47:27 AM
Are RHW3 45degree curves planned for RHW 5.1? ()what()They will be wonderful! :)And what about those RHW 6s bridges shown by Maarten in his youtube video?The work is still in progress??? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 29, 2011, 05:15:23 AM
Quote from: Gugu3 on September 29, 2011, 04:47:27 AM
Are RHW3 45degree curves planned for RHW 5.1? ()what()They will be wonderful! :)And what about those RHW 6s bridges shown by Maarten in his youtube video?The work is still in progress??? :P

For RHW-3:
As far as I remember, that has Diagonal functionality already.

For the bridge:
That's an independent creation (By Choco I think) and neither its state of development or its release is controlled by the NAM Team. As at now, it's not released, it is designed for the old RHW-6S width and is two tiles wide, not one with an overhang.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 29, 2011, 11:01:50 AM
^^ Actually, it does have overhang. You can drag them with the RHW-network.

I think Gugu3 ment RHW-3 45 degree smooth curves, which I would also really like to have...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 29, 2011, 12:35:38 PM
Quote from: mrtnrln on September 29, 2011, 11:01:50 AM
I think Gugu3 ment RHW-3 45 degree smooth curves, which I would also really like to have...

As far as I know, the models are actually already in the RHW-3 dat file.  But I never got around to finishing them (pathing).

Quote from: Wiimeiser on September 28, 2011, 03:33:16 PM
And when RHW 6.0 is developed Ramps and Transitions should be separated under different buttons to reduce clutter. That's just my opinion though.

If one potential experiment I'm planning to try works out (and I believe it will, as it uses existing technology), you may be able to access most of those ramps and transitions with just a handful of puzzle pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 29, 2011, 02:03:28 PM
As Maarten said I was thinking of 45 degree smoth curves...I'll find them very interesting! :thumbsup:
So I can imagine you did some work on them Maarten?They look great and would be very useful as RHW 6s is one of the RHW networks I use most! ;D

Another thing...can someone explain me how to use RHW4 wide exits/entrances?because I thought they have to plopped over existing exits/entrances but I'm not able to do so :(

Quote from: mrtnrln on September 29, 2011, 11:01:50 AM
^^ Actually, it does have overhang. You can drag them with the RHW-network.


Title: Re: RHW (RealHighway) - Development and Support
Post by: DamienM23 on October 01, 2011, 09:31:00 AM
Question regarding the double decker rail-based network: Will there soon be on and off ramps from the left side? (assuming you're playing the right-hand version)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 01, 2011, 12:18:32 PM
Quote from: Gugu3 on September 29, 2011, 02:03:28 PM
Another thing...can someone explain me how to use RHW4 wide exits/entrances?because I thought they have to plopped over existing exits/entrances but I'm not able to do so :(

If you're referring to the Wide variants of the A1 Ramp, they're essentially a compact version of the C1 Ramps with a FAMIS Short Curve. The intent is to provide that setup, but in one single piece that has a much smaller footprint, which can be useful in dense environments. Plus, they've been around longer than FARHW, so why not continue the pattern to other A1 Ramps and even D1 Ramps?

However, you're not supposed to plop them over anything, except the network they're designed for (If it's a 6S A1 Wide, then you'd plop it over a stretch of 6S).

There are, however, special pieces that can be plopped over these ramps, for when you want to have a narrow-lane exit/entrance, but I don't think they were RUL'd properly.

Quote from: DamienM23 on October 01, 2011, 09:31:00 AM
Will there soon be on and off ramps from the left side? (assuming you're playing the right-hand version)

I don't see any reason why there can't be; I just discovered an L2 RHW-4 A1 Inside Ramp that I didn't notice before, so why not? (There's no DRI for the L2 R4 A1 Inside Ramp, though.) The big thing to note is when, and I have no idea about that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Houstonkid on October 01, 2011, 05:29:29 PM
This is normal right?  ()what()

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F8894%2Ftelairmar14001317508192.png&hash=563822b81ec1c1268f00695b46feea4274586468)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 01, 2011, 05:39:06 PM
Yes, that's how it is supposed to work.  The RHW-4 is not allowed to have at-grade crossings with Avenues, and the Avenues will automatically get elevated at the crossing.  You'll either need to elevate your RHW-4, or elevate your Avenue (and lower your RHW-6C).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 01, 2011, 08:39:05 PM
Quote from: Tarkus on October 01, 2011, 05:39:06 PM
Yes, that's how it is supposed to work.  The RHW-4 is not allowed to have at-grade crossings with Avenues, and the Avenues will automatically get elevated at the crossing.  You'll either need to elevate your RHW-4, or elevate your Avenue (and lower your RHW-6C).

-Alex

Or, if you did want the intersection between the Avenue and the RHW-4, use some RHW-4 -> MIS transitions and have the MIS intersect the Avenue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 01, 2011, 11:16:42 PM
Or deconvert to OWR, as I think that's meant to be a pair of at-grade intersections.

RHW-4 + AVE has never worked and don't you think that it has, it has always deconverted to RHW-2 + AVE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 01, 2011, 11:46:49 PM
Quote from: jdenm8 on October 01, 2011, 11:16:42 PM
RHW-4 + AVE has never worked and don't you think that it has, it has always deconverted to RHW-2 + AVE.

It deconverted in RHW Versions 1.2, 1.3 and 2.0.  I added prevents in Version 3.0 which remained in place through Version 4.1, such that it couldn't even be built. I switched it to the current setup for Version 5.0 in order to make Elevated FlexSPUI-over-RHW-4 possible.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Elydion on October 03, 2011, 12:56:45 AM
Hello, Do you developer guys think it's possible to create a Flexfly S-curve?
That would be really come in handy for building diverging interchanges, something i'm really into right now.
If it's possible, maybe you could include two types, a one tile shift (as already exists, but in a flexfly configuration) and a two tile shift (which would take up more space of course) You could use the first with the RHW>ERHW Ramp and the latter one with a more realistic configuration (RHW>slope>RHWonslopeTransition>ERHW)

Thanx in advance, Ely
Title: Re: RHW (RealHighway) - Development and Support
Post by: Freiluft on October 03, 2011, 10:37:57 AM
I seem to have acquired a goodly number of green US Interstate highway signs in my parks menu. They're offset with a grass texture; some have blue poles. I've scoured my plugins folder to find out where they are, but I was wondering if they were perhaps part of the RHW package, and if so, how can I get rid of them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 03, 2011, 10:43:56 AM
Quote from: Freiluft on October 03, 2011, 10:37:57 AM
I seem to have acquired a goodly number of green US Interstate highway signs in my parks menu. They're offset with a grass texture; some have blue poles. I've scoured my plugins folder to find out where they are, but I was wondering if they were perhaps part of the RHW package, and if so, how can I get rid of them?
None of the NAM mods include lots so you must've downloaded them separately.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 03, 2011, 12:34:08 PM
I believe those signs came with the Boston Big Dig Project...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 03, 2011, 08:38:19 PM
Thats what it sounds like. They tend to slow things down, because I believe when you spawn those signs, a bunch of pedestrians show up, and lag the game.  I can't remember if the big dig had those signs and lots in the same dat file, because otherwise I would say target the lots in the lot editor, copy the names down, and omit those lots names from your plugins folder, if you want to keep the big dig tunnels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 03, 2011, 10:01:23 PM
From memory, they were a separate file which also included a number of other Big Dig-related decorative LOTs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dany10000 on October 05, 2011, 03:53:44 AM
Hi NAM guys, I want to request the exit track for RHW 6s like the new cosmetic mods for RHW 4, is it a good idea?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on October 05, 2011, 06:54:31 AM
Speaking of the narrow exit pieces, I think this piece would be quite useful for rural areas:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F7337%2Froadrhw4.png&hash=f93dc82c747e731f53033277e9b0325f940c58c7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 05, 2011, 07:33:49 AM
That's really narrow. A bit too narrow for me, although I believe I did see some of these very tight exits in the UK on the highways (not to be confused with motorways). You have to slow down significantly to take these exits, to 50 km/h / 30mph tops.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Herrgarman on October 05, 2011, 08:25:06 AM
Quote from: mrtnrln on October 05, 2011, 07:33:49 AM
That's really narrow. A bit too narrow for me, although I believe I did see some of these very tight exits in the UK on the highways (not to be confused with motorways). You have to slow down significantly to take these exits, to 50 km/h / 30mph tops.
In Sweden we do have this tight exits. Example:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F2948%2Fdrottningholmsvgen.png&hash=46bd53a97ebdb34262c3f194ca5633f576845715)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 05, 2011, 08:37:51 AM
Quote from: mrtnrln on October 05, 2011, 07:33:49 AM
That's really narrow. A bit too narrow for me, although I believe I did see some of these very tight exits in the UK on the highways (not to be confused with motorways). You have to slow down significantly to take these exits, to 50 km/h / 30mph tops.

Yep, there's several of these along the (RHW-4 equiv.) A1 between Peterborough and Grantham (A1/A45, A1/A606 (see link) included). You have to accelerate very hard in order to get on without being hit from behind! Several roundabouts along the A1 have also been built through and replaced by grade-seperated junctions.

That narrow puzzle piece would be useful, but it should have a form similar to the MHW version included with the NAM ("European On/Off Ramp"), if not a bit larger.

A1/A606 junction (very tight!) - http://g.co/maps/5ze7z (http://g.co/maps/5ze7z) - and here is the tight entry ramp that I have referred to: http://g.co/maps/4m6r2 (http://g.co/maps/4m6r2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on October 05, 2011, 10:21:45 AM
Quote from: mrtnrln on October 05, 2011, 07:33:49 AM
You have to slow down significantly to take these exits, to 50 km/h / 30mph tops.

These speed is often marked on the exits, on the signs. I always see some, when travelling on highways.
Example: http://www.panoramio.com/photo/52159782

This is the exit, showed on above sign.
http://wikimapia.org/#lat=50.0741771&lon=19.8100153&z=19&l=28&m=h

Furthermore, there are more such narrow exits:
http://wikimapia.org/#lat=49.9924257&lon=19.9180734&z=19&l=28&m=h


http://wikimapia.org/#lat=49.9924895&lon=19.9179608&z=19&l=28&m=h
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 05, 2011, 10:23:08 AM
^^ Those ramps are way not as thight as Dexter showed. We're talking about curves with about 6-8m radius (or 18 to 24 feet). The ones you showed have a way wider radius, let's say about 25m. What Herrgarman shows comes more close to what Dexter created.

Now this is a tight exit, or more an intersection: http://maps.google.nl/?ll=52.65978,-0.588685&spn=0.000676,0.001742&t=h&z=20&vpsrc=6
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on October 05, 2011, 10:32:34 AM
That's true, I know. The Dexter's suggestion, I think, seems to be even to thight for 50km/h.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 05, 2011, 11:15:34 AM
After a week break (study took up most of the time last week), there's more development on the Euro Textures. In summary:
- All textures I've finished now are wealthified.
- No more new ramp additions for now than what I've showed.
- More transistions are ready:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F188%2Feurorhw12.jpg&hash=24b941e100f51d59e84dc9ec826ba433174b25e5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F4350%2Feurorhw16.jpg&hash=fdbe82a8bf78f94618f258cba29ce94b28c1c4fb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F6%2Feurorhw15.jpg&hash=76bf9e3fc4fa3361ca7e76fcc541da5d1bc12744)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F689%2Feurorhw14.jpg&hash=f478b26f92c9ab6511135bd8b82629c631ea9080)

- More cosmetic pieces are ready:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F7865%2Feurorhw09.jpg&hash=9fcc9d2bbbafe5497aad9ddd6fa9b17f698fc0e7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F7841%2Feurorhw10.jpg&hash=e4bec2abe89f45435ba3d0e8db72abda46b37cc6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F3100%2Feurorhw11.jpg&hash=e663b11e104bcc838a73ec217b1f67e96886d436)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F7637%2Feurorhw17.jpg&hash=e9d18c31f8174a6ddaaf952e873ae9027a2c05b5)
(some of the Dutch members might recognise into what I've turned the HOV lanes into...)

Some minor additions to draggable MIS items:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F9126%2Feurorhw13.jpg&hash=2a9e95f0a0672ee0f52614edbc14f0c959bdb909)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: dany10000 on October 05, 2011, 11:59:50 AM
I mean an exit peace for the rhw 6 like the newest introduced for rhw 4

like the highway in this map

http://maps.google.nl/?ll=45.582824,8.994445&spn=0.002129,0.005284&t=h&vpsrc=6&z=18 (ftp://maps.google.nl/?ll=45.582824,8.994445&spn=0.002129,0.005284&t=h&vpsrc=6&z=18)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on October 05, 2011, 01:15:16 PM
Whilst I agree that a corner that sharp would be very dangerous, they are actually quite common at least here in the UK, like this one on the A127 (http://maps.google.co.uk/maps?q=a127&hl=en&ll=51.588888,0.462096&spn=0.001418,0.004128&hnear=A127,+CM13+3,+United+Kingdom&t=h&z=19&vpsrc=6&layer=c&cbll=51.588956,0.46238&panoid=eR2Em6_1TraAgffWyzlbVQ&cbp=12,264.99,,0,8.19), which even has give way markings at the beginning of the entry slip lane as unsurprisingly many vehicles are unable to gain enough speed to join traffic travelling at 70mph (112kph)  :D.

Oh and great work mrtnrln on the Euro textures, they look like they're coming along nicely, I especially like the crosshatching although it seems to be going the wrong way (for RHD) on one of the pieces :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Herrgarman on October 05, 2011, 01:41:48 PM
Quote from: mrtnrln on October 05, 2011, 10:23:08 AM
^^ Those ramps are way not as thight as Dexter showed. We're talking about curves with about 6-8m radius (or 18 to 24 feet). The ones you showed have a way wider radius, let's say about 25m. What Herrgarman shows comes more close to what Dexter created.

Now this is a tight exit, or more an intersection: http://maps.google.nl/?ll=52.65978,-0.588685&spn=0.000676,0.001742&t=h&z=20&vpsrc=6
More images of the exit:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg810%2Fscaled.php%3Fserver%3D810%26amp%3Bfilename%3Ddrottningholmsvgen3.png%26amp%3Bres%3Dmedium&hash=730fa21b2753329d632b5a0a2257c99d07a94ced)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg580%2Fscaled.php%3Fserver%3D580%26amp%3Bfilename%3Dmargretelundsvgen.png%26amp%3Bres%3Dmedium&hash=71289eb9af10f54c7e8a34e5cde1aab71825ded1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg850%2Fscaled.php%3Fserver%3D850%26amp%3Bfilename%3Ddrottningholmsvgen2.png%26amp%3Bres%3Dmedium&hash=2b7382556aeb32cbbe101e4e9e72333feacafeb5)

As you see it is very tight, the metro bridge is only 20 meters long and in my eyes it looks just like dexters exit. Today it is only an exit but I do belive that it use to be both an of and on road exit when the major road was buildt.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on October 05, 2011, 03:21:08 PM
Ours off of highway 11 (a divided RHW-4) in Cottage country has extremely tight right in-out exits Link (http://g.co/maps/vxvhb). Its identical to what dexter showed actually...
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on October 05, 2011, 04:31:36 PM
There are many of these short entrances/exits across the US.  Most are along US Highways, like the Republican St. exit on SR-99 (formerly US 99) in Seattle, or in rural areas (there are many along I-90/94) or old freeways (like I-75 at Corunna Rd. in Flint, MI), and even some on high capacity streets to facilitate quick ingress and egress at smaller streets.  It might be nice to make them available, for those wishing to recreate existing cities, but they shouldn't be used (as they aren't typically being built anymore for safety reasons).  Perhaps if they were an optional component to the RHW would be best, so people don't just use them because they are there.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on October 05, 2011, 09:27:39 PM
When I saw Dexter's post, I was reminded of this interchange (http://maps.google.com/maps?q=39.885512,-78.244328&hl=en&ll=39.885504,-78.244328&spn=0.006948,0.016512&sll=39.885512,-78.244328&sspn=0.006948,0.016512&vpsrc=0&t=h&z=17).  Note the 15 MPH speed limit for the exit ramps on a highway with a nominal speed limit of 55.  The stop sign at the end of the ramp is just icing on the cake. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: elhefebonito on October 05, 2011, 10:52:05 PM
These narrow, dangerous ramps are common on the Arroyo Seco, built in the early days of freeway history.  They are normally signed as 5MPH, and the on-ramps are controlled by stop signs.  This road is gorgeous to drive with lovely bridges and greenery throughout despite having ultrathin lanes, no corner banking, and thin shoulders at best.  It's really safest at 55 but most drive it at 75 :p

http://maps.google.com/maps?q=39.885512,-78.244328&hl=en&ll=39.885504,-78.244328&spn=0.006948,0.016512&sll=39.885512,-78.244328&sspn=0.006948,0.016512&vpsrc=0&t=h&z=17
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 06, 2011, 07:18:50 AM
Wonderful job with those Euro texture Maarten ;D
just for curiosity...which terrain mod are you using?I really like it :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 06, 2011, 11:12:47 AM
^^ The terrain mod I use is the CPT Italia Terrain Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1527). I also downloaded the corresponding tree controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on October 06, 2011, 11:17:11 AM
mrtnrln wonderful work on the Euro mod! And i see it the 'Plusstrook' or 'Spitsstrook' ;)

Nice, i will made a motorway whit a plusstrook in my region.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 06, 2011, 12:54:40 PM
Ramp chevronization is underway . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F9552%2Frhw100420111.jpg&hash=3c58a9c214e5f45b13b1bfd04d7a79b7e1a4fc6c)

May have some more fun stuff up my sleeves before too long.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 06, 2011, 01:37:33 PM
Awesome Tarkus!I like that kind of ramp! :D
@Maarten Thank you! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on October 08, 2011, 10:44:25 AM
Realized something today...I can't find the FLEX SPUI.  What sub menu is it located in?
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on October 08, 2011, 10:47:35 AM
Quote from: firefighter57 on October 08, 2011, 10:44:25 AM
Realized something today...I can't find the FLEX SPUI.  What sub menu is it located in?
I believe it's in the Avenue-over-RHW menu.
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on October 08, 2011, 10:54:06 AM
Quote from: itsacoaster on October 08, 2011, 10:47:35 AM
Quote from: firefighter57 on October 08, 2011, 10:44:25 AM
Realized something today...I can't find the FLEX SPUI.  What sub menu is it located in?
I believe it's in the Avenue-over-RHW menu.

My goof!  I found it.  That is exactly where it is.  Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 08, 2011, 12:28:14 PM
Alex, that's an inside C-ramp being used for a C/D setup, isn't it?  It looks nice, especially with the chevrons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 08, 2011, 01:40:15 PM
Quote from: metarvo on October 08, 2011, 12:28:14 PM
Alex, that's an inside C-ramp being used for a C/D setup, isn't it?

It is indeed.  And thanks for the kind words on the chevrons!  (Though I do have to give a fair bit of credit to SA on the chevron styling.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 08, 2011, 08:57:52 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F2d44d0e408ca31601b19969000535ac4.jpg&hash=e38d0858d486f023dbc9e2e76aeced5e382cf6a6)

Take a guess ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 08, 2011, 09:42:29 PM
Dual FARHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 09, 2011, 02:07:14 AM
Or compact FARHW-4 :P Hoping the same is coming for diagonal RHW, too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on October 09, 2011, 02:37:33 AM
Miracle!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 09, 2011, 03:49:51 AM
Might as well post this in here as well:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fa_derwent-4_apr__501317866933.jpg&hash=2fdfaff17e41bc574483b048db70065ae8e10e88)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 09, 2011, 04:31:24 AM
I see what you did there... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sepen77 on October 09, 2011, 06:03:16 AM
Woah, diagonal type B1 ramp for RHW6C ...  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on October 09, 2011, 08:22:33 AM
The new 3 lane viaducts are useful but there are still a lot of errors in the game. I can not build the viaduct over a RHW-8 see picture.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg803.imageshack.us%2Fimg803%2F2424%2Frhw5.jpg&hash=ca0dddaf1d370cc299b509acb7f29fc2cc125e64)

And here, now i have 1 title left between the directions, the RHW-4 texture shows up in the RHW-8 piece  &mmm
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F3222%2F2rhw5.jpg&hash=5a43ccc4d49df5e2de8a5a4980041a99f22615de)

Do i something wrong? or anyone know a solution?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on October 09, 2011, 09:07:52 AM
@ Paul 999 - Unfortunately the ERHW-6 overrides are a bit unstable in their first release, especially with larger overpasses. You may have more luck here if you move those exits a tile or two further away from the ERHWs though, as the starters in the ramp pieces tend to interfere.

Awesome work SA & jdenm8!  &apls &apls

Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 09, 2011, 10:10:14 AM
@ Online Paul 999: Try leaving a one tile gap between the elevated networks as they cross-over your RHW. If that doesn't work, putting stubs from the RHW starter pieces in these one tile gaps should help override the network so the proper networks are set as they pass under the overpasses.

This works in most cases. Hope it helps!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 09, 2011, 10:30:32 AM
More Euro RHW development pics (click to enlarge):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F3281%2Feurorhw1.jpg&hash=231b6ed942318d2a3fd135f1336692c5f6fccec9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F6064%2Feurorhw2.jpg&hash=fba1314dc8affc9b5252bd6f9de104b3b64055d6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F3281%2Feurorhw1.jpg&hash=f808e6582fc19c87f695f3bcfe352488c491da97)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F6064%2Feurorhw2.jpg&hash=aa78578226c64abdf1bd530d560c4d88afc7e2db)

NOTE: These are not the final textures. I still need to add some chevrons...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on October 09, 2011, 10:42:20 AM
Hi, I just wanted to point out a serious congestion problem with the diagonal RHW-10.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2F9v1jkbo72gfys79uil3i_thumb.png&hash=217c31222472adc9490a02e5ac155f4c7590882c) (http://www.picpanda.com/viewer.php?file=9v1jkbo72gfys79uil3i.png)
I believe that the congestion is caused by the continuous switching of lanes by all the cars, correct?  Is there any way that this could be alleviated?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on October 09, 2011, 02:03:01 PM
I'm not sure if this should go here or in the NWM thread, or even if this intersection was intended to be supported, but I noticed today that these ERHW-4 over TLA-7 paths were missing...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1192.photobucket.com%2Falbums%2Faa326%2Fbthersh1%2F-Feb5161318193513png.png&hash=8e3ed24051d1670f065318054269909243d45ae2)

Thanks again for all your work - I am thoroughly enjoying the new NAM!

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 09, 2011, 02:45:47 PM
Quote from: bthersh on October 09, 2011, 02:03:01 PM
I'm not sure if this should go here or in the NWM thread, or even if this intersection was intended to be supported, but I noticed today that these ERHW-4 over TLA-7 paths were missing...

It's technically an NWM-related problem, since the information for that intersection is in the NWM files.

There was something called the "Twyla Bug", where TLAs going under an Elevated RHW wouldn't be able to left-turn onto a MIS parallel to the ERHW (and your picture is a good demonstration of that ERHW/MIS/TLA alignment). It was first discovered on the TLA-3 by a user named Twyla, and was fixed for all the TLA networks by adding extra paths to the TLA-under-elevated-stuff crossings to allow for that left turn. It was noted during development that it should also be fixed for the TLA-7, but apparently something else in the pathfile wasn't updated, causing ALL the paths to disappear.

There should be a pathfix for that soon enough.

EDIT: It also occurs with the Elevated MIS, too.

EDIT 2: And Elevated Rail. I'm thinking that it also occurs with HSR and Monorail.

EDIT 3: And it does.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 09, 2011, 04:45:39 PM
Quote from: GDO29Anagram on October 09, 2011, 02:45:47 PM
It's technically an NWM-related problem, since the information for that intersection is in the NWM files.

There was something called the "Twyla Bug", where TLAs going under an Elevated RHW wouldn't be able to left-turn onto a MIS parallel to the ERHW (and your picture is a good demonstration of that ERHW/MIS/TLA alignment). It was first discovered on the TLA-3 by a user named Twyla, and was fixed for all the TLA networks by adding extra paths to the TLA-under-elevated-stuff crossings to allow for that left turn. It was noted during development that it should also be fixed for the TLA-7, but apparently something else in the pathfile wasn't updated, causing ALL the paths to disappear.

A. That's an inherent problem with TLAs. The only way to fix it is to add the turn lane entry paths to all centre-tile setups.

B. By the looks of it, someone forgot to put the paths in the public build, but if read the readme I think you'd find there MAY be compatibility between new NWM networks and the RHW, but it is not supported. It is not an official feature but simply something that was left in, like Diagonal NWM intersections for single-tile networks. Some of them work, a lot of them don't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 09, 2011, 05:05:39 PM
Quote from: jdenm8 on October 09, 2011, 04:45:39 PM
B. By the looks of it, someone forgot to put the paths in the public build, but if read the readme I think you'd find there MAY be compatibility between new NWM networks and the RHW, but it is not supported. It is not an official feature but simply something that was left in, like Diagonal NWM intersections for single-tile networks. Some of them work, a lot of them don't.

I just checked the NWM DAT. The pathsfiles are there, but there was something in the pathfiles making all the paths disappear (It's either the Path ID numbering or the 3D key value, but I tried just setting the 3D key value to 0). I reordered the Path IDs and changed a value to 0, and everything seems to be in perfect order.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F2323%2Fcapturetla7andrhws.jpg&hash=3ff629437e0c2c3baf704fc75d6bdb76ae8693db)

Besides, most of the NWM/RHW crossing incompatibilities are centralized with the four new elevated RHW networks: L2 RHW-2, L2 6S, L2 6C, and DDRHW-4. The new NWMs should be able to cross under L2 RHW-4 and L2 MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2011, 06:17:50 PM
Quote from: Moonraker0 on October 09, 2011, 10:42:20 AM
Hi, I just wanted to point out a serious congestion problem with the diagonal RHW-10.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.picpanda.com%2Fimages%2F9v1jkbo72gfys79uil3i_thumb.png&hash=217c31222472adc9490a02e5ac155f4c7590882c) (http://www.picpanda.com/viewer.php?file=9v1jkbo72gfys79uil3i.png)
I believe that the congestion is caused by the continuous switching of lanes by all the cars, correct?  Is there any way that this could be alleviated?

The issue is not caused by the switching of lanes by the cars.  If anything, the paths allowing the lane changes should be increasing capacity through the Intersection Effect.  The only possibility I can think of is that there's an incompatible simulator file somewhere in your Plugins (which would cause the Intersection Effect to subtract capacity rather than add it) . . . otherwise, I don't have a viable explanation.

Quote from: jdenm8 on October 09, 2011, 04:45:39 PM
B. By the looks of it, someone

Someone is probably me. :-[  Could have sworn the final version had been fixed, but path files are fiddly little things that can be easily boffed up like that.  Try the attached file below.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 10, 2011, 01:40:55 PM
I think a focus on diagonal overpasses is in need. If not RHW5.1, then 5.2
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on October 10, 2011, 07:54:59 PM
Is there a RHW support document like the Content read me for the NAM? I'd like to be able to see what can be done vs what can't be. For example, does flexSPUI support wider RHW networks like RHW6C? Thanks! Great work with V5!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on October 11, 2011, 01:00:58 AM
the7train: There is indeed a readme-Real_Highway_Mod.html document in the Real Highway Mod folder within your Network Addon Mod folder in Plugins.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Risu on October 11, 2011, 01:51:25 AM
I can't find the ERHW-6C MIS transition pieces.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg87%2Fchinatown64%2FSimCity%25204%2Ferhw6cmis.jpg&hash=c97332a9be3305da91552dce5cf680c12df0dab0)

Which menu are they under?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 11, 2011, 01:57:17 AM
You'll need to go to ERHW-4 over the Avenue. There are no Type B/C/E/F exits for any of the new ERHWs but there is a Type D1 Exit (Outside lane must exit) for ERHW-6S and an Type A1 Exit (Outside lane can exit) for ERHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 11, 2011, 02:13:27 AM
Hey.. How'd that smooth MIS curve get under there?...  I guess those Sim engineers are learning some new tricks.  ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FFlexCurve_DDRHW-4.jpg&hash=ca7a826baa8861f46bea03b9856236c90f232613)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on October 11, 2011, 03:39:07 AM
Wow, awesome work jondor!  &apls &apls  I think a lot of people will be happy to see that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 11, 2011, 09:11:48 AM
Quote from: jondor on October 11, 2011, 02:13:27 AM
Hey.. How'd that smooth MIS curve get under there?...  I guess those Sim engineers are learning some new tricks.  ;)



...And another revolution begins. Great work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 11, 2011, 09:14:36 AM
Wow!!! &apls
that is great!Is impossible to do so at the moment,isn't it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 11, 2011, 09:31:56 AM
And so the teasefest begins... ::)

Quote from: Gugu3 on October 11, 2011, 09:14:36 AM
that is great!Is impossible to do so at the moment,isn't it?

At the least, impossible to do with the current public release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 11, 2011, 10:42:52 AM
Quote from: GDO29Anagram on October 11, 2011, 09:31:56 AM
And so the teasefest begins... ::)

Quote from: Gugu3 on October 11, 2011, 09:14:36 AM
that is great!Is impossible to do so at the moment,isn't it?

At the least, impossible to do with the current public release.

I don't mind the teases because it gives me idea's on what I can do with them when they finally get released.  I found some old city screen shots in an old folder on a DVD I burned prior to me stopping play in 2009(I saved the plugins in both documents and c, plus regions) and some of them I saw had maps of future interchanges based on what was teased in threads like this that I had planned out.  When I get around to checking those folders again for everything I will probably make a new region and import those folders back into the game again and try the new RHW pieces into them, since some of the teases are now available
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 11, 2011, 01:13:31 PM
Want to learn how to build something realistic like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIgEpX.jpg&hash=d5c45e62018754539df0e8f0c278bee57a0d9730)

Then check out the latest tutorial over at the RHW Interchange Guide!

Link: http://sc4devotion.com/forums/index.php?topic=6843.msg399433#msg399433
(Section 2.6: Realistic Parclo A-4 Interchange)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 12, 2011, 08:33:37 AM
Quote from: GDO29Anagram on October 11, 2011, 09:31:56 AM
And so the teasefest begins... ::)

Quote from: Gugu3 on October 11, 2011, 09:14:36 AM
that is great!Is impossible to do so at the moment,isn't it?

At the least, impossible to do with the current public release.


This release,together with different height MIS(level 0,1,2,3),will be a great implementation to the game!You will be able to create a lot of incredible interchanges! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 12, 2011, 03:59:37 PM
RHW 5.1 will not include multi-height networks. They're reserved for RHW 6.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 12, 2011, 04:27:43 PM
5.1 and 5.2 should be more focused on improving existing overpass functionality, such as networks other than road and RHW being able to have diagonal overpasses, as well as FLUPS
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on October 13, 2011, 08:34:02 AM
Quote from: Glazert on October 11, 2011, 01:00:58 AM
the7train: There is indeed a readme-Real_Highway_Mod.html document in the Real Highway Mod folder within your Network Addon Mod folder in Plugins.
Thanks for your help! I'm not sure how I missed it.

Also, does anyone know if there is there a work around for this situation where a diagonal EWRHW4 goes over a RHW4 and then immediately changes to orthogonal?  I thought I saw a work around once, but was unsuccessful searching for it in the tutorial section.  Thanks!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2FissueELRHW4overRHW4.jpg&hash=4e85a12c2e2734ced84c4495ede46f070724b56c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on October 13, 2011, 09:05:08 AM
I don't think that kind of crossing is possible, because the RUL codes for the overpass haven't been written for it (as far as I know.) Hopefully it'll be possible in the next RHW release, a lot of people including me would find it very helpful. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mr.Sixty on October 13, 2011, 09:23:37 AM
Quote from: the7train on October 13, 2011, 08:34:02 AM
Also, does anyone know if there is there a work around for this situation where a diagonal EWRHW4 goes over a RHW4 and then immediately changes to orthogonal?  I thought I saw a work around once, but was unsuccessful searching for it in the tutorial section.  Thanks!
http://www.simtropolis.com/forum/journals/1380/entry-8297-a-quick-rhw-tutorial-tight-overpasses/
There you go ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on October 13, 2011, 10:47:13 AM
Exactly what I was looking for, thanks Mr. Sixty!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on October 14, 2011, 06:41:56 PM
Question: Is it possible to make curves for the elevated RHW - 6C viaduct?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 14, 2011, 06:57:14 PM
Quote from: Tarkus on September 15, 2011, 10:35:35 AM
RHW 5.0 includes the following features:

-snip-

Basic, stable draggable diagonal and curving functionality added to the RHW-6S, 6C, 8S, 8C and 10S.  New RHW-3, ERHW-2 and DDRHW-4 networks also support limited diagonal functionality. (ERHW-6S and ERHW-6C cannot yet curve or go diagonal.) Please Note: If you have built any RHW-6C diagonals with Version 4.0 or 4.1, you will need to rebuild them.

-snip-

-The NAM Team
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on October 14, 2011, 07:00:48 PM
Thanks for that.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 14, 2011, 10:26:50 PM
Quote from: Wiimeiser on October 12, 2011, 04:27:43 PM
5.1 and 5.2 should be more focused on improving existing overpass functionality, such as networks other than road and RHW being able to have diagonal overpasses, as well as FLUPS

Technically speaking, there might not be an RHW Version 5.1, and at most, a relatively small one that could include things that are already well underway (which does not include diagonal overpasses).  It's extremely likely there won't be a 5.2 or any more 5.x releases--heck, technically speaking, there may not be any more "RealHighway Mod" releases after that.

There's internal discussion underway about two things: 1) a large-scale restructuring of the NAM and NAM Component file packaging, toward the notion of a "monolithic NAM", and 2) a nascent NAM Team effort to make some major under-the-hood changes to the RealHighway, codenamed Project 0E.

The implementation of Project 0E efforts would certainly merit an RealHighway Version x.0 release designation.  But the implementation of the "monolithic NAM" concept means that the RHW would be fully subsumed by the NAM Core--it wouldn't be RealHighway Version x.0 but a feature of new NAM version instead.  (The same thing would happen for the NWM, SAM, RAM, and most other RUL-bound projects.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on October 15, 2011, 02:22:03 AM
Don't know if this is the right place to ask, but why would one go for a monolithic NAM? What are the benefits, to both the user and the developper? I'm asking this, because I can't think of any myself, while I can think of a downside: filesize. I myself don't use the SAM and RAM, so I don't have those installed, and thus they don't take up any room on my HDD either. But perhaps you can convince me.  &mmm

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 15, 2011, 02:48:00 AM
I can think of the following reasons why we actually should do it:
- Some projects have crossovers with other projects. For instance, the RAM, HSR and NWM can cross the RHW and there are NWM-TuLEP interfaces and in the future, there will be NWM and RHW FLUPs. You see that multiple projects are crossing each other, which can sometimes give you an headache (heck why there are seperate RHW-overpass, NWM-TuLEP and GLR FLuP buttons). Combining all in one mod will leave less problems on that point.
- The NAM is already too big for the STEX. Combining all in one download will not only make it easier for users to get all stuff at once, they might want to use something they normally wouldn't...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 15, 2011, 03:12:01 AM
Quote from: mrtnrln on October 15, 2011, 02:48:00 AM
I can think of the following reasons why we actually should do it:
- Some projects have crossovers with other projects. For instance, the RAM, HSR and NWM can cross the RHW and there are NWM-TuLEP interfaces and in the future, there will be NWM and RHW FLUPs. You see that multiple projects are crossing each other, which can sometimes give you an headache (heck why there are seperate RHW-overpass, NWM-TuLEP and GLR FLuP buttons). Combining all in one mod will leave less problems on that point.
- The NAM is already too big for the STEX. Combining all in one download will not only make it easier for users to get all stuff at once, they might want to use something they normally wouldn't...

Best,
Maarten

That reminds me, I've been complaining about the menus getting too large recently! Either DAMNing the NAM (making Rotation Rings redundant!) or merging some of the menu items would be useful. I can understand the headaches caused by having separate components.

I was actually wondering if it would be possible to create an installer for the Mac NAM components. I will be asking over on the NAM thread, but I could easily knock something together (I have a Mac and a PC!). At first, I only used the NAM, but I have started to integrate several lengths of RHW into my cities, mainly replacing the default MHW. I'm also beginning to use the SAM and RAM, but I'm leaving the NWM for now...

I'm looking forward to future versions of the RHW, even though I haven't even figured out most of the current features! Thanks for your excellent work.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 15, 2011, 04:06:27 AM
@DAB_City:Simply copy your WIN plugin folder to MAC one. ;D Then for the TE Lots find the MAC patch if exist.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 15, 2011, 04:22:10 AM
Quote from: DAB_City on October 15, 2011, 03:12:01 AM
Either DAMNing the NAM (making Rotation Rings redundant!)

At present that isn't possible due to the situation of all of the piece definitions. The DAMN throws a tantrum (quite literally) if it is made to reference a H3ID larger than four digits. We use five for every rotation that isn't the first and also for the second instance of each ring (Positions 2-8).

There's more of a chance of dropping DAMN support compared to taking it on as the primary method. People who use SC4 with Steam (Like me, I have a Retail CD but I use the overlay) can't use the DAMN anyway as it doesn't load correctly.

As for the Mac Installer, there was an unofficial NAM 29 one, but none have been made for NAM 30 to my knowledge.

(EDIT: By the way, dropping DAMN support will allow us to create 268,435,456 (Seven digits of entropy) puzzle pieces, completely using it will limit us to just 4,096 (three digits of entropy))
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 15, 2011, 06:21:58 AM
Quote from: jdenm8 on October 15, 2011, 04:22:10 AM
Quote from: DAB_City on October 15, 2011, 03:12:01 AM
Either DAMNing the NAM (making Rotation Rings redundant!)

At present that isn't possible due to the situation of all of the piece definitions. The DAMN throws a tantrum (quite literally) if it is made to reference a H3ID larger than four digits. We use five for every rotation that isn't the first and also for the second instance of each ring (Positions 2-8).

There's more of a chance of dropping DAMN support compared to taking it on as the primary method. People who use SC4 with Steam (Like me, I have a Retail CD but I use the overlay) can't use the DAMN anyway as it doesn't load correctly.

As for the Mac Installer, there was an unofficial NAM 29 one, but none have been made for NAM 30 to my knowledge.

Ah, OK then. I just hope that the number of visible menu items can be reduced in the future...

Perhaps I could attempt a NAM Mac Installer sometime? It would be especially useful if the NAM components are to be merged, so that users could pick which feature sets (RHW/NWM/SAM/RAM) they would like to use. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on October 15, 2011, 06:59:17 AM
Quote from: Tarkus on October 14, 2011, 10:26:50 PM
There's internal discussion underway about two things: 1) a large-scale restructuring of the NAM and NAM Component file packaging, toward the notion of a "monolithic NAM", and 2) a nascent NAM Team effort to make some major under-the-hood changes to the RealHighway, codenamed Project 0E.

The implementation of Project 0E efforts would certainly merit an RealHighway Version x.0 release designation.  But the implementation of the "monolithic NAM" concept means that the RHW would be fully subsumed by the NAM Core--it wouldn't be RealHighway Version x.0 but a feature of new NAM version instead.  (The same thing would happen for the NWM, SAM, RAM, and most other RUL-bound projects.)

-Alex


I think that a monolithic NAM is a good idea, provided that you can choose which components and options you want when installing. I use all the NAM components except SAM, so I'd want to be able to deselect the SAM option.

Either way, any changes made to the NAM can only improve it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2011, 10:26:47 AM
Regarding Mac installers, daeley actually put together a Java-based package awhile ago that does run on Macs.  We just haven't deployed it yet.

Quote from: jdenm8 on October 15, 2011, 04:22:10 AM
(EDIT: By the way, dropping DAMN support will allow us to create 268,435,456 (Seven digits of entropy) puzzle pieces, completely using it will limit us to just 4,096 (three digits of entropy))

Actually, the entire HID range 0000-FFFF would be available, which encompasses a range of 65,535.

That said, DAMN isn't really a high priority at this point, mainly because of how much work would be involved--it's a lot to do from essentially scratch.

One of the things going monolithic will allow us to do is to get rid of the Road/RHW Interfaces, OWR/RHW Interfaces, Avenue/RHW Interfaces and Rail/RHW interfaces puzzle piece buttons.  Back in the days of RHW Version 1.2 (which used its own RUL files), the lone "over" piece, Road-over-RHW-4, was actually merged into the Road Puzzle Pieces button.  When the OWR-over, Avenue-over and Rail-over pieces were added in Version 1.3 (the first puzzle pieces I ever publicly released, actually), they were in the same boat.

We had to migrate it elsewhere with Version 2.0 because of file encapsulation.  It ended up in its current spot in RHW Version 3.0.  If we left it in Road Puzzle Pieces, and the user didn't have the RHW installed, they'd be getting ##IntersectionPlacementStringMissing## errors and we'd be getting a lot of tech support complaints.  Going monolithic will allow us to go back to the RHW 1.2 paradigm, getting rid of 4 menu buttons and making those pieces a bit easier to find.

There's also another "secret weapon" already in the thick of development that will change how ramp interfaces work and make them far simpler to navigate (right now, there's 50+ pieces in that TAB Loop, and with as many requests as we get for new ones, it'll be hitting 100+ quickly otherwise). 

Quote from: apeguy on October 15, 2011, 06:59:17 AM
I think that a monolithic NAM is a good idea, provided that you can choose which components and options you want when installing. I use all the NAM components except SAM, so I'd want to be able to deselect the SAM option.

You would be able to deselect it.  It'd be included in the installer with a checkbox just like the various roundabout and turn lane plugins, etc. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on October 15, 2011, 12:37:49 PM
huh.... project 0E... that wasn't randomly selected was it? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2011, 04:13:05 PM
Quote from: Kitsune on October 15, 2011, 12:37:49 PM
huh.... project 0E... that wasn't randomly selected was it? :)

It's most certainly not random. :)  It relates very directly to a technical aspect of what we're doing as part of the reworking of the RHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 15, 2011, 04:51:35 PM
Quote from: Tarkus on October 15, 2011, 10:26:47 AM
Quote from: jdenm8 on October 15, 2011, 04:22:10 AM
(EDIT: By the way, dropping DAMN support will allow us to create 268,435,456 (Seven digits of entropy) puzzle pieces, completely using it will limit us to just 4,096 (three digits of entropy))

Actually, the entire HID range 0000-FFFF would be available, which encompasses a range of 65,535.

And we'd lose the first digit of H3ID to Rotations so while we would be able to have 65,535 but 61,440 would be clogged up with rotations :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 15, 2011, 09:00:46 PM
Quote from: jdenm8 on October 15, 2011, 04:51:35 PM
Quote from: Tarkus on October 15, 2011, 10:26:47 AM
Quote from: jdenm8 on October 15, 2011, 04:22:10 AM
(EDIT: By the way, dropping DAMN support will allow us to create 268,435,456 (Seven digits of entropy) puzzle pieces, completely using it will limit us to just 4,096 (three digits of entropy))

Actually, the entire HID range 0000-FFFF would be available, which encompasses a range of 65,535.

And we'd lose the first digit of H3ID to Rotations so while we would be able to have 65,535 but 61,440 would be clogged up with rotations :P

You're a little off there.  Only one item in any given line has to have a four-digit H3ID.  The rest can be 5+, which is the current system in use now that I converted everything over.  That does give us a theoretical 65536 individual piece rings, although some of the low IIDs are used for Maxis Highway pieces that get auto placed, such as crossing two El-highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 15, 2011, 10:23:45 PM
The 'total embrace' was intended to mean every rotation accessible through DAMN, which would limit us to four. But the existing system works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 15, 2011, 11:01:15 PM
As far as I understand it, accessing even one rotation then allows you to Home/End your way through the rest.  That's how it was explained to me, but I've never used it, so I don't know for sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nosimx on October 16, 2011, 03:37:00 AM
Hello,

first of all: I found RHW recently - and it is great. Thanks to all who contributed this huge amount of time and work to it.

My question: is there a transition piece to connect oneway to RHW4 directly? Can I avoid the capacity loss of a MIS transition or a RWH2 stub?


Nosimx
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 16, 2011, 03:44:18 AM
Just drag a one-way into a RHW4 and you're done. There's no special transition piece for that.
Oh, and welcome to SC4 Devotion! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 17, 2011, 03:13:02 AM
Finally I've played SC4 after the hot season :-[, because my old notebook warm up :angrymore: and on OS X Lion the game don't start anymore. I've seen the new NAM, RHW and NWM. I love them, especially the automatic transition for NWW, but there's not one for RHW3>ARD-3, possible with a workaround ;).

For the menu question: I've seen a mod to make available the God's Tools in Mayor's one, so if it's possible to make sub-menus under the buttons it would very useful or if not, make every ramp group type in a separate buttons (ex. A type, B type and so on or A-B, C-D and E-F).
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 17, 2011, 11:08:54 AM
I wish there was a transition piece from Maxis Highway (6 lanes) to RHW 6 Lanes or RHW 6C.  Also, wish there were diagonal 2 lane entrances and exits along with 2 lane Fly Over ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 17, 2011, 12:01:44 PM
Quote from: dyoungyn on October 17, 2011, 11:08:54 AM
I wish there was a transition piece from Maxis Highway (6 lanes) to RHW 6 Lanes or RHW 6C...

I've been (quite bluntly, I think!) demanding this transition, but I don't think that this is going to be made. Scaling issues, I hear? MHW is a lot more "compressed" than RHW, so I think it's a no-no, unless someone could release that as an external add-on. I really could use it!   :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 17, 2011, 12:25:56 PM
There have been a lot of requests for it, fortunately j_dub recently shared a picture showing that transition in one of his cities.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 17, 2011, 12:32:02 PM
Quote from: DAB_City on October 17, 2011, 12:01:44 PM
I've been (quite bluntly, I think!) demanding this transition, but I don't think that this is going to be made.

Well, the two main issues are scaling and models: MHW is about 50% underscale, and its models are much more complicated to work with. RHW is meant to be realistically scaled, while having its models (where applicable) much more simple.

There have been, however, many past attempts to make a full-fledged piece... But there's already a (REALLY crude) workaround for that:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F9471%2Fcapturemhwto6s.jpg&hash=28937d6cde99ca45334b86a01bdf37da12d1f513)

A fellow associate by the name of j-dub showed this very transition, and it was just now that I figured out how it was done.

1. Maxis highway.
2. Connect OWR stubs to one end.
3. Place the 6S starters right past the OWR stubs.
4. Connect using the RHW tool. The OWR stubs will then convert to a 6S to OWR-3 transition.

I can't remember if it actually worked for traffic (I never tested it for myself)...

EDIT: Functionality confirmed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8915%2Fcapturefunctionalitymhw.jpg&hash=2f5250c42fffa6ebc2a5af3f312b6bac27f859d0)
(NOTE: For the purposes of testing, I didn't bother with making a full-fledged interchange or a proper 6S to RHW-4 to AVE-4 transition.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 17, 2011, 12:48:54 PM
Quote from: GDO29Anagram on October 17, 2011, 12:32:02 PM
Quote from: DAB_City on October 17, 2011, 12:01:44 PM
I've been (quite bluntly, I think!) demanding this transition, but I don't think that this is going to be made.

Well, the two main issues are scaling and models: MHW is about 50% underscale, and its models are much more complicated to work with. RHW is meant to be realistically scaled, while having its models (where applicable) much more simple.

There have been, however, many past attempts to make a full-fledged piece... But there's already a (REALLY crude) workaround for that:

A fellow associate by the name of j-dub showed this very transition, and it was just now that I figured out how it was done.

1. Maxis highway.
2. Connect OWR stubs to one end.
3. Place the 6S starters right past the OWR stubs.
4. Connect using the RHW tool. The OWR stubs will then convert to a 6S to OWR-3 transition.

I can't remember if it actually worked for traffic (I never tested it for myself)...

EDIT: Functionality confirmed.

(NOTE: For the purposes of testing, I didn't bother with making a full-fledged interchange or a proper 6S to RHW-4 to AVE-4 transition.)

That's what I meant about scaling. I'll have to remember that trick, it'll be very useful  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on October 17, 2011, 12:50:05 PM
Actually,  I'm sure that there is a way that so consumed liaison to take place. Even I've started working on this project,  but my textures came out not so successful and it looked  a little help from Matt. Can now create paths for each tile and remains my only RUL's  coding. I hope Alex has agreed to add these puzzle pieces to the next releases.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F1362%2Fmhwowr3.png&hash=0e51d48490e7a98d2e9a576350c231e67bc61bc8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F7259%2Fmhwmave6.png&hash=d294d86382657660926521d491b6aa2ba496dfb3)

Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 17, 2011, 12:54:44 PM
Quote from: ivo_su on October 17, 2011, 12:50:05 PM
Actually,  I'm sure that there is a way that so consumed liaison to take place. Even I've started working on this project,  but my textures came out not so successful and it looked  a little help from Matt. Can now create paths for each tile and remains my only RUL's  coding. I hope Alex has agreed to add these puzzle pieces to the next releases.

Best,
- Ivo

That's actually AMAZINGly great! A definite must in the next version  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 17, 2011, 03:13:04 PM
These look fantastic, bravo! &apls Hoping they'll be included in the next NAM release (since it'll include NWM and RHW, too)!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on October 17, 2011, 03:13:24 PM
Quote from: vinlabsc3k on October 17, 2011, 03:13:02 AM
Finally I've played SC4 after the hot season :-[, because my old notebook warm up :angrymore: and on OS X Lion the game don't start anymore. I've seen the new NAM, RHW and NWM. I love them, especially the automatic transition for NWW, but there's not one for RHW3>ARD-3, possible with a workaround ;).

For the menu question: I've seen a mod to make available the God's Tools in Mayor's one, so if it's possible to make sub-menus under the buttons it would very useful or if not, make every ramp group type in a separate buttons (ex. A type, B type and so on or A-B, C-D and E-F).


True, there is the very useful God-mode submenu mod. If possibile, it would be very useful a Nam submenu for some components. What the NAMers here think about its feasibility? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on October 17, 2011, 03:22:32 PM
Quote from: vinlabsc3k on October 17, 2011, 03:13:02 AM
Finally I've played SC4 after the hot season :-[, because my old notebook warm up :angrymore: and on OS X Lion the game don't start anymore. I've seen the new NAM, RHW and NWM. I love them, especially the automatic transition for NWW, but there's not one for RHW3>ARD-3, possible with a workaround ;).

For the menu question: I've seen a mod to make available the God's Tools in Mayor's one, so if it's possible to make sub-menus under the buttons it would very useful or if not, make every ramp group type in a separate buttons (ex. A type, B type and so on or A-B, C-D and E-F).


You need to download the Universal Binary update from Aspyr, and remove the RHW Bridge Controller, which crashes cities when loading in Lion.  So you won't be able to build RHW bridges, but most everything else functions in Lion.

TEG

UB Update - http://support.aspyr.com/index.php/kb/article/000612
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 17, 2011, 04:01:19 PM
Quote from: Carny on October 17, 2011, 03:13:24 PM
Quote from: vinlabsc3k on October 17, 2011, 03:13:02 AM
For the menu question: I've seen a mod to make available the God's Tools in Mayor's one, so if it's possible to make sub-menus under the buttons it would very useful or if not, make every ramp group type in a separate buttons (ex. A type, B type and so on or A-B, C-D and E-F).[/size][/font]

True, there is the very useful God-mode submenu mod. If possibile, it would be very useful a Nam submenu for some components. What the NAMers here think about its feasibility? :)

To the best of my knowledge, the reason the GTM mod works is because it's basically combining two existing menus from two different game modes, not creating an entirely new one within a single game mode.  So no, unfortunately, I do not think it would be at all feasible.  If it were that simple, we would have had submenus a long time ago.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 18, 2011, 03:28:29 AM
I don't know if it isn't feasible :-\, but I think the menus aren't .exe controlled so there are scripts that control them "$Deal"$. Infact if I don't remeber bad ()sad(), I've seen an in-game submenu in a fan site, but I don't remember the site name :'( and I've find the script that controls the keyboard shortcut; maybe the menu controller is here or elsewhere ()what().
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 18, 2011, 04:12:47 AM
Quote from: vinlabsc3k on October 18, 2011, 03:28:29 AM
but I think the menus aren't .exe controlled so there are scripts that control them
True. However, the buttons and their layout are EXE controlled. As far as I'm aware, they function much like the hotkeys, explained below.

Quote from: vinlabsc3k on October 18, 2011, 03:28:29 AMand I've find the script that controls the keyboard shortcut; maybe the menu controller is here or elsewhere
And so has everyone else meddling in SimCity1.dat. The problem is adding hooks for the game to execute when said hotkeys are pressed. They're EXE-Controlled as well.
Sort the DAT contents by File Type and you'll find there are only three files of that type in all of the easily accessible game files, all of which attach Hotkeys to Hooks. First is City Mode (In-City, has stuff like network dragging), Second is Region Mode (In Region, The extremely slow built-in Bitmap to Region creator is contained here) and the third is Global (Available in both, the Cheat Console ones live in here).
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 18, 2011, 06:39:50 AM
I know this isn't strictly RHW-related, but I thought I would post it here since a discussion about menus and organization is going on here.  On the subject of organization, I think all of the Car-traffic networks can be divided into six categories:

MAVE: Medianless two-way networks.  Includes the Maxis Road (MAVE-2) and Street (NMAVE-2), as well as the NWM ARD, NMAVE, and MAVE networks.
OWR: One-way networks.  Includes the Maxis OWR-2, as well as the NWM OWR networks.
TLA: Two-way networks with turning lanes.  Includes the NWM TLA networks.
AVE: Two-way networks separated by medians.  Includes the Maxis AVE-4, as well as the NWM AVE networks.
MHW: Maxis Highway networks.  Includes any MHW network.
RHW: Real Highway networks.  Includes any MIS or RHW network.

Elevated networks would be included in the categories of their equivalent ground (0 m/L0) networks.
Overpass pieces would be included in the categories of their upper networks.  (e.g.: The Road over AVE-4 piece would be included in the MAVE category)
Transitions and TuLEPs would be included in the categories of their primary networks, determined by position in the list above.  (e.g.: The Avenue/Road Type A +/T TuLEP would be included in the AVE category)

Yesterday, I sat down and started thinking about the large number of networks we have now.  I counted 37 networks that use car traffic exclusively.  This doesn't take into account Rail networks or hybrid networks (such as GLR-in-Avenue).  The above categories might not be what the NAM team has in mind at all, but I just thought I would put it out there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Phlogiston on October 18, 2011, 09:46:16 AM
I have several questions:

1. Whenever I drive on a FAR RHW-4 short curve, my car always vanishes. The paths show they were correct, and I can't find any problems, has anyone experienced it?

2. Is there a diagonal MIS to RHW-4 transition? or did I just missed it?

3. Is it realistic for a RHW to elevated RHW transition to be only 4 tiles long? if 1tile = 16meters that means it reaches 15meters (almost 5storey house) in just 64meters.

4. Is it also realistic for a RHW to elevated curved transition to sit on only 3x3 tiles to climb 15meters? (I think elevated transitions were too steep for me.)

Lastly I have some requests, I hope you can find a way to create these:

1. Diagonal RHW-4 inside entrance/exit (Type A&B)

2. Diagonal RHW-4 entrance/ exit (Type D and Wye)

3. Diagonal transitions 4-6s 6s-8s

4. RHW-4 FLUP Entrance/Exit (One way road FLUP looks ugly because of oversized arrows)

Thanks RHW Team :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 18, 2011, 10:38:41 AM
Quote from: Phlogiston on October 18, 2011, 09:46:16 AM
I have several questions:

I have several answers:

1. It could be some sort of path misalignment that none of us have caught before...

2. None at the moment.

3. Nope; The L0 to L2 transitions should really be at least 6 tiles long.

4. In my opinion, nope.

Lastly, I have some responses to your requests:

1-3. All are doable, it's just a matter of when.

4. We have someone who has done a bit of work on FLUP modelling... (http://sc4devotion.com/forums/index.php?topic=13715.0)

You're welcome, NAM user. :)

-----
Quote from: metarvo on October 18, 2011, 06:39:50 AM
On the subject of organization, I think all of the Car-traffic networks can be divided into six categories:

Apparently, I'm not the one who calls the "Road" network "MAVE-2"... To me, it just makes better sense to call it "MAVE-2".

Quote from: GDO29Anagram on July 27, 2010, 04:42:53 PM
Random thought: Technically the default Road network would be seen as a "MAVE-2," right...?

Quote from: metarvo on October 18, 2011, 06:39:50 AM
MAVE: Medianless two-way networks.  Includes the Maxis Road (MAVE-2) and Street (NMAVE-2), as well as the NWM ARD, NMAVE, and MAVE networks.
OWR: One-way networks.  Includes the Maxis OWR-2, as well as the NWM OWR networks.
TLA: Two-way networks with turning lanes.  Includes the NWM TLA networks.
AVE: Two-way networks separated by medians.  Includes the Maxis AVE-4, as well as the NWM AVE networks.
MHW: Maxis Highway networks.  Includes any MHW network.
RHW: Real Highway networks.  Includes any MIS or RHW network.

Interesting, and I would agree to an extent. I did a similar thing where I organised just the NWM networks:

Quote from: G-DO-29--AnagramSC4 Road Types vs NAM non-RHW Road Types:
       - SC4 Road Types are as follows: Street, Road, Avenue, and One-Way Road. Nothing special about them; Their name implies everything, at least for OWR...
       - NAM non-RHW Road Types are as follows: Street, SAM, AVE, TLA, MAVE, OWR, and ARD. Street and SAM are in their own little group, so let's skip to the rest.
       - AVE refers to a road network having a concrete median separating the two directions of traffic; Symmetrical AVEs are denoted in even numbers.
       - TLA refers to a road network having a central left turn lane (or suicide lane) in the middle; Symmetrical TLAs are denoted in odd numbers.
       - MAVE refers to a road network with a set of double yellow lines separating the two directions of traffic; Just like AVEs, symmetrical MAVEs are denoted in even numbers. It should also be noted that the network called "Road" is classified as a MAVE-type network: MAVE-2.
       - ARD refers to one special asymmetrical MAVE: The ARD-3; A 2+1 road, if you will. Other asymmetrical MAVEs might be called MAVEs, as opposed to ARDs, though ARD can also be used to describe a highly uncommon 3+1 road (ARD-4?).
       - NMAVE refers to the one-tile version of the MAVE-4. The most lanes one can put on a single SC4 tile without narrowing the lanes is 3, though with lane narrowing, it's possible to raise the bar to 4.

What's different is that I isolated the Street network into the SAMs; I then thought of the Street as being SAM-0. Also, keep in mind that there are two types of RHW networks: S-type and C-type (S for separate and C for combined). I usually think of the MIS and R2 (my shorthand notation for RHW-2) as a 2S and 2C, whereas the R3 is another C-type network, and the closest thing to a 4C.

I think OPPs (my shorthand for overpass pieces) should be organised by what's at the bottom (especially for RHW), but all of the non-RHW OPPs might become draggable one day, so there's no point in that.

Also, we had a discussion on TuLEP organisation on the TuLEP development/support thread a long time ago (http://sc4devotion.com/forums/index.php?topic=8460.msg379550#msg379550), and it led to the following:
- The definitions of A, B, C, D, and E TuLEPs (That was me)
- Isolating all Road (MAVE-2) TuLEP pieces, TuLEP Intersection Pieces and SIPs, AVE-network TuLEPs, OWR TuLEPs, and speciality pieces into their own separate buttons (suggested by Nego)

Let's see,... NWM (13) plus SAM (8) plus RHW (15, disregarding the 7C), plus the defaults (4) and MHW (2), that's 42 car-exclusive networks. If you thought that's a lot, think again... ;) ;) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 18, 2011, 11:05:11 AM
I'm almost wondering the MAVE designation should be done away with entirely.  Just use "Road".  The MAVEs (and ARD) are really just giant roads anyway.  The MAVE-4 and MAVE-6 would become RD-4 and RD-6.  Would cut down on all the confusion with people calling AVE-6 a MAVE-6 and vice-versa, too.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on October 18, 2011, 11:26:24 AM
Sounds like a good idea to me!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gringamuyloca on October 18, 2011, 11:37:39 AM
Quote from: Tarkus on October 18, 2011, 11:05:11 AM
I'm almost wondering the MAVE designation should be done away with entirely.  Just use "Road".  The MAVEs (and ARD) are really just giant roads anyway.  The MAVE-4 and MAVE-6 would become RD-4 and RD-6.  Would cut down on all the confusion with people calling AVE-6 a MAVE-6 and vice-versa, too.

-Alex

Yes :thumbsup:  Alex.

This makes good sense.  ;D

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 18, 2011, 11:39:13 AM
Quote from: Gringamuyloca on October 18, 2011, 11:37:39 AM
Yes :thumbsup:  Alex.

This makes good sense.  ;D

Then why don't we take it over to the NWM thread? "$Deal"$ That's NWM-related, after all...
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 18, 2011, 03:39:35 PM
Given that the MAVE networks are Road-based anyway, this makes perfect sense.  The Maxis Road would also be known as the RD-2 in much the same way that the Maxis OWR is also known as the OWR-2.  The ARD designation could be dropped as well and the ARD-3 would just be the RD-3, much like the RHW-3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 18, 2011, 04:10:55 PM
In response to this:
Quote from: Phlogiston on October 18, 2011, 09:46:16 AM
1. Whenever I drive on a FAR RHW-4 short curve, my car always vanishes. The paths show they were correct, and I can't find any problems, has anyone experienced it?

That bug was 'fixed' in a patch for RHW 4.0, but it was never applied to 4.1 or 5.0 by mistake.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on October 19, 2011, 03:40:13 PM
Can RHW-4 atleast be made compatiable to make T-Interchanges with an Ave? ie the RHW-4 would end at the AVE. This would allow for proper A4 parclos and allow use to make better use of the RHW-4 tuleps..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2011, 04:38:32 PM
Quote from: Kitsune on October 19, 2011, 03:40:13 PM
Can RHW-4 atleast be made compatiable to make T-Interchanges with an Ave? ie the RHW-4 would end at the AVE. This would allow for proper A4 parclos and allow use to make better use of the RHW-4 tuleps..

Well you can do something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVSDPx.jpg&hash=7928efa30399820464cd5a4525ba288230038414)

Or convert your RHW-4 'ramp' to OWR a tile before the intersection.

Good point though. Having RHW-4/ave intersections is would also be useful for building an at-grade RHW expressway. I always have to convert my RHW to ave/OWR for ave intersections in this case.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2011, 06:21:59 PM
The RHW-4 Cosmetic Pieces are just that . . . Cosmetic Pieces.  I don't think they were really conceived of as TuLEPs (more for placement at offramps), though it's obviously a very easy jump to look at them that way.

The situation of Avenue/RHW-4 intersections has been a controversial one.  I certainly see how they could have some use as dual-lane ramps for diamond and parclo interchanges with Avenues, I've been hesitant because of the prospect of folks using them for at-grade RHW-4/Avenue intersections.  I'm sure that many folks (particularly users from the Midwestern and Southern US) are probably reading this and thinking about the cornucopia of RHW-4-style expressways with at-grade Avenue intersections and such. 

My position, at least since the RHW 1.3 days, has been that it would be better to force users to downgrade to an Avenue (perhaps coupled with Avenue TuLEPs or the Avenue Turn Lane Plugin), to better represent the lesser capacity of these intersections and encourage folks to upgrade to a grade-separated interchange when merited.  That's why those intersections haven't been created.

Unfortunately, the way things work, if we were to enable a direct draggable connection for dual-lane RHW-4-based diamond and parclo ramps, those undesirable at-grades will become possible as a side-effect.  T intersections are less problematic than + intersections, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2011, 06:40:37 PM
Quote from: Tarkus on October 19, 2011, 06:21:59 PM

My position, at least since the RHW 1.3 days, has been that it would be better to force users to downgrade to an Avenue (perhaps coupled with Avenue TuLEPs or the Avenue Turn Lane Plugin), to better represent the lesser capacity of these intersections and encourage folks to upgrade to a grade-separated interchange when merited.  That's why those intersections haven't been created.


This I will agree with. You have to weigh the pros with the cons, but this mod has come a long way since the 1.2-1.3 days. The advancements made, especially when it comes to ramps/MIS, may warrant things they never have before.

If someone wants to make a RHW-4/ave intersection nowadays, its not because they're 'cheating', because making simple interchanges for these is now very easy and are not space-consuming. With the invention of the TuLEPs, it will help influence the user to build a ave/ave intersection for at-grade RHWs as well.

Furthermore, a RHW-4/ave puzzle piece could be created for entrance/exit ramps which could bypass the problems surrounding this issue altogether. In fact, one such piece has already been made (the FARHW-4/Avenue T-intersection piece).

This mod has evolved considerably from it's early beginnings, and many times change is good. What would evolution be without change?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 20, 2011, 06:19:35 PM
A puzzle piece may be the best solution--it'd be consistent with the TuLEPs paradigm and would allow the intersection to be properly signalized, due to the finer control of Network CheckTypes afforded by that method.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Koenieboy997 on October 21, 2011, 06:53:04 AM
Hi, i'm facing the following problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F6453%2Fvbforum001.png&hash=a2a4d76e23ec5f43d8dc726e2f0aba8454ac1516)
I'm currenty making a turbine interchange and I'm trying to split a RHW-6S to RHW-4 (as exit) and MIS (as mainroad). I'm doing this because the RHW-4 is linking the ring roads who are at the south and west of the interchange. But I can't find the right exit. When I try the RHW-6s type D1 exit, the highway changes the direction. Can somebody help me?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 21, 2011, 08:00:57 AM
You won't find an Puzzle Piece to do what you want. It's part of the often requested though unimplemented TOTSO series (where more lanes exit than continue straight).
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 21, 2011, 09:11:14 AM
That reminds me, I'm looking for a RHW-8 </> RHW-4 & RHW-6 "A3" MIS piece. Any chances that you could make one of these, and other similar pieces? (see the A1(M)/A14 J14 in the UK, links below)  :D

http://g.co/maps/9cuw6 (http://g.co/maps/9cuw6)
http://g.co/maps/45mbn (http://g.co/maps/45mbn)
http://g.co/maps/edtrq (http://g.co/maps/edtrq)

http://g.co/maps/j4xqv (http://g.co/maps/j4xqv)
http://g.co/maps/shxdd (http://g.co/maps/shxdd)
http://g.co/maps/5rnk6 (http://g.co/maps/5rnk6)
http://g.co/maps/8h7xy (http://g.co/maps/8h7xy)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on October 21, 2011, 11:12:09 AM
I've searched the tab rings a few times, but I can't find an 8S-8C Transition.
Does that mean that such a piece simply does not exist? ???
Also, is it possible to make bridges for 6S or 8S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on October 21, 2011, 12:12:46 PM
Quote from: thornyjohny on October 21, 2011, 11:12:09 AM
I've searched the tab rings a few times, but I can't find an 8S-8C Transition.
Does that mean that such a piece simply does not exist? ???
Also, is it possible to make bridges for 6S or 8S?

Sorry, no 8S to 8C transition yet. Unfortunately no bridges have been released for wider RHWs either, though some are in developmental stages. Bridges are a separate issue from regular NAM development which means that if someone were to create bridges for the wider RHWs they would be free to release them before the next NAM (with associated controller file) is released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on October 22, 2011, 02:54:03 AM
I had a thought, would it be possible to create a flexcurve that when plopped is on ground level, but that you can terraform over or under it, and as soon as there's a gap underneath it, pylons will appear, and if you terraform something over the top of it, that it appears as a tunnel?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 22, 2011, 03:12:05 AM
Quote from: pimmapman on October 22, 2011, 02:54:03 AM
I had a thought, would it be possible to create a flexcurve that when plopped is on ground level, but that you can terraform over or under it, and as soon as there's a gap underneath it, pylons will appear, and if you terraform something over the top of it, that it appears as a tunnel?

That can't be done due to the simple fact that any sort of terraforming on a puzzle piece, even WAVERide items, will destroy the entire piece.

Allowing that would require modifying things (the EXE) that would be illegal to modify.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 22, 2011, 05:34:30 AM
Is it possible to create a puzzle piece that transitions from RHW 6S or 6C to Maxis ground highway as in 6 lanes smooth transition?

Also, is RHW 4/6 S/C diagnal 2 lanes exits planned for next release like there is for straight pieces?

Finally what about RHW 4 stright/curved splitter planned for a diagnol piece?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 22, 2011, 07:09:49 AM
Quote from: dyoungyn on October 22, 2011, 05:34:30 AM
Is it possible to create a puzzle piece that transitions from RHW 6S or 6C to Maxis ground highway as in 6 lanes smooth transition?

Also, is RHW 4/6 S/C diagnal 2 lanes exits planned for next release like there is for straight pieces?

Finally what about RHW 4 stright/curved splitter planned for a diagnol piece?

dyoungyn

Refer to this earlier post for details on a workaround for a RHW-6<>MHW Transition: http://sc4devotion.com/forums/index.php?topic=990.msg400025#msg400025 (http://sc4devotion.com/forums/index.php?topic=990.msg400025#msg400025)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on October 22, 2011, 12:45:21 PM
There seem to be a lot of restrictions because of the EXE files.. If it's copyright restrictions, maybe the NAM team could get a permit or something to modify not for profit?  &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: joelyboy911 on October 22, 2011, 01:31:09 PM
Not likely, and it's probably not that easy. There's a lot that the NAM team can do, but modifying the core of the game (changing all the rules) is probably outside their skill level anyway. The NAM has built up the knowledge to do complex things within the current rules of the game, modding what's already there. Modifying the EXE is a whole different skillset.

If they really, really wanted to modify the EXE they could have (given the right tools), but because legally it isn't allowable, there's never been a desire.

Plus, I believe attempts have been made to contact EA for more permissions, and they have not been granted (in fact, they probably weren't even responded to).
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 22, 2011, 02:04:59 PM
That's right. Modding the EXE would mean re-programming, and that's a different cup of tea than modding and changing RUL-code. On top of that, we don't know what the results are and it can make the game unstable. So it's not only illegal, but also unpractical  and nearly impossible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on October 23, 2011, 02:06:05 AM
Hello

I'm not sure if this is the right thread for this but it's close enough to RHW support. I'm trying to build a sunken RHW through my city. It's going fine except for one hitch. I'm trying to get a diagonal 6 lane RHW (i.e. 3 lanes each direction) to work with the sunken highway walls. Has anyone had any success in getting that to fit. What happens is the pathing for all the RHW 6s don't correctly match up with diagonal walls so I always end up with visual glitches. That means the sunken walls visually overlap onto the highway or I end up with an ugly white pavement between the road and the wall.
RHW 1, 2 and 4 work fine because the tiles match the walls correctly I think it's just an issue with RHW6. If anyone has any suggestions I'd be very happy to read them.

Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2011, 02:34:24 AM
Quote from: Lach77 on October 23, 2011, 02:06:05 AM
I'm trying to get a diagonal 6 lane RHW (i.e. 3 lanes each direction) to work with the sunken highway walls. Has anyone had any success in getting that to fit. What happens is the pathing for all the RHW 6s don't correctly match up with diagonal walls so I always end up with visual glitches.

I'm guessing you're using THESE walls?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F281%2Fcapturebuddybudwalls.jpg&hash=8503731ac8275dc0751550001b28b7eaa9676aeb)

If so, here's the thing: Those walls were designed for MAXIS highways, and they were made when MHW usage was more prevalent than RHW usage.

The only solution is to create a larger space between the walls and the 6S.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F2685%2Fcapturebuddybud6syay.jpg&hash=a330e1ab63fb11e3be1bab86649fd998f333fd52)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F7499%2Fcapturebuddybud6syay2.jpg&hash=e871efa24ce0a6420060190de6e79e4a0aa135ea)

See how there's that one single rail tile between the wall and 6S? You'll need that space.

The other thing to keep in mind is that the 6S is a network with an overhang, so you'll always need to clear out more space for its overhang to fit, especially if you're creating a sunken highway with it.

Also, it's not so much an issue with the RHW as it is an issue with something made before it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on October 23, 2011, 04:03:01 AM
Hey

I think I've tried all the available diagonal walls and none seem to work. Some are better than others but I find there are still visual problems such as the unmatching shades of grass as seen in your photo.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 23, 2011, 07:08:46 AM
Quote from: Lach77 on October 23, 2011, 04:03:01 AM
Hey

I think I've tried all the available diagonal walls and none seem to work. Some are better than others but I find there are still visual problems such as the unmatching shades of grass as seen in your photo.

Until someone releases walls that are made specifically for RHW(or redoes existing walls for RHW, with permission of course), there isn't anything that can really be done. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on October 23, 2011, 09:24:28 AM
Hi to everyone. :)
Just a question: there is a guardrail mod for RHW? I saw some pics (of Mrtnntn, i guess) of it, i'm wondering if something similar was never released.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on October 23, 2011, 09:35:02 AM
There is/was a guardrail mod for RHW4, although I believed it was removed due to stability issues. I have never had an issue with it myself though. The mod added T21'd metal guardrails and green EXIT signs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 23, 2011, 11:56:11 AM
Well, I haven't touched the mod for ages, and I'm planning to do a new (yet limited set) for the RHW v5.0... As soon as I finished the Euro Textures, which will take a while...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on October 24, 2011, 06:29:32 AM
Quote from: mike3775 on October 23, 2011, 07:08:46 AM
Quote from: Lach77 on October 23, 2011, 04:03:01 AM
Hey

I think I've tried all the available diagonal walls and none seem to work. Some are better than others but I find there are still visual problems such as the unmatching shades of grass as seen in your photo.

Until someone releases walls that are made specifically for RHW(or redoes existing walls for RHW, with permission of course), there isn't anything that can really be done.

Ok thanks  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on October 24, 2011, 08:29:29 AM
Quote from: mrtnrln on October 23, 2011, 11:56:11 AM
Well, I haven't touched the mod for ages, and I'm planning to do a new (yet limited set) for the RHW v5.0... As soon as I finished the Euro Textures, which will take a while...

Ok, i'll wait for it. :)
A "Guard-railed" highway is more realistic, especially in an European background. Plus in urban areas, depending on space's availability, it should give the possibility to build close to the RHW, while preserving an adequate realism without some additional ploppable barriers.

P.S. Anyway, i' wondering if your first Guardrail mod works with current RHW-4. If so, where can i find the old Guardrail mod? Is it still online? Thanks in advance for the help. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2011, 11:43:12 AM
Quote from: Carny on October 24, 2011, 08:29:29 AM
P.S. Anyway, i' wondering if your first Guardrail mod works with current RHW-4. If so, where can i find the old Guardrail mod? Is it still online? Thanks in advance for the help. :)

To my knowledge, it's still buried somewhere in the thread, probably in the page 100-200 range.  However, it was designed for either RHW 2.0 or 3.0 (I can't remember which) and users had remarked about it not working well with 4.0 (which means it definitely won't work well with 5.0).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on October 24, 2011, 11:54:02 AM
If anyone wants the guardrail mod, let me know, I do have the files somewhere, as I still use it without issues with RHW 5.0. I have never actually had problems with the mod myself while using it with 5.0, although strangely, I did experience issues with RHW4 during 4.0 but those issues are gone now. I'd upload the files assuming I get permission to do so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on October 24, 2011, 06:52:01 PM
Hey Everyone, is there a way to fix this? Are there any diag 6C filler pieces? It's very difficult to build a gradual s-curve with 6C fractional angle to diagonal pieces unless you establish the diagonal for a while.  Thanks for your help!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2F6cDiagIssue.jpg&hash=4486bba04c3de324a7c667e857a6e5f6e4e2ae30)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 24, 2011, 06:54:32 PM
Unfortunately no there aren't.

But in a future version of RHW, they will be added in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on October 24, 2011, 08:19:24 PM
ok thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 24, 2011, 09:38:37 PM
Can bridges have overhangs?

Because I believe median overhangs may be a solution for the wider RHW bridges puzzle...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 24, 2011, 09:49:44 PM
Quote from: Wiimeiser on October 24, 2011, 09:38:37 PM
Can bridges have overhangs?

They can, and if I recall, that's exactly how a prototypical 6C bridge worked (It was back in page 300-something). The downside with that prototype was this: You can't drive in the median because you'll fall off the bridge.

There's already a solution for some of the other RHW bridges (such as 8S, 10S, and dual RHW-4): Use the Maxis Highways instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 24, 2011, 11:44:01 PM
We are also planning something else: Puzzle Piece based bridges, which you can build in the same way as the diagonal bridges...
Title: Re: RHW (RealHighway) - Development and Support
Post by: shinkansen1 on October 24, 2011, 11:59:59 PM
Quote from: GDO29Anagram on October 24, 2011, 09:49:44 PM
Quote from: Wiimeiser on October 24, 2011, 09:38:37 PM
Can bridges have overhangs?

They can, and if I recall, that's exactly how a prototypical 6C bridge worked (It was back in page 300-something).

I went back in time, and found something relating to this on Page 313 (http://sc4devotion.com/forums/index.php?topic=990.6240).
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on October 25, 2011, 12:10:53 AM
Quote from: mrtnrln on October 24, 2011, 11:44:01 PM
We are also planning something else: Puzzle Piece based bridges, which you can build in the same way as the diagonal bridges...

I figured it might make it to that eventually, can't wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 25, 2011, 01:23:43 AM
Are elevated RHW transition planned?such as ERHW4 to ERHW6s transitions..? ::)
Wow that bridge on page 313 is wonderful!! $%Grinno$%
And about the bridge puzzle pieces...that would be awesome too!!! &apls
regarding the guardrail mod...maybe the old one could be reuploaded?
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 25, 2011, 03:18:09 AM
Sorry to repeat myself, but I really do need RHW-8 </> RHW-4 & RHW-6 "A3" MIS piece (the current A2 piece does RHW-8 </> RHW-4 & RHW-4). Any chances that you could make one of these, along with other similar pieces? (see the A1(M)/A14 J14 in the UK, links below) 

http://g.co/maps/9cuw6
http://g.co/maps/45mbn
http://g.co/maps/edtrq

http://g.co/maps/j4xqv
http://g.co/maps/shxdd
http://g.co/maps/5rnk6
http://g.co/maps/8h7xy
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 25, 2011, 03:53:15 AM
^^ That looks like an RHW-10S Type E2 ramp, not a RHW-8 Type A3 ramp...
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 25, 2011, 08:17:16 AM
It would be sweet if bridges were puzzle pieces, as then I could actually have RHW bridges over water and not have to transition to MHW for bridges, or have to split off the highways(I always use the RHW10, I can never seem to get the MIS ramps to work well with anything smaller)into 3 and 2 lanes to do bridges over other RHW's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 25, 2011, 08:56:28 AM
Quote from: mrtnrln on October 25, 2011, 03:53:15 AM
^^ That looks like an RHW-10S Type E2 ramp, not a RHW-8 Type A3 ramp...

Oh, that's because it goes from four lanes to five lanes, and then to two and three lanes (southbound). A bit confusing, but check all of the photos (top three)! The northbound photos (lower four) may make a bit more sense! :bomb:




Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 25, 2011, 01:59:17 PM
Quote from: shinkansen1 on October 24, 2011, 11:59:59 PM
Quote from: GDO29Anagram on October 24, 2011, 09:49:44 PM
Quote from: Wiimeiser on October 24, 2011, 09:38:37 PM
Can bridges have overhangs?

They can, and if I recall, that's exactly how a prototypical 6C bridge worked (It was back in page 300-something).

I went back in time, and found something relating to this on Page 313 (http://sc4devotion.com/forums/index.php?topic=990.6240).

I actually overestimated; It was actually page 278 (http://sc4devotion.com/forums/index.php?topic=990.5540). There were two bridges to note on that page: One was the 6C "bridge" made using the zero-slope method (the underlying method behind the DBE) and the other 6C bridge featuring the non-functional median.

I'd prefer the zero-slope bridge because the other would cause bottlenecks (and you'd end up falling down the middle if you were to UDI on it).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on October 25, 2011, 03:05:46 PM
Working prototype from 2 days ago :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FPreCast01%2Frhw_bridges-jun._29__001319396509.png&hash=e14d130729a194178d730531759cfaf34ba55806)

Rough models, broken/derpy shadows, and missing a median wall - its a prototype anyways :P

GD: They're both bridges with overhanging medians ;) But this one is actually a Zero-Slope. As is this older prototype.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FPreCast01%2Fswingbend-feb._29__001301423218.png&hash=4456656a6b9eca93777d1a0eeaa020cf93c08c12)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FPreCast01%2Fravenna-oct._30__2161301428346.png&hash=f87dfd11c8daa8b72c72251f47f49b4b81734e68)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on October 25, 2011, 03:35:13 PM
Oh  boy, oh boy!
This is great and I left without words. Blue Lightning I want to congratulate you on your brilliant invention. I'm told many times that I dream of seeing three tile bridge and it seems to now be a reality. A long time I speak it would be incredibly useful to have bridges for RHW-6C and RHW-8C. Hopefully the layout of parts to the required level and I want to ask you to publish photos of the stages, because I will monitor the development of this project with the greatest interest.

Respect for the NAM,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on October 25, 2011, 04:40:11 PM
Quote from: Tarkus on October 24, 2011, 11:43:12 AM
Quote from: Carny on October 24, 2011, 08:29:29 AM
P.S. Anyway, i' wondering if your first Guardrail mod works with current RHW-4. If so, where can i find the old Guardrail mod? Is it still online? Thanks in advance for the help. :)

To my knowledge, it's still buried somewhere in the thread, probably in the page 100-200 range.  However, it was designed for either RHW 2.0 or 3.0 (I can't remember which) and users had remarked about it not working well with 4.0 (which means it definitely won't work well with 5.0).

-Alex

About the GuardRail mod, i found the old file: effectively it's still somewhere in the page 110-120 range (now i can't find it again, lol).
I'll give it a try on the Rhw 5.0, only for my curiousity. :)
Thanks for the help.

Quote from: Bipin on October 24, 2011, 11:54:02 AM
If anyone wants the guardrail mod, let me know, I do have the files somewhere, as I still use it without issues with RHW 5.0. I have never actually had problems with the mod myself while using it with 5.0, although strangely, I did experience issues with RHW4 during 4.0 but those issues are gone now. I'd upload the files assuming I get permission to do so.

Thanks Bipin, but luckly i found it. Nice to see you'r still using it without problems. I'm starting the game right now just to test it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 26, 2011, 06:07:06 AM
Stupid questions time.  I have read the instructions for the neighbor connector pieces over and over and maybe I am just not getting it(or am over thinking it), but if I have a RHW 10 with 2 tile gaps in between the two segments, as well as a one tile gap on either side(taking 8 tiles total) on a sunken RHW-10, do I need to use the NC Underground Loop on the sides as well or just in the 2 tile median?  Also to make sure I am doing it right, the arrows must point towards the highway segments as well?

Thanks

Mike
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 26, 2011, 06:16:47 AM
You only need to use Neighbour Connection pieces between RHW routes, so only in the median in this case.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 26, 2011, 06:26:01 AM
Quote from: jdenm8 on October 26, 2011, 06:16:47 AM
You only need to use Neighbour Connection pieces between RHW routes, so only in the median in this case.

Thats what I thought, but I wasn't 100% sure. 

thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 26, 2011, 07:24:26 AM
Just to show that the development on the Euro Textures is very much alive:

(Click to enlarge)
RHW-2 Ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F6918%2Feurorhw01.jpg&hash=a5550e5bc2b1b8a83a67b2394a470650d6644c87)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F3604%2Feurorhw04.jpg&hash=68fa63245c1e819f2f50ad49c1d1f9490e8bbe10)

RHW-3 ramps:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F3604%2Feurorhw04.jpg&hash=a6c960abc7b79fdd924413c885694a2ce397ac11)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F3866%2Feurorhw02.jpg&hash=269b90f3209d3806598880686f672e62c8ed306e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F7562%2Feurorhw03.jpg&hash=29662ad6f051b8b30bb8ca0aa272029def09a086)

RHW-4 stuff:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F7562%2Feurorhw03.jpg&hash=c219352cd7aa96569bfa88c262c18d914f9df423)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F6918%2Feurorhw01.jpg&hash=e1c06ce46b9c884a6bd8238dbb6585870abb3ab7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F3866%2Feurorhw02.jpg&hash=1b101ecfad30c51c60be47b3beb78e9d9928abf3)

RHW-6C/8C stuff:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F735%2Feurorhw05.jpg&hash=775b74d935bac7c3854746476d00335f6d5ed630)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F6064%2Feurorhw2.jpg&hash=aa78578226c64abdf1bd530d560c4d88afc7e2db)

In-action pics:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F735%2Feurorhw05.jpg&hash=36dbdd25bb8c6beb86f8fa22a57ac1b8e6c3caa0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F3281%2Feurorhw1.jpg&hash=3a7bc538e97f1400f799c940c4f08553827db7f8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6064%2Feurorhw2.jpg&hash=fdacb6bfd7485b0fd7e9e3689cd994bc26bece09)

Alternative texture sets:
BRS (alternative RHW-2 CP textures):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F9793%2Feurorhw18.jpg&hash=c674791748232612b74ca820d45dfba01b49d86a)

DV (alternative RHW-2 and RHW-3 textures):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F1323%2Feurorhw20.jpg&hash=2f6b951dce834916cd1cd75c92c488b2f800ba4b)

Autobahn (alternative block markings):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F6131%2Feurorhw19.jpg&hash=9fdb78937f266d2e94a1c335a046ceeb28c4fc46)

NOTE: in some pics you see some texture bugs. I already fixed them ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on October 26, 2011, 07:36:38 AM
@Maarten:  Those look great :thumbsup:, the only thing I've noticed is the crosshatching on the RHW2/3 seems to be scaled differently to the RHW 4.

Is LHD support planned with this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 26, 2011, 07:54:08 AM
Quote from: Dexter on October 26, 2011, 07:36:38 AM
@Maarten:  Those look great :thumbsup:, the only thing I've noticed is the crosshatching on the RHW2/3 seems to be scaled differently to the RHW 4.
Often, I'm just guessing with the chevrons on the ramps...

Quote from: Dexter on October 26, 2011, 07:36:38 AM
Is LHD support planned with this?
I can confirm that LHD support is planned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 26, 2011, 12:47:47 PM
The seemingly-mysterious "Project 0E" is well under way now.  The main focus thus far has been getting ground-level MIS Ramps into solid, stable shape . . . and that process is going swimmingly.  The Ground MIS RUL2 code now tops 12,000 lines, expected to hit around 50,000 lines. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F8418%2Frhw102620111.jpg&hash=a06d92f47784cd58b207366a3bab781e58ad0d28)

Not something you can do with the MIS in V5 by any stretch.  (And in case you're wondering, that EMIS you see there is L1/7.5m).

Fortunately, as I've managed to keep the code clean and modular, putting the other networks together will be mostly a case of CPFR (copy-paste-find-replace), with some manual modifications to account for certain intersections/situations that are handled differently by each network.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 26, 2011, 02:06:03 PM
We wants it!  ;D

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on October 27, 2011, 08:39:20 AM
Nice. :) Looking forward to see some more development on the project. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 27, 2011, 08:52:10 AM
Wow Tarkus!That's great!!! &aplsalso the L1 mis ramps :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: smartmedia on October 30, 2011, 02:34:07 PM
Wow, i love all the new additions that have been made
I saw Haljackey's new Parclo interchange and it looks great
is it possible to make the curve smaller, maybe using the clover leaf model from simcity incorporated into the RHW

Also i was wondering if any basket-weave interchanges are in consideration,
possibly using Bripizza's Over-cross road all going 1 direction?, maybe even two lanes entering and 2 exiting?
http://www.bripizza.net/sc4/1107overcrossroad/img/overcross01.jpg (http://www.bripizza.net/sc4/1107overcrossroad/img/overcross01.jpg) 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 30, 2011, 04:23:54 PM
That's more for an avenue transitioning to two roads. And I'd like the road viaduct lot converted as well, maybe with an added T intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on October 30, 2011, 04:46:35 PM
I'm still not quite sure what project OE is... Can someone explain it to me?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 30, 2011, 05:36:22 PM
"Project 0E" (written "Zero-E", pronounced "o-e") is basically a ground-up refactoring of the RealHighway, with the intent of cleaning things up and removing some "idiosyncracies", with the goal of fostering "ultra-stabilization" and preparing things for the implementation of multi-height networking and modular stack interchange functionality.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 30, 2011, 07:40:58 PM
Hope you'll be keeping things compatible, with or without a legacy file, or the results could be catastrophic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 30, 2011, 08:38:35 PM
Quote from: Wiimeiser on October 30, 2011, 07:40:58 PM
Hope you'll be keeping things compatible, with or without a legacy file, or the results could be catastrophic.

That was indeed one of our main concerns before jumping into this.  The last time we had a "refactoring" that was this fundamental in scope was the switch from RHW 1.3b to 2.0.

When we made that transition almost 4 years ago, the Legacy Support file we made for Version 1.3b (and earlier) users was basically the Version 1.3b in its entirety--it was small enough at that point we could do that.  The mod's become much, much larger now in 2011 with Version 5.0, which certainly poses problems of scale. 

But they can be overcome.  RealHighway Version 5.0 itself (minus the icon exemplars) will actually become the Legacy Support file for NAM Version 31's new "RealHighway Plugin" (which would otherwise be known as RHW Version 6.0).  And much as was done with the 1.3-to-2.0 changeover, I've written some RUL2 code that will convert Version 5.0 (and earlier) RealHighways over to Project 0E specs.  These two efforts should make the process of upgrading quite seamless, though I am still attempting to figure out how best to handle the process of taking a user's 5.0 installation and relocating it, such that it won't load after a new installation.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jerred_p on October 30, 2011, 08:40:47 PM
How do I fix (or can I) the problem of cars changing lanes (going back and forth) in the 6C-10 lane highways?????  Can anyone help me or inform me? :angrymore:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 30, 2011, 08:51:04 PM
There's several things that could be at the root of your situation.

a) If that traffic is being generated, either through a traffic generator or from other lots with attractor properties, it will tend to have a mind of its own when it reaches cross-over paths.  There's nothing we can do here, unfortunately, but it's not really affecting game functionality--just visuals.

b) You're using an outdated Traffic Simulator Plugin that does not feature "spreading" (which is required by the RHW).  You can usually tell this if you notice large discrepancies in Congestion and Volume between the various tiles on your wider RHW network.

c) You're using a non-NAM Automata Simulator Plugin.  Some users have reported some extremely strange automata behavior on RHW networks using versions of the Persistent Automata Plugin.  Again, this is a purely visual issue, and isn't actually affecting the underlying game functionality (your RHW is actually working fine).

d) There's a lot of curvature in your Commute Arrows when you click on your RHW with the Transport Query.  The Transport Query Commute Arrows have always been a bit slow on the uptake with any network that uses crossover paths.  Again, this is a purely visual issue, and isn't actually affecting the underlying game functionality (your RHW is actually working fine).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on October 31, 2011, 06:12:24 AM
Will Project 0E let us build an elevated network above another? As in an ERHW-4 over an ERHW-6?
Also, are wider networks, like RHW-12, or RHW-16 planned for the future?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jaris on October 31, 2011, 06:41:10 AM
Quote from: thornyjohny on October 31, 2011, 06:12:24 AM
Will Project 0E let us build an elevated network above another? As in an ERHW-4 over an ERHW-6?
Also, are wider networks, like RHW-12, or RHW-16 planned for the future?
You won't really notice Project 0E, as it won't affect gameplay but the way RHW is connected into the NAM.
... As far as I've understood.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 31, 2011, 06:51:19 AM
Project 0E will do neither. What is does is fix the RHW's RUL platform (While it wasn't exactly broken, it was confusing and had stability issues).
Aside from enhanced RUL stability like the SAM updates in NAM 30 (Bet you guys didn't notice them eh?) and the fact that there'll be an "RHW 5.0 Compatibility Pack", the changes will not be visible on the player's end.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on October 31, 2011, 08:23:10 AM
I strongly  hope the new RUL's allow greater flexibility and stability for elevated networks.  Currently, for example, I can tell you that HRS may pass  over the net but only to the  RHW-6C but not on wider (8C / S and 10S). Same problem I found with  ERHW networks. I can mention as an example that ERHW-4 successful passes over the AVE-6, but ERHW-6C / S give defects in  crossing over the AVE-6. FLEX SPUI also provides fault when you need to build over the RHW-10S. I guess  these problems occur because of lack of sufficient support from RUL's codes.

Best regards,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 31, 2011, 10:35:41 AM
Yes, they are largely the result of RUL stability issues.

One of the other problems with the whole RHW/HSR side of things has to do with the current file architecture, which has hampered "crosslinks", particularly between newer items and those that haven't been touched in some time.  The switch to a "monolithic NAM" (in which case both RHW and HSRP would be part of the NAM Core) will likely facilitate better interactions there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: supamav on October 31, 2011, 04:20:04 PM
Hope this is in the right place.  Here goes:

Up to now I have not been using the RHW, however I have been using NAM extensively.  Now I am giving it a go starting with the RHW-4.  A short highway with two on/off road overpasses, each with 4 Type A ramps.

I always build with the sim paused, to make sure everything is completed before allowing traffic on it.  After completing the highway stretch I save successfully, then unpause the sim, to allow traffic to begin to flow.  However after maybe 5-10 seconds the game will CTD.  I have tried to go back in to the city tile, but it never loads fully, before loading the tile it CTD's.  I have to delete the entire city tile to get back in.  I designed the same tile using the maxis highway, it never crashes the game.

Does anyone have any ideas?  I have never had the game CTD on me until using the RHW.  Maybe you can point me in the right direction.

NAM and RHW are both installed fully and with the latest releases.

Thanks
SM
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 31, 2011, 05:23:22 PM
Quote from: ivo_su on October 31, 2011, 08:23:10 AM
but ERHW-6C / S give defects in  crossing over the AVE-6. FLEX SPUI also provides fault when you need to build over the RHW-10S.

I think that's because neither intersection is fully supported. RHW-10 under FlexSPUI only works when the shoulder is under the actual intersection piece, the whole thing being under the filler isn't supported.
As for the New ERHW over New NWM network compatibility, as has been said many times, there isn't any.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Phlogiston on November 01, 2011, 12:13:15 AM
RHW Euro textures looks awesome. :) by the way, I hope you could include a 45degree FlexFLY in the next release. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 01, 2011, 04:12:07 AM
Fixed one bridge today...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F2257%2Frhw6sbridge01.jpg&hash=252598fcbbdb9f28b5df5ca36394d9338708de46)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F4665%2Frhw6sbridge02.jpg&hash=2f026d688acdf7c595c49f0f32ca89d3df71b18e)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: kody_organmaster on November 01, 2011, 04:45:56 AM
WooHoo!! ;D That looks awesome! I am assuming that it will have American textures as well??
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 01, 2011, 05:13:50 AM
The road deck will take on whatever textures you have installed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on November 01, 2011, 08:51:42 AM
Hi to everyone.
Just a question: what about smooth curves for ERHW-2-4-6 and EMIS (45°)? Is there something planned about for next NAM updates\releases? Especially  Erhw4 and Emis smooth curves would make more realistc any kind of intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on November 01, 2011, 08:55:20 AM
you fixed the shadow pb?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on November 01, 2011, 10:12:41 AM
Quote from: jdenm8 on November 01, 2011, 05:13:50 AM
The road deck will take on whatever textures you have installed.

Awesome.   I so cannot wait for this to be available 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 01, 2011, 05:25:51 PM
Project 0E (hmm . . . the acronym is P0E ::) is still humming along.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F858%2Frhw110120111.jpg&hash=83b36b3f8b968f9d836f3afb20ff55161b03a0dd)

Ground MIS code now at 17382 lines.  Did an initial transfer over to the Ground RHW-4 as well, which seems to be working well.  More pics a bit later.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on November 01, 2011, 05:53:01 PM
Wow, now that's what you call stable. :o A big leap forward for the RHW. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 02, 2011, 06:16:34 AM
Maybe we won't need quite so many tricks and fillers with stability like that.  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 02, 2011, 07:19:39 AM
Wow, that's stable! Great work  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 02, 2011, 07:16:54 PM
Thanks, guys! :)  A step further . . . started implementing the other networks, so there's about 50000 lines of code in place now.

Further work with the MIS.  Not that anyone needs to run three Elevated Rail lines diagonally across an MIS, next to a Road/MIS Intersection and an MIS 90-Degree Curve, but you can now:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F7092%2Frhw110220113.jpg&hash=442ba26f0a15fb4c23f2af98236811304c5488ba)

Multi-height fun, with L0, L1 and L2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F3157%2Frhw110220115.jpg&hash=aa3545978f299a86bc857f6bad9bb698761b00f0)

Intersections you couldn't do previously due to interference from the Diagonal Y-Splits (which I still need to figure out with the new code):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F2310%2Frhw110220114.jpg&hash=e0077aee88acab8bc9d43b4eb609720e17996fa9)

And some RHW-4 stability stuff--L1 EMIS safely traversing a bunch of Ground RHW-4s:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F4153%2Frhw110220111.jpg&hash=613670af82c0d04c9ff492110a6178105096196a)

And another "not-that-anyone's-going-to-do-this-but-you-can":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9644%2Frhw110220112.jpg&hash=111f6c6d337f5f48bbf4841fde0946985ebca247)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kody_organmaster on November 02, 2011, 11:39:03 PM
**Picks up mop to clean drool....**  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 03, 2011, 08:21:40 AM
Wow Tarkus!that's amazing!!
@Maarten:the bridge is wonderful!!Hope it will be released soon... ;Dyou said that one bridge is fixed...is another bridge under development? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on November 03, 2011, 08:22:59 AM
Awesome!  Multilevel MIS! I'll wait for them as Christmas present! ;)

Now another question: is planned some transition like this below?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FTransition_idea1.jpg&hash=0d4fd88e1fe1c210af5b47f3a450d9df0913edb5)

In this case, mis are parallel to rhw2, but would be useful also a 45° degree MIS version (or FAR, why not? :) )
Actually we need to convert rhw4 into 4 MIS and then into a central rhw2 for building something similar (so it needs 3 transition pieces). I think should be very useful and realistic (also for compactness) a SINGLE piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Houstonkid on November 03, 2011, 02:48:39 PM
 &apls &apls &apls I see some stacks interchanges in the near future   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on November 04, 2011, 10:50:43 AM
I hope! ;) Whit stacks are we aloud to make compact junctions!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 04, 2011, 07:32:58 PM
Quote from: Carny on November 03, 2011, 08:22:59 AM
Now another question: is planned some transition like this below?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FTransition_idea1.jpg&hash=0d4fd88e1fe1c210af5b47f3a450d9df0913edb5)

In this case, mis are parallel to rhw2, but would be useful also a 45° degree MIS version (or FAR, why not? :) )
Actually we need to convert rhw4 into 4 MIS and then into a central rhw2 for building something similar (so it needs 3 transition pieces). I think should be very useful and realistic (also for compactness) a SINGLE piece.

I'm trying to visualize the geometry on that.  If there's a one-tile median between the RHW-4s, it's basically a matter of adding MIS ramps onto the "symmetrical" RHW-2-to-4 transition.  I'm not sure there's much need for a diagonal or FAR variant . . . if the MIS split were short enough, it would be possible to simply tack the appropriate curve onto the MIS ends.  There's no sense in making more pieces than we truly need.

Porting is in process . . . and there's now closer to about 80,000 lines of RUL2 code in place now.  That'll expand exponentially when I get all the code in for RHW-over-RHW overpasses involving dual-overrides.  Only a few of those are in place now, and a little bit of porting was necessary in order to test them out.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F3283%2Frhw110420111.jpg&hash=64900e4b4d109f6ec2a9b11e3769427e9e36cebc)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on November 04, 2011, 08:39:11 PM
Quote from: Carny on November 03, 2011, 08:22:59 AM
Awesome!  Multilevel MIS! I'll wait for them as Christmas present! ;)

Now another question: is planned some transition like this below?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FTransition_idea1.jpg&hash=0d4fd88e1fe1c210af5b47f3a450d9df0913edb5)

In this case, mis are parallel to rhw2, but would be useful also a 45° degree MIS version (or FAR, why not? :) )
Actually we need to convert rhw4 into 4 MIS and then into a central rhw2 for building something similar (so it needs 3 transition pieces). I think should be very useful and realistic (also for compactness) a SINGLE piece.

As what @Tarkus has mentioned, this is possible using existing pieces. It might take a bit more space to do the FAR version because there is no splitter for RHW-4 into a orthogonal and FAR MIS (therefore requiring a RHW4-MIS transition piece).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F2273%2Fintersection.jpg&hash=3365abe812ab0c475e62cd14f3ff528e233238d5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 05, 2011, 03:09:12 AM
Those L1 MISs and RHW-4s are truly something to behold  &apls &apls &apls

Keep up the excellent work!  :thumbsup:

And of course the rock-solid stability is also pretty handy  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 05, 2011, 05:00:54 AM
Is that a L1 RHW4?that's amazing!!!And the stability is exceptional!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on November 05, 2011, 01:43:39 PM
Quote from: Tarkus on November 04, 2011, 07:32:58 PM
I'm trying to visualize the geometry on that.  If there's a one-tile median between the RHW-4s, it's basically a matter of adding MIS ramps onto the "symmetrical" RHW-2-to-4 transition.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi608.photobucket.com%2Falbums%2Ftt162%2FValtheshark%2FTransition_idea1.jpg&hash=0d4fd88e1fe1c210af5b47f3a450d9df0913edb5)

Yeah, it's true. In that diagram i supposed a one-tile median, but would be a good idea also a similar transition without the median, where both Rhw4 convert asimetrically (left and/or right version) into Rhw2, and MIS ramps go close to it (resulting anyway in a three-tiles  width transition). Both variants would be very useful for T-interchanges between Rhw4 and Avenues. :)

QuoteI'm not sure there's much need for a diagonal or FAR variant . . . if the MIS split were short enough, it would be possible to simply tack the appropriate curve onto the MIS ends.  There's no sense in making more pieces than we truly need.

That's right.

QuoteAs what @Tarkus has mentioned, this is possible using existing pieces.

@Teddyrised: I know, that's the why i ask a SINGLE piece for it, gaining space above all. As you can see in your pic, and as i wrote below my diagram, you need at least 3 transition pieces and also many tiles for it. Instead i'm thinking something more compact,  maybe with a 3 to 5 tiles range's lenght. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on November 05, 2011, 07:50:01 PM
With Project OE, are there any plans to release any new content along with it aside from the double height RHW4 and MIS? And if so, would it be possible to have the same thing as FlexFly, except on the ground, on double height, and for RHW4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ilikeanrhw on November 05, 2011, 11:27:31 PM
Hey, anybody know the ERHW-4 L2 to Ground (Starterless) at the RHW 5.0?  ()what() ()what()  :-[ I hardly know that. (Transitions)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 05, 2011, 11:44:43 PM
Quote from: Ilikeanrhw on November 05, 2011, 11:27:31 PM
Hey, anybody know the ERHW-4 L2 to Ground (Starterless) at the RHW 5.0?  ()what() ()what()  :-[ I hardly know that. (Transitions)

There aren't any, unfortunately.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 06, 2011, 04:13:43 AM
Quote from: pimmapman on November 05, 2011, 07:50:01 PM
With Project OE, are there any plans to release any new content along with it aside from the double height RHW4 and MIS? And if so, would it be possible to have the same thing as FlexFly, except on the ground, on double height, and for RHW4?
Well, for me, I actually wait until Project 0E is in solid shape before adding new content (and by the way, I'm busy on another project). However, with Project 0E finished, it's easier to assign IIDs to the new content...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 06, 2011, 07:09:00 AM
Before the start of Project 0E, literally two puzzle pieces had been added to the game, both of which have been shown.
They are:
Diagonal RHW-6C Type B1 ramp interface
MIS FlexCurve

There are other things in the works, but they very heavily rely on other things being done first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on November 06, 2011, 08:33:49 AM
I think that this is a suitable point for me to say R.I.P. to all the victims of the tragic M5 catastrophe on Friday. My thoughts are with all those affected by this horrible accident. http://www.bbc.co.uk/news/uk-england-somerset-15603124 (http://www.bbc.co.uk/news/uk-england-somerset-15603124)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 06, 2011, 10:55:32 AM
MIS flex curves will be a great addition to the game! :thumbsup:
What about flexifly 45 degrees EMIS,ERHW4 and ERHW2?i think they would be useful...
another question...are diagonal ground to elevated transitions(like the existing ones for road/one way/avenue)planned?
oh and can't wait to see more development on project  :-\0E
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 06, 2011, 11:30:14 AM
Quote from: Gugu3 on November 06, 2011, 10:55:32 AM
What about flexifly 45 degrees EMIS,ERHW4 and ERHW2?i think they would be useful...

A picture of a prototype 45-deg L2 EMIS FlexFly has been shown here once, but that picture has long since been buried in all the past pages.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2011, 03:40:56 PM
Quote from: Gugu3 on November 06, 2011, 10:55:32 AM
another question...are diagonal ground to elevated transitions(like the existing ones for road/one way/avenue)planned?

Yes, but as with any elevated anything, the need for models is a strict limiting factor.  Pretty much anything you can think of involving elevated RHW networks that you can request is most likely already somewhere in our radar for long-range plans--but unless it's merely a matter of changing heights for multi-height capacity, it's probably going to be a lengthy wait.

And here's the latest stability update . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F3531%2Frhw110620111.jpg&hash=b803f784aec38c67792fc69bd5a8225177eea1b7)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ilikeanrhw on November 06, 2011, 06:04:41 PM
Quote from: GDO29Anagram on November 05, 2011, 11:44:43 PM
Quote from: Ilikeanrhw on November 05, 2011, 11:27:31 PM
Hey, anybody know the ERHW-4 L2 to Ground (Starterless) at the RHW 5.0?  ()what() ()what()  :-[ I hardly know that. (Transitions)

There aren't any, unfortunately.
Even on the EMIS (transitions) this L2 appears too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 06, 2011, 07:58:32 PM
Quote from: Ilikeanrhw on November 06, 2011, 06:04:41 PM
Quote from: GDO29Anagram on November 05, 2011, 11:44:43 PM
Quote from: Ilikeanrhw on November 05, 2011, 11:27:31 PM
Hey, anybody know the ERHW-4 L2 to Ground (Starterless) at the RHW 5.0?  ()what() ()what()  :-[ I hardly know that. (Transitions)

There aren't any, unfortunately.
Even on the EMIS (transitions) this L2 appears too.

Rotate it enough and the starters will go away--you'll see the description will then say "STARTERLESS".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 07, 2011, 02:30:34 PM
25028 lines of combined MIS code, and this becomes doable:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F7117%2Frhw110720111.jpg&hash=2b18414b1e21427c3e85a43beb8242e740cd0ead)

I realize the shadows are screwed up here . . . that's because the diagonals have actually been rotated from their previous orientation in Version 5.0, but the shadows haven't been (yet--shadows are not a priority in this stage of development).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on November 07, 2011, 02:34:42 PM
Nice. More diagonal functionality and stability is definitely needed with the RHW. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on November 07, 2011, 02:45:10 PM
With the diagonals rotated, does that mean that all v5 EMIS does have to be redrawn? And I like things getting more stable. Many bad words have been said, trying to get an interchange to work.  ::)

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 07, 2011, 03:00:46 PM
Quote from: Korot on November 07, 2011, 02:45:10 PM
With the diagonals rotated, does that mean that all v5 EMIS does have to be redrawn?

I've taken some countermeasures to ensure that V5 (and earlier) systems won't need to be completely redrawn with the post-Project 0E RHW.  The entire V5 release (minus the RHW Core file) will become a Legacy Support file so existing instances will remain.  Additionally, I've written some RUL2 code to take V5 RHWs and convert them to Project 0E RHWs upon clicking.  Right now, it only operates on orthogonals, but I'm expanding it to cover diagonals.  All other RHW pieces that anyone might have in their cities are probably in close proximity to an orthogonal or diagonal piece, so they'll quickly get picked up and converted.

In addition to the re-rotation of the diagonals (which affects more networks beyond the MIS), the orientation of the Wider RHWs has been flipped.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on November 07, 2011, 05:00:48 PM
Quote from: Korot on November 07, 2011, 02:45:10 PM
Many bad words have been said, trying to get an interchange to work.  ::)
Regards,
Korot

Man my wife told me just a few minutes ago in fact, that if she hears me swearing at the computer one more time, she is going to break that game disc in half and shove it down my throat  lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on November 07, 2011, 10:15:57 PM
Quote from: Korot on November 07, 2011, 02:45:10 PM
Many bad words have been said, trying to get an interchange to work.  ::)
Regards,
Korot

Especially when it all starts to come together... and then it crashes in your face.

Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 08, 2011, 05:21:20 AM
Wow, could it possibly be a draggable diagonal MIS overpass?  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 08, 2011, 11:01:45 AM
Quote from: metarvo on November 08, 2011, 05:21:20 AM
Wow, could it possibly be a draggable diagonal MIS overpass?  :)

Well, aside from the ones over other override-based RHW networks, they've always been draggable since they were added in Version 4.0.  It's the ones over override-based RHW networks (e.g. EMIS-over-RHW-4) that have been the problem, and that's largely because of the inability to stabilize them, due to how Individual Network RULs handle multiple same-network diagonal intersections next to one another.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 08, 2011, 11:10:00 AM
What is the  obstacle preventing the  dragable network to pass  over the puzzle pieces? This is only because RUL's  shortcomings or is simply impossible and is associated with the game EXE file ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 08, 2011, 12:30:00 PM
It's a shortcoming with how the RULs handles same-network DxD intersections.  With two different networks involved, the RUL flags (in RUL1 SENW format) is some rotation of 0x00030100,0x03010000.  As you can see, there's an "interlock" on the second byte flag--with the first network, the flag is 03, and on the second, the flag is 01.  Because there's two different networks involved in a RUL1 multi-network situation, the RULs can handle (and expect) this "interlock". 

But the Individual Network RULs (INRULs) cannot, as you're only dealing with one network.  You end up with 0x03??0100 . . . the question mark flag could be either an 01 or an 03 and really needs to be both to achieve the same result as the multi-network situation.  But there's no byte flag corresponding to a combination of 01 and 03, and thus, no way to resolve the intersection.  So the INRULs resolve to the next closest thing--try overriding this colossal mess:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F3572%2Frhw110820111.jpg&hash=54efb5b7f86207693aaf55082fb3c926734865e2)

It gets messier and messier and more unpredictable as you add more diagonal RHW stretches into the situation, making the prospect of an ERHW-6C diagonally crossing an RHW-6C insanely difficult.  The same goes for an AVE-6 diagonally crossing another AVE-6 . . . the problem also exists with the Road network (though it is compounded on the RHW side by the unshakeable "auto-connect").

Vince and I have both played around with the INRULs to see if we can force this mess into something easier . . . Vince has had some success using them to override a couple configurations of DxD mess--but it only in some limited situations and typically involves a little "clickaround" to snap things into place.  We've been discussing workarounds for awhile now.  Ideally, it'd be nice to figure out a non-workaround solution since this is the most "natural" way from a gameplay standpoint, but we may have no other option.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 08, 2011, 02:56:39 PM
OK, now I see.  If worst comes to worst, though, there will at least be the DxD puzzle pieces, won't there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: fgossage on November 09, 2011, 12:49:04 PM
I accidently stumbled upon this today while looking for information about DDIs in real-life. It's a DDI / roundabout hybrid, it seems, that completely eliminates the need for traffic lights. Maybe an idea for a future interchange type at some point down the line, if there's enough interest?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F2471%2Fddiroundabouthybrid.jpg&hash=7ecc771141d48e74302fd8126f2af4ce407098b0)

What do you guys think?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2011, 01:11:26 PM
Actually, what you're looking at there is your standard Dumbbell Interchange (http://en.wikipedia.org/wiki/Dumbbell_interchange)--basically, a diamond variant that uses roundabouts for the ramp junctions with the surface street.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fgossage on November 09, 2011, 01:14:52 PM
That saves a lot of work! Thanks!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 09, 2011, 01:16:21 PM
Quote from: Tarkus on November 09, 2011, 01:11:26 PM
Actually, what you're looking at there is your standard Dumbbell Interchange (http://en.wikipedia.org/wiki/Dumbbell_interchange)--basically, a diamond variant that uses roundabouts for the ramp junctions with the surface street.

-Alex

Interestingly enough, I've classified it as a Raindrop interchange.

I've created a guide how to make such a junction in the RHW Interchange Guide. If interested, you an view it here: http://sc4devotion.com/forums/index.php?topic=6843.msg320402#msg320402
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on November 09, 2011, 01:21:04 PM
I seriously don't know is this last real intersection is funny, strange or scary..  :o Or maybe the three at once?  ()what()  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rady on November 09, 2011, 02:26:42 PM
Quote from: fgossage on November 09, 2011, 12:49:04 PM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F2471%2Fddiroundabouthybrid.jpg&hash=7ecc771141d48e74302fd8126f2af4ce407098b0)

What do you guys think?

I think the plans where to simply build a roundabout, but then the building worker seemingly suffered from a severe hangover ..  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 09, 2011, 04:08:17 PM
Quote from: Rady on November 09, 2011, 02:26:42 PM
I think the plans where to simply build a roundabout, but then the building worker seemingly suffered from a severe hangover ..  :P

Actually, it seems to have been engineered to prevent traffic from going the wrong way down the on/offramps.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on November 09, 2011, 05:12:41 PM
Quote from: Tarkus on November 09, 2011, 04:08:17 PM
Quote from: Rady on November 09, 2011, 02:26:42 PM
I think the plans where to simply build a roundabout, but then the building worker seemingly suffered from a severe hangover ..  :P

Actually, it seems to have been engineered to prevent traffic from going the wrong way down the on/offramps.

-Alex

If they had to do that, it sounds like they have bigger problems. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on November 09, 2011, 07:36:22 PM
Dumbbells are getting popular in AZ. Examples: Interstate 17 and Happy Valley Road, Phoenix (also includes access to a frontage road) and Loop 202 and Brown Road, McKellips Road in Mesa (very well-signed, and the signage looks quasi-British with the chevrons). The latter has the freeway at an odd (30°) angle with the roadway at both exits.

Conversely, parclo and cloverleaf loops are an endangered species. Deer Valley Road at I-17 is an example; one loop remains of the two in the A-4 parclo (EB to SB), but the rest is a diamond. I-19 and Ajo Way (SR 86) is also an A-4 parclo, though it is complete.

AZ has quite a few SPUIs, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on November 09, 2011, 07:58:31 PM
That's a new puzzle piece that would be nice in RHW. A flexraindrop piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 09, 2011, 09:46:56 PM
You could just use a Roundabout to Ave-2 piece that doesn't allow crossing and allow MIS to join roundabouts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on November 10, 2011, 03:10:53 AM
What is the WRHW for?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 10, 2011, 03:12:52 AM
^^ It is used as a filler piece between two RHW-3 transistions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 10, 2011, 03:55:01 AM
Might also be used for TuLEPs later on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on November 10, 2011, 09:45:32 AM
Quote from: Tarkus on November 09, 2011, 04:08:17 PM
Quote from: Rady on November 09, 2011, 02:26:42 PM
I think the plans where to simply build a roundabout, but then the building worker seemingly suffered from a severe hangover ..  :P

Actually, it seems to have been engineered to prevent traffic from going the wrong way down the on/offramps.

-Alex

Two roundabouts close to each other creates traffic jams. The double roundabout allows capacities increased enormously. In the Netherlands there are a number of these roundabouts that handle traffic fine! Unfortunate this is not possible in Sim City whit small (3x3) roundabouts.

The double roundabout to the N280 motorway Weert - Roermond.
http://maps.google.nl/maps?q=n280&hl=nl&ll=51.235109,5.794306&spn=0.002781,0.009012&sll=52.469397,5.509644&sspn=5.543056,14.27124&vpsrc=6&hnear=N280,+Limburg&t=h&z=18

This double roundabout has a bypass and is also part of the junction A50 - Eindhoven Centrum, very special!
http://maps.google.nl/maps?q=eindhoven&hl=nl&ll=51.496347,5.467061&spn=0.005531,0.018024&sll=51.235109,5.794306&sspn=0.002781,0.009012&vpsrc=6&hnear=Eindhoven,+Noord-Brabant&t=h&z=17
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on November 10, 2011, 03:59:01 PM
What do you think about Roundabout under\over RHW4/6 pieces? The "under" piece could be a similar of the existing roundabout under MHW piece, the "over" one could be something like the recent FlexSpui piece of the Nam 5.0.
Both pieces would be awesome solutions for compact urban interchanges. :-)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 10, 2011, 06:30:40 PM
Roundabout Over won't happen for a long time, we'd probably rewrite the roundabout code at the same time.

Roundabout Under though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 14, 2011, 11:37:48 PM
I've heard about some plans to make a compact variant of the RHW-4, the RHW-4C. This gave me an idea yesterday: what if the RHW-4C is a cheap version of the RHW-4S? As an European, I'm actually missing a road category between the AVE-4 (and urban road) and the RHW-4S (a freeway), something like a rural highway (mind that from my point of view a highway is a lower road class than a freeway/motorway). This would mean a four lane road with narrow outer shoulder lanes (instead of wide ones). Something like this: http://g.co/maps/s5kze

It will make the RHW-4C quite distinguishable from the RHW-4S. Here are two alternatives for the base texture of the network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F8728%2Frhw4c01.png&hash=77f1beca4f3fa2e491ebf7cbbcb7284d45e03ba2)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F2537%2Frhw4c02.png&hash=5a0d0bb3450cfc9216a764a2896e4d52db2cecd0)


So, how do you like this idea?

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on November 15, 2011, 12:33:49 AM
I like that idea a lot! I can see it being used in my cities as a 70/90 km/h avenue without pedestrian access, which I've felt the need for many times, as a regular motorway (RHW-4) seems like too much and an avenue looks strange with its sidewalk and such. So, great idea!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Dexter on November 15, 2011, 04:58:27 AM
@maarten:  I like that idea, we have a lot of these in the UK, often referred to as "HQDC" (High Quality Dual Carriageway).  Primary arterial routes (denoted by green signs) can vary greatly in quality, and many have at-grade junctions and roundabouts mixed with GSJs, espesically as you head towards cities, although there are some (such as the A2 in Kent) that have 4 lanes plus hard shoulder in both directions, so basically a motorway in all but name.

I personally prefer the 1st texture without the hard median, as here we very rarely have a concrete barrier on anything with less than three lanes, although they are becoming standard on motorways upgrades.  However, it would hardly be distinguishable from the ordanary RHW 4, so maybe the 2nd option may be a better choice.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FI1DKs.jpg&hash=e12f55b4b3958bdcba4b4c1a06598a865ae3246b)

Best,
-Matt
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 15, 2011, 05:03:47 AM
Maarten  you presented an excellent  idea. There is no doubt  that C-type networks are useful and necessary. I personally prefer them to the S-type of RHW. Textures that you did look  perfect, and my only query is whether it can be added to these barriers by RHW-6/8C?
Some time ago  it was discussed and the option of designing and building RHW-10C to which said it would be  a width of perhaps 5 tiles. I would love to see something on this front because now everyone knows about my weakness for broad networks of RHW and NWM. And once again Maarten, you have  my admiration for your clever idea further success.

Best regards,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 15, 2011, 05:58:58 AM
Good idea, Maarten.  Not only would this provide a variant of the RHW-4(S), but it would also create the prospect of more compact diagonal/FARHW segments as Ganaram pointed out in the intersections thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 15, 2011, 06:02:57 AM
Quote from: mrtnrln on November 14, 2011, 11:37:48 PM
I've heard about some plans to make a compact variant of the RHW-4, the RHW-4C. This gave me an idea yesterday: what if the RHW-4C is a cheap version of the RHW-4S? As an European, I'm actually missing a road category between the AVE-4 (and urban road) and the RHW-4S (a freeway), something like a rural highway (mind that from my point of view a highway is a lower road class than a freeway/motorway). This would mean a four lane road with narrow outer shoulder lanes (instead of wide ones). Something like this: http://g.co/maps/s5kze

It will make the RHW-4C quite distinguishable from the RHW-4S. Here are two alternatives for the base texture of the network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F8728%2Frhw4c01.png&hash=77f1beca4f3fa2e491ebf7cbbcb7284d45e03ba2)    (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F2537%2Frhw4c02.png&hash=5a0d0bb3450cfc9216a764a2896e4d52db2cecd0)


So, how do you like this idea?

Best,
Maarten

I've toyed with this idea (especially if it transitions from a 6C to a 4C)... it would work quite nicely though there would be wasted space in terms of a 3-tile-wide 4C.

I'd love to see that, actually.

[edit] before I forget, this was considered as part of Project 0E, so... maybe it'll be reality before long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 15, 2011, 07:33:17 AM
I think  that Maarten would not be surprised, but Matt (Dexter) it is ahead of the Euro texture. Whoever wants can download them from here (http://www.simtropolis.com/forum/files/file/26969-dex-rhw-50-euro-textures-interim/).

Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 15, 2011, 09:09:04 AM
I actually didn't expected that, but anyway it's a good alternative for now ;) I do encourage the initative...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 15, 2011, 12:57:47 PM
Excellent work, Matt!  I'll get things linked up on the Add-ons list in a bit.

On another note, I'm pleased to announce that my good friend and colleague Ryan (Haljackey) has joined the staff as Moderator of the NAM How-Tos and Tutorials board, and the new RealHighway Interchange Guide subboard.  In the process, the popular RealHighway Interchange Guide will be getting streamlined, making it easier to find information and tutorials relating to this project.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 15, 2011, 01:41:36 PM
My opinion about Matt is that he is a great goal for the NAM  team. I  follow its progress for some time and am very pleased with his work. It's nice that there is a temporary solution for Euro  textures and I already use them. I hope when Maarten and Riga are ready to have their  marking of exits / entrances to the highway. Similar to that of version 4.2 -  you know with oblique lines forming an angle.

Best,
Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 15, 2011, 03:01:50 PM
Quote from: Tarkus on November 15, 2011, 12:57:47 PM

I'm pleased to announce that my good friend and colleague Ryan (Haljackey) has joined the staff as Moderator of the NAM How-Tos and Tutorials board, and the new RealHighway Interchange Guide subboard.  In the process, the popular RealHighway Interchange Guide will be getting streamlined, making it easier to find information and tutorials relating to this project.


Thanks for that Alex. As you mentioned the RHW Interchange Guide will be expanded and reorganized into a new chill board in the NAM How-Tos and Tutorials called the RealHighway Interchange Guide. The current thread will eventually be broken down and put back together into several threads in it's own section of the site. There will be a sticky thread or two containing the basic information and whatnot.

The current interchange guide will remain in it's entirety until everything has been moved and structured properly, so there shouldn't be any worry about missing content as the transition is taking place.

If you have any questions or comments about how it should happen, or about the guide itself, feel free to post in the current Interchange Guide thread (found HERE (http://sc4devotion.com/forums/index.php?topic=6843.0)).

Once again a big thank you to the NAM Team, the SC4D staff and to you the viewer for making the RealHighway Project what it is today.

-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dogma555 on November 15, 2011, 03:30:58 PM
This project is just the greatest.. I can't keep up though  ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on November 15, 2011, 04:06:17 PM
When it first came out, I never thought I would use it, because it was "complicated", but over time it became as easy to use as the maxis highways, so it gets used more by me, for the simple fact that its upgradeable if it gets to congested, something you cannot do with Maxis Highways.  Sure it does have its drawbacks, but so does every other transport option in the game, so they are minor.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 16, 2011, 07:31:23 AM
That RHW-4C is an interesting idea, I can think of an example near here, speed limit of only 80km/h, but the standard is kinda different.

48 54 54 50 3A 2F 2F 77 77 77 2E 4D 41 4A 48 4F 53 54 2E 63 6F 4D 47 71 97 108 76 69 114 89 2F 6A 44 65 4E 4D 38 47 82 72 87 2F 32 30 31 31 2D 31 31 2D 31 37 5F 30 30 30 30 34 2E 74 112 71
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 16, 2011, 08:08:51 PM
Then we should add a NRHW4 for it to transition to. That can also transition to the RHW2, of course.
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on November 17, 2011, 03:43:14 AM
I like the RHW-4C idea. I use RHW-6C and 8C wherever there's a good stretch of highway, they look more realistic.

I've just built a cloverleaf with ERHW-6S, and the description of my ERHW-6S on-ramps and off-ramps are in reverse, the on-ramp (according to the yellow and white lines) is labelled as the off-ramp, and vice-versa. In UDI, the police car I was driving dropped down to ground level, off the on-ramp, and suddenly changed directions at the off-ramp. I drive on the left, and it looks like a problem with the LHD plugin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 18, 2011, 09:26:27 AM
@Maarten:any teaser of your bridges and Euro texture for RHW? ;D
I find RHW4c very interesting...it would be nice to have in the game!
How about 45degrees flexi fly? :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: EsoEs on November 18, 2011, 12:48:54 PM
I hope this is the right place.. Im having a little trouble with some RHW connections, not the functionality but rather the presentation.  I've seen pictures (namely in the interchange guide) of very clean looking intersections, where the highway doesn't lose its look, but, for example, when I go to create RHW intersections, I lose the fluidity of the model.  Heres an example..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F310%2Feastbumblejul2908132164.png&hash=748c91dfaf87ceea9979b2159b353be5ef61d9d1) (http://imageshack.us/photo/my-images/39/eastbumblejul2908132164.png/)


notice the MIS ramp to the intersection, as well as the cross direction stuff.  Im trying to recreate this:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4330%2Fa55newexite.jpg&hash=19add4102e8edc4483adced2f203c02d15bd265b)


but mine is so ugly :((
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on November 18, 2011, 12:49:59 PM
You're trying to use RHW as OWR - it doesn't work that way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EsoEs on November 18, 2011, 01:05:52 PM
Quote from: Blue Lightning on November 18, 2011, 12:49:59 PM
You're trying to use RHW as OWR - it doesn't work that way.

what is OWR?

Edit: Ohhh, hes using one way roads for that segment, understood :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 18, 2011, 01:07:01 PM
Quote from: EsoEs on November 18, 2011, 01:05:52 PM
Quote from: Blue Lightning on November 18, 2011, 12:49:59 PM
You're trying to use RHW as OWR - it doesn't work that way.

what is OWR?
One Way Road
Title: Re: RHW (RealHighway) - Development and Support
Post by: EsoEs on November 18, 2011, 01:15:13 PM
Ok very cool, my other question is how does he achieve the details seen on the on/off ramps, the white lines are very pretty :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on November 18, 2011, 01:26:55 PM
RHW Euro textures mod ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 18, 2011, 01:28:48 PM
Quote from: EsoEs on November 18, 2011, 01:15:13 PM
Ok very cool, my other question is how does he achieve the details seen on the on/off ramps, the white lines are very pretty :D

Quote from: io_bg on November 18, 2011, 01:26:55 PM
RHW Euro textures mod ;)

Specifically, Euro textures that have something called "Chevrons", if those are the lines you're referring to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 18, 2011, 01:48:13 PM
Any idea if something like this will work?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgKcPP.jpg&hash=4b9938e0cf9bd1f38440e69b7d2403b31d411304)

(Road T and + intersections with diagonal RHW-4.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 18, 2011, 01:59:45 PM
Quote from: Haljackey on November 18, 2011, 01:48:13 PM
Any idea if something like this will work?

The T-part should work. The paths connect together, even though the textures don't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 18, 2011, 02:13:45 PM
Quote from: GDO29Anagram on November 18, 2011, 01:28:48 PM
Quote from: EsoEs on November 18, 2011, 01:15:13 PM
Ok very cool, my other question is how does he achieve the details seen on the on/off ramps, the white lines are very pretty :D

Quote from: io_bg on November 18, 2011, 01:26:55 PM
RHW Euro textures mod ;)

Specifically, Euro textures that have something called "Chevrons", if those are the lines you're referring to.
Actually, that's the old version. I'm working on a new version, compatible with the RHW v5.0.

Hey, did I spot my picture there? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: thornyjohny on November 21, 2011, 02:35:51 AM
Quote from: thornyjohny on November 17, 2011, 03:43:14 AM

I've just built a cloverleaf with ERHW-6S, and the description of my ERHW-6S on-ramps and off-ramps are in reverse, the on-ramp (according to the yellow and white lines) is labelled as the off-ramp, and vice-versa. In UDI, the police car I was driving dropped down to ground level, off the on-ramp, and suddenly changed directions at the off-ramp. I drive on the left, and it looks like a problem with the LHD plugin.
Come on, NAM Team, isn't this a glitch?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 21, 2011, 02:42:30 AM
It's more that the LTEXTs weren't put in the LHD pack and swapped over. It's a small thing attributable to human error and isn't obstructing my (I play LHD and am the only person in the NAM Team that does) enjoyment and isn't preventing something from functioning in the correct way.

EDIT: I may as well post this now as nobody's noticed it yet... In one of my most recent posts, I left an easter egg regarding a little project of mine designed to complement the RHW. Have fun finding it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Skins on November 21, 2011, 04:25:15 AM
Quote from: jdenm8 on November 21, 2011, 02:42:30 AM
nobody's noticed it yet... In one of my most recent posts, I left an easter egg regarding a little project of mine designed to complement the RHW. Have fun finding it.

Haha, just because no one posted about it doesn't mean it went unnoticed small text is evil ;) Can't wait to see more!

EDIT: looking at it more, is it a cosmetic mod? Reminds me very much of Sydney.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on November 22, 2011, 05:34:42 AM
I finally found the image. What really intrigues me is the street overpass at the edge of the picture. Is it a version of the Urban Highway Mod?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 25, 2011, 10:40:01 AM
I have a request.

Is there any way we can bring back the two-tiled RHW 6S? With the one-tiled version we can't really place anything on the tile to the right since the network overhangs a bit into that tile. Thus props as simple as open grass areas can show instead of the shoulder which makes it look very odd. This may depend on your terrain and graphics card as well.

With a two-tile RHW 6S, we can have wealth textures fill that mostly open second tile, which gives it a much better looking appearance. Again this is an aesthetic thing and I don't want to get rid of the one-tile version, but it would be something nice to have.

Even some puzzle pieces would be nice if a drag-method is too difficult to bring back. While no wealth textures can appear on puzzle pieces, perhaps adding the texture from the open grass ped mall on the second tile for example would be a decent workaround.

Seem plausible?
-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 25, 2011, 12:12:22 PM
Quote from: Haljackey on November 25, 2011, 10:40:01 AM
I have a request.

Is there any way we can bring back the two-tiled RHW 6S? With the one-tiled version we can't really place anything on the tile to the right since the network overhangs a bit into that tile. Thus props as simple as open grass areas can show instead of the shoulder which makes it look very odd. This may depend on your terrain and graphics card as well.

With a two-tile RHW 6S, we can have wealth textures fill that mostly open second tile, which gives it a much better looking appearance. Again this is an aesthetic thing and I don't want to get rid of the one-tile version, but it would be something nice to have.

Even some puzzle pieces would be nice if a drag-method is too difficult to bring back. While no wealth textures can appear on puzzle pieces, perhaps adding the texture from the open grass ped mall on the second tile for example would be a decent workaround.

Seem plausible?
-Ryan (Haljackey)

Wouldn't it be more logical to develop a different texture mod to that end, since that is effectively the problem? Folks who want a smaller shoulder, or no shoulder at all, could use that, then. Aren't there already enough different networks? Adding another one would increase the number of connections, puzzle pieces, etc... that have to be modded in, while the problem is essentially one of textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 25, 2011, 01:16:52 PM
Quote from: Haljackey on November 25, 2011, 10:40:01 AM
I have a request.

Is there any way we can bring back the two-tiled RHW 6S? With the one-tiled version we can't really place anything on the tile to the right since the network overhangs a bit into that tile. Thus props as simple as open grass areas can show instead of the shoulder which makes it look very odd. This may depend on your terrain and graphics card as well.

With a two-tile RHW 6S, we can have wealth textures fill that mostly open second tile, which gives it a much better looking appearance. Again this is an aesthetic thing and I don't want to get rid of the one-tile version, but it would be something nice to have.

Even some puzzle pieces would be nice if a drag-method is too difficult to bring back. While no wealth textures can appear on puzzle pieces, perhaps adding the texture from the open grass ped mall on the second tile for example would be a decent workaround.

Seem plausible?
-Ryan (Haljackey)

Selecting a terrain mod with a "greenness" similar to what you want from those park pieces, combined with using MMP trees instead of lot-based ones, would really be the best solution I believe. This would also avoid abrubt changes from the RHW's wealthification texture to the park texture, especially on diagonals where the zig-zag pattern stands out a bit more. Try out Simfox's trees--they're beautiful and easy to place, and are also large so you don't have to plop any more trees than you would have to plop lots now. Girafe's new set of trees is (imho) even better, seasonal, and HD but are a bit more of a hassle to work with.

STEX is down, Simfox tree link to be edited in later.

To me at least, single-tile RHW-6S was a massive and extremely useful development. I can't say enough how much I appreciate it and I would be very sad to lose it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 25, 2011, 01:20:19 PM
Quote from: Haljackey on November 25, 2011, 10:40:01 AM
Is there any way we can bring back the two-tiled RHW 6S?

That would require bringing back something that has been long deactivated: The two-tile 6S starter configuration, and I'm sure by now that functionality has been removed from the controller.

There is another way to get around that issue: Raise the S3D overhangs by a hair, and I know that tactic was used for the NWM diagonals.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on November 25, 2011, 01:31:34 PM
Another possible solution would be to create parks that include the shoulder of the RHW-6S on them as part of the texture. This way, even when the park shows through, it's the same texture so it wouldn't be (too) noticeable. This wouldn't be a terrible amount of work for someone with knowledge of lotting and textures, and it has the advantage that you wouldn't have to wait for a new NAM/RHW which, from what I gather, isn't coming until after Project 0E is done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 25, 2011, 01:38:06 PM
Quote from: Rionescu on November 25, 2011, 01:31:34 PM
Another possible solution would be to create parks that include the shoulder of the RHW-6S on them as part of the texture.

That's actually what I did at one time. The problem is with custom thrid-party lots...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Koenieboy997 on November 26, 2011, 07:17:07 AM
Hello NAM-team,
I've got a question. I'm planning a new region with islands and I'll build a highway to connect those islands with the mainland. But because I'll use RHW-10, I'm struggling with bridges. As a workaround, I thought I could use 2 MHW bridges. But now I'm trying to fit the highway on the terrain, I found out using MHW costs more land than using RHW-10 bridges.
So, when will the RHW bridges be available (and should I reckon with them?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on November 26, 2011, 08:37:37 AM
There are already a couple of RHW bridges, but unless I'm mistaken, they are just RHW4 bridges, where each direction is its own bridge, or the optional huge suspension bridge (which carries 4 lanes of traffic).  A nice mix of these should satisfy your needs, you will just need a lot of space, since you'll need at least one space between each bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 26, 2011, 11:45:02 AM
Quote from: Koenieboy997 on November 26, 2011, 07:17:07 AM
So, when will the RHW bridges be available (and should I reckon with them?)

As with all NAM Team content, there's no release date or timeline for release for any RHW-10 bridges (or any other RHW bridges, for that matter).

But speaking in terms of release hierarchy, I wouldn't expect to see any more RHW bridges until Project 0E is finished.  We've had some incomplete Wider RHW bridges by choco laying around for awhile, but things are complicated there because they were designed to RHW Version 3.0 specs during RHW Version 4.0 development.  They'd need to be reskinned and repathed to work with Version 5.0, and the fixes required to make them 5.0-compatible would be immediately undone by Project 0E, making the idea of a pre-Project 0E release a moot point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smartbylaw on November 26, 2011, 12:14:03 PM
Quote from: Tarkus on November 26, 2011, 11:45:02 AM

.....RHW bridges until Project 0E is finished....
-Alex


Project 0E? what is that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 26, 2011, 12:26:55 PM
Quote from: smartbylaw on November 26, 2011, 12:14:03 PM
Quote from: Tarkus on November 26, 2011, 11:45:02 AM

.....RHW bridges until Project 0E is finished....
-Alex


Project 0E? what is that?

Just read back in this thread a bit and Project 0E is explained. It's pretty technical and involves some switching around of code and dramatically more stable override networks, ie your override rhws won't "deconvert" into RHW2s even if you have a lot of other stuff crossing nearby. You could think of it as making an ultra-stable foundation before continuing on to new content.

EDIT: poor grammar and incorrect "spelling" of 0E ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 26, 2011, 02:43:27 PM
Hey everyone, I wanted to let you know that the new RealHighway Interchange Guide child board in the NAM How-Tos and Tutorials section has now been set up!


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fd%2Fd4%2FRWBA_Autobahnkreuz_oder_-dreieck.svg%2F120px-RWBA_Autobahnkreuz_oder_-dreieck.svg.png&hash=8ae2e87f8136b0dc5d05fd9d08f6691a3fbc2164) RealHighway Interchange Guide (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fb%2Fb4%2FZeichen_330.svg%2F120px-Zeichen_330.svg.png&hash=b440213067f65d84c69a97e25361c629503b220a)


Feel free to let me know what you think or post tutorials of your own!

Link here: http://sc4devotion.com/forums/index.php?board=419.0


Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on November 27, 2011, 11:50:04 AM
Very nice work. Now, are you going to allow all those subthreads open for support Q and A?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 27, 2011, 03:15:39 PM
Quote from: j-dub on November 27, 2011, 11:50:04 AM
Very nice work. Now, are you going to allow all those subthreads open for support Q and A?

Of course! I've also set up a support thread as well as one for tips&tricks.

I also plan on moving all the guides from the old thread over to the new section. Just please note it will take some time. (Took long enough to make all those threads and structure them so they're organized :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 29, 2011, 02:42:51 PM
Just a quick question for the team: will there be a RHW-8S F2 exit piece? I've had more than one occasion where I was planning to use it until I realized it isn't there.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 29, 2011, 02:51:03 PM
I would like to see that too, along side with some other two-lane ramps (like the RHW-10S B2, C2 and F2 ramps). Maybe I work on those when I finished work on the Euro RHW textures and when Project 0E is complete...
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on November 29, 2011, 02:52:36 PM
Quote from: Swordmaster on November 29, 2011, 02:42:51 PM
Just a quick question for the team: will there be a RHW-8S F2 exit piece? I've had more than one occasion where I was planning to use it until I realized it isn't there.  :)

Do you have a diagram or something to show what's the F2 exit?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 29, 2011, 03:04:50 PM
Quote from: el_cozu on November 29, 2011, 02:52:36 PM
Do you have a diagram or something to show what's the F2 exit?

I do.

http://img687.imageshack.us/img687/8418/periodictableofrhwramps.png

It's like the 8S D2 and E2 ramps, but the branch is at an 18.4-deg angle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 29, 2011, 03:05:38 PM
Quote from: mrtnrln on November 29, 2011, 02:51:03 PM
I would like to see that too, along side with some other two-lane ramps (like the RHW-10S B2, C2 and F2 ramps). Maybe I work on those when I finished work on the Euro RHW textures and when Project 0E is complete...

That's great news, Maarten. Take your time, though.

Quote from: el_cozu on November 29, 2011, 02:52:36 PM
Do you have a diagram or something to show what's the F2 exit?

It's basically a FAR version of the D2 exit that is already in the current version.


Quote from: GDO29Anagram on November 29, 2011, 03:04:50 PM

I do.

http://img687.imageshack.us/img687/8418/periodictableofrhwramps.png

It's like the 8S D2 and E2 ramps, but the branch is at an 18.4-deg angle.

Cool diagram! What does "unavailable" mean, though?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 29, 2011, 03:12:26 PM
Quote from: Swordmaster on November 29, 2011, 03:05:38 PM
Cool diagram! What does "unavailable" mean, though?

The unavailable ones haven't even been developed yet. There are still a lot of holes to fill... :P :P :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 29, 2011, 03:16:30 PM
Quote from: GDO29Anagram on November 29, 2011, 03:12:26 PM
Quote from: Swordmaster on November 29, 2011, 03:05:38 PM
Cool diagram! What does "unavailable" mean, though?

The unavailable ones haven't even been developed yet. There are still a lot of holes to fill... :P :P :P

Oh, just that - I thought along the lines of "impossible". You had me panicking for a moment. :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 29, 2011, 04:55:31 PM
Don't worry, I'll be working on more FARHW ramp interfaces, it's just that I'm busy with RL issues at the moment so I can't code them right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on November 29, 2011, 06:44:20 PM
Quote from: Shadow Assassin on November 29, 2011, 04:55:31 PM
Don't worry, I'll be working on more FARHW ramp interfaces, it's just that I'm busy with RL issues at the moment so I can't code them right now.

According to some it seems, RL should never take precedence over the game  :)

j/k don't ban me  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on November 30, 2011, 04:54:06 PM
Anyone know when the L1 EMIS will be available?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 30, 2011, 05:00:50 PM
Quote from: Architect_1077 on November 30, 2011, 04:54:06 PM
Anyone know when the L1 EMIS will be available?

Nope. None of us do.

Likely after Project 0E, but anything else can't be determined.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 30, 2011, 06:19:27 PM
The coding for the L1 EMIS (and the L3 and L4 EMISes, for that matter) are all being compiled as part of Project 0E.  Project 0E is essentially the "next RHW"--we're calling it by that codename instead of "RHW 6.0" because of the massive changes involved and the fact that the RHW will be fully merged into the NAM. 

Beyond that, it's a matter of compiling the paths, models and exemplars.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 30, 2011, 07:20:19 PM
Quote from: Tarkus on November 30, 2011, 06:19:27 PM
The coding for the L1 EMIS (and the L3 and L4 EMISes, for that matter) are all being compiled as part of Project 0E.  Project 0E is essentially the "next RHW"--we're calling it by that codename instead of "RHW 6.0" because of the massive changes involved and the fact that the RHW will be fully merged into the NAM. 

Beyond that, it's a matter of compiling the paths, models and exemplars.

-Alex

In this case  0E project will affect you also NWM  through the restructuring of  other codes, paths and examples? Because as far as I know from now on NAM will unite in one common core NWM and RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 30, 2011, 07:39:00 PM
Quote from: ivo_su on November 30, 2011, 07:20:19 PM
In this case  0E project will affect you also NWM  through the restructuring of  other codes, paths and examples? Because as far as I know from now on NAM will unite in one common core NWM and RHW

Project 0E is mainly reorganizing the RHW RUL and IID structure so that it's more organized and stable. The NWM doesn't need such treatment since it's already well-organized and (more or less) stable.

There's no "resurrection" of anything; It's just moving one thing to a new IID range, and a lot of cut-and-paste and code re-writing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 30, 2011, 11:00:34 PM
Actually, the NWM code is the model for the Project 0E code, making a revision of the NWM pointless as it won't change.

As for L1EMIS, how about when it's ready.

It wasn't in any of the RHW 5.0 Pre-Alphas or Alphas except for at the RUL level and every asset created for it will need moving into the new IID range.

The same goes for L4EMIS, except it wasn't even implemented in any 'r' Controller Builds and was actually broken in RHW 4.1 (Puzzle Pieces have IID overlap)

Edit for Jondor: Ack, knew it was something along those lines.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on December 01, 2011, 12:16:39 AM
Actually, it's more a combination of the NWM IID scheme and the job I did on the SAM code.  The NWM is certainly more stable than the RHW in many situations, but not yet up to the level I pulled off with the SAM.

For everyone who's being not so patient, please remember that we are only human, we can only do so much at a time, our real lives do have to come first, and finally also consider that the RHW is a pretty long-lived mod which has acquired a lot of baggage along the way, all in the name of backwards compatibility.

As it stands, it's a mishmash of old and new ideas, good and bad ways of doing things, and is steadily becoming more and more burdensome to develop.  Project 0E is a way out of that murk and while it may not be an absolute necessity, it's becoming one.  So it's much better to get it out of the way now.  This also means that until it gets done to the point that we can reliably use it behind the scenes, developing additional content is somewhat pointless, because at least parts of it will just have to be redone to conform to the new specs, and releasing any new content is even more troublesome and unlikely because that just makes the legacy files even bigger.

Now, the good news is that most everything that exists at the L2 level can be easily be ported to the other levels by simply changing the heights of a bunch of vertices and paths and a few IIDs.  The bad news is that this still takes time to do that since we don't have any automated way to do it, and it's not going to happen until sometime after project 0E is in a workable state.  Whether the next release occurs before or after L1 content (or L3 or 4 for that matter) is included is a decision for a later date.

The best thing you can do for now is enjoy the new 5.0 content until we've gotten things squared away for easier future additions.  :satisfied:  Badgering us only means we have to spend our time in here writing long, boring responses instead of spending time developing content.  Boring for you, boring for us.  &cry2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on December 01, 2011, 05:37:21 PM
Quote from: jondor on December 01, 2011, 12:16:39 AM
Actually, it's more a combination of the NWM IID scheme and the job I did on the SAM code.  The NWM is certainly more stable than the RHW in many situations, but not yet up to the level I pulled off with the SAM.

For everyone who's being not so patient, please remember that we are only human, we can only do so much at a time, our real lives do have to come first, and finally also consider that the RHW is a pretty long-lived mod which has acquired a lot of baggage along the way, all in the name of backwards compatibility.

As it stands, it's a mishmash of old and new ideas, good and bad ways of doing things, and is steadily becoming more and more burdensome to develop.  Project 0E is a way out of that murk and while it may not be an absolute necessity, it's becoming one.  So it's much better to get it out of the way now.  This also means that until it gets done to the point that we can reliably use it behind the scenes, developing additional content is somewhat pointless, because at least parts of it will just have to be redone to conform to the new specs, and releasing any new content is even more troublesome and unlikely because that just makes the legacy files even bigger.

Now, the good news is that most everything that exists at the L2 level can be easily be ported to the other levels by simply changing the heights of a bunch of vertices and paths and a few IIDs.  The bad news is that this still takes time to do that since we don't have any automated way to do it, and it's not going to happen until sometime after project 0E is in a workable state.  Whether the next release occurs before or after L1 content (or L3 or 4 for that matter) is included is a decision for a later date.

The best thing you can do for now is enjoy the new 5.0 content until we've gotten things squared away for easier future additions.  :satisfied:  Badgering us only means we have to spend our time in here writing long, boring responses instead of spending time developing content.  Boring for you, boring for us.  &cry2

Jondor, I don't think you could have said it any better.  RL hits everyone, and we're not all dedicated to SC4 (as much as we'd like to be - believe me, I'd love to have a couple of days just for SC4) . . . in short, I just want to say this to everyone:

Let the guys (and gals) work at their own pace.  They have a track record of great work that we all see in our cities and regions every time we play.  Let 'em do their work - it'll make it easier and more stable for us to use when it's all said and done.

It'll be done when it's done.  In the meantime, RHW v5 just came out - why not visit Haljackey's brand new Interchange Tutorial child board and learn how to do some really, really cool stuff?

Are you not entertained?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwhenmenandmountainsmeet.files.wordpress.com%2F2010%2F07%2Fare-you-not-entertained.jpg&hash=1acdefd4924c913fc0f95d9c1e3f2d5efd521be6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on December 01, 2011, 07:39:40 PM
And if you are already bored with RHW 5.0, maybe take some time to find out how you might be able to contribute to the project :)  Though I don't know how technical Project 0E is, and if it might be beyond the help of those of us inexperienced in modding.  In any case, I know a project as enjoyable as this makes us all want more, but remember to be thankful for what we have - and how much the game has changed - because of the hard work of a few people willing, able, and motivated enough to figure this stuff out.  So thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2011, 08:25:27 PM
Ganaram, JD, jondor, Ryan, bthersh--thanks for the great posts. :thumbsup:

I'll give you a little more specifics about what is being done with Project 0E.

The entire IID range is being migrated from the 0x5E range to the 0x0E range (hence the name).  Also as part of the process, some items are being rotated from their current position.  The reason for the rotation is simple--consistency and ease of overriding.  The ultra-stabilization you've seen in the initial Project 0E pics I've shown are the result of the rotation of items.

As far as the IID scheme change, it's a longer story.  The whole 0x5E range is a colossal mess and has been for a long time.  If you've ever tried to produce a third-party texture or T21 mod for the RHW, you've probably come to the same conclusion quite quickly.

0x5E was initially used by the old "ANT Plugin" (predecessor of the modern-day RHW-2) by the original batch of modders involved with the NAM, albeit it was with scheme based on the One-Way Road IID scheme and actually violated the NAM IID conventions of that time period (conventions that simply wouldn't work nowadays as they don't take into consideration the "draggable revolution").  After the RHW continued the violation with Version 1.2, several other IID schemes popped up between 1.3 and 2.0--some of which already had content produced using them--and there wasn't a clear consensus.  So RHW Version 2.0 from 2008, which some consider the first "modern" RHW release, actually used a haphazard mishmash of about 4 different schemes.  And we're still using the RHW 2.0 IID system today. 

When superhands and I rebooted the NWM in 2009, basically from scratch, we had a clearer idea of what things needed to look like to properly and logically support a complex system of override networks.  The NWM IID scheme has been a massive success for the most part, and the Project 0E-era RHW IID scheme is derived from it.

The only real NWM-related project that will tie into Project 0E, however, is the ultra-stabilization of RHW/NWM crosslinks.

-Alex

Edit: Minor grammatical fix.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 02, 2011, 08:27:15 AM
Some day you'll even have NAM-illiterates like me understand the whole thing, Alex. Great clarifying post!

Cheers,
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 03, 2011, 12:13:50 PM
I have a dumb question/issue.  I'm working on an interchange, and am getting a weird texture under my EMIS when crossing a RHW-6S.  Is there something I'm missing, or is this a known issue I can solve with either OWR or dropping down to RHW-4?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ftegianzone.com%2Fsc4d%2Frhw6_issue.jpg&hash=63ddd7b4c28c15779228d68af4f609b975dd1c29)

Also, as part of the 0E (14) project, is there any possibility of new Left side exits on the RHW?  Perhaps at the very least on the RHW-6S?

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 03, 2011, 12:18:14 PM
Quote from: TEG24601 on December 03, 2011, 12:13:50 PM
I have a dumb question/issue.  I'm working on an interchange, and am getting a weird texture under my EMIS when crossing a RHW-6S.  Is there something I'm missing, or is this a known issue I can solve with either OWR or dropping down to RHW-4?

That's just something that hasn't been enabled with all the RHW diagonals, except with RHW-2, 4, MIS, and the base networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 03, 2011, 04:39:47 PM
QuoteAlso, as part of the 0E (14) project, is there any possibility of new Left side exits on the RHW?  Perhaps at the very least on the RHW-6S?

Yes. Maybe even for 8 (and by extension, 10 since they use the same interior footprint)... We're putting priority on porting current RHW stuff to Project 0E specs at the moment though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 04, 2011, 10:40:18 AM
Quote from: Shadow Assassin on December 03, 2011, 04:39:47 PM
QuoteAlso, as part of the 0E (14) project, is there any possibility of new Left side exits on the RHW?  Perhaps at the very least on the RHW-6S?

Yes. Maybe even for 8 (and by extension, 10 since they use the same interior footprint)... We're putting priority on porting current RHW stuff to Project 0E specs at the moment though.

Thanks.  I look forward to the results.  Now if only I could find a slope mod that didn't make me want to scream. :)

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 04, 2011, 11:18:46 AM
@ TEG24601 - If your slope mod makes you want to scream I recommend temporarily removing it from your plugins and temporarily installing one with less strict slopes. Alternately, you could install a slope mod that still allows relatively steep slopes and prepare the area for your highways with a very low-slope network like rail.

More inside exits sound great for me, though what I'd really love to see is such exits including merging lanes  ;)  Tricky geometry I know, but it'd still be nice to see  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rionescu on December 04, 2011, 12:59:52 PM
Quote from: noahclem on December 04, 2011, 11:18:46 AM
More inside exits sound great for me, though what I'd really love to see is such exits including merging lanes  ;)  Tricky geometry I know, but it'd still be nice to see  :thumbsup:
I created textures and paths for that sort of thing a while ago, but I don't have the know-how to turn it into a puzzle piece.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi904.photobucket.com%2Falbums%2Fac246%2FRionescu%2FComplete.png&hash=7b278624e4e4545e4db8d5671fdd70443e4a383f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 04, 2011, 01:08:15 PM
Rionescu, that is truly something beautiful! Amazing work  &apls

With textures and paths out of the way it's not a terribly long shot that someone would be willing to take care of the RUL/puzzle piece work for you  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 04, 2011, 01:42:43 PM
Yes, absolutely lovely exit!

Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 04, 2011, 02:04:15 PM
Nice Exit.  I can see uses for it in the game already
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 04, 2011, 04:17:18 PM
I actually did have a go at that one a while ago... I've probably still got the files lying around on my laptop, though I'd need to rebuild the RULs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 04, 2011, 05:49:46 PM
Quote from: noahclem on December 04, 2011, 11:18:46 AM
@ TEG24601 - If your slope mod makes you want to scream I recommend temporarily removing it from your plugins and temporarily installing one with less strict slopes. Alternately, you could install a slope mod that still allows relatively steep slopes and prepare the area for your highways with a very low-slope network like rail.

More inside exits sound great for me, though what I'd really love to see is such exits including merging lanes  ;)  Tricky geometry I know, but it'd still be nice to see  :thumbsup:

I actually have to pull it out from time to time, mainly because it always wants to over correct, so I have strange dips and odd humps in the middle of a road, so I have to go back to fix it.  The big issue comes up when building interchanges, where I need very flat land, and RTMT, which often kills a road until I quit pull out the slope mod, and go back and fix it.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on December 07, 2011, 12:16:40 PM
Have you guys ever thought of doing something like this?

How about a piece that makes it seem like the RHW is going underground, but you can drag out an invisible pieces of highway from that point until you reach another above ground emergence piece. In essence, the RHW pieces would be completely invisible instead of using FLUPs. The FLUPs, I think are useless because they cannot go through developments. These cannot either, but at least they could form "functional" tunnels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 07, 2011, 12:27:46 PM
Quote from: KoV Liberty on December 07, 2011, 12:16:40 PM
How about a piece that makes it seem like the RHW is going underground, but you can drag out an invisible pieces of highway from that point until you reach another above ground emergence piece.

Like a draggable L(-1) RHW?

Guess what? Those were already considered, but that was during RHW v1 (Can't remember the exact version offhand). (Version 1.7)

Besides, that's what FLUPs are for, but the FLUP pieces, not the entrance/exit pieces, are designed to work for everything: AVEs, RDs, AVE-Tram, Tram, Street, and RHW. From my perspective, it seems to be easier to just make a one-size-fits-all puzzle piece than to make individual draggable networks for every applicable network whose paths you can't even see.

-----
Update: I found a more concise source: http://www.simtropolis.com/forum/topic/4381-real-highway-rhw-development-and-support-thread/page__view__findpost__p__1205563

Quote from: Will12 (Simtropolis)Back in Version 1.7 there was talk by Tarkus about possible Ultra Wide Networks (RHW-12, RHW-14) how come this never happened.Also what happened to Underground RHW?

Quote from: Tarkus (Simtropolis)The FLUPs system basically does what the original URHW proposal was intended to do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 07, 2011, 01:06:40 PM
You seem to be asking for draggable FLUPs and more RHW/FLUP entrances. Both would be nice and the entrances are under construction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on December 07, 2011, 01:51:14 PM
The FLUPs are actually functional. You can even drive in UDI through them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 07, 2011, 04:33:29 PM
Quote from: KoV Liberty on December 07, 2011, 12:16:40 PM
I think are useless because they cannot go through developments.

Quote from: io_bg on December 07, 2011, 01:51:14 PM
The FLUPs are actually functional. You can even drive in UDI through them.

I think what he means was this: You cannot place zoning on top of FLUPs, unless it's a lot item with an overhang.

-----
Quote from: noahclem on December 07, 2011, 01:06:40 PM
You seem to be asking for draggable FLUPs and more RHW/FLUP entrances.

What I do know about Project 0E is that it has no reserved IID ranges for any draggable underground RHW, only for L1 to L4, with additional widths, so the chances of an L(-1) RHW or URHW is pretty much zero.

-----
Also keep this in mind: FLUPs are not meant for just car traffic. They're also designed for dual-networking (Tram-AVE), and just trams. The actual FLUP pieces, not the entrance/exit pieces, are specifically pathed to accept car, tram, and ped paths.

So which is easier: Creating a one-size-fits-all piece that can be used for pretty much everything except being the transition between ground to FLUP, or RULing individual override networks for each and every applicable network?

Counting all available and possible Street, AVE, RD, OWR, TLA, AVE-Tram, Tram, Pedmall, and RHW totals to more than 30 networks; That's a lot of work for a network that's pretty much invisible, and just imagine what would happen if there were pathing errors: Since all the paths are underground, diagnosing any sort of pathing error would be horrific.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on December 07, 2011, 07:14:09 PM
Ah, okay then. What I've been upset about is that, I make lots of airports, and some have a tunnel going under them at runways, terminals etc. The terminals aren't a problem because I can just overhang, but the ground textures are a problem. I want to use the FLUPs but there is the texture differences. Especially with the taxiways and runways. :/

Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 07, 2011, 07:56:25 PM
Quote from: KoV Liberty on December 07, 2011, 07:14:09 PM
Ah, okay then. What I've been upset about is that, I make lots of airports, and some have a tunnel going under them at runways, terminals etc. The terminals aren't a problem because I can just overhang, but the ground textures are a problem.

In that case,... Did you know that there are six FLUP pieces that can have a customized texture? The trick is knowing how to make the textures, as well as assigning them to the right IIDs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: KoV Liberty on December 08, 2011, 09:42:29 AM
Did not know, actually, is there a tutorial anywhere on how to get them in there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 08, 2011, 10:53:57 AM
There is (http://sc4devotion.com/forums/index.php?topic=10876.msg326251#msg326251).  Section 14 of Chrisim's "How to build Functional Underpasses" tutorial deals with it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 08, 2011, 03:40:34 PM
Quote from: Tarkus on December 08, 2011, 10:53:57 AM
There is (http://sc4devotion.com/forums/index.php?topic=10876.msg326251#msg326251).  Section 14 of Chrisim's "How to build Functional Underpasses" tutorial deals with it.

-Alex

I feel like an idiot.  Here I have been racking my brains trying to figure out how to get a mass transit line down the center of a highway, I never once thought of tabbing through every single road/highway, ave/highway puzzle pieces until I clicked that link which led to a post by you saying where the RHW FLUPS were. 

One of these days I am going to just sit down and not play the game but plop every single add on in menu's to see what they are  lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on December 08, 2011, 03:45:15 PM
Quote from: mike3775 on December 08, 2011, 03:40:34 PM
Quote from: Tarkus on December 08, 2011, 10:53:57 AM
There is (http://sc4devotion.com/forums/index.php?topic=10876.msg326251#msg326251).  Section 14 of Chrisim's "How to build Functional Underpasses" tutorial deals with it.

-Alex

I feel like an idiot.  Here I have been racking my brains trying to figure out how to get a mass transit line down the center of a highway, I never once thought of tabbing through every single road/highway, ave/highway puzzle pieces until I clicked that link which led to a post by you saying where the RHW FLUPS were. 

One of these days I am going to just sit down and not play the game but plop every single add on in menu's to see what they are  lol

I've actually done that. Very useful :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 09, 2011, 04:32:02 PM
I'm just gonna drop this here...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2FMFRHWM%2F2011-12-08_00009.jpg&hash=c829b00feb76213b499744ed03f4b43003f1e643)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wacky Worm on December 09, 2011, 07:08:44 PM
Mind = Blown. Took me a few looks to figure it out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on December 09, 2011, 08:39:52 PM
Wow, a reworked MHW? Impressive! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 09, 2011, 09:43:01 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.myfacewhen.net%2Fuploads%2F961-aww-yeah.jpg&hash=800d4abac8f8996403dc782942f8246709d1eb21)
Title: Re: RHW (RealHighway) - Development and Support
Post by: triplennn86 on December 09, 2011, 10:20:07 PM
So wait, what does that reworked MHW mean?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on December 09, 2011, 11:32:26 PM
Two Laned Flex Flys would be perfect, I mean after all the new add ons I figured out how to use and access with the newest RHW release, I personally think only Two Laned Flex-Fly's are missing. I can imagine how hard they must be to make, if they're not already in works.

But just felt I would throw that out there as I come from So Cal and almost all of our interchanges have 2 lanes fly overs because of all the traffic (even then backed up).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 10, 2011, 01:49:40 AM
Quote from: Death50 on December 09, 2011, 11:32:26 PM
Two Laned Flex Flys would be perfect, I mean after all the new add ons I figured out how to use and access with the newest RHW release, I personally think only Two Laned Flex-Fly's are missing.

L2 RHW-4 FlexFlys have been considered and have already been prototyped. The one problem is that you can't have a 90-deg curve for RHW that's 4x4 because it would be too small; You'd have to either go with a larger footprint for a 90-deg or just use two 45-deg curves instead.

Quote from: Death50 on December 09, 2011, 11:32:26 PM
I can imagine how hard they must be to make, if they're not already in works.

And I thought ground-level FlexCurves would be even harder...  ::) ::) ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 10, 2011, 01:55:12 AM
Wow jdemn...is that the famous RHW4c discussed some posts ago? :thumbsup:
About 2lanes flexy flies..they would be very useful but I think you won't see them until project 0E is over...maybe some work on them is in progress though... $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 10, 2011, 02:14:31 AM
Quote from: triplennn86 on December 09, 2011, 10:20:07 PM
So wait, what does that reworked MHW mean?

Essentially this is a completely overridden Maxis Highway. Not a RUL override like the RHW, that's not possible on dual-tilers, it will completely replace the Maxis Highway. It will (eventually) override nearly all of the components of the Maxis Highway System.
It won't be a part of the RHW itself, but it will complement it and depend on it.

I have a bunch of ideas of how to handle some of the idiosyncrasies of the Maxis Highway networks and I'll reveal those as I get further into developing the mod.



As for the C2/D2 Type FlexFly Puzzle Pieces (I think that's what they're called), there has been a proof-of-concept made, but no usable in-game version to my knowledge. They're mainly waiting on another, larger, project (Not Project 0E) to be started so they match up properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 10, 2011, 12:05:04 PM
I'm working on bringing FLEXFly to 0E specs, so anything after that is going to have to wait till I'm at least done with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on December 11, 2011, 02:11:09 PM
jdenmn8,
I love the concept, as long as you and the modding crew can pull it off.  I'm just amazed at what all of you folks have accomplished in the last few years.  Keep up the excellent work.   &apls  We truly do have an excellent game that is well beyond my wildest dreams.
Carl, the Riponite.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 11, 2011, 07:51:03 PM
@Jdenm8, does this mean that existing 4 lane pre-fab interchange in the public avenue intersections tab-ring will be fixed? You know, the one that is an avenue built off that one Maxis highway piece? I could not stand how the math of the Maxis cement on that interchange went into the avenue path ways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 11, 2011, 09:35:14 PM
No it won't be. I'm not touching any of the Maxis interchanges, I'll only be creating replacements from scratch based on current RHW versions of pieces.
It's a methodology I'm calling "Symphony", essentially making all-new versions of interchanges using existing RHW models. Once I've finished overriding the Ortho networks I'll start work on Symphony Interchanges.

Also, the Symphony Methodology will not be used with the RHW itself. It is completely against the RHW's design methodology.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheAttendee on December 12, 2011, 07:24:06 AM
Quote from: jdenm8 on December 09, 2011, 04:32:02 PM
I'm just gonna drop this here...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2FMFRHWM%2F2011-12-08_00009.jpg&hash=c829b00feb76213b499744ed03f4b43003f1e643)

I think I just pooped a little.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on December 15, 2011, 12:43:09 AM
Let me get this straightened out. It will be in the RHW download as a optional plugin?
It will replace the MHW (EL and G) completely including prefabs?
It will include textures and pathing for 4 lanes not 6?
Will textures and pathing be finished for road rail ave el MHW and RHW overpasses?
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on December 15, 2011, 02:29:54 AM
Quote from: Will12 on December 15, 2011, 12:43:09 AM
Let me get this straightened out. It will be in the RHW download as a optional plugin?
I thought RHW and the other NAM 'sub-components' will be merged into the NAM itself?

Quote
It will replace the MHW (EL and G) completely including prefabs?
It will include textures and pathing for 4 lanes not 6?
Sounds like that MHW replacement mod (I can't remember which one)! How is it going to work with the current/future variation of RHW?

Quote
Will textures and pathing be finished for road rail ave el MHW and RHW overpasses?
The Rail Over/Under RHW pieces still need a lot of work! And I thought that the Elevated Overpasses/FLUP pieces were going to be made at least partially dragable?



I look forward to hearing more about further NAM/RHW projects. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 15, 2011, 03:05:27 AM
Quote from: Will12 on December 15, 2011, 12:43:09 AM
Let me get this straightened out. It will be in the RHW download as a optional plugin?

Quote from: jdenm8 on December 10, 2011, 02:14:31 AM
It won't be a part of the RHW itself, but it will complement it and depend on it.

AKA, no.



Quote from: Will12 on December 15, 2011, 12:43:09 AM
It will replace the MHW (EL and G) completely including prefabs?

Quote from: jdenm8 on December 10, 2011, 02:14:31 AM
Essentially this is a completely overridden Maxis Highway. Not a RUL override like the RHW, that's not possible on dual-tilers, it will completely replace the Maxis Highway. It will (eventually) override nearly all of the components of the Maxis Highway System.
Quote from: jdenm8 on December 11, 2011, 09:35:14 PM
I'm not touching any of the Maxis interchanges, I'll only be creating replacements from scratch based on current RHW versions of pieces.
It's a methodology I'm calling "Symphony", essentially making all-new versions of interchanges using existing RHW models. Once I've finished overriding the Ortho networks I'll start work on Symphony Interchanges.

Also, the Symphony Methodology will not be used with the RHW itself. It is completely against the RHW's design methodology.




Quote from: Will12 on December 15, 2011, 12:43:09 AM
It will include textures and pathing for 4 lanes not 6?

Yes.



Quote from: Will12 on December 15, 2011, 12:43:09 AM
Will textures and pathing be finished for road rail ave el MHW and RHW overpasses?

In the initial version, there will only be Ortho MHWY support, all combinations of overpasses involving Orthogonal MHWY (Regardless of GMHWY or EMHWY) will be overridden and supported.


I've also, out of a combination of laziness and buying Assassin's Creed Brotherhood for $28 on Tuesday, not done any work on it in the last two days. However, it's still far more complete now than in those screenies.
I think the only EMHWY intersections left to be overridden are the OWR, RHW-2, Wide RHW, MIS, NWM, GLR and GHSR ones. GMHWY has only had Road Viaduct Puzzle Piece and ERHW-4 done so far.

For example, I can now do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2FMFRHWM%2F2011-12-10_00001.jpg&hash=44a55f23c79135a5c242e2e42d93d642ca386b4b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on December 15, 2011, 03:11:59 AM
Forgot about the monolithic nam and that interchange looks really good!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 15, 2011, 12:37:50 PM
I don't think Maxis highways could cross RHW before.
Two questions:
Will the RHW-4 override be draggable out of the MHW?
With the MHW Y Interchange will ou just be having the lanes split in two like the avenue one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 15, 2011, 01:49:56 PM
Let me emphasise something: All MHW interchanges will most likely be untouched and will NOT be modified!!! It's not worth the time and would be stepping into something we don't want people to request: Prefabs.

Quote from: jdenm8 on December 11, 2011, 09:35:14 PM
I'm not touching any of the Maxis interchanges, I'll only be creating replacements from scratch based on current RHW versions of pieces. (I hope you're also talking about the NAM's MHW interchanges, too, not just the defaults...)

-----
Quote from: Wiimeiser on December 15, 2011, 12:37:50 PM
Will the RHW-4 override be draggable out of the MHW?

The same way you can drag out ERHW-4 out of EMHW? I asked about the same thing to the other NAMites and I was told that dragging out ERHW-4 out of EMHW wasn't originally intended.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 15, 2011, 03:41:59 PM
Quote from: GDO29Anagram on December 15, 2011, 01:49:56 PM
Quote from: Wiimeiser on December 15, 2011, 12:37:50 PM
Will the RHW-4 override be draggable out of the MHW?

The same way you can drag out ERHW-4 out of EMHW? I asked about the same thing to the other NAMites and I was told that dragging out ERHW-4 out of EMHW wasn't originally intended.

It wasn't, but as it's been pointed out that there's no real reason to have an RHW-2/Maxis Highway connection, it probably makes more sense to do that, especially since the transition will be really clean with the re-scaling done as part of the MHW revamp.

JD can correct me if I'm wrong but on the whole MHW interchange side of things, I believe the intent is to have the revamped MHW interface with the MIS rather than using Prefabs, and the "Symphony" system is basically an intermediary "Legacy" feature dealing with users' existing prefabs.

We will not, however, be adding MIS interface support to non-revamped MHWs.  The scaling is way too far off.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on December 15, 2011, 04:02:33 PM
So would this "re-vamp" of the MHW then make the current MHW interchanges useless?

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 15, 2011, 04:48:52 PM
Oh, you'll still be able to use the default prefabs, I'll just never, ever, ever, ever, ever override them. Symphony is more a demonstration of how to use the MIS. They'll be bulky, hard to place and, by necessity, each interchange will be in multiple pieces. Kind of the point of it is to push users away from Prefabs and to the MIS System using the Type-A1 ramp interfaces. (I'm still waiting for IIDs for those too Tarkus :P ). I can't make them as an override of the default Maxis interchanges because they'll physically be a different size, so I can't do something along those lines without distributing a separate controller, something which is more trouble than it's worth.

You'll still be able to use the default interchanges, they'll just be as they are unmodded. Symphony will offer alternative matching interchanges.
And yes, Ganaram, I'm not touching the NAM-created counterparts.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 15, 2011, 04:59:30 PM
I hope I am not the only one who is lost in all of this jargon being mentioned  :)

As long as there is a detailed guide to using this system, I will give it a try when it comes out
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 16, 2011, 12:17:59 AM
I don 't know if anyone will encourage me or I would have refused in its infancy but some time ago to play around to do some transition MHW to NWM and I think it is quite possible. At this stage, however, are only willing textures and path file. ::)

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bergulf on December 16, 2011, 10:48:51 AM
Hi. I tried to build a highway outside my soon to become the biggest city I've ever made, when this occured:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F8815%2Fdowntown6untranslated05.png&hash=cbdb270ae3cf53927ac2a771529df62ece93b0f6)

A closer look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F8815%2Fdowntown6untranslated05.png&hash=29e0d45c329e82d4a3e8f8b575d5c71e12946b24)

The problem is that when the ERHW-2 are crossing diagonaly to the RHW-4, the textures on the ERHW-2 is gone.

I guess this should not happen!  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2011, 12:08:46 PM
Actually, that is what is supposed to happen.  As noted in the Readme, the ERHW-2 does not support any overpass situations involving diagonals.  I'll quote the relevant part discussing the ERHW-2's draggable functionality:

Quote
Elevated RHW-2

The Elevated RHW-2 allows for draggable overpasses over the following networks:

Road (Orthogonal-only)
One-Way Road (Orthogonal-only)
Avenue (Orthogonal-only)
Rail (Orthogonal-only)
RHW-2 (Orthogonal-only)
RHW-3 (Orthogonal-only)
RHW-4 (Orthogonal-only)
RHW-6S (Orthogonal-only)
RHW-6C (Orthogonal-only)
RHW-8S (Orthogonal-only)
RHW-8C (Orthogonal-only)
RHW-10S (Orthogonal-only)
MIS (Orthogonal-only)
Maxis Ground Highways (Orthogonal-only)
Ground Light Rail (Orthogonal-only)
Ground High-Speed Rail (Orthogonal-only)
All other network crossings/intersections (including NWM) are not currently supported and are either prevented or will cause reversion to RHW-2 intersections.

Orthogonal-only means no diagonals.  You're seeing the reversion to a ground RHW-2 intersection.  Diagonal ERHW-2 overpass functionality isn't expected until a later release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bergulf on December 16, 2011, 03:04:00 PM
Ok.. Sorry for bothering you... Thank you anyway for this amazing add!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 16, 2011, 05:45:07 PM
Because of the limitations of RHW-2 elevated crossings, I always use Elevated Road, as it can cross, and seems a bit more realistic to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2011, 07:27:36 PM
Quote from: DAB_City on December 15, 2011, 02:29:54 AM
The Rail Over/Under RHW pieces still need a lot of work! And I thought that the Elevated Overpasses/FLUP pieces were going to be made at least partially dragable?

There have been long-standing plans to make the Elevated Road/OWR/Avenue/Heavy Rail viaducts draggable.  The Rail is partially in place already on our end.

Draggable FLUPs wouldn't really make sense, as they'd have to be slope-conforming and subject to any slope mod you had in place.  Unless, of course, we somehow figured out how to override Subways.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on December 17, 2011, 02:59:50 AM
Sounds good... I see what you mean about FLUPS, since they are often used parallel under other networks. Are there plans for expanding RHW FLUPs? You guys seem to be doing so much!  :thumbsup:  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bergulf on December 17, 2011, 05:49:13 AM
Hey..
A new problem occured with the flexSPUI.
After making the flexSPUI, I had RHW-6s underneath it with a single tile apart. But right under the bridge RHW-2 occured.
Please don't tell me that this mentioned in the redme.  :'(

Image of the problem:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F8815%2Fdowntown6untranslated05.png&hash=570a1c246faacb1e85ff5e4e441e6b42522d73cc)

-Bergulf
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 17, 2011, 06:23:59 AM
^^^
Maybe if  you close with one tiles ramps so that no empty space between them and the  sails of the RHW-6S should occur and you will solve your problem.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on December 17, 2011, 06:48:03 AM
Quote from: ivo_su on December 17, 2011, 06:23:59 AM
^^^
Maybe if  you close with one tiles ramps so that no empty space between them and the  sails of the RHW-6S should occur and you will solve your problem.

- Ivo

Another thing I might point out is that SPUI intersections are usually much tighter than that in real life. The reason is safety as large intersections like the the one you have become quite dangerous as cars that run a late amber are at risk of not clearing the intersection by the time traffic starts entering from the other direction. Larger intersections like the one you have are more typically served by diamond interchanges. So by their nature SPUIs need to be very tight with both sets of onramps/offramps as close together as possible. Not sure if that helps you but if you like realistic highways than that is another reason to follow Ivo's advice  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 17, 2011, 08:26:09 AM
Quote from: Lach77 on December 17, 2011, 06:48:03 AM
Quote from: ivo_su on December 17, 2011, 06:23:59 AM
^^^
Maybe if  you close with one tiles ramps so that no empty space between them and the  sails of the RHW-6S should occur and you will solve your problem.

- Ivo

Another thing I might point out is that SPUI intersections are usually much tighter than that in real life. The reason is safety as large intersections like the the one you have become quite dangerous as cars that run a late amber are at risk of not clearing the intersection by the time traffic starts entering from the other direction. Larger intersections like the one you have are more typically served by diamond interchanges. So by their nature SPUIs need to be very tight with both sets of onramps/offramps as close together as possible. Not sure if that helps you but if you like realistic highways than that is another reason to follow Ivo's advice  :)

The problem with that though, is if you make anything larger than an RHW-4, you can't use the SPUI, and many use larger RHW's because of traffic issues.  When I build RHW's, I tend to start at RHW-4, but the traffic increases so it has to be upgraded to a RHW-6, then 8 and finally 10.  And SPUI's are great as they are compact and do not take up much space, and by the time highways are due to be upgraded, development around the RHW has more than likely occurred.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 17, 2011, 08:52:08 AM
^^ I've used a SPUI for a RHW-6C and it works just fine...
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 17, 2011, 09:41:34 AM
I came across the problem when working with SPUI.  Usually, at least AFAIK, I just went over the segment with RHW and it corrected itself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cowcorn on December 17, 2011, 10:03:47 AM
^^^ If you are willing to take one more tile on each side you could also build a very good looking DDI.

Edit : You could actually build a DDI in the same footprint as what you have done since the one-way on-lope puzzle pieces don't require an extra flat tile before the RHW. Plus, the DDI would have better flow, even though it's only cosmetic.

Edit 2 : Disregard. You would need an extra tile. for the overhang of the 6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 17, 2011, 10:10:21 AM
Quote from: mrtnrln on December 17, 2011, 08:52:08 AM
^^ I've used a SPUI for a RHW-6C and it works just fine...

I have to.  What TEG posted will usually fix the problem.  I have had that happen on a few occasions as well. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 17, 2011, 01:05:30 PM
Quote from: GDO29Anagram on December 10, 2011, 01:49:40 AM
Quote from: Death50 on December 09, 2011, 11:32:26 PM
Two Laned Flex Flys would be perfect, I mean after all the new add ons I figured out how to use and access with the newest RHW release, I personally think only Two Laned Flex-Fly's are missing.

L2 RHW-4 FlexFlys have been considered and have already been prototyped. The one problem is that you can't have a 90-deg curve for RHW that's 4x4 because it would be too small; You'd have to either go with a larger footprint for a 90-deg or just use two 45-deg curves instead.

Quote from: Death50 on December 09, 2011, 11:32:26 PM
I can imagine how hard they must be to make, if they're not already in works.

And I thought ground-level FlexCurves would be even harder...  ::) ::) ::)

Man I can't wait! &apls
Ya gotta add in L2 and L3 Flexcurves also!

Wish I had the time to do some of that myself; not that I would have a clue how to do it.

Oh well, CAN'T WAIT!!!!! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on December 18, 2011, 11:31:17 PM
What about L2 to L0 diagonal transitions for RHW 4, 6S/C and MIS L2
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 19, 2011, 12:22:13 AM
Quote from: Will12 on December 18, 2011, 11:31:17 PM
What about L2 to L0 diagonal transitions for RHW 4, 6S/C and MIS L2

Pretty much any request that involves adding new things will have to wait until Project 0E is completed. And I'm sure Alex would say the same thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2011, 12:24:39 AM
Quote from: roadgeek on December 17, 2011, 01:05:30 PM
Man I can't wait! &apls
Ya gotta add in L2 and L3 Flexcurves also!

L2 FLEXCurve = "FLEXFly" . . . it already exists. :)  The plans are to port FLEXFly/FLEXCurve to other levels as well . . . L3 would be particularly useful for stacks, and L1 would have utility for T-interchanges.

Quote from: Will12 on December 18, 2011, 11:31:17 PM
What about L2 to L0 diagonal transitions for RHW 4, 6S/C and MIS L2

They've been planned for some time, but they're model-based items . . . and diagonal to boot.  We don't even have diagonal ERHW-6S or ERHW-6C yet at this point.  First things first. ;)

And as Ganaram rightly guessed, at this juncture in development, our response to most feature inquiries/requests will be along the lines of "it's in the plans and/or we'll look into it, but Project 0E comes first".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 19, 2011, 12:31:35 AM
In this line of thought to what stage the project is E0 and would you show something new from him as you were doing previously. I also have countless questions to you, but no sense of them because everything will sooner or later the time comes. And I'm sure that great stability is the highest priority so keep.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 19, 2011, 07:16:36 AM
Turns out the geometry of the Type A FLEXFly curves won't allow for stack interchanges beyond that of RHW-2 (T interchanges exempt). They simply aren't big enough.

However, using two Type B FLEXFly curves (still under development) will do the trick, but will also have to rely on diagonal RHW coding/puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 19, 2011, 08:08:46 AM
Type-B FLEXFly will be an incredibly useful development!! Some day....  ;)

Hope all's going well on the 0E end of things  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on December 19, 2011, 09:39:45 AM
Quote from: noahclem on December 19, 2011, 08:08:46 AM
Type-B FLEXFly will be an incredibly useful development!! Some day....  ;)

Hope all's going well on the 0E end of things  :thumbsup:

What's the difference [between Types A and B FLEXFly]?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 19, 2011, 09:44:01 AM
I believe type B is 45 degrees
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2011, 02:39:13 PM
Type B is indeed 45-degrees.

Quote from: ivo_su on December 19, 2011, 12:31:35 AM
In this line of thought to what stage the project is E0 and would you show something new from him as you were doing previously.

We don't really have anything new to show at the moment on the 0E front.  It has gotten to the point at which I was able to compile a very rough build to pass onto the rest of the team about a week ago, but that's about it.  I haven't done much modding since then.

The main barriers to clear with it are the re-implementation of diagonal Wider RHWs, and overpasses involving override RHWs.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 21, 2011, 01:52:07 PM
So I was working with HOV lane markings for the first time and I got an idea:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F8152%2Fclipboard01ru.jpg&hash=0436454a153ac6058505858d4888da58aba13994)

Currently there are only HOV markings for the inner lanes of the RHW 6/8-C. Since the inner lanes are on their own tile, could it be possible to restrict certain types of traffic from using it? There are Bus blockers and HOV TE-lots that exist, allowing similar things to be done to road and one-way road networks.

-Essentially by making these lots for the RHW 'C' networks, only buses could be allowed to use the diamond lanes, allowing users to create their own perfectly functioning HOV bus lanes.

Of course buses can still use the other lanes but it would make the highway more realistic. Worth thinking about?



Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on December 21, 2011, 02:08:43 PM
TE-lots could, but those can't be placed back-to-back. Now, my knowledge of Puzzle Pieces isn't the greatest, but if I'm not mistaken, I remember that when it comes to puzzle pieces, you can only restrict to path type, e.g. roads, and can't differentiate between cars,buses and trucks. So I doubt it.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 21, 2011, 02:49:58 PM
Quote from: Haljackey on December 21, 2011, 01:52:07 PM
Currently there are only HOV markings for the inner lanes of the RHW 6/8-C. Since the inner lanes are on their own tile, could it be possible to restrict certain types of traffic from using it?

I actually thought of the same thing. Of course, it would be REALLY tricky to place a Puzzle Piece dangerously close to a TE-lot.

On the other hand, the solid-line CPs can also be used to extend the solid lines found on all the ramp pieces, in particular, the 6C D1 Dual Inside, and solid-line CPs are something I found to be missing, especially when you have an A2 and D1 ramp in close proximity.

If solid-line CPs were added to every width of RHW, you'd find that they can't be functional, for the same reason you can't have functional HOV lanes on, say, a 10S.

Additionally, removing the crossover paths on the 6C/8C CPs will also affect their capacity; Crossover paths also exhibit the capacity-increasing DIP effect, so an undesirable side-effect of making the HOV pieces functional is capacity loss.

-----
EDIT: This is what I mean by having A2's and D1's in close proximity. Actually, the interchange on the left would look better with solid-line CPs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F3175%2Fcaptureextendedsolidlin.jpg&hash=adf3bcc4028a39b3dbbb1f541f63bf7ae5192b82)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 21, 2011, 02:54:50 PM
Something like this?

(really old prototype)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Fnew_city-jan._27__001276651994.png&hash=6ca6d3578f6fd2a2f40b4e66c087d209798e6ff8)

As for the TE thing, if done right, you can hover w/o crashes - its related to the fact that RHW is a highway network (like the maxis highways). Try hovering an RHW-4 starter piece over my RHW HOV lots.

As for capacity, there's your solution. DIPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 24, 2011, 08:26:50 AM
It took a long time to finish, but finally, it's released:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simtropolis.com%2Fforum%2Findex.php%3Fapp%3Ddownloads%26amp%3Bmodule%3Ddisplay%26amp%3Bsection%3Dscreenshot%26amp%3Bid%3D27097%26amp%3Brecord%3D95283&hash=71e2b5a7e4d81a58ea43dbdb3026b83513d501cb)
The Euro Texture replacement Mod for the RHW Mod v5.0 (by MRTNRLN & Riiga). (http://www.simtropolis.com/forum/files/file/27097-euro-texture-replacement-mod-for-the-rhw-mod-v50-by-mrtnrln-riiga) Now up on the STEX.

Merry Christmas everyone!

Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 24, 2011, 10:44:06 AM
Great gift for Christmas from Maarten and Riga. Thank you  guys for the work and your perfectionism. I had the pleasure to test this product for a week and am extremely pleased with your achievements.
Merry Christmas to all!

- Ivo &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Synthael on December 26, 2011, 09:07:03 AM
What a Christmas present... I was suprised to see the textures finished and immediately downloaded them... And I must say, excellent work...

I found a small thing already, nothing big...
On FLexSPUI, textures for LHD are missing, only RHD ones showing up. Reinstalled the textures and tried rebuilding, didn't help so unless I'm missing something obvious, it must be texture file missing... Apart from that, the piece is working as intended, paths are correct.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F7134%2Fsc2fv.jpg&hash=80b8b94663646a14f0bb1a448eb127bfee8a66c7) (http://img28.imageshack.us/img28/7134/sc2fv.jpg)

When you guys find time, check it, but let it be after New Year, you need a big rest... =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 26, 2011, 07:12:29 PM
*cough*
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2FMFRHWM%2Fnew_city-26_jan.__071324913422.jpg&hash=841f448e502bc0accf20ec12813c42a579ba6f5a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 26, 2011, 09:10:52 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fscifun.files.wordpress.com%2F2010%2F01%2Fcaptain-picard-full-of-win.jpg&hash=0e7e5c4a7960ff77d45a823bbc028501b108b2d8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 26, 2011, 11:56:53 PM
Quote from: Synthael on December 26, 2011, 09:07:03 AM
What a Christmas present... I was suprised to see the textures finished and immediately downloaded them... And I must say, excellent work...

I found a small thing already, nothing big...
On FLexSPUI, textures for LHD are missing, only RHD ones showing up. Reinstalled the textures and tried rebuilding, didn't help so unless I'm missing something obvious, it must be texture file missing... Apart from that, the piece is working as intended, paths are correct.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F7134%2Fsc2fv.jpg&hash=80b8b94663646a14f0bb1a448eb127bfee8a66c7) (http://img28.imageshack.us/img28/7134/sc2fv.jpg)

When you guys find time, check it, but let it be after New Year, you need a big rest... =)

Sorry for not answering in my previous post, SC4 can't change its textures based on driving direction, they need to be overridden manually with an LHD file. I imagine that there's either no LHD file or it's loaded before the main mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 27, 2011, 02:55:57 AM
@jdemn8..wow!!!was that a transition from an elevated NWM network and your ERHW4c?that's truly amazing!!!your work is incredible! &apls
Any news on the 0E side of things?
and one last question...never thought of making a puzzle piece or something else with a roundabout under ERHW?as a european i would find it quite useful(don't know about US :D)
Gugu3
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 27, 2011, 03:27:53 AM
That's the Puzzle-Piece based transition between standard Avenue Viaducts and my EMHWY override.

That roundabout is actually an override of the Maxis Highway version and it carries Maxis Highway. If we were going to do an ERHW version (We are catering for it in the IID structure for Project 0E for EMIS, ERHW-4 and ERHW-6S though it may not be implemented in the next version), you'd demolish the centre and then drag it through the roundabout instead.

As for 0E, I don't know much myself, but as far as I'm aware, MIS is complete, RHW-4 and RHW-6S are nearing completion and there is a rudimentary RHW 5.0 network converter. The remainder though, as far as I'm aware, has not progressed past IID assignment. This is a massive project and the people working on it can't devote all of their time to it, as much as some people want them to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 27, 2011, 04:34:57 AM
I know they can't spend all their time working on NAM projects...they MUST NOT at all...I was just curious about the development of the exciting NAM projects!so the roundabout will act like the current SPUI as far as I understand...very nice job with the override of MHW ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on December 27, 2011, 05:45:28 AM
Will the road viaducts be draggable and compatible with the MHW override?
Also could an abbreviation for the override be called MHWO as Maxis HighWay Override?
Just a thought and congrats to mrtnrln and Riiga for the euro mod that must of taken ages!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 27, 2011, 07:09:28 AM
Quote from: Will12 on December 27, 2011, 05:45:28 AM
Will the road viaducts be draggable and compatible with the MHW override?
The viaduct pictured there is in the current NAM, it's the Avenue Overpass Puzzle Pieces. This is just a long-overdue update of one of the puzzle pieces in that set, namely the EMHWY to Avenue Viaduct transition.

Also, the release of this may have to wait for NAM31 or an essentials update. There's a RUL corner-cut (I fully understand why that particular corner was cut and made perfect sense at the time) regarding this puzzle piece and the EMHWY to ERHW-4 transition, where they both use the same model. That results in needing two different transitions to occupy the same logical space (TGI), and the game only uses the last one.
As part of Project 0E, the EMHWY to ERHW-4 transition has been repaired and if this mod is released before 0E, there will be a NAM Essentials Update (With maybe a few new pre-0E RHW goodies, who knows) that will fix this error by making the game use the 0E compliant override, as well as add the puzzle pieces I want to add.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on December 28, 2011, 06:00:35 AM
Hey guys

Sorry this is a different question to the current topic but I'm trying to build a freeway system as shown here that is a trench in the middle of a road using Marrast's oneway road lots alongside a 15m deep trench which the RHW sits in. I'm trying to avoid using viaducts here as much as possible due to the unsightly slope edges etc and I want to try and create a more compact organic looking freeway. Now I can't continue the trench through the neighbour connection so my only option seems to bring the sunken RHW up to the surface and then submerge it again on the neighbour map. The problem I have found is that morning traffic appears to be duplicating and crossing onto the adjacent freeway section. The road is carrying about 3000 commuters which are actually copying themselves onto the next road section. So there is at least 6000 commuters using the connection. You can see this from the green arrow that splits off the road. Am I correct in guessing its a problem due to having the RHW-4s arranged in this way?

My question is, will I have to merge the lanes together to create a RHW-8s for a neighbour connection that will function correctly? It's just that I don't have the space to put that puzzle piece in without completely changing the look of this current road which I spent ages creating and I want to try to retain the current style as much as possible. I hope that makes sense.

Thanks guys

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F3143%2Fgreensquareaug111813250.png&hash=35bb0087a98086de9fd016b4e028ca49c183d894)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 28, 2011, 06:14:17 AM
I think that could be a bug in the lots... Actually query the neighbour connections and see if the traffic is actually using both connections and this isn't just a graphical glitch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on December 28, 2011, 03:06:11 PM
QuoteNow I can't continue the trench through the neighbour connection(...)

Why not?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 28, 2011, 04:39:05 PM
No matter which way you drag the DDRHW Bridge the upper deck is always northbound. Can this be fixed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on December 28, 2011, 05:12:35 PM
I think I read somewhere that if you place an off/on ramp in the opposite direction the directions change on BOTH levels as SC4 cannot read layered pathing and cars would jump from one deck to another all the time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 28, 2011, 06:08:41 PM
Quote from: Wiimeiser on December 28, 2011, 04:39:05 PM
No matter which way you drag the DDRHW Bridge the upper deck is always northbound. Can this be fixed?

Yes. Drag the other way, the same way you would with an OWR bridge.

-----
Quote from: Will12 on December 28, 2011, 05:12:35 PM
I think I read somewhere that if you place an off/on ramp in the opposite direction the directions change on BOTH levels as SC4 cannot read layered pathing and cars would jump from one deck to another all the time.

There's no way placing puzzle pieces the wrong way can ever affect the pathing of an override network in the way you described. All that does is simply reverse the direction of a part of the DDRHW (and therefore, reverse both decks), and you won't have ANY traffic flowing afterwards.

Since the DDRHW ramps have no starters, this is actually what happens:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F7321%2Fcaptureddrhwreverse.jpg&hash=bb27aa5dd2e991f549b35648e06cc3059f48deda)

Traffic still flows, but both decks will switch places and switch back. This is akin to placing an RHW-3 ramp the wrong way.

What you described only applies to same-direction double-decker networks of the same transit type, IE, a DDRHW with two decks in the same direction.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on December 29, 2011, 02:10:02 AM
Quote from: jdenm8 on December 28, 2011, 06:14:17 AM
I think that could be a bug in the lots... Actually query the neighbour connections and see if the traffic is actually using both connections and this isn't just a graphical glitch.

Yeah I did query the neighbour connection tile and traffic was using both connections. Unfortuanately when I go to click on the Maxis icon to take screenshots the traffic query closes. If I break the neighbour connection for the inside RHW then the entire connection is lost completely for the ground level road. Then if I use the invisible loop connectors in the 2 middle tiles the connection is restored but still has the same problem as before.  :)


Architect_1077

There may be a way to do that but I think it is impossible with the Marrast Lot pieces as those are probably not designed for neighbour connections. And one-way roads don't have a neighbour connection function. So I need to convert the one-way road to RHW. The only way that i can think of to retain the sunken highway is to use viaducts on the ground level roads but then that requires an extra 2 tiles wide for the slopes on each side. As I mentioned in my post above I'm trying to create a novel freeway design that looks more compact and sits inside the surface road. I included another picture below to show a SPUI intersection of what I'm trying to make. I'm pretty happy with it, except for the transit problem of course.  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3143%2Fgreensquareaug111813250.png&hash=042deafe19ce4603b986da5b899aad60574d1dc1)


Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 29, 2011, 02:14:46 AM
Did you use the Traffic Query Tool (The one used to check the usage of networks) or the regular Query Tool (To see the queries for lots and such), because I meant the latter.
Using the standard Query Tool on the arrow itself, I'm pretty sure you can see the exact usage.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Lach77 on December 29, 2011, 02:25:02 AM
Quote from: jdenm8 on December 29, 2011, 02:14:46 AM
Did you use the Traffic Query Tool (The one used to check the usage of networks) or the regular Query Tool (To see the queries for lots and such), because I meant the latter.
Using the standard Query Tool on the arrow itself, I'm pretty sure you can see the exact usage.

I did use the traffic query tool. It was showing 3000 car commuters using the neighbour connection from both roads. So 3000 were using the road and at least 6000 for both of the connection tiles. I'm sure its possible to recreate this error. I think it is caused by having my RHW4 neighbour connection like this
(RHW4-South)(RHW4-South)(RHW4-North)(RHW4-North).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on December 29, 2011, 11:17:38 AM
@Lach77

Yeah, I didn't quite look at your layout properly. My bad...

Well, I guess another alternative could be to make your lateral OWRs diverge 1 tile further to either side of the highway, but only close to the edge of the city. Then you'd be able to keep the entire highway at the same level without having to raise it for the neighbor connections, and you would mostly keep your layout intact.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 31, 2011, 06:09:44 AM
Quote from: Synthael on December 26, 2011, 09:07:03 AM
What a Christmas present... I was suprised to see the textures finished and immediately downloaded them... And I must say, excellent work...

I found a small thing already, nothing big...
On FLexSPUI, textures for LHD are missing, only RHD ones showing up. Reinstalled the textures and tried rebuilding, didn't help so unless I'm missing something obvious, it must be texture file missing... Apart from that, the piece is working as intended, paths are correct.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F7134%2Fsc2fv.jpg&hash=80b8b94663646a14f0bb1a448eb127bfee8a66c7) (http://img28.imageshack.us/img28/7134/sc2fv.jpg)

When you guys find time, check it, but let it be after New Year, you need a big rest... =)
Sorry for the late reply. I was away for a few days with no internet.

This is the main reason why I needed LHD testers: there may be some LHD specific bugs, and this is one of them. I simply flipped the textures here on the SPUI, but I think the models flipped them back again in the LHD version. So excuse me for not noticing this bug, I'll try to fix it soon ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Synthael on January 02, 2012, 04:25:49 AM
Quote from: mrtnrln on December 31, 2011, 06:09:44 AM
Sorry for the late reply. I was away for a few days with no internet.

This is the main reason why I needed LHD testers: there may be some LHD specific bugs, and this is one of them. I simply flipped the textures here on the SPUI, but I think the models flipped them back again in the LHD version. So excuse me for not noticing this bug, I'll try to fix it soon ;)

Best,
Maarten

It not a problem, UDI goes with no problems over it, so it's just a graphical thingy i don't care about that much because it's hidden behind some tall builldings. :D

And about testing LHD things, if you need help about it, just say. I can help...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 02, 2012, 05:21:46 AM
Well, I'm always happy with a clear bug report or two when there are bugs ;) The less bugs there are, the happier I am...

Anyway, check if this bug-fix will fix your problem. Just put it in the same directory where the rest of the files of the mod are located (which should be in a directory in your RHW-folder)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Synthael on January 02, 2012, 07:12:28 AM
Unfortunately, it doesn't help  :(
Tried making new intersection and clicking over the extisting one with RHW tool...
I've got it in Plugins\Network Addon Mod\Real Highway Mod\zz_EuroTextures ... Got LHD file loading just before it, so it should be ok... Except an older file is lingering somewhere and I don't see it as I went through every folder and checked...

Sorry for troubling you while, in my opinion, you should rest :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 02, 2012, 08:38:09 AM
Nope... LHD file will need to load after the main mod. The corrected textures are being loaded and then the incorrect ones in the main mod. Those two need to be reversed.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 03, 2012, 12:59:04 PM
Word.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FTexture%2FDarkphalt%2FV5D%2Fv5-1%2Frhwinrul-mar._10__001325544778.png&hash=a4433d75271b4b95589e10ddf1b806961a17030d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on January 03, 2012, 01:52:29 PM
Word  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 03, 2012, 02:43:54 PM
That's some great-looking darkphalt  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 03, 2012, 05:56:54 PM
Nice Darphalt BL! Definatly want that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 03, 2012, 09:10:09 PM
I like that darkphalt.  I don't use any other available skins for RHW, but that I would use as it makes the yellow lines stand out big time, which would make it easier to see in the shadows
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 06, 2012, 06:29:48 PM
I have a modest idea for  a slight addition to the cosmetic mod to Maarten and  show you some fast made ​ ​textures. My idea is to have pieces of the arrow just to the front, with no deviations.  Their function will be  purely aesthetic and nothing more. My plans are to have such a piece on all networks, even for C-type 6 / 8.
I will be happy if Maarten and the rest like this idea.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F990%2Frhw4.png&hash=27dc35f784dfbc1c56d322d306c8eca47db293c0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F4259%2Frhw8iner.png&hash=d5d6007135bfa78413f5290e1f7d226262e57b5d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F3152%2Frhw8out.png&hash=a32c89908b17e27ac49f3efc36aec9e99b87365b)

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 07, 2012, 01:43:00 AM
^^You mean the preview textures? I don't get it completely...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 07, 2012, 02:59:45 AM
Wait, those look like the FLUP textures.

Ivo, you sure you got the right textures for what you're describing? Are you requesting CPs with just straight arrows? If so, that isn't how it would be done. The arrows are actually a completely separate texture from the rest of the highway textures, which allows easier customisation of arrows (for RHW CPs and even TuLEPs), and also means less textures to create.

If you're requesting a texture modification to replace one of the CPs, that isn't how it works, either. You'd have to change the S3Ds so that they reference a different arrow, not the textures. As I said, arrows are separate from the actual CP textures. Picture it like this: You have a picture, with a transparent overlay with another image that goes over it. Changing the base texture to something else is like swapping out the picture for another, but you're still left with the transparent overlay.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on January 07, 2012, 09:54:21 AM
Sorry to interject here, but is RHW-6C over FlexSPUI supposed to work? It doesn't for me  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 07, 2012, 06:26:07 PM
I remember it working, but only in a specific configuration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on January 08, 2012, 06:14:06 AM
I tried it with a RHW 6C on-slope piece on one side, and a 6C ramp on the other. I've rebuilt it into a different configuration, but I was just curious mainly  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 09, 2012, 06:54:30 AM
I'll have a look at the specifics tomorrow, I definitely remember making LHT paths for it.
I'm sure it was dependent on the positioning of the FlexSPUI pieces, not all configurations were supported.
I was barely in front of the computer today, and when I was, I was playing a game on my PC which has been in my pile of shame since Summer 2008.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on January 09, 2012, 08:09:25 AM
I'll see if I can try it again sometime. Thanks anyway!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 09, 2012, 02:07:12 PM
Okay, only one configuration is supported, it's about as stable as a single-legged chair and it's this one:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2F2012-01-10_00001.jpg&hash=70be5b07f5a1ad71fed1849983989aed12e6b127)

It'll probably deconvert the FlexSPUI, just keep clicking within the piece, it'll eventually override everything properly.

The outer tiles of ERHW-6C do not support intersections with the SPUI Centre Repeater, so you cannot have any gap between the ERHW-6C and the offramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 09, 2012, 10:43:01 PM
Top is that 7.5m MHW override?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 09, 2012, 10:53:13 PM
No, that's the full 15m one that I've shown images of before.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 10, 2012, 03:04:24 AM
The supports look shorter. Is that to do with the override?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 10, 2012, 03:16:17 AM
No, it's because they're the Maxis supports, which are about 8m narrower than the RHW supports.

Replacing them with a more suitable counterpart is low-priority at the moment as well, I'm more concerned with getting orthogonal functionality out there, though you can be assured it'll be compatible with almost everything. I'm planning on building in the likes of TTR support as well, so when these mods are finally released, it likely won't require an update of the MHWY Override.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metasmurf on January 10, 2012, 03:57:34 AM
How about converting maxis ground highway to a kind of rhw4c ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 10, 2012, 04:06:26 AM
Well, ShadowAssassin had been conceptualising RHW-4C as a puzzle-piece based RHW-6C with only one lane on the outside tile.

I've been thinking of this as more of an RHW-4U (Urban) due to its eventual flexibility. It will probably have a lower in-game speed limit than RHW and a maybe a capacity lower than RHW-4 to reflect that, though I haven't got that far into it to be too concerned with the logistics of that stuff yet, I have to consult with Z.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 10, 2012, 04:21:42 AM
Actually, I would propose a higher capacity for a RHW-4U. The optimal capacity of a road iss somewhere around 90 km/h (or about 55 MPH). Since most freeways have speed limits higher than the optimal speed in order to provide a high-speed connection (120 km/h / 75 MPH), they actually have a lower capacity. When the traffic is getting denser, the speed will drop a bit until it has reached its optimal capacity, the critical intensity, which occurs again at 90 km/h / 55 MPH. After that, the intensity drops, while the traffic density still grows: congestion is starting to occur!

These plots gives you an overview of the phenomenon (click to enlarge):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages.wikia.com%2Fverkeer%2Fimages%2Fa%2Fac%2FFundamenteel_diagram_snelheid-intensiteit-dichtheid.JPG&hash=9547d6393b42fb309f3ce456b5f0a38b22f9425f)

This is what I learned at the course Transport & Planning on the TU Delft ;)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 10, 2012, 04:35:21 PM
A mrtnrln that is some cool plots. I agree about the capacity being higher but speed limit being slightly lower. Also I like the sound of RHW 4U that sounds good! Thanks jdemn8 for the reply and I can see why supports are very low priority I was just asking. There was a picture posted by Ryan B. on ST a long time ago (maybe 2010?) and he showed a picture with what looked like L1,L2,L3,and maybe even L4 MIS networks in game. Does that mean there was an 'alpha' phase of the MHS in 2010. Or am I completely wrong. I'll try and find the picture or if anyone else can that would be good too. Here's hoping that L1 will be finished by NAM 31 and components! (Can you tell I need it already LOL)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 10, 2012, 05:14:06 PM
Quote from: Will12 on January 10, 2012, 04:35:21 PM
There was a picture posted by Ryan B. on ST a long time ago (maybe 2010?) and he showed a picture with what looked like L1,L2,L3,and maybe even L4 MIS networks in game. Does that mean there was an 'alpha' phase of the MHS in 2010. Or am I completely wrong.

No; Ryan was just the messenger. The true developer of the prototypical L1, L3, and L4 MIS was a NAMite by the name of mtg.

Considering that was developed before Project 0E, it wouldn't be up to 0E standards. Also, from what I understand, all of the multi-height stuff prior to 0E was lost; The L1 stuff is probably all that's left. Either way, it would need to be redone.

The only multi-height item ever tested during NAM 30's development was just the L1 MIS, and it was far from usable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 10, 2012, 08:30:20 PM
Really interesting graphs Maarten, thanks for sharing!

And it's a shame about all of mtg's non-L1stuff being outdated or unavailable  ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: senseisan on January 10, 2012, 09:11:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F9474%2Fsuccesjan13001326189365.jpg&hash=17b4f8b27c794db3661eeb21d3ea081f64a89ab4)

hello. why this road texture looks broken huh?  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: deathtopumpkins on January 10, 2012, 09:23:33 PM
It looks like you still have some old RHW files hanging around in your plugins folder, because while the SPUI has RHW 4 textures, the elevated transition and RHW-4 still have old textures from a past RHW version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: senseisan on January 10, 2012, 09:45:41 PM
Quote from: deathtopumpkins on January 10, 2012, 09:23:33 PM
It looks like you still have some old RHW files hanging around in your plugins folder, because while the SPUI has RHW 4 textures, the elevated transition and RHW-4 still have old textures from a past RHW version.
so what should I do? thank you &cry2
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 11, 2012, 12:02:33 AM
Delete the old RHW version, of course!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 11, 2012, 12:52:46 AM
Real shame about the MHS stuff. The messenger thing rings a bell too...
Anyways how is the redone L1 MIS coming along! Can't wait. Will it be released with NAM 31 or later with L3 and L4? All the same welldone all NAMites for making sc4 even more fun and variable to play!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 11, 2012, 01:12:45 AM
Quote from: Will12 on January 11, 2012, 12:52:46 AM
Will it be released with NAM 31 or later with L3 and L4?

Take your pick:

- Can't make any guarantees, other than eventually.
- There aren't any set plans on what goes into each successive version.
- Don't you like surprises?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 11, 2012, 04:01:24 AM
Quote from: GDO29Anagram on January 11, 2012, 01:12:45 AM
- Don't you like surprises?

Don;t you know we live in the age of instant gratification now?  The days of being raised to wait are long gone, its a "we want it now" era
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 11, 2012, 04:08:09 AM
An unfortunate, but true analysis, Mike. We even banned some people from here demand content to be released now. In the end, the patient user will eventually rewarded for the time he waited for the content he likes to have. And sometimes, it may contain some pleasant suprises...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 11, 2012, 04:41:36 PM
Surprises sure. I like it when the NAM gets released later because
1. It probably means there is lots more new content
2. It means that the NAM Team are working to when they want to release it so there is no pressure
3. We get to build up excitement to when it comes out so we can go 'The new NAM came out today got to go on SC4 to try it out' kinda thing
Good work again NAM Team and remember folks

!Release Dates Are Highly Illogical!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 11, 2012, 05:56:27 PM
I would love for things shows to be available yesterday, but I also can wait until tomorrow* as well, because I was raised to be patient. 

I totally understand why there are never dates mentioned with releases, because then it creates undue pressure on the teams to try and make those dates, so I like the mystery style they do, where one day there is simply a post and a new thread about the release.



*tomorrow being used figuratively not actually meaning the next day(I know most will get my meaning, but better safe than sorry)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 11, 2012, 06:50:14 PM
QuoteDon't you know we live in the age of instant gratification now?  The days of being raised to wait are long gone, its a "we want it now" era

But why you impersonate Rainbow Dash about wanting the next NAM then?
http://www.youtube.com/v/mg5M9auAKm8

Just kidding Mike. While this is a joke, the whole demanding it now thing, generally is not taken so much as a laughing matter, if you don't use emoticons. But seriously, this goes for anyone. You can't rely looking here on a day-by-day basis. The first NWM took years to finally become a reality, while the RHW already had gone thru mulitple release cycles. On the opposite end of the stick, I can see why the anger if loging on every school day to this website, and looking that up. I don't recommend some spend their lifestyle like that. Duke Nukem Forever took 13 years to come out, and they had to race with tech changes over that time, in addition to the reality behind the project. Point being, even the most professional in the game industry have this thing happen to them. Its lucky the stuff here involved was not that complicated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mcarch on January 12, 2012, 03:22:30 AM
Question:  I wasn't sure where to ask... but I've been seeing this retexturing all over the place.  Where can I find the bridge retextures?  Thanks!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4330%2Fa55newexite.jpg&hash=19add4102e8edc4483adced2f203c02d15bd265b)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on January 12, 2012, 03:46:13 AM
The RHW Euro texture override can be found here (http://www.simtropolis.com/forum/files/file/27097-euro-texture-replacement-mod-for-the-rhw-mod-v50-by-mrtnrln-riiga/). As for the RHW bridge retexturing... I don't think there have been any updated releases of that. The one I know about became obsolete after RHW 4.1, afaik.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on January 12, 2012, 10:25:50 AM
Yeah, basically its like this: those cement/support reskin no longer appears properly after the last update some time ago. As soon as I started to notice weird things occur, I immediately removed it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 13, 2012, 04:23:47 AM
The only reason why I haven't updated it is cuz in all of the new models I made for it they all had issues or didn't look good.
It's actually not that hard to update the 3.0 version to 5.0 - there's a few s3d's that need to be updated (they're the ERHW-4 curves, I had to edit out the pillars) and a few T21s to rotate (on the diagonals). I might just do that today; snow day :)

Also, here's a patch for this (attached at bottom of post)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg57%2FYoshiisland12345%2FCoalHarbor-Oct13391326313274.png&hash=f451fc6866553b7fe39f15fe6c151a38a4fddf59)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 13, 2012, 04:29:08 AM
Erm, Vince. I think you forgot to add the actual attachment :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mochababy on January 13, 2012, 11:47:38 AM
Guys a little help with my new NAM overpasses won't work while RHW works fine but the Nam overpasses are faulty and won't plot down instead my mouse turns grey. Whats problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 13, 2012, 12:33:46 PM
Vince, I want to commend you for a great job, but also I want to ask you how you managed to make a mod for  T21 light towers to work with textures from version 5.0
I am very  sorry that this mod is not working for me after I installed the latest version of RHW. I would be very grateful if you let us this fix, which you edited.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 13, 2012, 01:02:18 PM
Quote from: mochababy on January 13, 2012, 11:47:38 AM
Guys a little help with my new NAM overpasses won't work while RHW works fine but the Nam overpasses are faulty and won't plot down instead my mouse turns grey. Whats problem?

Sounds like you probably have some outdated RUL controller file in there somewher, possibly even just a faulty RUL0 file.  You'll need to find and remove the conflicting file.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 14, 2012, 05:56:24 AM
Hi, and first off, I'm sorry if this has been mentioned already; I haven't been following this topic for the past couple of months (since the board stopped emailing me).  The last time I played SC4 a while back, I was about to post that I had an issue with a certain arrangement of EMIS-over-MIS pieces.  I'm trying to make an interchange with DDRHW-4 and RHW-10.  It's mostly done, except for some of the overpass ramps.  Here (http://screenshot.xfire.com/s/120899319-4.jpg)'s an image of the interchange.  I have the correct piece selected, but cannot rotate it to match the ground-level MIS ramp.  I could just bulldoze some tiles, which I think is what I usually do, but that would break the override and there wouldn't be any way to remake it (putting a starter stub next to the DDRHW-4 won't work for me).  I can't figure out any way to do this, and there's not much that can be done as to repositioning other parts of the interchange because of pre-existing obstacles.  Can someone tell me what could be done to get this overpass, if anything?  Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 14, 2012, 06:06:58 AM
We had a similar issue recently with a different PP... I'll have a look at the RUL0 definition for the Puzzle Piece and see if the Checktyping can be improved.

EDIT: Okay, the RUL0 is incorrect.
The Checktype should read something like 0x01020002 (AKA, Diagonal To the Left from South, straight from East, Straight from West) not 0x02000200 (Straight from South, Straight from North, what it's written as currently)

I'll fix this in the most current (To my knowledge) developmental build of the controller.


EDIT2: and it's fixed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fnew_city-11_feb.__071326550800.jpg&hash=593f578bd3136e1acc77a376f1fd6a69e90e0ea4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 14, 2012, 08:46:48 AM
Cool, thanks for fixing it.  I'll just leave the interchange as it is, then, and wait for the next update. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Temphage on January 21, 2012, 06:25:13 AM
Is there any chance of relaxing the terrain angle restrictions in the next version? I only ask because, while I am a bit of an amateur at this, I've noticed that interchanges take up a lot of space and unless the ground is pretty much completely, 100% level, you will be basically unable to connect the right bits. I'd really like to try to keep the topography of the terrain mostly intact, but I can't. So far I've had to level everything around it, and now I'm trying to simply build the RHW-6S so it goes up a hill and it refuses because the grade is too steep, by which I mean it's barely what I would call steep... should see some of the autobahns in Germany if you want to see how steep a freeway can be... right now it feels like I'm limited to 0.5% grading. I'd rather be able to make something unrealistic-looking when I need to, given the limitations of this being a game and all.

In the meantime, I now have to very carefully try to sculpt the terrain into something it is happy with, praying to god I don't accidentally destroy my delicate interchange which, such as RHW is, would require bulldozing huge tracts and rebuilding much more than what got broken.

Anyway, thanks for the effort so far, this is amazing :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 21, 2012, 06:40:19 AM
Quote from: Temphage on January 21, 2012, 06:25:13 AM
Is there any chance of relaxing the terrain angle restrictions in the next version? I only ask because, while I am a bit of an amateur at this, I've noticed that interchanges take up a lot of space and unless the ground is pretty much completely, 100% level, you will be basically unable to connect the right bits. I'd really like to try to keep the topography of the terrain mostly intact, but I can't.
Trust me, this happens in RL too. You just can't keep hilly terrain intact; you have to dig out or raise some stretches or you have to build bridges or tunnels. Even in hilly terrain, my interchanges are relatively flat, or I use terrain features for slopes for overpasses.

Also, the perspective of SC4 can fool you about steepness. What looks pretty gentle from a bird's-eye view is actually pretty steep from a ground view.

Quote from: Temphage on January 21, 2012, 06:25:13 AM
So far I've had to level everything around it, and now I'm trying to simply build the RHW-6S so it goes up a hill and it refuses because the grade is too steep, by which I mean it's barely what I would call steep... should see some of the autobahns in Germany if you want to see how steep a freeway can be...
6% is the max on Autobahns for long hills, 10% for short ones. SC4 easily surpasses that. Actually, the Ground-to-elevated RHW transistions are allready too steep.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Temphage on January 21, 2012, 07:02:14 AM
Quote from: mrtnrln on January 21, 2012, 06:40:19 AM
Quote from: Temphage on January 21, 2012, 06:25:13 AM
Is there any chance of relaxing the terrain angle restrictions in the next version? I only ask because, while I am a bit of an amateur at this, I've noticed that interchanges take up a lot of space and unless the ground is pretty much completely, 100% level, you will be basically unable to connect the right bits. I'd really like to try to keep the topography of the terrain mostly intact, but I can't.
Trust me, this happens in RL too. You just can't keep hilly terrain intact; you have to dig out or raise some stretches or you have to build bridges or tunnels. Even in hilly terrain, my interchanges are relatively flat, or I use terrain features for slopes for overpasses.

Also, the perspective of SC4 can fool you about steepness. What looks pretty gentle from a bird's-eye view is actually pretty steep from a ground view.

Quote from: Temphage on January 21, 2012, 06:25:13 AM
So far I've had to level everything around it, and now I'm trying to simply build the RHW-6S so it goes up a hill and it refuses because the grade is too steep, by which I mean it's barely what I would call steep... should see some of the autobahns in Germany if you want to see how steep a freeway can be...
6% is the max on Autobahns for long hills, 10% for short ones. SC4 easily surpasses that. Actually, the Ground-to-elevated RHW transistions are allready too steep.

Best,
Maarten

Well you said it yourself - this is a game and we're dealing with some silly limitations, especially in the terrain sculpting department. In real life, highway engineers can come up with all kinds of crazy solutions to ensure an interchange fits within a given area, solutions that we don't have the option of. Real life cloverleaf interchanges can be much smaller than the smallest we can make in RHW, simply because of on/off ramp limitation pieces, angle limitations, minimum tile space limitations, etc. I'd rather be able to fudge it a bit than to have to hack off the top of a hill right along the border of the lot, in an attempt to at least make it similar to its neighbor.

At any rate, I don't remember RHW from a few years ago being this anal about slopes. I'm not looking for the crazy SC4 roads with 70% grading, but this (http://i.imgur.com/pC1IW.jpg) is literally the steepest I could get it. I don't think it was unreasonable to expect it to reach the top of that hill given the space I allowed it... instead it barely made it halfway.

It wouldn't be that bad if the RHW would shape the terrain for me, but it won't, it just says 'Unsuitable for construction'.

Ah well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 21, 2012, 07:22:59 AM
^^ Do you have some kind of slope mod installed. The RHW doesn't have a slope mod included, so you must use one (like Ennidi's).
Title: Re: RHW (RealHighway) - Development and Support
Post by: BabyDoc on January 22, 2012, 08:59:04 PM
I'm not sure if I have missed this, or if I just don't know what I'm doing (or even if I'm posting this in the right place.... I'm so confused)   But I digress,  I'm converting my sunken Maxis Ground Highway to a RHW highway and have run into a snag.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F7654%2Fhighmonorailoverrhw.jpg&hash=40a8b43e356dd26fedfb897d43bc62792fa984bd)

Circled is where my monorail spans the slope, and the middle of the span is the NAM High Monorail.  Is there anyway to get the high monorail to cross the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 22, 2012, 09:10:05 PM
Quote from: BabyDoc on January 22, 2012, 08:59:04 PM
Is there anyway to get the high monorail to cross the RHW?

There are currently no pieces for that. Having that said, you may need a different set of highway walls, since the ones you're using were only intended for MHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: BabyDoc on January 22, 2012, 09:16:46 PM
Yeah.  Those walls will also go, but before I invest the time, money, and inconvenience to my sims necessary to remod this, I need to know what to do about the monorail.  Any ideas for workarounds?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 22, 2012, 09:29:39 PM
The only real possibility I can think of that is currently possible would be to tunnel the highway.  And since the RHW cannot support tunnels (they can be built but don't support traffic--and it's hardcoded), you would have to switch to an Avenue or two OWRs temporarily there.

There will likely be some sort of functionality to allow that setup over an RHW, though High Monorail is kind of in an odd spot in our future plans.  There has long been discussion of making it draggable, which is the main reason there haven't been any more pieces made for it (e.g. High Monorail over RHW).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2012, 01:52:08 PM
If anyone's wondering why we decided to stick the DDRHW decks at L2 (15m) and L3 (22.5m), this image should explain it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F5771%2Frhw012420121.jpg&hash=d134487d31f7289d3368427ef7693d5959978948)

That's exactly what it looks like--an L1 EMIS going under a DDRHW.

Suffice to say, Project 0E is going well.  There's over 123,000 lines of code in place now, covering all existing RHW networks plus L1 elevated versions (and in the case of the MIS, RHW-4 and RHW-6S, L3 and L4 elevated versions).  There's still some stabilization work to go and re-assembly/re-orientation of some model-based items to get them into their new rotations, but we're in good shape.  I've also begun converting Flex items over to Project 0E specifications.

After that will come conversion of applicable puzzle pieces, and finally, we'll get back to adding more content in (aside from a bit of multi-level stuff that makes sense to do now while the models are being adjusted).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 24, 2012, 02:11:34 PM
Those are wonderful news Alex :) great work  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on January 24, 2012, 02:38:36 PM
Excellent news Tarkus, the wait for project OE is going to be well worth it. ;D ;D


Quote from: Tarkus on January 24, 2012, 01:52:08 PM
L3 and L4 elevated versions)

L4? I thought there wasn't going to be anymore levels after L3, so will this mean that we could make 5-level interchanges? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2012, 02:50:28 PM
Quote from: apeguy on January 24, 2012, 02:38:36 PM
Quote from: Tarkus on January 24, 2012, 01:52:08 PM
L3 and L4 elevated versions)

L4? I thought there wasn't going to be anymore levels after L3, so will this mean that we could make 5-level interchanges? ;)

Yes, the plan all along has been to have a 5-level system.  L4 is 30m.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 24, 2012, 03:14:07 PM
So will it be possible to go from say an L3 MIS to an L2 MIS to a ground level MIS with these different heights?

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2012, 03:23:01 PM
Quote from: mike3775 on January 24, 2012, 03:14:07 PM
So will it be possible to go from say an L3 MIS to an L2 MIS to a ground level MIS with these different heights?

Yes, the plans include transitions between all of those.  In fact, in those particular cases, they already exist due to the DDRHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 24, 2012, 03:29:45 PM
Looks great Alex  &apls  I'm very happy to hear things are moving along nicely with project 0E!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 24, 2012, 03:33:59 PM
Wow so many levels right not to believe.
Which networks are expected to have a level 5, their gradual introduction you will be, Which of the networks are in the foreground?
Can something like a table with all the nomenclature for  the height of the appropriate level, and any  network to which of the levels will be spread?


- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2012, 03:42:01 PM
Quote from: ivo_su on January 24, 2012, 03:33:59 PM
Wow so many levels right not to believe.
Which networks are expected to have a level 5, their gradual introduction you will be, Which of the networks are in the foreground?
Can something like a table with all the nomenclature for  the height of the appropriate level, and any  network to which of the levels will be spread?

Technically, there won't be any thing labeled "Level 5", as the system goes from 0-4, with L0 being ground level.  Here's the plans:

L0 = Ground Level
L1 = 7.5 meters
L2 = 15 meters (existing ERHWs and other NAM elevated networks)
L3 = 22.5 meters (top deck of DDRHW)
L4 = 30 meters ("High Elevated", like the Elevated Light Rail and Monorail)

Networks with an L0:
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks getting an L1:
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks with an L2 or planned to be getting one (marked in italics):
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks getting an L3:
MIS, RHW-4, RHW-6S

Networks getting an L4:
MIS, RHW-4, RHW-6S

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 24, 2012, 04:17:42 PM
Quote
Technically, there won't be any thing labeled "Level 5", as the system goes from 0-4, with L0 being ground level.  Here's the plans:

L0 = Ground Level
L1 = 7.5 meters
L2 = 15 meters (existing ERHWs and other NAM elevated networks)
L3 = 22.5 meters (top deck of DDRHW)
L4 = 30 meters ("High Elevated", like the Elevated Light Rail and Monorail)

Networks with an L0:
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks getting an L1:
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks with an L2 or planned to be getting one (marked in italics):
RHW-2, RHW-3, MIS, RHW-4, RHW-6S, RHW-8S, RHW-10S, RHW-6C, RHW-8C

Networks getting an L3:
MIS, RHW-4, RHW-6S

Networks getting an L4:
MIS, RHW-4, RHW-6S

-Alex

Sufficiently  comprehensive and detailed information. I appreciate it and am truly shocked by imagining what things are coming after E-0. All this would not be possible in one version of the NAM, respectively RHW right?

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 24, 2012, 04:28:51 PM
Wow that is going to be awesome when its all finally released.  Thanks for the info Tarkus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 24, 2012, 07:37:34 PM
And we get new MHS stuff. mtg's stuff got lost so Alex makes new stuff! Awesome. Stacks. Lots of other interchanges can be made. May I ask what is planned for NAM 31 inclusion
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 24, 2012, 07:53:06 PM
Actually, we do have all of the L1EMIS files that MTG created, it's the L4EMIS files that we don't have and will be recreating.

EDIT: Slightly reworded to sound less mean
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 24, 2012, 07:56:41 PM
Right. And nice new avatar
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2012, 09:09:29 PM
Actually, I'm having to reconstruct the L1 EMIS stuff as part of Project 0E.  It's not that big of a deal as they're pretty easy to put together.  cogeo's Model Tweaker (especially the new Version 2.35 Beta version) is an absolute lifesaver.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on January 25, 2012, 08:35:04 AM
Doesn't that make the FLUP pieces L-2? Good work though  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 25, 2012, 08:39:31 AM
^^ Actually more like L-1.3, since they are 10m deep... (at least, the models)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 25, 2012, 08:42:12 AM
If FlUPs were to be assigned an exact "L" it'd be something like L-1.3 as the paths run 10m underground (somebody correct me if I'm off by a meter or two). And tunnels would be L-greater than or equal to 1  :D

EDIT--You were too quick Maarten  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 25, 2012, 01:15:52 PM
Tarkus,

Something that I/we really, really, really, really, really need are traffic lights in all four/3 directions for exit/entrance ramps onto Avenues/roads. 

I really hate using One-Way roads as one is unable to create a turning left lane into the opposite entrance ramp.  HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Are traffic lights in the works or whould this comment belong in the TLUP section.  I am not sure as the traffic lights are coming from RHW exit ramps (2 lanes)/leading to entrance ramps. 

dyoungyn

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2012, 01:56:41 PM
Yes, FLUPs are indeed pathed at 10 meters underground.  I'd just use "U" at that point instead of an L designation . . . kind of like a basement. 

Quote from: dyoungyn on January 25, 2012, 01:15:52 PM
Tarkus,

Something that I/we really, really, really, really, really need are traffic lights in all four/3 directions for exit/entrance ramps onto Avenues/roads. 

I really hate using One-Way roads as one is unable to create a turning left lane into the opposite entrance ramp.  HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Are traffic lights in the works or whould this comment belong in the TLUP section.  I am not sure as the traffic lights are coming from RHW exit ramps (2 lanes)/leading to entrance ramps. 

The issue is that the RHW does not natively/draggably support (without very awkward trickery) stop points, so the signals won't work (at least in the standard sense of synchronization).  We can, however, do something like I've experimented with for OWRs--Signalized Intersection Pieces (SIPs), which are special cosmetic puzzle pieces that have been given a trick CheckType in order to convince the game to allow the stop points to work.  This works better than the "awkward trickery" I mentioned, but still occasionally has quirks.

This is, however, a very low priority at this point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: rstarks on January 25, 2012, 03:01:59 PM
Firstly forgive me if i use any wrong terminology. I am very new to the modeling of transit networks and i get terms confused easily. I would however like to learn more

I have found that every addition you guys create is absolutely essential and a life saver when building highway networks. but one thing constantly gets left out of each update---- Ramp meters. If I'm not mistaken Blue was working on a set of Ramp meters for the R.H.W but I'm not sure if he had made any progress. I think these are considered T21's [ my understanding of a T21 is basically a plop which is automatically installed onto a transit network when it faces a certain "situation"-- similar to the traffic signals or streetlights that come on the road/avenue. (Correct me if I'm wrong) ]. Would you guys happen to know if he has made any progress with this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2012, 03:27:25 PM
There hasn't been any work on that for awhile.  They'd basically constitute a "SIP" like I described above.  Though because of the way stop points work, it won't be possible to turn the signals on/off during peak/non-peak hours, so they'd be on all the time and the cars would be stopping regardless of the time of day.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 28, 2012, 03:12:38 AM
There has been a lot of new stuff going on in the NAM thread these days :thumbsup:
just a few questions...would you consider creating 45degrees flexy-fly for EMIS?
and another question...are curved transitions for multi height networks been considered?
I really don't want to bother you...but sometimes some ideas might stimulate your creativity :D
anyway thank you namite for your incredible work! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 28, 2012, 09:19:17 AM
Quote from: Gugu3 on January 28, 2012, 03:12:38 AM
would you consider creating 45degrees flexy-fly for EMIS?
Not planed for NAM 31.


Quote from: Gugu3 on January 28, 2012, 03:12:38 AM
and another question...are curved transitions for multi height networks been considered?
Not planned for NAM 31.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 28, 2012, 10:19:55 AM
Quote from: Gugu3 on January 28, 2012, 03:12:38 AM
...would you consider creating 45degrees flexy-fly for EMIS?

It would be an awesome thing to have, huh? The NAM team is aware that lots of people would love a piece like that--I remember it being asked almost instantly with BlueLightning blew our minds with the original public display of FLEX-Fly years ago--and they would certainly like it too. The problem is that such a piece combines "WAVERide" technical difficulty with the difficulty of elevated (model-based) wide-radius curves. Given the tremendous amount of interest I would think that such a piece will be created eventually, assuming the continued activity of the NAM's greatest minds.

Quoteand another question...are curved transitions for multi height networks been considered?

Do you mean curved height transitions or curved transitions from, for example, MIS to RHW-4? Either way there's the same obstacle of the model-based puzzle piece. If it was something based on the existing L0-L2 90-degree transition that would certainly make it more feasible. And personally I'd really like to see a version of that without such a steep ramp (L0-L1).

QuoteI really don't want to bother you...but sometimes some ideas might stimulate your creativity :D
anyway thank you namite for your incredible work! &apls

Thanks for asking in such a nice way--and I think comments, idea, and suggestions are appreciated here much as MD authors appreciate them. For me at least, knowing that people are excited about something I'm doing makes me more excited about doing it  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 28, 2012, 10:30:49 AM
Thank you Noah!!! ;)
I was exactly thinking about curved height transitions(just like the current L0 MIS to L2 MIS curved transition)...
what do you think???wouldn't that be nice to have such puzzle pieces? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 28, 2012, 11:41:48 AM
You're welcome Gugu3  :thumbsup:

Something like that could be really nice. I don't really use the existing transition we're talking about because it's so steep and such a sharp turn--doesn't fit well with my playing style though I've seen it be of real benefit to others. Something like L0-L1, L1-L2, etc could be pretty useful, especially in really tight, urban environments. In a perfect world I would love to see FLEX-Fly 90-degree pieces that transition from one level to another--it's a bit wider of a turn and being able to have networks go under would be great--though I won't be expecting that anytime soon  $%Grinno$%

One thing that would make these pieces a bit less important is that when multi-height RHW comes out there will be so many levels available that in most cases it won't be necessary for one ramp to switch between levels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 28, 2012, 12:07:25 PM
I hate to break up your discussion, but the main thing that's limiting the development of almost all elevated transitions are the models. Until those are made or until someone can develop them, don't expect them anytime soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 28, 2012, 12:19:06 PM
QuoteThe problem is that such a piece combines "WAVERide" technical difficulty with the difficulty of elevated (model-based) wide-radius curves.

Sorry if I failed to emphasize that enough.
Title: Re: RHW (RealHighway) - Development and Support
Post by: lrb on January 30, 2012, 06:11:33 PM
I have a problem.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F4445%2Fbeachsideoct10031327974.png&hash=9b66e44ad900896c0c8f5302f46be97d496b0f63) (http://imageshack.us/photo/my-images/710/beachsideoct10031327974.png/)

It's missing a path, don't you think? :-\


-lrb

EDIT: Now that I study it, are some other paths off?  ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 30, 2012, 06:44:31 PM
Are they ped paths as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 30, 2012, 07:00:09 PM
The paths are off, but they still connect; There shouldn't be a problem there.

Additionally, none of the ramps, as far as I can tell, have ped paths; It wouldn't be limited-access any more if there were.
Title: Re: RHW (RealHighway) - Development and Support
Post by: lrb on January 30, 2012, 07:06:54 PM
Quote from: GDO29Anagram on January 30, 2012, 07:00:09 PM
The paths are off, but they still connect; There shouldn't be a problem there.

Additionally, none of the ramps, as far as I can tell, have ped paths; It wouldn't be limited-access any more if there were.

On the entrance ramp, there is a gap.  %wrd

-lrb
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 30, 2012, 07:09:50 PM
Quote from: lrb on January 30, 2012, 07:06:54 PM
Quote from: GDO29Anagram on January 30, 2012, 07:00:09 PM
The paths are off, but they still connect; There shouldn't be a problem there.

Additionally, none of the ramps, as far as I can tell, have ped paths; It wouldn't be limited-access any more if there were.

On the entrance ramp, there is a gap.  %wrd

-lrb

The paths might go "under" the surface. Not seeing the paths doesn't necessarily mean they aren't there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 30, 2012, 07:12:01 PM
Quote from: lrb on January 30, 2012, 07:06:54 PM
On the entrance ramp, there is a gap.  %wrd

I'm well-aware of that, and I can confirm that on my end.

Wherever you see the lane paths being off (Near the ped paths), however, is no cause of concern.

Quote from: dragonshardz on January 30, 2012, 07:09:50 PM
The paths might go "under" the surface. Not seeing the paths doesn't necessarily mean they aren't there.

Since when do cars drive BELOW the asphalt?

I checked; There are no working paths there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: lrb on January 30, 2012, 07:18:11 PM
Quote from: GDO29Anagram on January 30, 2012, 07:12:01 PM
Quote from: lrb on January 30, 2012, 07:06:54 PM
On the entrance ramp, there is a gap.  %wrd

I'm well-aware of that, and I can confirm that on my end.

Wherever you see the lane paths being off (Near the ped paths), however, is no cause of concern.

Quote from: dragonshardz on January 30, 2012, 07:09:50 PM
The paths might go "under" the surface. Not seeing the paths doesn't necessarily mean they aren't there.

Since when do cars drive BELOW the asphalt?

I checked; There are no working paths there.

Hope a patch comes out soon.  &mmm

-lrb
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2012, 07:49:43 PM
I've found out why that path wasn't showing up.  It was there (at IID 0x5CE70A10), but there appears to have been a little copy-paste glitch when it was generated:


SSC4PATHS
1.2
1
0
0
-- car_3_0_a
1
0
3
0
0
2
-3,-8,0
-8,5,0


I've fixed it--just drop the file below into your Real Highway Mod folder (Plugins\Network Addon Mod\RealHighway).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: lrb on January 30, 2012, 07:59:23 PM
Thanks, Alex! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 31, 2012, 12:18:25 PM
Another reason the DDRHW decks were set at L2/L3:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F967%2Frhw013120124.jpg&hash=82f79724691e07d8bfb64c2d27471e31edc19f5d)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 31, 2012, 12:25:39 PM
Nice!  &apls

Are those tapered support columns I'm seeing?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 31, 2012, 12:32:51 PM
Thanks, my friend! :)

Quote from: noahclem on January 31, 2012, 12:25:39 PM
Are those tapered support columns I'm seeing?  :thumbsup:

Yes.  Actually, they've always been tapered, but it's a lot more noticeable with an L4 ERHW.  The columns for the ERHW system were actually based off of those on this flyover (http://maps.google.com/maps?q=Oregon+217,+Oregon&hl=en&ll=45.420195,-122.743936&spn=0.00427,0.010568&sll=37.0625,-95.677068&sspn=39.371738,86.572266&geocode=FSittQIdNXGu-A&hnear=Oregon+217,+Oregon&t=m&z=17&layer=c&cbll=45.420291,-122.743934&panoid=Ae4Cbm2i8QUtNs0na304pg&cbp=12,332.73,,0,3.38) at the Interstate 5/Oregon Highway 217 interchange in Tigard, Oregon.

(Both of these highways were also primary sources of reference when designing the V5-Spec RHW texture set.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 31, 2012, 12:39:06 PM
Alex  thank you for sharing information and good photos  as an example. I think  that multi-level  highways is something  all of us waiting with great interest. Is it too difficult to change patterns of  the columns / pillars that support these high highways. Maybe if they have a cylindrical shape is better, but it may cost too much work on your part.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 31, 2012, 12:53:36 PM
Quote from: ivo_su on January 31, 2012, 12:39:06 PM
Is it too difficult to change patterns of  the columns / pillars that support these high highways. Maybe if they have a cylindrical shape is better, but it may cost too much work on your part.

The models are T21s, however, so if a third-party was really inclined toward having cylindrical columns, they could do it with just a little elbow grease.  Being a minor cosmetic preference thing, it's not something we're going to tackle on an official basis as part of the RHW mod.

I've also changed the way the columns are implemented as part of the Project 0E specifications, such that it's basically a 30m (L4) column (technically, it's actually 29m--otherwise, it'd protrude through the understory and into the road itself), that gets height adjusted depending on the height of the ERHW, accomplished through some manual manipulation of the LotConfigInfo lines in the T21.  For the existing 15m (L2) ERHW, the bottom 15m of the column are just submerged below the terrain.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 31, 2012, 01:42:30 PM
Glad to hear about the column height  :thumbsup:  For all foreseeable situations that should cover the aesthetics for my basic DBE-created bridges.

And those roads do look a bit familiar! Reminds me both of the RHW network in general and Tarkusian Cities--especially with the dirt and construction going on around that interchange ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on January 31, 2012, 04:49:30 PM
Nice. L4 RHW-4 is awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 01, 2012, 01:29:58 PM
The fun things you can do when you slosh out 5000 lines of RUL2 code in a night (RHW-4 code at over 39000 lines and growing):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F4906%2Frhw020120121.jpg&hash=a1a0dc488fed49e19dd16443d2a9771512013a62)

That there is rock solid now, too.  Not that anyone really needs to build that particular setup.  I just went gonzo with it in testing because it was fun having all those levels stably interacting with one another. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on February 01, 2012, 01:38:42 PM
*cough* you missed DDRHW *cough*

Just kidding, that setup is quite insane. I'm really looking forward to having stable interchanges, that are easy to build too! Good job!

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 01, 2012, 01:41:45 PM
These RHWs are going up and down, over and under, left and right...  :-\

Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on February 01, 2012, 02:23:46 PM
Looks like we'll be having some fun when those are released. :P
Awesome work as always!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 01, 2012, 03:17:42 PM
Wow Mother how many levels of highways and what interaction between them  - unseen.  Alex, I thank you for the lovely photo  and I express my condolences for the long slide rules that you must write. Now imagine what will be when RHW-6 have their multi-level  system.
I recently opened in a reader  RUL's document and found that there are several lines:  RUL0; RUL1;  RUL2 and RUL3
that all types are there and what is each one? I imagine that perhaps each of the 4 directions of rotation, but I think it's much more.

Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 01, 2012, 04:04:12 PM
Perhaps not functional but certainly beautiful  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 01, 2012, 04:27:42 PM
Quote from: ivo_su on February 01, 2012, 03:17:42 PM
I recently opened in a reader  RUL's document and found that there are several lines:  RUL0; RUL1;  RUL2 and RUL3
that all types are there and what is each one? I imagine that perhaps each of the 4 directions of rotation, but I think it's much more.

I have no idea what .DAT you were reading, but there are three RULs: 0, 1, and 2, nicknamed so for the last digit in their instance ID. There's no RUL3, but there are other RULs, such as the INRULs.

What you're looking at is all RUL2, and RUL2 is only concerned with overrides, which is what makes all override networks, as well as other things such as turn lanes and roundabouts, work.

Essentially, if one network tile of a specific IID is next to another network tile of another specific IID and they're in a specific rotation and mirroring, one or both will convert into a different network tile referencing a completely different IID for paths and textures altogether. It doesn't change what the original base network is; It just changes the looks, and the coding behind starters is so that any unconverted tile attached to a converted tile, such as RHW-4 with a piece of unconverted RHW-2, will convert over once clicked with its network tool.

You can imagine, and I can as well, how tricky having adjacent intersections like that would be; That would normally be a mess of RHW-2 intersections attached to a bunch of RHW-4's of wildly varying heights, so a lot of RUL2 code have need to be written so that everything doesn't collapse down into a mess of RHW-2 crossings.

Don't get me wrong; I'm impressed as well, but sometimes it takes more than seeing...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 01, 2012, 04:36:58 PM
Thank you very much Ganaram you are polite and helpful  as always. I  ask for it to start to understand which file, what functions are performed  and hope to understand  how things work soon.  This last step is still not  clear to me is the work of the NAM team.


- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: oczomajster on February 02, 2012, 12:32:46 AM
One question. How can I use these exits?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fde68c168e4a73120a53f5a1b042fbb08.jpg&hash=26bc82bd858c090e64a6fd7b7375eff159480ce1)

I cannot find any turns matching them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on February 02, 2012, 01:20:40 AM
Those are the RHW-4 narrow exit-lane cosmetic pieces, right? They are supposed to be plopped on top of a RHW-6 D/E/F exit piece, and these will give you the MIS lane.

Regards,
Korot
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 02, 2012, 01:48:24 AM
^^ Correction: They are placed upon the RHW-4 Type A1 and B1 ramps, preferably the draggable versions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 02, 2012, 05:10:51 AM
Quote from: mrtnrln on February 02, 2012, 01:48:24 AM
^^ Correction: They are placed upon the RHW-4 Type A1 and B1 ramps, preferably the draggable versions.

I tried last night... and its only the draggable ramps - the puzzle piece based won't work. It does work however with RHW6 ramps...
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on February 02, 2012, 10:16:35 AM
Quote from: mrtnrln on February 02, 2012, 01:48:24 AM
^^ Correction: They are placed upon the RHW-4 Type A1 and B1 ramps, preferably the draggable versions.

I got them to work on the plopable RHW-4 A1/B1 ramps once, but not any more recently ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 02, 2012, 01:09:47 PM
Quote from: ivo_su on February 01, 2012, 03:17:42 PM
Now imagine what will be when RHW-6 have their multi-level  system.

It already does. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6793%2Frhw020220122.jpg&hash=8976dce2895812f612817b74d08256e76ce964ac)

Ditto with the MIS:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F1428%2Frhw020220121.jpg&hash=76d0be934b1ca13eae0ceaa8364073f99fef4b7b)

Of course, those same network setups are the "easy" stuff (well, by comparison--they still required a few thousand lines of RUL2 code to stabilize).  It'll get . . . interesting . . . once I really start going on having two different RHW networks at different heights crossing like that, let alone other crosslinks with non-RHW override content.

And those of you who have wanted to stick an El-Rail line in between two ERHW-4s and have it be able to cross over ground-level RHW networks: it's now fixed, at least over ground-level RHW-4. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F3069%2Frhw020220123aday.jpg&hash=505398dea6be5a1eb3aa577c8d2556404ddc2c0d)

My current RUL2 test build, including just the new code for the MIS, RHW-3, RHW-4 (excluding DDRHW-4) and RHW-6S, is now at 559000 lines.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 02, 2012, 01:36:35 PM
Not sure if I'm looking at the new RHW or an M.C. Escher drawing... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 02, 2012, 03:16:16 PM
Incredible. Looks like Project OE is really starting to come together. :o :o

One thing though, it looks like the pillars on the L4 RHW6 are missing. A minor thing compared to the progress that's been made with the RHW though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 02, 2012, 03:44:51 PM
WT... this is more than amazing  and exactly what I imagined yesterday in my thoughts. Alex whatever happens you never have to release this  awesome miracle. Can you imagine when this is  done - for us not to remain something to dream  more.
So  now more seriously. Indeed, progress has been real and I  even dare to say that things start moving faster than I expected.
But  I'm afraid to imagine how big of a set of ramps and transitions will need for this multi-level system.  lines with RUL's is something  discouraging. I do not know  exactly when David will collect 1 million views of the 3RR, but I am afraid  rows RUL's of NAM as  you will quickly reach  the million.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheOC on February 02, 2012, 05:32:15 PM
I made this post almost a year ago...

Quote from: TheOC on March 19, 2011, 07:39:49 PM
http://img718.imageshack.us/img718/4279/rhwsucks.png

I'm sorry, but I don't think a page-long process is really necessary just to have a simple overpass that in the end looks like garbage. Not only this, but you can fit 2 or 3 default highway-road interchanges in the amount of space you can put 1 RHW-road ramp at minimal size. If you have several-lane highways, which basically implies this could be used in big cities, how do you fit a bunch of ramps together if you're routing this through a city?

I'm sticking with the default highways. They aren't great, but at least they aren't broken.

I was told to wait for another version to come out which would supposedly fix things. I did, and it didn't.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdesmond.imageshack.us%2FHimg815%2Fscaled.php%3Fserver%3D815%26amp%3Bfilename%3Dwhatthehellisthis.png%26amp%3Bres%3Dmedium&hash=86d45956daacd3b2b12c5c81e8af08f6129c3e42)

Take your pick. The ugly-looking Maxis one that doesn't require watching youtube videos and raging, or the good-looking ones which are impossible to fit to your liking. As nice as the mod has always looked, I don't think that it's worth using if it requires mass amounts of destruction to place into a city; and if it doesn't even allow you to choose whether you're placing an entrance or exit (although you went through the trouble of adding a rotation feature to the rest of the pieces), which is why the ramps are completely backwards in the above image.

I'm not trying to bash your work - I realize a lot of time went into this. However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 02, 2012, 06:07:36 PM
Quote from: TheOC on February 02, 2012, 05:32:15 PM
Take your pick. The ugly-looking Maxis one that doesn't require watching youtube videos and raging, or the good-looking ones which are impossible to fit to your liking. As nice as the mod has always looked, I don't think that it's worth using if it requires mass amounts of destruction to place into a city; and if it doesn't even allow you to choose whether you're placing an entrance or exit (although you went through the trouble of adding a rotation feature to the rest of the pieces), which is why the ramps are completely backwards in the above image.

I'm not trying to bash your work - I realize a lot of time went into this. However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point.

1. The reason it takes up massive amount of space because MHWs take up TOO LITTLE. How many highways take up only 70-something feet of width? MHWs are far too unrealistic.

2. You've never taken enough time to learn or practise. Of course it takes a lot to get used to, but if you never take the time to learn, then there's no point of trying to convince you.

3. By choosing MHWs, you sacrifice realism but gain an easy means of building highway infrastructure that will essentially get almost no updates (with the exception of jdenm8's modification that's currently a work-in-progress). By choosing RHW, you boost the realism exponentially, but must also commit yourself to essentially re-learning everything you know, and you obviously have to sacrifice entire city blocks to make room. There is always a trade-off. Are you going to sacrifice realism or the time and effort needed to learn and boost realism?

4. People play for realism, which is why mods such as RHW exist. Only those who can make the sacrifice of either time or mass destructing an entire city sector can fully appreciate these things.

5. There have been rotational bugs in the past, especially with the RHW-4 ramps. That could explain your backwards ramp problem. Did you know you can drag them instead?

6. The tool is only as powerful as the person using it. If you don't know how to use said tool, whatever you make it with will essentially be substandard.

Finally,... http://www.youtube.com/watch?v=y3Kme8dZsGk Yes, they HAVE to be this big. My benchmark of measuring how big an interchange has to be, in the case of this cloverleaf, is it has to take up a 64x64 area, or the size of a small city tile. However, experienced users can shrink a cloverleaf to be about two or three times the size of an MHW equivalent. Not horrifically large, but small enough to be practical in design and size.

Also,... RHW FAQ 16 to back up my point (which needs a little bit of updating).

QuoteThe RHW and its interchange system is designed primarily for the construction of at least somewhat realistically-scaled interchanges, hence the name RealHighway (consider that Maxis' intended scale is 1 SC4 Tile = 16 meters = 50 feet).  Obviously this is a game and is only made to approximate a facet of the real world, but even still, the game's default highway system and its interchanges are quite drastically underscale when compared to the game's designers' intended dimensions and to the other transit networks in-game (as much as 50% in many situations).  This also poses difficulty for any sort of interface between RHWs and Maxis Highways.

That being said, there are some setups, particularly with interchanges between two RHWs, that, right now, may seem to especially place a strain on space.  It is our intent to slowly fill this area in with creative new pieces which allow for more compact and complex interchanges while retaining some semblance of realistic scale.  The introduction of multi-height elevated networks, planned for a future release (tentatively called Version 5.0) will also have a dramatic impact.

In addition, if one is creative enough, it is possible to still make relatively compact but somewhat realistically scaled interchanges with the existing pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 02, 2012, 06:58:26 PM
Quote from: TheOC on February 02, 2012, 05:32:15 PM
I was told to wait for another version to come out which would supposedly fix things. I did, and it didn't.

I don't entirely understand what you're trying to do.  Looking back at the response you got:

Quote from: jdenm8 on March 19, 2011, 08:43:45 PM
The overpasses look like "garbage" because they're 5 years old. There should be new, better-looking and more flexibe ones in the next NAM, or there's a very good cosmetic mod made by Nekopanch (which I personally use) available on the Japanese site HIDE and SEEK (http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=818). (don't forget to translate the instructions)

jdenm8 is referring to the actual models for the Road overpasses.  And those were fixed in NAM Version 30.  The fact of the matter is, the way your setup was in your post last year, you had two alternatives.  Let's take a look at the image (which, I should add, was given the lovely name of "rhwsucks.png"):

Quote from: TheOC on March 19, 2011, 07:39:49 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F4279%2Frhwsucks.png&hash=250de62563b6584db107c93a951b2fb72db3f0e7)

Here's the two alternatives to what you built:
1) Bulldoze some houses and make a minor realignment to the road at the bottom of the image.
2) Elevate the highway and run the Road straight under it.

Given how tight that particular situation was, you would have had the exact same choices if you were using a Maxis Highway instead of an RHW-4.  You could not have fit a Maxis Highway setup in there either without doing one of those two things (and I just tested it to verify--you need at least 4 tiles completely clear on ether side of the Maxis Highway in order to have an auto-overpass show up, 1 tile more than is required with using the NAM Road Viaducts with the RHW).  It's not a shortfall with either highway system--you were trying to do something that just didn't work.  And I think even the Maxis Highway "diehards" out there would agree.

And I wouldn't exactly consider this particular setup particularly massive in the least--this is something you can do with the RHW, and have been able to do since RHW Version 4.0 (it'd be a two tiles longer with RHW Version 3.0, because we didn't have the "starterless" ground-to-elevated ramp then):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F7761%2Frhw020220124.jpg&hash=a35711fbf34e6959095adf59018d3f17f3f2d7c9)

And that's of realistic scale, I might add (matches up pretty well with some of the I-84 exits in Portland).

Quote from: TheOC on February 02, 2012, 05:32:15 PM
I don't think that it's worth using if it requires mass amounts of destruction to place into a city; and if it doesn't even allow you to choose whether you're placing an entrance or exit (although you went through the trouble of adding a rotation feature to the rest of the pieces), which is why the ramps are completely backwards in the above image.

It does allow you to rotate.  All the pieces do--we wouldn't have released the mod if they didn't.  If it's not rotating, you've probably got a starter piece in the way that's preventing you from placing the piece properly (the terrain there doesn't look like it would be causing problems with the starter stubs on the ends of the ramp interfaces.  Alternatively, consider using a Draggable Ramp Interface--described in the Readme.

Quote from: TheOC on February 02, 2012, 05:32:15 PM
I'm not trying to bash your work - I realize a lot of time went into this.

Yet, you name your files "rhwsucks.png" and "whatthehellisthis.png" and follow up that sentence with this one:

Quote from: TheOC on February 02, 2012, 05:32:15 PM
However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point.

The point is, if you don't want an eyesore, you're going to have to use the bulldozer or elevate the highway, read the documentation, and learn how to use the game's transit network tools.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on February 02, 2012, 07:45:31 PM
Chiming in...

QuoteHow many highways take up only 70-something feet of width?

U.S Interstate highway rights-of-way outside urban areas are usually between 300 and 600 feet/about 90-180 meters in width.  New/reconstructed urban freeways are creeping up there toward that lower number.

@TheOC:
QuoteI'm not trying to bash your work - I realize a lot of time went into this. However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point

Saying it's not bashing doesn't make it not bashing.  The pic names are additional evidence of that.  Constructive criticism is always welcome at SC4D and often leads to improvement all around.  Bashing just doesn't get anyone anywhere.  Cost you two K-points, too.


David

Title: Re: RHW (RealHighway) - Development and Support
Post by: pimmapman on February 02, 2012, 08:29:39 PM
 :o I can't wait to use all this incredible stuff.. I look up to you guys, I really do. Your work is amazing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 02, 2012, 08:48:25 PM
For the RHWsucks pic it might be easier to elevate the highway, or you could do lateral ramps using the Wye pieces
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 02, 2012, 10:04:49 PM
Actually, there are variations of overpasses that would fit there, we have many that replaced Level Crossings here in Australia which have the approaches parallel to the line and either have a 90° or 45° turn to cross the line.

Also, I can fit THIS (If I'd used RHW-4 and not RHW-6C):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fflatwoodcj%2FEntry26%2Ftewell-10_dec_1551307972717.jpg&hash=8f509bdf5ec3afd063e433927d66f441d5850950)

or this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fgreville-25_may.__441302492303.png&hash=6c62e78e1e9ae9bd131b19b2ca80f93e269818c0)

Into exactly the same width.


Not all intersections need to be like This:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fjamisonville-21_sep__4091297248414.jpg&hash=b52e83d9b75caab458070b08f1076feaab888577)

or this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fjohannasburge-8_oct.__2171293529790.png&hash=4f76fdb9879386ad950114c8ddf11863e34d5d82)

(Sorry about PNGs)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 03, 2012, 03:21:45 AM
Over the past few years, I've learned to completely abandon the use of the Maxis Highway and switch to Real Highway. Yes, I had to deal with space issues and yes, interchanges really take up that much space in Real Life too. In Real Life, we call this Urban Planning. With that being said, when you have the patience, the results can look awesome, and it doesn't have to take up much space...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F6338%2Fbrs906.jpg&hash=1e708b91ed63bbae83e97b2a3b7b59ab46c7a912)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1006%2Fswn02.jpg&hash=04dfb80144b9f601b76aa3ff73204c82e254fe40)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F3415%2Fsknew.jpg&hash=4a176a8bc3d6401a7b711b32f3fa283ff8038f3e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2682%2Fbrs704.jpg&hash=807f2a25564774ff8406d38d122cba745e513cae)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F9023%2Fbrs712.jpg&hash=93e71b7ed631a5a8db34e7d2b7b099f8ff5ae16f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg806.imageshack.us%2Fimg806%2F548%2Fbrs718.jpg&hash=a883ae64d033bbb37f4a088287b38fb4c0c8845e)

Yes, I'm even used to build longer ramps for overpasses:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F8188%2Fbrs902.jpg&hash=15c78b2fba4eb678b1edfac5fb850059a372407f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F2591%2Fsdufer01.jpg&hash=ff51db813973119da748cf32a8b6bcefab7ce56d)

Again, it's not the tools you have, It's how you use them.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on February 03, 2012, 03:46:26 AM
Ooh RHW MHS looks coooooool as. So need L1or4 for my twin ddrhw diamonds!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 03, 2012, 04:15:37 AM
Pretty sweet interchanges Maarten and JD  &apls  I particularly like both of your second pictures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on February 03, 2012, 06:09:16 AM
It's annoying to hear people complaining about RHW without any reason... you'll have only to look at the six (!) lanes on the MHW to see that they are way to small... It should use only 4 instead... I think that the MHW could be usefull if it would be completely re-modded as something like a RHW4 with an concrete barrier in the middle for urban needs (I don't know ATM if this is what jdenm8 has in the works)... on the other side you can use it to build tunnels (But that's a side point... I use rivit's great tunnels... they are all the same style, you can place them next to each other and you can build 3-lane OWR tunnels which connect seamless to a RHW6s! Download them here: http://www.simtropolis.com/forum/files/file/26943-tunnel-modd/ (http://www.simtropolis.com/forum/files/file/26943-tunnel-modd/)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9857%2Ftunnelm.jpg&hash=8560d340c5dc91458f8241480525ff3190267e63)

So, the possibilities are nearly endless and that's what the RHW stands for... &apls

Sorry to sound rude, but if you hate don't like the RHW: delete it, go ahead with your MHW's and leave this place.

I love it and it's getting even better. Oh, and also we have all to thank Tarkus and the whole NAM team for their work over the last years - without getting even payed! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 03, 2012, 07:29:23 AM
I have a special question to Alex (Tarkus) which accompanies rivit's tunnels and to what extent they are functionally active. I personally find quite promising using this method if it works properly of course. If we hypothetically imagine three parallel road spent together, it's easy to have a third tunnel to each other right? Then a piece from each end of the 3 tunnel would make them look like TLA or AVE-7-6 can easily contact the RHW-6C
As long as everything works correctly, I think it is actually a tunnel for each network NWM / RHW with the help of a network basis. Of course, Steve could say anything on the permeability of these tunnels and you observe the correct capacity in them.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 03, 2012, 01:36:52 PM
I've not had a chance to really give rivit's mod a go yet . . . it does, however, look quite promising in that regard.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on February 04, 2012, 01:39:50 PM
Quote from: TheOC on February 02, 2012, 05:32:15 PM

Take your pick. The ugly-looking Maxis one that doesn't require watching youtube videos and raging, or the good-looking ones which are impossible to fit to your liking. As nice as the mod has always looked, I don't think that it's worth using if it requires mass amounts of destruction to place into a city; and if it doesn't even allow you to choose whether you're placing an entrance or exit (although you went through the trouble of adding a rotation feature to the rest of the pieces), which is why the ramps are completely backwards in the above image.

I'm not trying to bash your work - I realize a lot of time went into this. However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point.

I USED to be like you in my thinking of the RHW.  I loathed it when it first came out and swore up and down left and right I would NEVER use it, because it was a huge pain in the behind to use. 

But then I wanted to split a highway to go around a lake I had created in one of my cities and the only way to do it was with the RHW(even with a lack of bridges which hinders it still to this day), so I played around with the RHW for a while and over time I started using it instead of the MHW.  I still like MHW at times, but when I start new cities, I always start laying the roadways with RHW instead of MHW and use MHW as express lanes in the middle of the RHW.

Title: Re: RHW (RealHighway) - Development and Support
Post by: shinkansen1 on February 04, 2012, 04:06:42 PM
Quote from: TheOC on February 02, 2012, 05:32:15 PM

Take your pick. The ugly-looking Maxis one that doesn't require watching youtube videos and raging, or the good-looking ones which are impossible to fit to your liking. As nice as the mod has always looked, I don't think that it's worth using if it requires mass amounts of destruction to place into a city; and if it doesn't even allow you to choose whether you're placing an entrance or exit (although you went through the trouble of adding a rotation feature to the rest of the pieces), which is why the ramps are completely backwards in the above image.

I'm not trying to bash your work - I realize a lot of time went into this. However, if it's a total pain in the ass to use and ends up looking like an eyesore, what's the point.

Well, you don't need to use the RHW depending on your aim. If you are looking to make cities as realistic as possible, then the RHW is definitely recommended. However, as with making anything realistic (including zones), it takes a great deal of time, effort, and lots of practice. I however have a much different style of playing SC4. I like to challenge the RCI demand and push it to the limits. ;D When I play my cities, I don't make much of anything realistic in terms of zones or transit infrastructure, and I like to make use of whatever space I can find; mostly for zoning. In my case, I feel that MHW works much better for me than RHW. I also really love that intersections and ramps come pre-made in the MHW so that I don't have to spend about an hour making one intersection or making what I consider to be an oversized ramp. :-[

In my opinion, if you want your highways to look realistic and not so "ugly" (I don't think MHW is ugly), then use the RHW. If you want something simplistic, space-efficient, and easy to use right from the menu, then stick with MHW. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 04, 2012, 05:44:00 PM
yes... but now you can have 6 lanes in "two tiles" too just like MHW.. so I think RHW is close to matching it. Once we get 7.5m overpasses.. then MHW won't have much of an advantage... it'll really depend on how long the ramps are for the 7.5 overpasses (imo.. they should be 2 ;)).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 04, 2012, 11:13:38 PM
Ramps for the 7.5m overpasses will most likely be 3 or 4 tiles (using a nice, gentle slope). I don't think we'll have any 2-tile ramp stuff...
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on February 05, 2012, 01:12:33 AM
Quote from: Shadow Assassin on February 04, 2012, 11:13:38 PM
Ramps for the 7.5m overpasses will most likely be 3 or 4 tiles (using a nice, gentle slope). I don't think we'll have any 2-tile ramp stuff...

So how long will that make the L0-L2 ramps?
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on February 05, 2012, 01:27:50 AM
Quote from: DAB_City on February 05, 2012, 01:12:33 AM
Quote from: Shadow Assassin on February 04, 2012, 11:13:38 PM
Ramps for the 7.5m overpasses will most likely be 3 or 4 tiles (using a nice, gentle slope). I don't think we'll have any 2-tile ramp stuff...

So how long will that make the L0-L2 ramps?
Based on SA's screenshots in these two posts (#1 (http://sc4devotion.com/forums/index.php?topic=1138.msg411081#msg411081) #2 (http://sc4devotion.com/forums/index.php?topic=1138.msg411117#msg411117)), the L2 ramps will be 7 tiles long. L0, of course, won't need ramps, since it's ground level. (If you meant from L0 to L2, my apologies for any offense taken.)

Team, while I'm sure your hard (or just repetitive?) work on Project 0E is still ongoing, I'm curious as to whether the DDRHW-8 is still planned for eventual inclusion, as it would be of great use to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on February 05, 2012, 07:15:24 AM
No problem, I just hope that the old ramps can be kept as a shorter alternative ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on February 05, 2012, 07:24:46 AM
Quote from: DAB_City on February 05, 2012, 07:15:24 AM
No problem, I just hope that the old ramps can be kept as a shorter alternative ;)
They will. Backward compatibility and all that.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2012, 02:50:45 PM
The old L0-to-L1 prototype MIS ramp that mtg did was 3 tiles long.  I'd imagine we might have both 3 and 4.

The extended 7-tile long L0-L2 is on the same scaling format as the 4-tile long L2-L3 (and by extension, a 4-tile long L0-L1), the existing 10-tile long L0-L3 transitions (used for the DDRHW), and the by extension, an L0-L4 transition would be 13 tiles long.

Quote from: woodb3kmaster on February 05, 2012, 01:27:50 AM
Team, while I'm sure your hard (or just repetitive?) work on Project 0E is still ongoing, I'm curious as to whether the DDRHW-8 is still planned for eventual inclusion, as it would be of great use to me.

The DDRHW-8 is indeed still planned, and as of the present, is the only other DDRHW under consideration.  The current specifications I'm considering involve the only transitions out of it being a split to a Dual DDRHW-4.

As far as Project 0E progress, there was a bit of a hiccup a few days ago which I'm still sorting out.  Suffice to say, I've had to make some further IID realignments, such that it's really "Project 57" now.  Those realignments are nearly done now, and the only things still requiring conversion are Pillar T21s, and a little re-checking to make sure everything's back in place correctly.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: QuinRiva on February 08, 2012, 03:41:50 AM
So I have encountered a few problems with the Flex-SPUI piece:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi344.photobucket.com%2Falbums%2Fp348%2FQuinRiva%2FFLEXSPUI.jpg&hash=4d17ebf48c6ffb792e462fb609f0e1d84a04bbf7)

As you can see, I use the LHD version with Euro textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on February 08, 2012, 03:46:17 AM
There still aren't any Euro textures for the new additions in latest NAM such as the new TULEP pieces, etc.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 08, 2012, 03:51:24 AM
1) That bug was reported about a month ago too and a fix had been uploaded (memo to self: upload fix on a more visible location). The fix can be found here: http://sc4devotion.com/forums/index.php?topic=990.msg408523#msg408523
2) There are simply no LHD overrides for these stoplights yet. It's that simple. Somebody has to take time to do the T21s for them and as far as I know, currently nobody is working on that...
3) Are you missing ALL TuLEP textures or just these? If it's the last case, they are simply not available yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 08, 2012, 04:12:27 AM
A couple DDRHW questions:

1. Are there any plans for merging lanes? The logistics of it seem like a nightmare but a 16m merging space is pretty small. Perhaps something along the lines of Maarten's narrow RHW6 puzzle pieces so no new models would be needed? It wouldn't solve the headache of having to two separate decks would wouldn't necessarily have exits at the same point but it's an idea.

2. Are there any plans for a smoother "S" curve transition from DDRHW to L2+L3 RHW-4? I guess if the model was created it could end up being useful for other 2-lane elevated smooth curves too.

Loving all the L1 and smooth ramp talk *drooling emoticon*
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2012, 12:35:54 PM
Quote from: mrtnrln on February 08, 2012, 03:51:24 AM
(memo to self: upload fix on a more visible location).

I'd be happy to stick it onto the RHW sticky post's "Fixes" section--can't get any more visible than that. :)  Edit: done.

Quote from: noahclem on February 08, 2012, 04:12:27 AM
1. Are there any plans for merging lanes? The logistics of it seem like a nightmare but a 16m merging space is pretty small. Perhaps something along the lines of Maarten's narrow RHW6 puzzle pieces so no new models would be needed? It wouldn't solve the headache of having to two separate decks would wouldn't necessarily have exits at the same point but it's an idea.

At that narrower width, we'd have to be careful not to run the additional lane into the support columns holding up the top deck, which do jut out onto the shoulder a bit. That said, with a little x-coordinate shifting, we might be able to appropriate the existing ERHW-6S models for "DDRHW-6" purposes.  I'd need to take a closer look at just what pieces would have to be involved to create D-Type DDRHW ramps, though, as it could be a little bit tricky.  I'd like to avoid needing to make a "DDRHW-5" (3 lanes on one deck and 2 on the other) if possible.

Quote from: noahclem on February 08, 2012, 04:12:27 AM
2. Are there any plans for a smoother "S" curve transition from DDRHW to L2+L3 RHW-4? I guess if the model was created it could end up being useful for other 2-lane elevated smooth curves too.

If we were to acquire an ERHW S-Curve model at any point, it'd be a simple matter to appropriate that for DDRHW transition purposes.  You'd probably see the basic S-Curve first, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 10, 2012, 09:28:13 AM
I've noticed something about the larger transitions for RHW4-6, 6-8 and 8-10:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3845%2Frhwtransition1.jpg&hash=8e55c205c8102066dada9fb2a0ffb8d0253e3a9c)

I use an LHD version of the game, do you see how the cross-hatching is on the wrong side? It should be on the side where the number of lanes is reduced. Is there a patch that can fix this?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 10, 2012, 09:32:37 AM
The Euro Texture Mod does contain a fix for that. About the standard mod I'm not sure...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 10, 2012, 01:15:58 PM
Quote from: mrtnrln on February 10, 2012, 09:32:37 AM
About the standard mod I'm not sure...

It doesn't.  It'd probably entail including separate S3D flat models for LHD that mirror the texture setups of the RHD versions.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on February 11, 2012, 02:40:33 AM
I'd like to bring your attention to a problem I'm having with the FlexSPUI piece. When I have an ERHW-6C over a FlexSPUI, the avenue intersection reverts to regular AVE-4:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F6183%2Fflexspuibug1.jpg&hash=c50ddeb19f3137971356729f04eee842c1ef199e)

This issue also affects paths; as you can see below, westbound traffic wanting to turn left is turning around at the intersection past the FlexSPUI instead of using the SPUI intersection:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F4392%2Fflexspuibug2.jpg&hash=5ebd1fac5ef152098961ae78fb3da8cf4ce6f79d)

The elevated FlexSPUI piece does not have any similar sort of issue.

Thank you for taking the time to make such a wonderful puzzle piece, and thanks in advance for looking into this issue!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 11, 2012, 06:32:45 AM
Keep clicking around the piece, I think it does eventually fix itself. This is a RUL instability and we cannot fix it without distributing a new controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on February 11, 2012, 08:35:47 AM
Oh yeah, that's another problem that I was having whilst trying RHW-6C over FlexSPUI (see this conversation (http://sc4devotion.com/forums/index.php?topic=990.msg409155#msg409155) that I had on the RHW Development and Support Discussion).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 11, 2012, 12:58:31 PM
I've split/merged this discussion in here, since FlexSPUI is more pertinent to the RHW thread than the NWM thread.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Reece202 on February 11, 2012, 06:19:47 PM
Quote from: Tarkus on February 05, 2012, 02:50:45 PM
The DDRHW-8 is indeed still planned, and as of the present, is the only other DDRHW under consideration.  The current specifications I'm considering involve the only transitions out of it being a split to a Dual DDRHW-4.

Is the DDRHW-8 to Split DDRHW-4 going to be the only transition? I'd like to see something similar to this: link (http://img13.imageshack.us/img13/4422/brentspencetransition.jpg)

What essentially is going on here, in RHW terms, is a DDRHW-8 bridge over the river, splitting out to a RHW-8S with a lane drop exit on the bottom level and a normal exit on top, which for game purposes can be placed as separate pieces after the transition from DDRHW to ERHW.

Also, another DDRHW question; Why is DDHRW-6 not being considered?

-Reece
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on February 11, 2012, 07:24:11 PM
Quote from: Tarkus on February 11, 2012, 12:58:31 PM
I've split/merged this discussion in here, since FlexSPUI is more pertinent to the RHW thread than the NWM thread.

-Alex

I could have sworn I had posted in the RHW topic, but obviously I was mistaken. My bad. Thanks for fixing that, Alex!

Quote from: jdenm8 on February 11, 2012, 06:32:45 AM
Keep clicking around the piece, I think it does eventually fix itself. This is a RUL instability and we cannot fix it without distributing a new controller.

I've tried clicking around the intersection, which apparently fixed the same issue on the other half of the SPUI (if you look closely at my first picture, you can see a traffic signal pole west of the ERHW-6C), but so far, I've had no luck with the piece I highlighted. I'll have to try clicking elsewhere on the piece...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 11, 2012, 07:26:40 PM
Quote from: Reece202 on February 11, 2012, 06:19:47 PM
Is the DDRHW-8 to Split DDRHW-4 going to be the only transition? I'd like to see something similar to this: link (http://img13.imageshack.us/img13/4422/brentspencetransition.jpg)

Thanks for sharing that pic . . . I hadn't actually seen a DDRHW-8 to Dual ERHW-8 transition before (all the DDRHW-8 networks I've seen myself split into smaller Double-Decker networks at their termini).  That said, I'd imagine it'd be a long time before any sort of split like that were made, mainly because of the fact that model-based items (especially ones that involve any sort of curving jersey barrier--read: pretty much any curve, transition or ramp interface involving an elevated network) take an eternity to make with our current level of resources.

Quote from: Reece202 on February 11, 2012, 06:19:47 PM
Also, another DDRHW question; Why is DDHRW-6 not being considered?

It was considered, but initially dismissed pretty quickly due to the logistics of the transitions.  The way I've built the DDRHW-4 paths, it would be possible to theoretically have a capacity increase with a DDRHW-6.  I wouldn't rule it out, but unless our fortunes on the modeling front change, it's probably going to be a long time from now, and the same with the higher-priority DDRHW-8.  We're already adding some 20+ new networks as it is this next release with the Multi-Height System, so we have our hands full already.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 14, 2012, 06:20:27 PM
Double posting. ::)

At any rate, you may be curious to know that there will be a "Future of the RHW" seminar this coming Saturday in Simtropolis Chat, covering Project 57/0E and other relevant developmental topics.  You can find more details here (http://www.simtropolis.com/news/_/upcoming-seminar-the-future-of-the-rhw-r134)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on February 18, 2012, 04:00:45 AM
Is such a crossroad possible for the rhw:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2Fb4fhmw.jpg&hash=ee474f5c5e45ad095867e5755fc8492ec4c6c00c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 18, 2012, 07:42:49 AM
I had an idea: 10C cosmetic pieces - this would allow to finally have entrance/exit lanes on the 8C without the need of creating another network..
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 18, 2012, 08:07:43 AM
RHW-10C CPs will be created after the implementation of a RHW-10C network. And I also have to create the RHW-8C Cosmetic Pieces first, since that network didn't recieve CPs already...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 18, 2012, 09:40:58 AM
Quote from: DJSun1981 on February 18, 2012, 04:00:45 AM
Is such a crossroad possible for the rhw:

No, because you can do it the way you've done it and it's significantly more prototypical for a road to lower in grade (An RHW-6S to OWR-3 transition for example) before an At-Grade intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on February 18, 2012, 03:50:37 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2F2dky1xl.jpg&hash=e36bac4bb4e2aca6dabf2fed0c4b6be2d4fecc28)

Could an intersection piece for this intersection be created?

Also, why does the Avenue change to elevated when it is dragged across RHW? I know the RHW should be reduced to OWR because of capacity reasons, but functionally, the Elevated Avenue pieces cannot be placed over an existing Avenue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on February 18, 2012, 07:52:15 PM
RHW-2, 3 and 4 TuLEPs are planned eventually (along with MIS TuLEPs), but as with everything else, they'll show up when they show up.  There's no definite time frame.

As for the elevated Avenue thing, that type of intersection used to be prevented (it would result in a red drag), but the elevated Avenue serves as a placeholder for other things that require the ability to drag Avenue over a RHW (or vise-versa) such as the Flex-SPUI.  Eventually elevated road networks will be made draggable (again, no definite time frames) and if the El-Avenue is actually Avenue-based (instead of road-based, unknown at this point) then that intersection will be more useful than just as a placeholder.  Otherwise, it's just there to let you know you did something that's unsupported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 18, 2012, 09:04:14 PM
it would be nice / useful if we could atleast create T intersections between AVE-4 and RHW-4 so we can end a freeway at grade without needing owr....
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 19, 2012, 01:49:25 AM
^^ You still can: end the RHW-4 in an AVE-4 and then make the T- or X-intersection. That doesn't actually look bad...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 20, 2012, 12:38:38 PM
Hope.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtesting-jan._30__041329761425.png&hash=19e78b8bf1ce6867c056ccc6d537d1ad2319c408)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 20, 2012, 01:29:35 PM
"Don't hope; KNOW!" , as we Dutch students say :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: TiFlo on February 20, 2012, 02:09:53 PM
Sweet!  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 20, 2012, 02:35:40 PM
Also on the elevated front . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5968%2Frhw022020121.jpg&hash=630da8de54603d37f86dd385cade9de075751bde)

Before anyone asks "can these curve or go diagonal?" the answer is no.  The plan is "eventually", but model-based elevated items involving any sort of a curve, as well-established, can take quite awhile to make.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 20, 2012, 02:42:02 PM
Thank you Alex for the wonderful photo (I saw her more, the presentation for the seminar on Saturday). Multi-level networks come and that's great, but I can not help but note that models of ramps that Vince works look more beautiful.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 20, 2012, 04:07:52 PM
Quote from: Tarkus on February 20, 2012, 02:35:40 PM
Also on the elevated front . . .



Before anyone asks "can these curve or go diagonal?" the answer is no.  The plan is "eventually", but model-based elevated items involving any sort of a curve, as well-established, can take quite awhile to make.

-Alex

but will MIS and RHW-4 be able to because the models already exist ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 20, 2012, 04:15:07 PM
Quote from: Kitsune on February 20, 2012, 04:07:52 PM
but will MIS and RHW-4 be able to because the models already exist ?

Yes.  For the additional levels there, it's simply a matter of using SC4 Model Tweaker and shifting the models up or down (possibly doing some minor Reader S3D tweaking if there's a pillar/pylon built into the model).  As soon as we have models for one height of a given network, we have models for all heights of that network.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on February 20, 2012, 08:32:44 PM
Quote from: Tarkus on February 20, 2012, 04:15:07 PM
Quote from: Kitsune on February 20, 2012, 04:07:52 PM
but will MIS and RHW-4 be able to because the models already exist ?

Yes.  For the additional levels there, it's simply a matter of using SC4 Model Tweaker and shifting the models up or down (possibly doing some minor Reader S3D tweaking if there's a pillar/pylon built into the model).  As soon as we have models for one height of a given network, we have models for all heights of that network.

-Alex

Alternatively, the models can be exported to 3dsmax, edited, then re-imported into Reader (though the mat groups would need fixing up). It's a simple process, more tedious than anything, really.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riponite on February 20, 2012, 08:46:07 PM
So Blue L.,
What's the scoop with that excellent bridge model?  Reminds me of the bridges in Wisconsin.  Hope there is, indeed!!!
Riponite

...and to everyone else on the NAM/RHW project, I'm so impressed with all you do.  I'm just struggling to learn to construct proper SQL queries at work.  [New database system.]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 21, 2012, 01:38:18 PM
rip: I've revived (after finding the files again) my old ERHW Cosmetic Mod... and its coming along nicely :)

ERHW-2 support is starting...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtesting-jan._30__041329859950.png&hash=9ce81355938cb0702500259198b451edcd62b7ed)

Onslopes now have supports according to the rest of the ERHW
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtestingjan_30_041329792538.png&hash=ca845260983f196e186462e25dd6582830a58484)
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on February 21, 2012, 01:50:40 PM
Looks fantastic!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dolon on February 21, 2012, 03:17:38 PM
I'm excited for the updated ERHW cosmetic mod! I loved that one and I've missed it since RHW 4.0.

How advanced is such a mod anyway? I've never really modded SC4 before, aside from making myself a slope mod, but if I could make my ERHWs look like early 1960s NYSDOT work, I'd pour my time into it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on February 21, 2012, 07:15:40 PM
You should make a version that has pylons at the edge of tiles, and have the pylons appear every tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rayden on February 22, 2012, 09:36:54 AM
Lately I have been having this problem with this RHW piece:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F5826%2Fnewcity27jul31413298714.jpg&hash=6982841f9c4470721e9e7915c9debc28eebfe578)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1413%2Fnewcity28ago31413298715.jpg&hash=e7f99772493b696ac8ccee87c0d70504a19d882a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F4937%2Fnewcity20jul31413298714.jpg&hash=7bbb7019db134da7e1eab58c25c6dcda450334d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F4290%2Fnewcity3ago151132987218.jpg&hash=0cae990ae78091eedf65f87b789817deadf7ccc7)

It's only this pice and only on that side (entrance), the exit seems OK, as well it is the diagonal pieces.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F2480%2Fnewcity30ago15113298722.jpg&hash=e1c1984ba029bffbe0155d39e3c64015019b52be)

Does anyone have a clue about this. I know it must be a plug-in conflict, but I can't seem to find it among over the +10 000 files on my plugins folder. &mmm

And it's happening with ready made junctions, because if I try to use it now, after a plop it I can't do anything but bulldoze it. If I try to connect anything to it, it crashes the game.

Any help is appreciated. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 22, 2012, 11:43:43 AM
That looks to me like it's a texture IID misalignment in there somewhere.  How does it work without the Euro textures?  Did you recently upgrade from an earlier version?

Meanwhile, back on the development front . . .

A little look at how the ultra-stabilization is going:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F6466%2Frhw022220121.jpg&hash=52ff975c605a57392d45e21c6947c0c65995cd2f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F1063%2Frhw022220122.jpg&hash=2fb99d74aeedb959d481b6c538b22a3739c8982e)

And the code on this is being a pain, but it's almost there . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2618%2Frhw022220123.jpg&hash=d98df24076dc9699235037c66715c0d9c3c0e0f6)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 22, 2012, 11:53:34 AM
 &apls &apls &apls awesome work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rayden on February 22, 2012, 12:04:00 PM
Quote from: Tarkus on February 22, 2012, 11:43:43 AM
That looks to me like it's a texture IID misalignment in there somewhere.  How does it work without the Euro textures?  Did you recently upgrade from an earlier version?

-Alex
I tested yesterday just with NAM+RHW+NORMAL Plugins (No EuroTextures) and it does the same. I have been using the Eurotextures before and that was alright. Yesterday I have installed the RHW Eurotextures by MTRN and I thought it was that, but it wasn't. &mmm

I have the latest versions of both NAM and RHW, I even installed everything from scratch, but no results.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 22, 2012, 12:09:45 PM
Try a clean plugins folder and a test city, and see if that works for you.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 22, 2012, 12:10:04 PM
...
...
...
...
AWESOME!!!   :sunny:

Those ERHWs are really coming along nicely! Great work, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 22, 2012, 01:25:16 PM
 :o :o :o :o

Wow. Excellent work Alex, this is going to be awesome when it's released! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 22, 2012, 01:49:28 PM
Spectacular  &dance  And diagonal el-rail crossing multiple levels?! You're in danger of outdoing yourself Alex  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Rayden on February 22, 2012, 01:55:06 PM
Quote from: Tarkus on February 22, 2012, 12:09:45 PM
Try a clean plugins folder and a test city, and see if that works for you.

-Alex

No problem, I found the culprit, after trying to load the game folder by folder, I found it:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58036502%2FRHW_Texv40.jpg&hash=a03b9e0646314a97330ab921ce0f8ccfddea3d09)

The old EuroTextures files. That wouldn't happen if there was a call to attention on the readme for deleting the old versions. I know I should have thought about it, but, as I said, among so many files, it's easy to forget what you have installed or not. ;)

Thx for the help Alex :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on February 22, 2012, 01:55:52 PM
holy mother of hoohars, :o that is spectacular :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 22, 2012, 03:56:08 PM
am I seeing l3 rhw-6s ??
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on February 22, 2012, 06:02:24 PM
Quote from: Kitsune on February 22, 2012, 03:56:08 PM
am I seeing l3 rhw-6s ??

I believe we are.

Here's what I do know: we are seeing awesomeness.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on February 22, 2012, 10:11:01 PM
BL may I ask does the concrete texture come with Darkphalt or are they both separate? If not will ti be 2 different sets?
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on February 23, 2012, 04:29:03 AM
I am glad to see the progress on the multilevel front. But staring for too long at the pictures makes me all &smrt . I guess I am geometrically challenged.  ?=mad)=

BTW, I have noticed that certain bugfixes get attached to postings throughout the various threads. I can't always download those right away and then often forget about them. When I download the Patches linked in the first post of a thread, can I be sure to have everything I need?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on February 23, 2012, 12:22:39 PM
The concrete texture is an optional part of darkphalt. And thanks guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on February 23, 2012, 07:48:03 PM
What height is the elevated 8S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on February 23, 2012, 08:58:08 PM
Quote from: Kuewr665 on February 23, 2012, 07:48:03 PM
What height is the elevated 8S?

Here's a slide from the recent RHW seminar over at ST with the planned heights of all the various RHW networks:
http://www.majhost.com/cgi-bin/gallery.cgi?i=3307934 (http://www.majhost.com/cgi-bin/gallery.cgi?i=3307934)

The 8S in particular will eventually have L1 (7.5m), L2 (15m) and DD (15m and 22.5m) variations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 24, 2012, 01:31:15 PM
The one in the image specifically is an L1 ERHW-8S. 

I am also happy to report that as of last night, I fixed the code on that setup and it seems to be stable in the basic configuration--all three "possibilities" (L1-over-L0, L2-over-L0, and L2-over-L1) are working.  It should be a simple matter to port it to the ERHW-10S (and an ever-so-slightly more complex matter to port it to the ERHW-6C and 8C), and I can begin in earnest on ultra-stabilizing the wider networks now.  The RUL2 file is going to go through another big "growth spurt". ::)

The P57-era RHW has also officially entered an "Alpha Build" phase, so we're coming along, slowly but surely.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 24, 2012, 02:31:38 PM
This is great news to hear, the ultra-stability, multiple-height networks, monolithic NAM all starting to come together. Keep up the excellent work. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 24, 2012, 06:49:26 PM
That's some significant progress. Glad to see you guys are cracking the SC4 code to create these wonders. My how far we've come.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Reece202 on February 25, 2012, 07:54:46 AM
How will transitions between height levels be handled? Are they going to be puzzle-pieces, or can you do draggable transitions like for NWM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 25, 2012, 08:19:38 AM
Puzzle Pieces until we can get the Disruptor tech working the way we need it to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on February 25, 2012, 08:50:08 AM
I've just been browsing the last couple months of work in this thread (I have to stay out of it or the drool levels will short out my keyboard) and I just want to say: OH. MY. GOD!

This is looking phenomenally great folks, keep up the good work and I can't wait for release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 25, 2012, 01:44:16 PM
Quote from: jdenm8 on February 25, 2012, 08:19:38 AM
Puzzle Pieces until we can get the Disruptor tech working the way we need it to.

Disruptor tech?? never read of it, and I quick search I made found nothing :\ What is it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 25, 2012, 02:02:27 PM
Quote from: gn_leugim on February 25, 2012, 01:44:16 PM
Disruptor tech?? never read of it, and I quick search I made found nothing :\ What is it?

If you've ever tried the DragTrans method used for the NWM transitions and tried it for the RHW or Street network, you'll find that they'll automatically connect.

A so-called "Disruptor" is a way to get around that.

EDIT: It was discussed in last week's RHW seminar, the log for which can be found here: http://pastebin.com/YwwAgvF2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 25, 2012, 02:59:28 PM
Quote from: GDO29Anagram on February 25, 2012, 02:02:27 PM
EDIT: It was discussed in last week's RHW seminar, the log for which can be found here: http://pastebin.com/YwwAgvF2

And this slide from the seminar (http://www.majhost.com/cgi-bin/gallery.cgi?i=3307976) vaguely shows how a Disruptor operates.  I almost ended up sticking that into RHW 5.0, but there were still some kinks to work out, so I'm planning to revisit it once the really hardcore RUL2 stuff on the RHW is completed.

Oh, and this happened last night:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6190%2Frhw022520121.jpg&hash=e2d6b3ad4f2bf46adcbbaa360217382eebf5d1f0)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on February 25, 2012, 03:55:51 PM
Quote from: Tarkus on February 25, 2012, 02:59:28 PM
Quote from: GDO29Anagram on February 25, 2012, 02:02:27 PM
EDIT: It was discussed in last week's RHW seminar, the log for which can be found here: http://pastebin.com/YwwAgvF2

And this slide from the seminar (http://www.majhost.com/cgi-bin/gallery.cgi?i=3307976) vaguely shows how a Disruptor operates.  I almost ended up sticking that into RHW 5.0, but there were still some kinks to work out, so I'm planning to revisit it once the really hardcore RUL2 stuff on the RHW is completed.

Oh, and this happened last night:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6190%2Frhw022520121.jpg&hash=e2d6b3ad4f2bf46adcbbaa360217382eebf5d1f0)

-Alex

Oh that is freiking sweet.  I cannot wait  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on February 26, 2012, 01:04:37 AM
I am impressed of the slide presentation, really good feathers! :thumbsup:  But i read nothing about the RHW tunnels from Dexter. Is this really not included in the new version of NAM? The addition of the tunnels, will completed the network and make it perfect for my.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2012, 12:41:39 PM
Quote from: Paul 999 on February 26, 2012, 01:04:37 AM
I am impressed of the slide presentation, really good feathers! :thumbsup:  But i read nothing about the RHW tunnels from Dexter. Is this really not included in the new version of NAM? The addition of the tunnels, will completed the network and make it perfect for my.

We're still a fair ways off from release.  Right now the focus is on getting the P57 RUL2 revamp of the draggable content (and the multi-height expansion groundwork) in place.  We'll likely be revisiting Dexter's stuff once that's well in hand--we haven't forgotten about it, but with some interesting implementation stuff in the works, it's more feasible for us to wait until a few other things are in place to work on it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 26, 2012, 01:52:00 PM
I see I see :)

now, I was long expecting the new NAM monolith, but after seeing these seminars, I am dieing for it  :o :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 26, 2012, 02:26:49 PM
Well, expect that it will take a few months before all developments for the NAM 31 are complete. Before it's done, patience...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on February 26, 2012, 02:41:32 PM
Everything seems to go quite well with great pace, but I'm curious when it will start work on the splitter between elevated networks? Eventoalno will they be something like a secret weapon (dragable), and would require so many entrance / exit ramps (250) in order to support this multi-level system. It is hard to imagine how much work ahead for you guys.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2012, 03:04:18 PM
Well, the one thing that helps: once the models for something are done for one elevated level, they're effectively done for all elevated levels.  All we have to do at that point is run it through cogeo's SC4 Model Tweaker.  That's the great thing about having a uniform specification in which modularity is a core concept.

Splitters between elevated networks won't happen until someone makes models for them, however.  The paths and all the rest of the modding usually transfers over very easily between ground and elevated . . . but as the ground level versions are just textures or flat plane models, that side doesn't transfer over to the elevated networks.  Pretty much as soon as we have models for an elevated version of a ground-level piece that matches the ground-level specs, we can get it in place.

Of course, we could immediately port them over . . . but there'd be no barriers or understory on the model, which I think most of the folks who are wanting these new elevated pieces would have a problem with. ::)  That's part of the reason the ERHW-4 took until Version 3.0 to come out--we had an ortho prototype . . . but the curves and ramp interfaces, etc. had no barriers for some time, until someone who could model them (Swamper77) came in and made them. 

Edit: Oh, and this was the product of last night.  Took a lot of tweaking to get this just right.  The RHW-8S kept wanting to turn into a 10S and vice-versa.  I've now begun getting similar base setups on the C-type networks in place, and then, it's time for adding adjacency stability on these bad boys.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F3453%2Frhw022620121.jpg&hash=334c844153cc57ee62503d9ab04c333975e6cb89)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 27, 2012, 01:26:41 AM
Quote from: mrtnrln on February 26, 2012, 02:26:49 PM
Well, expect that it will take a few months before all developments for the NAM 31 are complete. Before it's done, patience...

I am aware of that. meanwhile I'll keep drooling with the teasers  &smrt  :D :D

About the models, if it helps to do the raw models on gmax/3dmax, I can lend an hand provided I am of the specifications and textures.

if it has to be done on Reader, well, there I don't know how to model   :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2012, 11:39:45 AM
Quote from: gn_leugim on February 27, 2012, 01:26:41 AM
About the models, if it helps to do the raw models on gmax/3dmax, I can lend an hand provided I am of the specifications and textures.

if it has to be done on Reader, well, there I don't know how to model   :-[

Typically, the "modern" procedure we're using involves both 3ds Max and the Reader.  The Reader part is generally just standard modding stuff that we do all the time, so it's not too much of a problem on our end to handle that as long as the model is to spec.  The Reader is capable of importing/exporting .3ds meshes, so that's how we're typically getting stuff in/out now (rather than the BuildingMill mess in Gmax), and then 3ds Max (or similar) is used for the actual modeling.

Basically what we're looking for:


I'm happy to supply the base ERHW ortho models in .3ds format and requisite textures for ground-level counterparts, too.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 27, 2012, 12:14:03 PM
That's great if you're willing to contribute gn_leugim! Elevated models have long been a problem and I'd love to see your contribution!

And Alex, awesome work with the wide elevated RHWs  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 27, 2012, 02:28:49 PM
This is just a random question that popped into my head - Has there been any talk or plans for a FLEX-DDI, seeing as a FLEX-SPUI has been made? I didn't see anything about it in the seminar presentation, but has there ever been any consideration for it? It would be good to have something like that in-game.

Speaking of FLEX stuff, will the FLEX-SPUI piece be updated for project 57, i.e. able to be used for L1, 3 and 4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on February 27, 2012, 03:07:23 PM
The DDI piece is perfectly fine the way it is because the RHW crosses over regular OWR-2 drags.  That's all normal non-specialized override code.  In the future there may be an additional piece to support AVE-6 if someone decides to make it, but it will more than likely also be a regular puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2012, 03:36:07 PM
And regarding FlexSPUI expansion, since there will be L1 Elevated Avenue Viaducts, there will be an L1 FlexSPUI.  There will not, however, be an L3 or an L4, as there won't be Elevated Avenue Viaducts at those levels.

Eventually, there will be more varieties of FlexSPUI--namely, one for AVE Type B/Dual Left TuLEPs, and some involving triple-tile NWM networks.  That probably won't happen until after NAM Version 31, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on February 27, 2012, 04:00:24 PM
After reading the transcripts and scrolling through the slide presentation on the RHW seminar, I have to say this:  "Thank you NAM team for giving up any semblance of a life in order to make this game even better than before"   :P

Seriously, I can only imagine how much time and effort every NAM member has put into various aspects of the NWM and RHW, and I bet many if added together, would probably come close to 3-4+ yrs
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 28, 2012, 04:42:41 AM
Well I see then 3dmax is a must, I may be able to get it as I read something about it being free for students and I am still registered on my college.

So I'll look into it then :)

There should not be a problem getting familiar to it, as it works pretty much as gmax as far I know, so once I get it I believe I can start modelling fast. 

Also, and if I get it right, there is only need to do the L2 as the other are obtained using Cogeo's wonder program I am right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 28, 2012, 10:01:26 PM
Quote from: gn_leugim on February 28, 2012, 04:42:41 AM
Also, and if I get it right, there is only need to do the L2 as the other are obtained using Cogeo's wonder program I am right?

That's exactly correct. :thumbsup:  That's how I've been able to get all the models in place for the multi-level ERHW-4 and EMIS so quickly.

Speaking of which . . . still trying to stabilize this little guy . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9403%2Frhw022820121.jpg&hash=28145ced428ede93f55e186563d73e8a9eca68cf)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 29, 2012, 01:57:05 AM
*drop* *scurry, scurry, scurry*

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2F2012-02-28_00003.jpg&hash=2a8c506bba9c37116ad6b353978f6168e1e701b1)

Some of the errors in that pic have been fixed now, so that picture does not accurately represent the current status of the mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on February 29, 2012, 02:13:44 AM
Wow! The NAM and jdenm8s mod
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on February 29, 2012, 03:07:25 AM
*drools*
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 29, 2012, 04:44:43 AM
 &apls &apls &apls nice nice :)

Well, I was playing arround, exporting and importing the models I have on my plugins folder to see some of the specs and I came up with this creation of mine :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FERHW4-Scurve.jpg&hash=e2d68fe1e3c92961286335f845371ee72dcdb7a4)

its a ERHW4 S curve :p

I found some errors I have to correct, but I think I got the thing XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 29, 2012, 05:00:39 AM
Just a small thing that could probably be improved from me, it might be a good idea to remove the pylons. Most non-diagonal or Non-Transition RHW puzzle pieces have pylons placed as T21 props. I don't know if this is one of those errors you mentioned.

Other than that, it's certainly quite nice and certainly fills a hole.

I'd recommend exporting it now and overriding the models of the plain RHW-4 S-Curve and see how it fits compared to the standard ERHW-4 models in practice, as well as ensuring that it fits the profile of the ground curve. Having two S-Curves that are different shapes looks odd and it's a real waste of time to path.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 29, 2012, 05:38:05 AM
Quote from: jdenm8 on February 29, 2012, 05:00:39 AM
Just a small thing that could probably be improved from me, it might be a good idea to remove the pylons. Most non-diagonal or Non-Transition RHW puzzle pieces have pylons placed as T21 props. I don't know if this is one of those errors you mentioned.

I was unaware of such thing, but that is an easy thing to correct.

Quote from: jdenm8 on February 29, 2012, 05:00:39 AM
I'd recommend exporting it now and overriding the models of the plain RHW-4 S-Curve and see how it fits compared to the standard ERHW-4 models in practice, as well as ensuring that it fits the profile of the ground curve. Having two S-Curves that are different shapes looks odd and it's a real waste of time to path.

that's more the thing I have to make right yet. as far it concerns the exporting and overriding the ground S curve model I'm not pretty sure I can do it yet ^^ I'll try thou.

EDIT:

I did something meanwhile. I took the ground model textures and apply them to a plane which I overlay on the model, but below the barriers so you can still see the outline of the model:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FERHW4-Scurve2.jpg&hash=0133427c64390e10aadd24b33c1fe930d6c3ee1c)

Also, as you can see, I took 2 models from the RHW dat files to put next to the new one(in red in the next pic) to see if they align and appear to do so:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FERHW4-Scurve3.jpg&hash=3be71ba6cb5d6ccefd1fd7073eaf515eefef374a)

Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on February 29, 2012, 09:20:54 AM
That's a great model gn_leugim, It'll definately fill a gap in the ERHW-4 network. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 29, 2012, 12:53:23 PM
That's spectacular gn_leugim!  &apls  An extremely useful piece. Besides being portable to the other levels it could also be used for DDRHW-2x ERHW transitions.

How is the poly count going with that? It seems so smooth that it must be exceeding the puzzle piece limit--though trust me, I'm no expert  :D

Since no one else has started harassing you yet I might as well start  ;)  How about modeling width transitions for ERHW? ie L2 RHW4-to-L2 RHW6

Great work as well JD!!! Are you planning on going diagonal in the future? I know the capacity issue doesn't work but the aesthetics of adjacent RHW-4s would be really nice.

And of course it's always great to see your progress Alex  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 29, 2012, 01:01:41 PM
thank you :)

After erasing all superfual stuff (helpers and guide lines) I got a 384 polygon count :)

EDIT: I have to remake the piece (or make a second version as I can be wrong) because the model is not entirely symmetric. I'll be back posting stuff soon :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 29, 2012, 01:14:04 PM
I should also add, that polygon count is per tile rather than for the entire model.  If you're coming up with 384 for the whole model, you're definitely well within specs.  The model looks fantastic and within specs. 

In other words, gn_leugim, you are officially awesome, my friend! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 29, 2012, 01:39:22 PM
 &blush oh ty  :)

Now I'm not sure if I made all right as you can imagine, I start experimenting and going down to business a bit blinded regarding how you do it. I did it on my way.

And I have some questions as you can imagine.

Do I insert pylons or not? (as jdenm8 said)
The "per tile" segregation of the model is done on reader on in max?

among other things. I might have much to learn yet ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 29, 2012, 01:41:52 PM
I knew the poly count was per tile but phrased it wrong. Glad to here we're within the proper range here!

QuoteEDIT: I have to remake the piece (or make a second version as I can be wrong) because the model is not entirely symmetric. I'll be back posting stuff soon :)

I can only speak for me but it seems close enough as it is. And congrats on the "officially awesome" comment, they don't come around without a good reason  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 29, 2012, 02:58:19 PM
I'd advise keeping the pylons off . . . if they are going to be built in, we can add them in later as well using a little trickery with cogeo's tool.  The FLEXFly specs do propose having a FLEXFly S-Curve piece, so pylon-less would also be the way to go there.

The slicing of the model is typically done on the Max end, with a Cube primitive and a Boolean object, to cut the model into 16x16 pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 29, 2012, 03:47:06 PM
Quote from: Tarkus on February 29, 2012, 02:58:19 PM
The slicing of the model is typically done on the Max end, with a Cube primitive and a Boolean object, to cut the model into 16x16 pieces.

Or you can use the Slice Plane tool to do that. Same result...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Cire360 on February 29, 2012, 09:37:10 PM
Any chance we will ever see a new exit/entrance with a deeper back curve?  I'm asking mainly because I've been trying like hell to create a nice looking compact cloverleaf junction in rhw 5.0.  I just can't seem to get that inner curve looking nice, without having a large at least 15 x 15 tiles circle.  I'm using type b exit right now with type b entrace, oddly the circle ends up being 5 x 8, i'am not sure why as they both begin at the same place in respects to center axis; but one direction seems to be able to cut a deeper curve then the second direction.  I'll try to find a place where i can post some screenshots as that would make things much easier to explain.

Anyhow I really like the flex spui thingy but I just think that having the same type of junction everywhere gets a bit repetitive and id really like to have a nice looking cloverleaf junction. Just my thoughts, and I totally understand that other things are more important right now, but hope ya'll at least consider it for the future.

Also any chance we will see bridges that are 6 and 8 lane or better in the next release?  I also apologize if this is the wrong place to ask these questions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on March 01, 2012, 01:46:47 AM
Quote from: Tarkus on February 29, 2012, 02:58:19 PM
I'd advise keeping the pylons off . . . if they are going to be built in, we can add them in later as well using a little trickery with cogeo's tool.  The FLEXFly specs do propose having a FLEXFly S-Curve piece, so pylon-less would also be the way to go there.

The slicing of the model is typically done on the Max end, with a Cube primitive and a Boolean object, to cut the model into 16x16 pieces.

-Alex
Quote from: mrtnrln on February 29, 2012, 03:47:06 PM
Quote from: Tarkus on February 29, 2012, 02:58:19 PM
The slicing of the model is typically done on the Max end, with a Cube primitive and a Boolean object, to cut the model into 16x16 pieces.

Or you can use the Slice Plane tool to do that. Same result...

got it  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 04, 2012, 01:09:32 PM
Something we didn't have last time...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtesting-jan._30__041330895252.png&hash=e1fc52ea1f8137a8929dcb9a0b4c2f4bce474d0b) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Cosmetic/redux/rhwtesting-jan._30__041330895252.png)

;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on March 04, 2012, 01:22:30 PM
Been needing that for ages, glad to see that everything is progressing -and extending well! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on March 04, 2012, 02:15:54 PM
That's spectacular  &apls &apls &apls  I was just in the middle of rearranging detailed interchange plans around a problem this solves. Really awesome work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on March 04, 2012, 10:53:10 PM
Will the black borders go away? Or is that just the game limitations?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 04, 2012, 10:54:56 PM
Quote from: Will12 on March 04, 2012, 10:53:10 PM
Will the black borders go away? Or is that just the game limitations?

It's either an issue with the S3D settings or the textures themselves, all of which are independent of the T21 in question, but possible to fix.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on March 05, 2012, 01:17:07 AM
pretty nice :)  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 05, 2012, 02:08:36 AM
QuoteIt's either an issue with the S3D settings or the textures themselves, all of which are independent of the T21 in question, but possible to fix.

S3D settings. A lot of the older RHW-over-x networks have different mat settings to the norm.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on March 05, 2012, 11:04:33 PM
Yay!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 06, 2012, 02:03:10 PM
Thanks guys :)

Little more action... diagonal avenues and ortho MHWY. I'll try to stick in the offset pillar more often in places that can afford it (ie the outer tile of RHW-8S)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtesting-jan._30__041331071009.png&hash=557b50593d04a72369f052c01481bc96e627d232) (http://www.majhost.com/gallery/vz1234512/NAM/RHW/Cosmetic/redux/rhwtesting-jan._30__041331071009.png)

EDIT: No more floating ERHWs
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2FCosmetic%2Fredux%2Frhwtesting-jan._30__041331072934.png&hash=c864a1ba3d565ddf6768f66006a6626fac69cdc6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on March 06, 2012, 06:50:23 PM
I think its incredible...  &apls  I particularly like the blue beams... and the better column positions, ability to accommodate the diagonals is more realistic...  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on March 07, 2012, 03:29:29 AM
I love the blue columns, much more realistic
Title: Re: RHW (RealHighway) - Development and Support
Post by: SeanSC4 on March 07, 2012, 04:57:40 AM
Those look great Blue Lightning!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 14, 2012, 11:53:46 PM
It's quiet here. Either everyone must be having some major RLS, or you're all doing some rather boring (to the eye) work. I'm sure it'll look good eventually... :)

Anyway, I'm interested in trying my hand at making more models for the ERHW. I'm particularly interested in making diagonals and curves for the wider RHWs, as well as inside and diagonal ramps for the DDRHW-4 and starting work on the DDRHW-8. I also would like to collaborate somewhat with gn_leugim on those S-curves, as they could be quite handy in making an improved DDRHW-4 > Dual ERHW-4 transition (as well as an idea I have for a pair of currently unplanned DDRHW-8 transitions).

I hope to hear from you soon about my offer. :)
Zack
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 15, 2012, 04:12:02 AM
Mixture of both :P

I've personally been playing Skyrim and Oblivion on my new (It's new until it stops smelling new. *sprays more "New Computer Scented Cologne" onto his case*) PC. I'm not too sure on what the other guys have been doing, but Project 57 has left most of us who primarily developed for the RHW idling. BL had been working on something special, but it relies on something else to be done first.

Some new ElRail over Road puzzle pieces as well as a new Diagonal RHW Ramp Interface are what I've contributed so far off the top of my head.

As for the models, Inside DDRHW-4 exits are mainly copy-paste, rotate repeat and most of the tedious modding legwork is automated (Isn't that what computers are for? To do the Tedium we give them? :P ). By all means do them if you wish, we can get them in the next release and it's one less thing we have to do. We may be interested in Diagonals, however they may be reliant on what BL is waiting for as well...

We could do with some ERHW splitters if you're interested. Type E1 (ERHW-4) and F1 (ERHW-4, ERHW-6S) splitters are things I could use in my cities. Maybe transitions for the ERHW-4 to EMIS and ERHW-6S to ERHW-4? how about a Type A1 for ERHW-6S/C?

We're all for new modellers  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on March 15, 2012, 04:35:43 AM
Great work on the columns and diagonals Vince  &apls

Nice to hear your offer Zach! Anything wide-radius or fractional-angle sounds fantastic to me, as do JD's suggestions  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 15, 2012, 08:00:00 AM
Whoa!! I believe that the site was down in these 3 days. :-[ I feel better for the hard work of all NAMites. &apls
Guys, you are the best :thumbsup: and I'm very sad that I would lend an hand in this project. :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 15, 2012, 08:55:44 AM
The project is not dead, I can assure you, it's just a bit slowed down due to RLS. But I started working on something experimental:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FOtherStuff%2Fmodels_farhw-4_curves2.jpg&hash=a6151f1bad9100ea117cf2e87871f283ddd4195a)

MORPH curves for the RHW-4! These are not your ordinary curve textures; these curves use only one texture, the rest is a bent model.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on March 15, 2012, 10:52:39 AM
What you mean with MORPH? :O

@woodb3kmaster: Well, I guess all help is welcome :) (but I am not the one in charge XD )  I have sent those S curves up to Alex, because I only know (yet) the modeling part, not the modding part of the stuff. if you know how to do the modding great I think :)

Meanwhile I made some more models for the ERHW4 and planning to do some more :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2012, 11:45:29 AM
RL's hit me extremely hard the past week or so.  It should clear up for a little bit as of this weekend (I'll technically be on Spring Break then), though it'll probably get completely insane again in mid-April through May, due to my final comprehensive exam, and then moving after that (possibly twice within the next year). 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 15, 2012, 12:17:37 PM
I'm currently taking my graduation tests (which we take sophomore year.. oh Ohio..), but I'm putting together the ERHW cosmetic mod. Its gotten far enough that I'm able to use it in my CJ plugins folder ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 15, 2012, 09:06:35 PM
Quote from: jdenm8 on March 15, 2012, 04:12:02 AM
As for the models, Inside DDRHW-4 exits are mainly copy-paste, rotate repeat and most of the tedious modding legwork is automated (Isn't that what computers are for? To do the Tedium we give them? :P ). By all means do them if you wish, we can get them in the next release and it's one less thing we have to do. We may be interested in Diagonals, however they may be reliant on what BL is waiting for as well...

We could do with some ERHW splitters if you're interested. Type E1 (ERHW-4) and F1 (ERHW-4, ERHW-6S) splitters are things I could use in my cities. Maybe transitions for the ERHW-4 to EMIS and ERHW-6S to ERHW-4? how about a Type A1 for ERHW-6S/C?

We're all for new modellers  :thumbsup:
Ah, so inside ramps are pretty easy then. Good to hear, as it should be a good way to get my feet wet. I'd be more than happy to make some splitters, too; they'll make it much easier to build interchanges between DDRHWs, among myriad other things.

Great to see some of the latest work around here - those MORPH curves look (and sound) very intriguing!

Quote from: gn_leugim on March 15, 2012, 10:52:39 AM
@woodb3kmaster: Well, I guess all help is welcome :) (but I am not the one in charge XD )  I have sent those S curves up to Alex, because I only know (yet) the modeling part, not the modding part of the stuff. if you know how to do the modding great I think :)

Meanwhile I made some more models for the ERHW4 and planning to do some more :)
I haven't yet read up on the modding aspect, but I expect to soon. I look forward to seeing your latest models!

Quote from: Tarkus on March 15, 2012, 11:45:29 AM
RL's hit me extremely hard the past week or so.  It should clear up for a little bit as of this weekend (I'll technically be on Spring Break then), though it'll probably get completely insane again in mid-April through May, due to my final comprehensive exam, and then moving after that (possibly twice within the next year). 

-Alex
Best of luck on your exams, Alex!

Quote from: Blue Lightning on March 15, 2012, 12:17:37 PM
I'm currently taking my graduation tests (which we take sophomore year.. oh Ohio..)
Reminds me of California...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 15, 2012, 09:43:24 PM
@gn_leugim or Tarkus
If you want to/can split up the models properly, I can probably do the modding. There's a P57 IID range set aside for it already (57930xy2).
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on March 17, 2012, 03:36:17 PM
Quote from: jdenm8 on March 15, 2012, 09:43:24 PM
@gn_leugim or Tarkus
If you want to/can split up the models properly, I can probably do the modding. There's a P57 IID range set aside for it already (57930xy2).

Well, I have made so far the S curve, the 45ºs curve, both single (I not pretty sure if the double versions are made just copying one half into two or needs to be a different model at all) and the ERHW4-ERHW2 transition pieces.

If it is ok with Alex, and if you are willing to mod them, I can pass them over to you I guess. And maybe in the process try to explain how the last part, the texturing is done. the part of making a puzzle piece I have seen somewhere before I think... and I remember it was big  :-\
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 26, 2012, 11:28:22 PM
Ran into a few functionality issues while building a new interchange. While I managed to resolve it, I don't think it looks quite right... too many ramps branching out. Any suggestions on how I can modify this before I finish the junction?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNRGTt.jpg&hash=6d4e4ff15aa909d56d0483e0962a6e54dbc1cea2)

Zoom out for reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnVIH4.jpg&hash=8f53a62b32b80ab8ca14136262ae6f6255dca71e)

My thanks in advance.
-Ryan (Haljackey)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 26, 2012, 11:42:25 PM
I think that may just be because it'd require a TOTSO ramp to not look weird.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on April 01, 2012, 04:06:52 PM
Is it normal for diagonal ERHW-4 to not have pylons under it?  I thought at first that this was caused by the RHW additional streetlights mod I'm using, but I removed it and clicked on the RHW, and there still weren't any pylons.  Also, I was able to get pylons beneath the lower deck of DDRHW-4, except when I shifted the diagonal portion over by one tile, they were gone.

I hope this hasn't been reported before or anything; I've been away from the thread for a while.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on April 01, 2012, 07:46:13 PM
Quote from: Moonraker0 on April 01, 2012, 04:06:52 PM
Is it normal for diagonal ERHW-4 to not have pylons under it?  I thought at first that this was caused by the RHW additional streetlights mod I'm using, but I removed it and clicked on the RHW, and there still weren't any pylons.  Also, I was able to get pylons beneath the lower deck of DDRHW-4, except when I shifted the diagonal portion over by one tile, they were gone.

I hope this hasn't been reported before or anything; I've been away from the thread for a while.

That sounds like some funky T21 pattern settings.  It should be easy enough to fix.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Will12 on April 03, 2012, 05:00:16 PM
I know that you guys have lives but is there any further development on the MHS side of things? Sorry I'm a little impatient. I just really want all that cool stuff!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 03, 2012, 05:05:48 PM
I'm actually interested in this "Symphony" thing myself.
On that note, could you make starter/starterless versions of the RHW curves? Especially for networks that don't have diagonal starters. And 6S curves, I am amazed you haven't included any yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on April 03, 2012, 09:15:11 PM
The only Maxis Highway side of things, is that retexture/reprogramming of drawing it out as conjoined RHW-4, so the Maxis part becomes obsolete.

This thing about the curves, your just going to have to use the corresponding filler RHW pieces when you can, before or after the curve, and just be careful with building.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 03, 2012, 09:27:36 PM
Quote from: Wiimeiser on April 03, 2012, 05:05:48 PM
Especially for networks that don't have diagonal starters.

Well, the process of putting diagonal starters on the curves for those networks would mean there would be diagonal starters for those networks then (in terms of there being a "false intersection" defined in RUL1), so it'd kind of be moot at that point.

Quote from: Wiimeiser on April 03, 2012, 05:05:48 PM
And 6S curves, I am amazed you haven't included any yet.

They're on the long list, along with some for the other networks.  But little things like that are useful but time-consuming to make (pathing) have had a tendency to fall by the wayside when we figure out cool things like DDRHWs.  Perhaps after P57 finishes up.  But that might be awhile.  RL's kept me well occupied (and will continue to for the next couple months), and my free time over the past month has generally involved a bit of a break from SC4 modding.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on April 09, 2012, 07:40:18 PM
I have a Few proposals to request
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FProposal1.jpg&hash=befd92e4980d4f182e82b27770e3fdf15ab2e77c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2Fproposal.jpg&hash=6542075cc81d363deee1d2e5fdc1667e89733159)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FI-H3ExitRamp.jpg&hash=63b5de31ac8fdf59880ea440670a268f35a10229)
:)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 09, 2012, 10:36:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F9020%2Fmisramp.png&hash=deb0cc26ff230ab210cfe41d1e26df9f1708f601) (http://imageshack.us/photo/my-images/811/misramp.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I've been wanting sonething like this for a while now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 09, 2012, 11:24:44 PM
We probably won't be making ramp interfaces for Road (RHW-2 fulfils the same purpose), but all that's missing to make those possible is one Puzzle Piece, a FAHRW-2 splitter.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 10, 2012, 12:12:22 AM
Actually, I was referencing something like this (http://maps.google.com.au/maps?hl=en&ll=-38.354063,144.92515&spn=0.003193,0.004823&t=k&z=18), unless that's what you meant.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 10, 2012, 12:46:11 AM
Best current possible equivalent that I can think of:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F446%2Fcapturereply.jpg&hash=826efcfb9c1b07224392e4f07612f0dc4b37e310)

Something along these lines, but your request would require some sort of MIS C1(?) ramp at a FARHW angle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 10, 2012, 10:25:28 PM
Quote from: Wiimeiser on April 09, 2012, 10:36:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F9020%2Fmisramp.png&hash=deb0cc26ff230ab210cfe41d1e26df9f1708f601) (http://imageshack.us/photo/my-images/811/misramp.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I've been wanting sonething like this for a while now.

A piece like that can be done in a matter of minutes. It's a rather specialised piece, though... it'll come after all the ramp interfaces and splitters have been implemented.

Most are already implemented, there's just a few more left to go before I call it done for this release.

The closest variant currently available to what's being proposed is the FAD-44 piece and its road counterpart.

What I'm saying is that there are other FARHW pieces that need to be done first, though, especially FARHW-6S to diagonal curves (for instance) and FARHW-8.

There's also WaveFAR, which works like the FlexFly pieces, the standard for that is currently being drafted, but it most likely won't be in the next NAM version...
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on April 11, 2012, 09:35:53 AM
Quote from: GDO29Anagram on April 10, 2012, 12:46:11 AM
Best current possible equivalent that I can think of:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F446%2Fcapturereply.jpg&hash=826efcfb9c1b07224392e4f07612f0dc4b37e310)

Something along these lines, but your request would require some sort of MIS C1(?) ramp at a FARHW angle.

Nice Ave Texture  :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 13, 2012, 09:38:10 AM
Quote from: Shadow Assassin on April 10, 2012, 10:25:28 PM
There's also WaveFAR, which works like the FlexFly pieces, the standard for that is currently being drafted, but it most likely won't be in the next NAM version...
:o Does that mean what I think it means? FA(X) pieces with the potential for intersections anywhere along them? That would not only make FAR etc. hugely more flexible, but allow for only a handful of pieces for each FA network (maybe as few as four?). I imagine there are no screenshots yet since it's in draft stage, but I'd love to know more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 14, 2012, 04:11:09 AM
Quote from: woodb3kmaster on April 13, 2012, 09:38:10 AM
Quote from: Shadow Assassin on April 10, 2012, 10:25:28 PM
There's also WaveFAR, which works like the FlexFly pieces, the standard for that is currently being drafted, but it most likely won't be in the next NAM version...
:o Does that mean what I think it means? FA(X) pieces with the potential for intersections anywhere along them? That would not only make FAR etc. hugely more flexible, but allow for only a handful of pieces for each FA network (maybe as few as four?). I imagine there are no screenshots yet since it's in draft stage, but I'd love to know more.

Yep, that's pretty much it.

And only one piece (if I do it right) will be needed. :P It'd be set up exactly like diagonal streets.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Raindog on April 14, 2012, 10:18:24 AM
Hi RHW team, can someone help me. I currently have an avenue but want to change it to a 6C bridge. I am not sure if that is possible. So far I only get four lanes and not the median (inner part). Do I need to make a transition to 4W, create a RHW bridge and then back to 6C?
Thanks in advance

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F1788%2F6cbridgecustom.jpg&hash=9fe6653f396b39316e31791e2d63f69f96fa69bd)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 14, 2012, 10:35:05 AM
A RHW-6C bridge is not publicly available yet and neither are bridges for the RHW-6S, 8S and 10S (though there are some bridges in testing stage).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 14, 2012, 11:20:08 AM
Additionally, a 6C bridge would have to be produced through a workaround, as parallel bridges with no separation between them are not permitted by the game's transportation and terrain systems--either an odd overhang or a DBE-style solution.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Raindog on April 14, 2012, 11:30:47 AM
Bedankt Maarten, I was just looking at the readme which gave the same answer, only four bridges available in 2W and 4W. I was hoping that they were made as separate plugin but it seems I have to wait. I guess I am not the first one with this question/wish.
I will implement my idea then to make a transition to 4W, make the bridge and go back to 6 lanes. See the result below.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F5498%2Fbridgel.jpg&hash=24df3314fcad10c629b6fcce874f1ef15bb6d468)


Ps: would it be possible to create a bridge as a ploppable lot, say 20x3 in size? Not that I would be able to do such a thing.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on April 14, 2012, 12:19:35 PM
Quote from: Tarkus on April 14, 2012, 11:20:08 AM
parallel bridges with no separation between them are not permitted by the game's transportation and terrain systems--either an odd overhang or a DBE-style solution.

-Alex

I would suggest an overhang, seeing as most of the lanes would be on the two parallel bridges, and, correct me if I'm wrong but I imagine an overhanging model would be easier to implement.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 14, 2012, 05:56:53 PM
Quote from: Wiimeiser on April 09, 2012, 10:36:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F9020%2Fmisramp.png&hash=deb0cc26ff230ab210cfe41d1e26df9f1708f601) (http://imageshack.us/photo/my-images/811/misramp.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I've been wanting sonething like this for a while now.

Dug something similiar up from my archives. This was apparently being worked on by the freeway experts some time ago. Haven't seen any development for years on this front:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F1662%2Flam004.jpg&hash=9a5e9c2b9e12b717b5a966d6e500e7ae57c057a9)

More content here: http://sc4devotion.com/forums/index.php?topic=4575.100
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 14, 2012, 06:29:23 PM
Quote from: apeguy on April 14, 2012, 12:19:35 PM
I would suggest an overhang, seeing as most of the lanes would be on the two parallel bridges, and, correct me if I'm wrong but I imagine an overhanging model would be easier to implement.

Except for one problem: Capacity and falling into the ocean whilst UDI-ing. It's already been considered but I haven't heard anything more than that.

I'm more for a DBE-style solution over overhangs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 14, 2012, 06:32:20 PM
The Ramp was actually meant to be a RHW-4 or MIS, but both ways work.
And those archives look interesting...
And inspiring...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Phlogiston on April 15, 2012, 10:23:19 PM
is it possible to have a diagonal RHW neighbor connection using NAM 30 puzzle pieces?

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 15, 2012, 10:44:50 PM
Quote from: Phlogiston on April 15, 2012, 10:23:19 PM
is it possible to have a diagonal RHW neighbor connection using NAM 30 puzzle pieces?

There's nothing holding you back from making a diagonal RHW-2 NC, but the problem is that on the neighbouring city, the connecting RHW comes out straight, not diagonal.

Imagine that being compounded by having multiple RHWs and override networks...

There's a really tricky way to circumvent the problem, but even so, you still need a puzzle piece to be made, one for each RHW network width.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2012, 12:44:38 PM
P57 slowly progresses forward . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqXnoD.jpg&hash=57720f2ca6b6a0adb30b8079d7e7df8ff924a12e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQY6HG.jpg&hash=1adc51c1b75eb77208d9ffa6f9c7276ab64ae01b)

Yes, that's an L2 ERHW-8C going over an L1 ERHW-8C.

The main project at this point on my end is getting the base RUL2 code in place for the RHW-6C/8C OxO overpasses with other RHWs (ERHW-6C over RHW-8S is being a pain).  After that point, I'll begin ultra-stabilizing them, and converting the puzzle piece end over to the new specs.  All the height levels are being coded and assembled simultaneously, so when this finally gets released (while I won't give a release date, I will say that it will not be in the next 2 months), they'll all be available at once. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 20, 2012, 02:05:01 PM
Good news Alex &idea and excellent work on multi-level RHW!! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on April 20, 2012, 03:33:15 PM
Nice progress so far. :thumbsup:

Just one minor thing though, I noticed on the pylons for the L2 ERHW-8C that there seems to be a minor imperfection where it seems to be slightly narrower on the bottom half of the pylon, and the change in widths is somewhat abrupt. Is that the plyon tapering, a small rendering error, or simply the zoom level the picture was taken? Just wondering, not that it makes a difference to the actual functionality. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 20, 2012, 03:44:58 PM
The pylons we've used have always tapered--the UV mapping might need a little adjustment, though.  As part of P57, they've also been modified such that they're actually all 30m (L4) pylons now, and the T21 used to place them basically just submerges portions below ground on L3 and lower ERHWs.  This reduces the number of models necessary, and as passionate as some seem to get about pylons (the "Pylon Police" :D), if someone's so inclined to replace the models, it'll be much easier for them to do so.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on April 20, 2012, 04:33:21 PM
Tarkus, I applaud you for everything you have been doing the past few months with the ERHW's and getting them to be better than they already are, especially considering how busy life must be for you and all this time of the year  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ilikeanrhw on April 20, 2012, 06:14:37 PM
http://i.imgur.com/QY6HG.jpg

:shocked2: very great progress there Tarkus!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on April 20, 2012, 07:51:04 PM
This is some really fantastic stuff, Alex! I look forward to playing around with the wider ERHWs at all the new height levels. (I also look forward to being able to make ramps and diagonals for them; my offer to make more models still stands. Perhaps we could discuss this via PM?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 20, 2012, 11:28:14 PM
Looks great. Ooh. Imagine the stacks I can make with those babies....
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on April 21, 2012, 03:01:26 AM
Wait - does this mean most multi-height RHWs will be released simultaneously?  &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on April 22, 2012, 02:46:30 AM
Nice news :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on April 22, 2012, 08:13:44 AM
Looks great - RHW and NAM is the reason I am still playing Simcity 10 years later.

Are there any plans to make tight RWH-4 and MIS curves?  I ask because I find it extremely difficult to build inner city interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 22, 2012, 10:52:43 AM
Quote from: esto on April 22, 2012, 08:13:44 AM
Are there any plans to make tight RWH-4 and MIS curves?

I doubt a 90-deg RHW-4 curve would be realistic (or safe), but there's already a 90-deg MIS curve.

Try dragging a 90-deg bend with the MIS network and see what happens. As for the RHW-4, just draw two 45-deg bends together.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 22, 2012, 02:44:35 PM
Quote from: woodb3kmaster on April 20, 2012, 07:51:04 PM
(I also look forward to being able to make ramps and diagonals for them; my offer to make more models still stands. Perhaps we could discuss this via PM?)

Absolutely. :thumbsup:

Quote from: citybuilderx on April 21, 2012, 03:01:26 AM
Wait - does this mean most multi-height RHWs will be released simultaneously?  &dance

Indeed it does. :)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on April 25, 2012, 02:50:24 AM
I still have some models for the elevated networks with me too  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 27, 2012, 11:55:43 AM
Well, after some few trial and error experimentation, I finally got to handle bridge modding. After "doubling" some of the bridges I had in my plugins folder (eventually with success), I decided to model a cable-stayed compact RHW-6S bridge. After a few hours work, I managed to get this (click to enlarge):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw-6s_cable-stayed_bridge_preview.jpg&hash=0294970f5fd2d399761b035bc86d4f2f27559846)

It's based upon this bridge from Zaltbommel (the Netherlands): http://maps.google.nl/?ll=51.817954,5.260048&spn=0.177211,0.445976&t=h&z=12&layer=c&cbll=51.818163,5.260041&panoid=ww9o7R1Lca3erMw5mVuQqg&cbp=12,179.62,,0,-15.59

I still have to manage the LODs for rendering and the IID allocation of the model, but I think I might get this beauty fully functional in not a too long time...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 27, 2012, 12:06:41 PM
Fantastic work Maarten  &apls &apls  Really great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 27, 2012, 01:28:30 PM
Beautiful, we definitely need some more RHW bridges :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 27, 2012, 01:47:18 PM
Quote from: io_bg on April 27, 2012, 01:28:30 PM
Beautiful, we definitely need some more RHW bridges

I think it's safe to say that we all do... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on April 27, 2012, 02:27:05 PM
Wow, now that is awesome. It somewhat reminds me of the Øresund Bridge, (http://en.wikipedia.org/wiki/%C3%98resund_Bridge) except it only has one deck. I can't wait to see this released. ;D ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: bthersh on April 27, 2012, 04:34:21 PM
Maarten, that bridge is beautiful!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on April 27, 2012, 05:19:36 PM
That bridge is awesome mrtnrln.  Best of luck getting it finalized
Title: Re: RHW (RealHighway) - Development and Support
Post by: xannepan on April 27, 2012, 11:28:52 PM
Great bridge! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on April 28, 2012, 12:45:28 AM
Nice bridge :thumbsup: but the real bridges don't have emergency lanes :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on April 28, 2012, 03:03:01 AM
It is unbelievable how perfect it looks that this bridge. Congratulations Maarten you really do amazing things, your work always brings pleasure to others. Before the time had told me that it is possible to create a RHW-C type bridge. This also is more than great, but I think that C-type will be much more useful.

Best,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on April 28, 2012, 12:13:27 PM
That bridge is amazing! I think we have all been needing something like that for some time now... will you be releasing it separately to the stex or will this be included in the next nam?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 28, 2012, 12:37:28 PM
Quote from: ivo_su on April 28, 2012, 03:03:01 AM
Before the time had told me that it is possible to create a RHW-C type bridge. This also is more than great, but I think that C-type will be much more useful.

Ivo, it's actually a 6S bridge; Specifically, it's a dual/double 6S bridge.

I once stated that a dual 6S bridge can look like a 6C bridge if the SC4 grid isn't displayed... So why 6S? Dual RHW-4 and dual RHW-6S take up two tiles, and what else is two tiles? MHW, which is an effective bridge-building network.

6C is much trickier; That thing's three tiles wide...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on April 29, 2012, 10:20:29 AM
I did try tricking the bridge RULs into building a three tile wide bridge with no luck (one can always hope, right?), and since bridges cannot be directly adjacent to each other, the only really feasible alternative from a capacity and functionality standpoint is the zero-slope method used by the DBE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 30, 2012, 06:47:27 AM
There is actually a third option: 2x RHW bridges with an overhanging model in the middle. It has overhanging paths, but it's probably not the most ideal solution because overhanging paths can be... troublesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: choco on April 30, 2012, 07:30:48 AM
great work!  going to RUL it?  i've got IID's when ya need them.  :)


edit: i was gonna build stonecutters bridge for this purpose.  this will be much better imo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 30, 2012, 11:54:37 PM
Is it possible to make a 8S/10S bridge going one way using the existing MHW bridges le the 6S bridge? Also will jdemn8's revamp of the MHW include bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 01, 2012, 12:01:59 AM
^^ Yes, that's totally possible. In fact, there are even some in development:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F3736%2Fswn05.jpg&hash=83bb76f133e6b5d21f81f94fe43d3379ead85d53)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ilikeanrhw on May 01, 2012, 12:11:55 AM
Quote from: mrtnrln on May 01, 2012, 12:01:59 AM
^^ Yes, that's totally possible. In fact, there are even some in development:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F3736%2Fswn05.jpg&hash=83bb76f133e6b5d21f81f94fe43d3379ead85d53)

Best,
Maarten

:shocked2: Wow!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 02, 2012, 12:15:19 AM
So all lengths of RHW bridges are possible. Cool! Will a MIS bridge be released because I have an interchange in need of one. The existing OWR bridges could be used?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 02, 2012, 01:08:48 AM
There are already several RHW bridges converted from the ERHW versions, but they are waiting for Project 57 to ensure future compatibility.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 02, 2012, 07:35:55 AM
"I love it when a plan comes together!"
-- Hannibal, the A-Team

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw-6s_cs_bridge_inuse.jpg&hash=9cfb7e73ef7c2955c9f0d580993a2986f1bcf6a9)

The new RHW-6S bridge in its natural habitat, completely functional.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on May 02, 2012, 09:07:30 AM
Now that's nice!!
&apls &apls :thumbsup:
Robin
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 02, 2012, 09:27:50 AM
Just spectacular work Maarten  &apls &apls &apls  Congratulations!
Title: Re: RHW (RealHighway) - Development and Support
Post by: crushedcar on May 02, 2012, 10:22:25 AM
Awesome bridge there. Cannot wait to put that in one of my regions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kergelen on May 02, 2012, 11:40:30 AM
wow, fantastic bridges! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ilikeanrhw on May 02, 2012, 03:28:42 PM
Quote from: mrtnrln on May 02, 2012, 07:35:55 AM
"I love it when a plan comes together!"
-- Hannibal, the A-Team

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw-6s_cs_bridge_inuse.jpg&hash=9cfb7e73ef7c2955c9f0d580993a2986f1bcf6a9)

The new RHW-6S bridge in its natural habitat, completely functional.

Best,
Maarten
:thumbsup: Ooh! Nice mrtnrln! Can't wait.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 02, 2012, 04:11:00 PM
Quote from: mrtnrln on May 02, 2012, 07:35:55 AM
"I love it when a plan comes together!"
-- Hannibal, the A-Team

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw-6s_cs_bridge_inuse.jpg&hash=9cfb7e73ef7c2955c9f0d580993a2986f1bcf6a9)

The new RHW-6S bridge in its natural habitat, completely functional.

Best,
Maarten

You are awesome.  Great job.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 02, 2012, 08:24:23 PM
Quote from: mrtnrln on May 02, 2012, 07:35:55 AM
"I love it when a plan comes together!"
-- Hannibal, the A-Team

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw-6s_cs_bridge_inuse.jpg&hash=9cfb7e73ef7c2955c9f0d580993a2986f1bcf6a9)

The new RHW-6S bridge in its natural habitat, completely functional.

Best,
Maarten
Natural Habitat! It's not truly there until its in my game!  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: clemenclm2001 on May 03, 2012, 04:05:35 AM
 &apls Congratulatios!!!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mave94 on May 03, 2012, 04:07:58 AM
Awesome Maarten! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on May 03, 2012, 04:28:51 AM
Great work!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on May 03, 2012, 12:15:30 PM
Excellent work. :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 03, 2012, 12:39:08 PM
Amazing work as always Maarten.
This bridge is a real gem, however I guess that will available until the release of NAM 31. Regarding the discussion on C-type bridges, perhaps the opinion of the Shadow Assassin is the right way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on May 03, 2012, 01:01:15 PM
Very good work :D

I have a doubt! How wide is the deck? and the supporting structure be wider than 32m (2 tiles)?  &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 03, 2012, 02:21:07 PM
Quote from: ivo_su on May 03, 2012, 12:39:08 PM
Regarding the discussion on C-type bridges, perhaps the opinion of the Shadow Assassin is the right way.

Except for one thing: Capacity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 03, 2012, 02:23:41 PM
Quote

Except for one thing: Capacity.

Thanks for info Ganaram
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 03, 2012, 02:47:00 PM
I'd like to bring up the two methods of building 6C bridges: Zero-slope and overhangs. We can't seem to agree on a single method...

Zero-slope
- Pros: Retains proper capacity.
- Cons: Has to be built the same way as diagonal bridges.

Overhangs
- Pros: Easier to build.
- Cons: Diminished capacity and overhanging paths are tricky.

Quote from: gn_leugim on May 03, 2012, 01:01:15 PM
How wide is the deck?

More than two tiles. Behold the magic of overhanging models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on May 03, 2012, 06:52:14 PM
It's not hard to use both methods - exemplars can reference the same model ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on May 04, 2012, 02:04:34 PM
Quote from: GDO29Anagram on May 03, 2012, 02:47:00 PM

Quote from: gn_leugim on May 03, 2012, 01:01:15 PM
How wide is the deck?

More than two tiles. Behold the magic of overhanging models.

I ask because, well...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2FPonte.jpg&hash=721f8eeedadcc03acafe0f718072cdc11a60d795)

very early stages
XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 04, 2012, 02:29:46 PM
 :o

In that case, you'll be needing the exact numbers... I don't know what they are but there should be some sample textures that came with the RHW that you can make measurements off of.

It should be 16 meters plus however wide the overhang is, times two.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 04, 2012, 09:03:19 PM
Each half of the RHW-6S is 20.5m from the tile edge on the median side to the end of the overhang.

The lanes are 4.5m wide, so each S network is 4.5m larger than the previous one with the RHW-4 starting at 16m for one full tile.

Also for reference, the C networks are exactly 1m less than the full width of the corresponding S network. EX: RHW-6C is 40m = (2 x 20.5) - 1
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 05, 2012, 01:24:01 AM
I just exported and imported the ERHW-6S models so I have the exact dimensions of that network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on May 05, 2012, 11:55:48 AM
Well my deck itself is 32m wide, and not all is reserved for road, it has some "sidewalk" space (1,5m each side).

Anyway, that model is just experimental, still studying the model. the RL bridge I am basing in can not be fully replicated thou, because it is curved, the heigh of the deck changed along the bridge and it is very long (the main deck alone is as long as 420 m,almost half small city tile for reference) I have to adapt it largely. And by the way, this is the RL bridge: Vasco da Gama Bridge (http://en.wikipedia.org/wiki/Vasco%20da%20Gama%20Bridge) and it is found here Map (http://maps.google.com/maps?ll=38.7589,-9.0387&spn=0.01,0.01&t=m&q=38.7589,-9.0387)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 05, 2012, 12:48:29 PM
Well, 32 meters is enough for an RHW-4 with all the shoulders preserved. It's possible to confine the lanes of a 6S in that space, but that would require narrowing of the shoulders, which is what I'm seeing in Google Street View.

The tricky part is transitioning from RHW-6S to "NRHW-6S" on the bridge approaches.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on May 05, 2012, 01:01:23 PM
I can always make the model wider to fit the RHW-6C parameters, that is, 40m. But I would also need some orientations maybe, to how I should model it, for the overhanging approach don't you think?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 05, 2012, 07:18:34 PM
Quote from: mrtnrln on May 05, 2012, 01:24:01 AM
I just exported and imported the ERHW-6S models so I have the exact dimensions of that network.

The current ERHW-6S models are actually the wrong size, so don't count your chickens before they're hatched.  The total deck width should be and will be 20.5m once I get done with them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 06, 2012, 02:36:24 AM
^^ Doesn't matter; the textures themselves will always show correctly. Since the ERHW-6S textures have no transparency, they are cut off model-wise, which is exactly what I used at my bridge ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on May 07, 2012, 02:09:58 PM
with all of these great bridges coming out, is there any chance of a "less plain"(for lack of a better word) looking DDRHW bridge?  :) Ether way i am always very happy with any material you all release. thanks for doing the hard work :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 07, 2012, 03:03:54 PM
There aren't any in the works, to my knowledge, but it's definitely in the realm of possibility.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 08, 2012, 08:49:59 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fd%2Fd4%2FRWBA_Autobahnkreuz_oder_-dreieck.svg%2F120px-RWBA_Autobahnkreuz_oder_-dreieck.svg.png&hash=8ae2e87f8136b0dc5d05fd9d08f6691a3fbc2164) RealHighway Interchange Guide (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fb%2Fb4%2FZeichen_330.svg%2F120px-Zeichen_330.svg.png&hash=b440213067f65d84c69a97e25361c629503b220a)

At last, the new Real Highway (RHW) Interchange Guide board has been completed! All RHW interchange tutorials throughout the SimCity 4 community can be found there.

Each guide has been indexed by type, and organized in a way that it is easily accessible from the table of contents.

You can find the new board here: http://sc4devotion.com/forums/index.php?board=419.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: citybuilderx on May 08, 2012, 11:52:27 AM
Because the RHW-DD is based on the rail network, would it be possible to have a road deck and a rail deck on a bridge?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 08, 2012, 12:36:47 PM
Quote from: citybuilderx on May 08, 2012, 11:52:27 AM
Because the RHW-DD is based on the rail network, would it be possible to have a road deck and a rail deck on a bridge?  ::)

Theoretically possible, but useless considering we don't have DTR-over-Road or DTR-in-Road (which, in my opinion, is far too uncommon).

Plus, it's been done, except with Tram-in-Road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on May 08, 2012, 01:04:12 PM
Well, what about the rail-under-road dual networking?  The underground railway could just come out of the slope under the road, and it would be a double decker bridge based on a network we already have.  Now I'm going off topic, though, so I'll say no more.  Anyway, it will be extremely useful to have at least that RHW-6S bridge, especially a compact 2-tile version.  I'm even more excited about those wider RHW bridges (8S and 10S if it's being worked on).  It'll be nice to have bridges stop being huge bottlenecks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 10, 2012, 07:44:37 AM
Good work Maarten and gn_leugim &apls, we very need more RHW bridges ;) and I hope Alex (Tarkus) is on the way with P57. &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2012, 12:38:59 PM
Quote from: vinlabsc3k on May 10, 2012, 07:44:37 AM
and I hope Alex (Tarkus) is on the way with P57. &hlp

It's coming along slowly but surely. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlQRO1.jpg&hash=de73193afc1dae654b9a8cf6cd0d5135ff5234a9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkSaUR.jpg&hash=3cdf1ea8c3dcb2779b9fb2f64733f6a0815a3c32)

The basic 8S/10S interface with the 6C/8C is in place now, which was a pretty gnarly chunk of code.  I'm now going through and getting the stability code added in, during the little bit of free time I have at the moment (and it'll continue to be limited intermittently for the next couple months--again, I wouldn't be expecting a release any time soon).  My RUL2 build is just over 587,000 lines now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on May 10, 2012, 02:07:31 PM
Alex you have made ​​large strides in your work, and this can only be happy all of us. It is nice to me when I open a thread for us, and see a visual image of progress. What most miss is currently pictures with elevated ramps. Equally interesting to me is to see FLEX-RHW4 circles.

- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 10, 2012, 02:44:50 PM
Quote from: ivo_su on May 10, 2012, 02:07:31 PM
What most miss is currently pictures with elevated ramps. Equally interesting to me is to see FLEX-RHW4 circles.

Height transitions are for later; They require their own modelling work (and paths), but it's mostly derived off of existing models. Right now is getting everything super-stable.

RHW-4 Flyovers,... As far as I can tell, the prototypes were made before P57, so it'll need conversion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 11, 2012, 04:20:22 AM
Well I'm certainly loving the new stuff coming through Alex! Jeez is it just you working on the RUL2 code or are there hidden others? Is it possible to sapped up the progress by having more people working on it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 11, 2012, 10:30:33 AM
Beautiful work Alex  &apls &apls &apls  It's so nice to watch the pieces come into place and all that L1 just makes me drool  ;D

@ Durfsurn -- Unfortunately there's not a big pool of RUL2ers out there and it's not exactly entry level stuff
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 11, 2012, 05:47:32 PM
Regarding the RUL2 work--I'm handling the base network code.  There's also some other RHW-related RUL2 work being done by others, involving other features, but that side of things hasn't been revealed yet.  The way RUL2 is set up, working with it requires a certain degree of "tunnel vision".  It can sometimes be very tricky jumping into the middle of the logic of someone else's RUL2 code, depending on how differently they format and comment things, and how different the function of that code is from what one normally does.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 11, 2012, 06:56:58 PM
Ah. Okay. Will there be ramp transitions from L0 to L1, L1 to L2, L2 to L3, L3 to L4 or will there also be transitions like L0 to L3 and L1 to L4 as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 11, 2012, 07:26:42 PM
Suffice to say, yes.  We already have an instance of an L0-L3 and an L2-L3 for the RHW-4 and MIS (for use with the DDRHW), so it's basically just a matter of adjusting those to additional heights/widths.  Longer versions of the existing L0-L2 transitions are also planned (this will most likely also entail the creation of L1-L3 and L2-L4).  I wouldn't be shocked if there was an L0-L4 made, either (though it will most likely be huge).  Every network width will get transitions.  There might be some implementation tricks entailed either now or in a later release.

However, since P57 started, there haven't been any new height/width transitions made.  We're focusing on getting the "hard stuff" in place first--the ultra-stabilized P57 base network content.  Transitions are a piece of cake by comparison, and as there's currently some dimensional adjustment going on with the existing ERHW ortho models, as jondor mentioned, it's not really the right time to be making them, anyway.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 15, 2012, 10:40:57 PM
Will L1/2/3/4 over/under road/ave/OWR viaducts be available?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on May 16, 2012, 06:55:33 AM
Quote from: Durfsurn on May 15, 2012, 10:40:57 PM
Will L1/2/3/4 over/under road/ave/OWR viaducts be available?

Only for L1 and L2. It's really not feasible for L3 and L4... it just wouldn't work too well, plus it would add an additional degree of complexity... we're looking at about 200-300 puzzle pieces total just for L1 and L2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 16, 2012, 11:55:53 AM
Just a quick announcement:

The RHW Slope Mod is now available for download on the STEX!

Link: http://community.simtropolis.com/files/file/27617-rhw-slope-mod/
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 18, 2012, 10:29:37 AM

There's a paths error with the elevated rail crossing RHW-6C. :(
As you can see in the image:
On RHW, the two inner lane, on both direction, are without paths, so on the rails.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FW1Lgyrc.png&hash=4153abe986182750356b8e1c4a0c3b12b86e2a72)

I've tried clicking on RHW or El-rail to restore the paths, but it seems to be a RUL bug. :'(

I've downloaded the NAM Hotfix Package.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 18, 2012, 12:47:34 PM
Quote from: vinlabsc3k on May 18, 2012, 10:29:37 AM
There's a paths error with the elevated rail crossing RHW-6C. :(

It's a path bug, not a RUL bug, just to let you know. Most RUL bugs include faulty overrides (EG, ELR over 6C converting back into ELR over RHW-2's), CheckType errors, and the Sinkhole to China bug.

Additionally, I just confirmed it on my end.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on May 18, 2012, 09:34:47 PM
The header from the ortho piece the paths were copied from was still stuck in the middle of the file.  I've attached a fix, drop it in your RHW folder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 19, 2012, 12:03:05 AM
I would like to inform LHD players that this issue does not cripplingly affect them, the RHW 4.0 specification paths are used instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 19, 2012, 08:04:22 AM

@GDO29Anagram: Thanks for the fast reply and correction. :thumbsup:
@jondor: Thanks for the fast fix. &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 22, 2012, 09:53:29 AM
Looks like the NC diagram in the FAQ pulled a 404 on us...

http://img251.imageshack.us/img251/6836/ncdiagram.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 22, 2012, 11:48:55 AM
Oh, Imageshack, how far you've fallen. :thumbsdown:  Just re-uploaded it on Majhost.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2012, 05:10:43 PM
Double-posting . . . ::)  But it's been more than 48 hours and I have new stuff to show . . . the latest installment of "Ultra-Stability: Not That Anyone Needs To Do That".

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfbVFs.jpg&hash=ec5f9e1b8e05b03d9b82ec2feed38423864fac6e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhVGmc.jpg&hash=96e594141c508668dff17772f59bc4c45e49f7f9)

This one actually might be a bit more practical:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjNxi5.jpg&hash=58b838cfb11150cc25f5a0d16ba40084a3d75d6a)

That's what you can do with 610,149 lines of RUL2 code.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 24, 2012, 11:38:15 PM
Well THAT's what I call ultra-stability! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 24, 2012, 11:49:01 PM
Woo! Can't wait to toy with the possibilities!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 25, 2012, 02:07:13 AM
Fantastic work, Alex! I'm curious as to how well the ever-growing RUL2 code supports diagonal over- and underpasses...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 25, 2012, 04:05:49 AM
Quote from: Tarkus on May 24, 2012, 05:10:43 PM
Double-posting . . . ::)  But it's been more than 48 hours and I have new stuff to show . . . the latest installment of "Ultra-Stability: Not That Anyone Needs To Do That".
That's what you can do with 610,149 lines of RUL2 code.

-Alex
Well there's always when I get bored...  >:D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 25, 2012, 06:41:47 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjNxi5.jpg&hash=58b838cfb11150cc25f5a0d16ba40084a3d75d6a)

These look great.  What levels are they if I may ask?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 25, 2012, 06:50:47 AM
Awesome work Alex  &apls &apls

Thanks for the tip on majhost too. Love it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 25, 2012, 08:01:56 AM
Quote from: mike3775 on May 25, 2012, 06:41:47 AM
These look great.  What levels are they if I may ask?

It looks like 15m (L2) ERHW-8S with ElRail in the centre passing over a 7.5m (L1) ERHW-8C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 25, 2012, 12:20:27 PM
Thanks for all the kind words, guys!

Actually, the L1 bit is two RHW-8S networks directly adjacent to one another.  I was trying to test side-by-side RHW-8S stability with that.  I started getting into ultra-stabilizing the 10S stuff last night and rebuilding the DRIs . . . and my RUL2 build grew by another 5604 lines, up to 615,753. 

Quote from: woodb3kmaster on May 25, 2012, 02:07:13 AM
I'm curious as to how well the ever-growing RUL2 code supports diagonal over- and underpasses...

With non-RHW networks crossing RHW networks, it's a pretty simple matter--there's already some ultra-stabilization on that front with the MIS, and it'll be coming to other networks soon.  We've been considering ideas to ease the RHW-over-RHW OxD, DxO, DxD situations to get around the mess that those same network intersections make, and I'll most likely be undertaking some experiments before long. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on May 29, 2012, 03:38:25 AM
Great progress, Alex. I am sure some guys from the show us you interchanges thread will find a use for those crossovers. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 29, 2012, 03:58:02 AM
Quote from: RickD on May 29, 2012, 03:38:25 AM
Great progress, Alex. I am sure some guys from the show us you interchanges thread will find a use for those crossovers. ;)

Its going to be interesting to see just what Haljackey can come up with for interchanges between various level highways for sure.   

Side by side elevated highways are going to be awesome to use for sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2012, 09:26:45 AM
Quote from: mike3775 on May 29, 2012, 03:58:02 AM
Its going to be interesting to see just what Haljackey can come up with for interchanges between various level highways for sure.

Probably not until a few more alpha builds (no height transitions at the moment, and paths are a wreck), and hey, what about everyone else on the team? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 29, 2012, 02:34:21 PM
Quote from: GDO29Anagram on May 29, 2012, 09:26:45 AM
Quote from: mike3775 on May 29, 2012, 03:58:02 AM
Its going to be interesting to see just what Haljackey can come up with for interchanges between various level highways for sure.

Probably not until a few more alpha builds (no height transitions at the moment, and paths are a wreck), and hey, what about everyone else on the team? :P

Haljackey made most of the guide.  Sorry to offend  :)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 29, 2012, 02:40:43 PM
Quote from: mike3775 on May 29, 2012, 02:34:21 PM
Haljackey made most of the guide.  Sorry to offend  :)

I thought you meant teaser interchanges... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 29, 2012, 06:21:07 PM
lol.

By the way I'm always looking for help expanding the RHW Interchange guide. If you want to make a tutorial, send me a PM or post in the Interchange Submissions (http://sc4devotion.com/forums/index.php?topic=14058.0) thread.

Once it's reviewed and approved, it will go the respective section.


Great work Alex! I really like seeing el-rail running in the median of that elevated highway for some reason. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on May 29, 2012, 06:31:48 PM
Quote from: GDO29Anagram on May 29, 2012, 02:40:43 PM
Quote from: mike3775 on May 29, 2012, 02:34:21 PM
Haljackey made most of the guide.  Sorry to offend  :)

I thought you meant teaser interchanges... :P

Oh no whoever makes those teaser interchanges with join haljackey as interchange god on this site  lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 03, 2012, 03:42:24 PM
Does anyone know what this means?  It's a subtle hint at the future of ramp interfaces . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fiic2W.jpg&hash=01dcb529203bbc9787d8d9bed674fede1c687bbf)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on June 03, 2012, 05:32:32 PM
Do I see FLEXFly ramps?  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on June 03, 2012, 06:15:53 PM
 :o ......  &apls

Such a simple idea (maybe not so simple to create), but so genius!
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on June 04, 2012, 12:51:15 PM
FlexRamp.? And put an elevated piece at the end the ramp itself becomes elevated to similar to the FlexSpui.?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 04, 2012, 01:11:06 PM
Quote from: TJ1 on June 04, 2012, 12:51:15 PM
FlexRamp.? And put an elevated piece at the end the ramp itself becomes elevated to similar to the FlexSpui.?

Precisely.  It works with the new height levels, too.

In essence, it's going to allow us to completely gut the ramp interfaces menu--rather than the 60 or so pieces now, or the hundreds that would eventually be required upon full build-out of the elevated network system, you'll be able to get away with just a handful of pieces that are overrideable, which will work for the entire RHW system.  There are a few "specialized" ramp interfaces that currently exist (e.g. the "Shift" interfaces) that, in all likelihood, won't get a FLEX treatment, but this new approach should cover most existing ramp interfaces.

They're kind of like DRIs, but they're placed like puzzle pieces instead (no layouts to remember), and due to how they use trick CheckTypes, they also tend to be much more slope tolerant, which has been one of the biggest criticisms of both the DRIs and the standard puzzle piece-based ramps.  It's part of a larger initiative to use WAVERide/FLEX techniques, to increase the flexibility of the mod while actually reducing the number of pieces that the user has to navigate.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 04, 2012, 02:12:45 PM
Quote from: Tarkus on June 04, 2012, 01:11:06 PM
Quote from: TJ1 on June 04, 2012, 12:51:15 PM
FlexRamp.? And put an elevated piece at the end the ramp itself becomes elevated to similar to the FlexSpui.?

Precisely.  It works with the new height levels, too.

In essence, it's going to allow us to completely gut the ramp interfaces menu--rather than the 60 or so pieces now, or the hundreds that would eventually be required upon full build-out of the elevated network system, you'll be able to get away with just a handful of pieces that are overrideable, which will work for the entire RHW system.  There are a few "specialized" ramp interfaces that currently exist (e.g. the "Shift" interfaces) that, in all likelihood, won't get a FLEX treatment, but this new approach should cover most existing ramp interfaces.

They're kind of like DRIs, but they're placed like puzzle pieces instead (no layouts to remember), and due to how they use trick CheckTypes, they also tend to be much more slope tolerant, which has been one of the biggest criticisms of both the DRIs and the standard puzzle piece-based ramps.  It's part of a larger initiative to use WAVERide/FLEX techniques, to increase the flexibility of the mod while actually reducing the number of pieces that the user has to navigate.

-Alex

So if I wanted an L3 height, I could plop that, and then a little farther away, use those 2  up 15 terrain risers(sorry I forget the name of them) then use an up 8 after raising it to get it to 23(which I assume would be L3 if L1 is 7.5 and L2 is 15) and then draw the MIS ramp it would auto go to that height?

(does that make sense?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on June 04, 2012, 02:18:36 PM
Quote from: mike3775 on June 04, 2012, 02:12:45 PM

So if I wanted an L3 height, I could plop that, and then a little farther away, use those 2  up 15 terrain risers(sorry I forget the name of them) then use an up 8 after raising it to get it to 23(which I assume would be L3 if L1 is 7.5 and L2 is 15) and then draw the MIS ramp it would auto go to that height?

(does that make sense?)

I'm more thinking that if you plop a starter of a certain RHW or MIS L and convert the stretch to it, the ramp will change automagically.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 04, 2012, 02:22:48 PM
Quote from: mike3775 on June 04, 2012, 02:12:45 PM
So if I wanted an L3 height, I could plop that, and then a little farther away, use those 2  up 15 terrain risers(sorry I forget the name of them) then use an up 8 after raising it to get it to 23(which I assume would be L3 if L1 is 7.5 and L2 is 15) and then draw the MIS ramp it would auto go to that height?

Quote from: kassarc16 on June 04, 2012, 02:18:36 PM
I'm more thinking that if you plop a starter of a certain RHW or MIS L and convert the stretch to it, the ramp will change automagically.

Well, you could use a height transition, assuming they have a starter, but most of the time, you'd be using a starter. It depends on which width of RHW you'd wanna use (which, as the name "Flex" implies,... Guess which RHWs will work with them...).

Remember:
- L0 - 0m
- L1 - 7.5m
- L2 - 15m
- L3 - 22.5m
- L4 - 30m
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 04, 2012, 04:40:55 PM
Quote from: GDO29Anagram on June 04, 2012, 02:22:48 PM
Quote from: mike3775 on June 04, 2012, 02:12:45 PM
So if I wanted an L3 height, I could plop that, and then a little farther away, use those 2  up 15 terrain risers(sorry I forget the name of them) then use an up 8 after raising it to get it to 23(which I assume would be L3 if L1 is 7.5 and L2 is 15) and then draw the MIS ramp it would auto go to that height?

Quote from: kassarc16 on June 04, 2012, 02:18:36 PM
I'm more thinking that if you plop a starter of a certain RHW or MIS L and convert the stretch to it, the ramp will change automagically.

Well, you could use a height transition, assuming they have a starter, but most of the time, you'd be using a starter. It depends on which width of RHW you'd wanna use (which, as the name "Flex" implies,... Guess which RHWs will work with them...).

Remember:
- L0 - 0m
- L1 - 7.5m
- L2 - 15m
- L3 - 22.5m
- L4 - 30m

Awesome to know thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 04, 2012, 06:34:42 PM
1. Will it be like FlexSPUI?
2. Does this work for both orto and diag MIS ramps?
3. Can it be used for type D/E ramps?
4. Will there be Inside/FARHW Variations?
5. Will roads, one way roads, avenues and the NWM use this as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 04, 2012, 08:41:47 PM
Quote from: Wiimeiser on June 04, 2012, 06:34:42 PM
1. Will it be like FlexSPUI?

In terms of its overrideability, yes.  It's basically like a Draggable Ramp Interface, except that it's placed like a puzzle piece instead of dragged.

Quote from: Wiimeiser on June 04, 2012, 06:34:42 PM
2. Does this work for both orto and diag MIS ramps?

If you're meaning Type A and Type B ramps, then yes--that functionality's already in place.  I'm looking to expand it to cover diagonal mainlines as well.

Quote from: Wiimeiser on June 04, 2012, 06:34:42 PM
3. Can it be used for type D/E ramps?

Yes on both accounts.  My above pic was a Type E1 ramp. 

Quote from: Wiimeiser on June 04, 2012, 06:34:42 PM
4. Will there be Inside/FARHW Variations?

Yes.

Quote from: Wiimeiser on June 04, 2012, 06:34:42 PM
5. Will roads, one way roads, avenues and the NWM use this as well?

I am looking into getting something along the line of ramp interfaces in place for NWM networks, mainly for all the Texas users who have been clamoring for frontage roads for years.  It'll require a bit different method in order to implement, however.  The FLEXRamps are set up using INRUL flags, where as any sort of NWM setup would require a RUL1 anchor.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 04, 2012, 11:30:19 PM
So, I made this (http://imgur.com/LQlXu) today. What I wouldn't give for 45-degree FLEXfly and EMIS-To-ERHW4 transitions.

Fair warning: Making double-decker interchanges is a pain.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 05, 2012, 05:20:06 PM
I was wondering if I should expect DDRHW-4 neighbor connections to carry traffic.  I've built a few, and they always had zero usage.  I read in the readme that DDRHW-4 neighbor connections are one of the types that do not require NC pieces; is this meant to suggest that they are indeed functional?  For a long time I had one industrial city and one residential/commercial city (without any significant amount of commercial development), and almost no one had jobs because the only connection to the industrial city was a DDRHW-4.  As soon as I built an AVE-4 connection, the sims all started crowding into that link to the industrial city.  Their access to the DDRHW-4 in the residential city is conveniently located adjacent to the residential zones, and there are three interchanges there.  Cars are only using the DDRHW-4 to travel within the residential/commercial city.  I'm not sure if this should be expected.

Oh, and sorry if this has been addressed recently.  I'm used to forum software sending me multiple emails for multiple replies and just reading the messages in the emails, but SC4Devotion only notifies me of the first one, so I periodically forget to read this thread.

Nevermind, I just found out I could change that option. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 05, 2012, 05:35:40 PM
The DDRHW-4 wasn't given an NC piece because it was a single-tile network with bi-directional traffic, which, according to everything we know about the game, should allow the native NC to function properly.  That said, I'll give it a look over.  It's possible the game's having a hard time reconciling the fact that the rail network across the border has car paths on it rather than train paths. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on June 05, 2012, 07:54:37 PM
Quote from: Tarkus on June 04, 2012, 08:41:47 PM
I am looking into getting something along the line of ramp interfaces in place for NWM networks, mainly for all the Texas users who have been clamoring for frontage roads for years.  It'll require a bit different method in order to implement, however.  The FLEXRamps are set up using INRUL flags, where as any sort of NWM setup would require a RUL1 anchor.

-Alex

My ears are burning.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 06, 2012, 11:30:34 PM
Here's a quick video showing a highway widening process with the RHW. It's not a guide in any way, but I think it's relevant

http://www.youtube.com/v/GWAjDXLg-KE

See the video description for more info: http://youtu.be/GWAjDXLg-KE


Awesome developments! Can't wait to try them out!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on June 07, 2012, 12:45:19 AM
I think AVE-6/TLA-7 type ramps (even ploppable) would be a good sideline if you do some NWM pieces, just to make widening of certain designs of parclos easier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on June 07, 2012, 01:04:26 AM
As I've never seen a TLA7 in RL, I'd like you to concentrate on important stuff such as acceleration- and deceleration lanes for RHW2, Overpasses for RHW3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on June 07, 2012, 01:16:11 AM
As far as I know, the RHW-3 is essentially going to be the only acceleration lane option for the RHW-2.  Although a four lanes on one tile RHW could conceivably be done with overhangs like many of the other networks have, I can all but guarantee it would be puzzle piece only and is not a high priority.

As far as RHW-3 overpasses, once P57 is concluded and released, the RHW-3 will have all the same complete and stable overpass functionality as all the other single tile RHWs from MIS to 6S.

Ploppable AVE-6/TLA-7 <-> MIS ramps are definitely something that could be done in a future release, once the core P57 functionality is done.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2012, 01:25:41 AM
Quote from: jondor on June 07, 2012, 01:16:11 AM
Ploppable AVE-6/TLA-7 <-> MIS ramps are definitely something that could be done in a future release, once the core P57 functionality is done.

You mean AVE-6 A/B/C-1 Ramps? (Outer tile modularity. :P )
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 07, 2012, 01:30:05 AM
Quote from: jondor on June 07, 2012, 01:16:11 AM
As far as I know, the RHW-3 is essentially going to be the only acceleration lane option for the RHW-2.  Although a four lanes on one tile RHW could conceivably be done with overhangs like many of the other networks have, I can all but guarantee it would be puzzle piece only and is not a high priority.
Well, I could always make some NEL-CPs (Narrow Exit Lane Cosmetic Pieces) for the RHW-2 ;) I need to add some CPs anyway for the next RHW version...
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 07, 2012, 01:52:40 AM
Quote from: mrtnrln on June 07, 2012, 01:30:05 AM
Quote from: jondor on June 07, 2012, 01:16:11 AM
As far as I know, the RHW-3 is essentially going to be the only acceleration lane option for the RHW-2.  Although a four lanes on one tile RHW could conceivably be done with overhangs like many of the other networks have, I can all but guarantee it would be puzzle piece only and is not a high priority.
Well, I could always make some NEL-CPs (Narrow Exit Lane Cosmetic Pieces) for the RHW-2 ;) I need to add some CPs anyway for the next RHW version...
I've already done work on that. I just need IIDs, but I guess that'll have to wait for P57 to be finished.  ;)

EDIT: Here's a pic of my previous progress:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Finte_helt_perfekt.png&hash=798a52e270144f65e551889bdbb0b9bc3198d1ac)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 07, 2012, 05:49:35 AM
Quote from: Flatron on June 07, 2012, 01:04:26 AM
As I've never seen a TLA7 in RL, I'd like you to concentrate on important stuff such as acceleration- and deceleration lanes for RHW2, Overpasses for RHW3.

They are few and far between, but I have seen them and driven on them.  They are not built as often as the 4 lane with a suicide lane, but most of the time in my area, the 6 lane with suicide lane are in heavy industrialized area's so that truck traffic does not impede car traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 07, 2012, 07:25:35 AM
Those FLEXRamps are fantastic  &dance  &hlp &dance  &hlp ?=mad)=

Really an elegant solution to the already significant, and soon to have become overwhelming, problem of menu clogging. It sounds like the implementation has been thoroughly thought out and I'm really glad it should be more slope-tolerant than the existing ramps. Can't wait to hear and see more!
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on June 07, 2012, 08:58:18 AM
I should really keep up with this thread more often, that FLEX Ramp is excellent! Nice work Alex! :thumbsup: :thumbsup: It'll be great to see the huge improvements to the RHW with this small change to the ramps. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2012, 11:10:47 AM
Regarding the RHW-2 "accel lanes" . . . I've already gotten Type D1 and Type E1 RHW-3 FLEXRamps in place.  Here's the Type E1 (though as you can see, I still need to color-correct the top overhang tile).  The RHW-3 Type E1 still has the same standard footprint of a Type E1 ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVepyn.jpg&hash=cccde029773df5d9345c98b72bd18e22068df154)

I've also been gradually converting the ramps over to having chevrons as part of the P57 FLEXRamp development process.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 07, 2012, 02:50:51 PM
So we'll be using the Chevrons to differentiate?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2012, 03:02:31 PM
You could (and they'd really help), but I think it's because people wanted chevrons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 07, 2012, 03:58:57 PM
is it wrong that whenever I see the word Chevron, all I can think of is the movie Stargate, and the TV shows Stargate SG-1, and Stargate Atlantis?


Those look great tarkus.  Things must be rolling along pretty smoothly
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2012, 04:18:42 PM
Quote from: mike3775 on June 07, 2012, 03:58:57 PM
is it wrong that whenever I see the word Chevron, all I can think of is the movie Stargate, and the TV shows Stargate SG-1, and Stargate Atlantis?

No; I think of the gas station when I think of chevrons... And I wouldn't say things are going smoothly just yet... Let's just say it's too early to call it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 08, 2012, 12:44:06 AM
The chevrons are also helpful in determining direction of traffic, as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on June 08, 2012, 07:31:39 AM
dunno if this has been adressed already, but I fail to find it.
Well, lacking a diagonal ave over diagonal rhw puzzlepiece I wanted to do a workaround with diagonal erhw4 over diagonal rhw4 when suddenly this wild error appears:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FNodyme%2FSimCity4%2Ferhwprob.jpg&hash=88fede5eefb7ee4e51c158f9fe75e7f18b2f6181)

On the left, you see which part I want to plop, but on the right, that's what I always end up with, the needed piece does not appear when cycling through the diagonal erhw4 over diagonal rhw4 pieces. actually in both sets (1&2 aswell as 3&4)
I installed the april hotfix for nam30 with all relevant data, but still this problem persists.
Is there any way to solve this?

EDIT: ok I found a workaround with diagonal filler pieces, so I plopped the diagonal over diagonal puzzlepieces on empty space as this works fine, and then I connected them to both diagonal rhws with respective filler pieces
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 08, 2012, 09:50:17 AM
It looks like the CheckTypes are out of whack. Sadly, it's a RUL0 error meaning we can't fix it without distributing a new controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on June 08, 2012, 10:56:31 AM
I see.
But yeah, I found a workaroud that helps to get it right... little complicated but better than nothing at all  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 09, 2012, 09:19:00 AM
I have another reconstruction video to show.

http://www.youtube.com/v/1q87fnULmpE

http://www.youtube.com/v/1q87fnULmpE

Pics and mosaics form the reconstruction I did can be found here if interested: http://sc4devotion.com/forums/index.php?topic=252.msg425523#msg425523
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on June 09, 2012, 08:12:09 PM
Will those chevrons be optional? Because some states don't use chevrons, my state for example uses diagonal hatches: http://goo.gl/maps/yQxa

Anyway will there be a RHW-8s 3-2 splitter? :   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv704%2Fpackerfan386%2Fbhla-2-2.jpg&hash=5c504deb25841cd0bdf280b7d8ea3f865bd87cfd)

Good work everyone looking forward to next release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 09, 2012, 09:06:16 PM
Quote from: packerfan386 on June 09, 2012, 08:12:09 PM
Anyway will there be a RHW-8s 3-2 splitter? :   

The current substitute for an 8S A2 and B2 Ramp is to use a FARHW-4 to ortho RHW-4 and FARHW-4 to diag RHW-4 curve in conjunction with an 8S C2 Ramp.

Making a dedicated 8S A2 and B2 ramp is possible, but recent developments in RHW may either hold that off for a while or make it usability fundamentally different (and even more innovative).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 10, 2012, 10:18:46 AM
@ packerfan386: at the moment you can make a setup like this:

Click for full size.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcZ31c.jpg&hash=afd83c90e07299976d91e1a2608c89ae774cd4b5) (http://i.imgur.com/bKyGw.jpg)


Basically you transition your FARHW into a diagonal RHW right beside the piece. This workaround produces a cool-looking result, and doesn't take up much more space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 11, 2012, 09:52:16 PM
Quote from: packerfan386 on June 09, 2012, 08:12:09 PM
Will those chevrons be optional? Because some states don't use chevrons, my state for example uses diagonal hatches

They'll be included by default, but it'll be possible to easily change them.  I still have "chevronless" textures around that could be packaged up . . . someone else will probably have to do diagonal hatches, though.

Oh, and before I forget . . .

Die, puzzle pieces, die! ?$%kar&%h

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmEFkI.jpg&hash=5551328fffeecee93015f451c72a66b22241f330)

(Yes, this means I've fixed the wacky default Maxis same network DxD setup, and it'll be possible to override these for draggable diagonal RHW-over-RHW overpasses.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 12, 2012, 12:22:42 AM
I actually don't see much difference. What would've happened before?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2012, 12:36:01 AM
Quote from: Wiimeiser on June 12, 2012, 12:22:42 AM
I actually don't see much difference. What would've happened before?

A real mess. :P

Try it for yourself; See how hard it is.

Let me rephrase that... Had the "Fundamental INRUL Problem" (The inability to create multiple adjacent DxO and DxD without having it deconvert into a mess of Boom-Bend T-Crossings) not been solved, we'd still be forced to use PP-based DxO and DxD RHW crossing pieces, and given how many elevated networks being added, that RHW Overpass tab ring would've became well-bloated with probably more pieces than the estimated theoretical maximum number of RHW ramps. (In a nutshell, less RUL-0 work.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 12, 2012, 01:09:24 AM
We can clean up another menu yet again ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 12, 2012, 06:22:30 AM
This happened (All single tile maxis networks except for the rail types suffer from this issue)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FNAM%2FRHW%2Frhw_shadowtest-apr._11__021272212192.png&hash=5a96750d6dc04103173929cfd40a6fa819abfb77)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 12, 2012, 09:08:53 AM
Fantastic work Alex  &apls &apls  Very exciting stuff!
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 12, 2012, 10:34:38 AM
Happy 1000th post reached by Vince.
Many optimism and high hopes, after the incredible work of Alex - well done guys you are great.

Best regards,
- Ivo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2012, 12:08:31 PM
And this is a taste of what can happen now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeGLVM.jpg&hash=b3f5a28674b7af5830261c82f740e8ff730eaa19)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqEFTU.jpg&hash=f62b7286dac82e6868c772962812a27d7ff1e14f)

Just need to add some more overrides in, and then the old puzzle pieces will become "officially" obsolete.

Quote from: mrtnrln on June 12, 2012, 01:09:24 AM
We can clean up another menu yet again ;)

Indeed we can.  I think everyone is going to be pleasantly surprised with the menu developments on the RHW with this next NAM.  Fewer buttons, fewer pieces to TAB through, but way more functionality. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 12, 2012, 12:22:15 PM
Perhaps a CL change to "Mr Override" or "Mr RUL" is in order  :D

Pretty fantastic looking stuff Alex  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 12, 2012, 12:23:11 PM
7.5m el-RHW. They look so short!

Guess that happens when you are used to 15m high overpasses :P.

Great work guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2012, 12:39:20 PM
Quote from: noahclem on June 12, 2012, 12:22:15 PM
Perhaps a CL change to "Mr Override" or "Mr RUL" is in order  :D

It should be noted that there are a lot of things in RHW that are RUL-0 (Puzzle Pieces: Ramps and Overpass Pieces) that are being converted to RUL-2 (Overrides) when it was previously thought that RUL-0 was the only way (or the best way).
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 12, 2012, 02:23:37 PM
Quote from: Haljackey on June 12, 2012, 12:23:11 PM
7.5m el-RHW. They look so short!

Guess that happens when you are used to 15m high overpasses :P.

Great work guys!

Yeah it is going to take some getting used to being able to build such low overpasses 
Title: Re: RHW (RealHighway) - Development and Support
Post by: ps2owner on June 12, 2012, 02:30:25 PM
Just had to log in and say that you're awesome, Tarkus!
I officially can not wait for the next RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2012, 02:59:35 PM
Thanks for all the kind words, everyone!  I'm glad everyone is as excited by the new developments as I am--and yes, the 7.5m stuff did take a little getting used to for me, too. :D

Quote from: GDO29Anagram on June 12, 2012, 12:39:20 PM
It should be noted that there are a lot of things in RHW that are RUL-0 (Puzzle Pieces: Ramps and Overpass Pieces) that are being converted to RUL-2 (Overrides) when it was previously thought that RUL-0 was the only way (or the best way).

That's actually been an on-going trend aiming toward that since Draggable GLR in 2007 . . . though it's reached a new level due to overrideable FLEX techniques. 

There's some items that have actually gone in the reverse direction, however.  Turn lanes are the most prominent example, in large part because of the software engineering disaster that draggable turn lane setups (especially the Road Turning Lanes) created when trying to implement override networks on top of them.  It took almost as much code to get the NWM to play nice with the Road Turning Lanes Plugin as it did to code the NWM in the first place.  Items that require or merit "finer control" like that, and especially the cosmetic pieces, make the most sense as puzzle pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 12, 2012, 04:24:21 PM
I for one am glad you have the patience that seems to be required in order to do all of this Tarkus. 

And that goes for everyone involved in any aspect of the NAM or NWM
Title: Re: RHW (RealHighway) - Development and Support
Post by: packerfan386 on June 12, 2012, 05:38:33 PM
Quote from: Tarkus on June 11, 2012, 09:52:16 PM
Quote from: packerfan386 on June 09, 2012, 08:12:09 PM
Will those chevrons be optional? Because some states don't use chevrons, my state for example uses diagonal hatches
They'll be included by default, but it'll be possible to easily change them.  I still have "chevronless" textures around that could be packaged up . . . someone else will probably have to do diagonal hatches, though.
That's cool, just as long the chevrons are an opt-out thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 12, 2012, 06:44:15 PM
Chevrons? Fewer puzzle pieces? Better functionality?

Yes please!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 12, 2012, 10:58:10 PM
Quote from: Tarkus on June 12, 2012, 12:08:31 PM
And this is a taste of what can happen now . . .

<snip>

Just need to add some more overrides in, and then the old puzzle pieces will become "officially" obsolete.

-Alex
I've seen enough RHW development pics to know where this is going. :D Finally, my RHW dreams are coming true! This is great work, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on June 13, 2012, 11:56:41 AM
Quote from: mrtnrln on June 07, 2012, 01:30:05 AM
Well, I could always make some NEL-CPs (Narrow Exit Lane Cosmetic Pieces) for the RHW-2 ;) I need to add some CPs anyway for the next RHW version...

May i suggest some 8C and 6C entrance and exit lane CPs? i don't think those networks have any. Is it possible to have the HOV lanes with the center median also? I really enjoy your cosmetic pieces they add so much to the RHW  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2012, 12:18:05 PM
Quote from: chosenreject on June 13, 2012, 11:56:41 AM
Is it possible to have the HOV lanes with the center median also?

Technically, the 6C, 7C, and 8C already have HOV lane median pieces (and they've been there since V5; They're strictly eyecandy, though). They all share the same median.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on June 14, 2012, 09:55:39 AM
Quote from: GDO29Anagram on June 13, 2012, 12:18:05 PM
Quote from: chosenreject on June 13, 2012, 11:56:41 AM
Is it possible to have the HOV lanes with the center median also?

Technically, the 6C, 7C, and 8C already have HOV lane median pieces (and they've been there since V5; They're strictly eyecandy, though). They all share the same median.

i am sorry, when i said median i meant to say hov lanes with the concrete barrier in between. when i plop the hov lanes the concrete barrier dissapears. unless maybe i am missing a file?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 14, 2012, 10:04:08 AM
Quote from: chosenreject on June 14, 2012, 09:55:39 AM
i am sorry, when i said median i meant to say hov lanes with the concrete barrier in between. when i plop the hov lanes the concrete barrier dissapears. unless maybe i am missing a file?

That's because we didn't T21 in the barrier. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 15, 2012, 05:47:04 AM
Is this possible? a ground RHW-6C on top of an elevated RHW-6C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 15, 2012, 12:24:17 PM
Are you talking about a perpendicular overpass--e.g. something like this (but with 6C instead of 8C)?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqXnoD.jpg&hash=57720f2ca6b6a0adb30b8079d7e7df8ff924a12e)

If so, yes.

If you're referring to a 6C stacked on top of another 6C in a double-decker fashion, the answer is no, we will not be adding that, now or ever.

I should add a little note about mod progress . . . I've shifted gears toward fixing up some path files, and have nearly finished the ground-level RHW-2, MIS and RHW-4.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 15, 2012, 04:46:36 PM
Quote from: Tarkus on June 15, 2012, 12:24:17 PMIf you're referring to a 6C stacked on top of another 6C in a double-decker fashion, the answer is no, we will not be adding that, now or ever.
Which is because they can't be added, AngryBirdsFan436, not necessarily because the NAM team doesn't want to.  The cars would jump between decks because of a game bug.  Just thought I'd clear that up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 15, 2012, 04:59:26 PM
Quote from: Moonraker0 on June 15, 2012, 04:46:36 PM
The cars would jump between decks because of a game bug.

Not a bug, a limitation. There's a difference.

All paths are read two-dimensionally and height is disregarded. Doesn't matter how high the paths or offset the paths are; It would be no different than a ground-level network with an extra set of paths that coincide.

Capacity is an even bigger problem. Once again, not a bug, a limitation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 15, 2012, 09:32:26 PM
I suppose a DDRHW6C would be technically possible, by using rail like DDRHW4 and having one deck go each direction, but the interface with anything else would be horribly messy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on June 15, 2012, 09:41:50 PM
I never even got the point of double decker RHW in the first place.  It's very uncommon in RL and I haven't found a use for it in SC4.  Don't be distracted by things like that!  Back to coding to eliminate puzzle pieces!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 15, 2012, 11:12:52 PM
Quote from: dragonshardz on June 15, 2012, 09:32:26 PM
I suppose a DDRHW6C would be technically possible, by using rail like DDRHW4 and having one deck go each direction, but the interface with anything else would be horribly messy.

Technically still, there would be no S or C designation, just DD.

If you wanna be super technical, all RHWs above RHW-4 would have two to three versions: S, C, and DD (where applicable).

Quote from: Indiana Joe on June 15, 2012, 09:41:50 PM
I never even got the point of double decker RHW in the first place.

Main gist of DDRHW: Having a highway using half the space and without having it intruding the ground.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 16, 2012, 02:06:08 AM
I meant this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.dpwh.gov.ph%2Finfrastructure%2Fprojects%2Fimg%2Fmajor%2FSKYWAY%255B1%255D.jpg&hash=e58323285a6fdcc395fce621012142d22c3619cf)
This the picture of the Metro Manila Skyway and the South Luzon Expressway in The Philippines. The one on top that's visible from the picture is the Metro Manila Skyway. But there is a highway below, with also 6 lanes. That's the South Luzon Expressway. So it's like a two way orthogonal ERHW-6C over a ground orthogonal RHW-6C with the pillars on the center island of the ground RHW-6C
Here's the picture of the highway above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.dmcinet.com%2FImage%2FONGOING%2FSKYWAY.jpg&hash=b24a28931cb55d274ccc0056c54e9ae7ff739daf)
And here's the pic for the highway below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.ytimg.com%2Fvi%2FnO3H5GVkPRQ%2F0.jpg&hash=c9111903d7cff90525a793f759076bbd9f054cf4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 16, 2012, 02:17:56 AM
That isn't possible due to one of the limitations listed above. We just cannot do it because of the way the game handles a path's position on the Z axis when pathfinding (It doesn't handle it at all, it assumes paths are all on the same level).

There was a prototype for a network with a similar appearance, however it was not a true Double-Deck network (It used Offset paths, the traffic was actually traveling on the tile to the left of the network underneath) and we do not have all of the files that were created for it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 16, 2012, 02:25:33 AM
I like to use the "SC4 reads everything two-dimensionally" analogy in the sense that it doesn't know what "up" or "above" or "height" is. (Edwin A. Abbott, anypony?) Regardless, DDs of that design are impossible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 16, 2012, 03:04:45 AM
So it isn't possible to do that kind of network? An ERHW-6C over a ground RHW-C6? Well, How about an ERHW-6S over a ground RHW-6S (with traffic going on the-same direction on each level.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 16, 2012, 03:08:24 AM
We can't do any kind of double-deck network where traffic moves in a single direction on more than one deck.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2012, 02:20:29 PM
Looking over that third pic, that to me looks more like two adjacent ERHW-6S networks with ground RHW-6S networks flanking it on either side, which is already possible (and because of the overhang setup, will only take up 4 tiles).

We will not, however, be making any double-decker networks in which traffic is traveling the same direction, nor will we be making different heights of double-deckers beyond the current L2/L3 (15m/22.5m) setup of the existing DDRHW-4 (which we are having to re-implement--we've discovered that the Rail-based draggable is not working as intended).

The next RHW, to be included in the next NAM release, will actually include all the networks we're ever going to include, with the exception of potentially adding "ultra-wides" (beyond 10 lanes) in limited situations, and the DDRHW-8 (each deck traveling in a different direction), and it's very unlikely we'll consider requests for new networks beyond those going forward.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 16, 2012, 05:48:32 PM
For the ultra-wide networks, I'd definetly go with the 12, and hold a poll for anything above that

(And you won't make 10-C?)

Also, how does the game know if two paths are moving in the same direction?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on June 16, 2012, 07:53:15 PM
Quote from: Wiimeiser on June 16, 2012, 05:48:32 PM
Also, how does the game know if two paths are moving in the same direction?

Get the extracheats dll, press ctrl+x, type 'drawpaths'.

I don't know exactly how it works in detail but each transit network has a set of paths that tell Sims and automata where in space to travel and what direction to take.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2012, 09:22:51 PM
Quote from: Wiimeiser on June 16, 2012, 05:48:32 PM
Also, how does the game know if two paths are moving in the same direction?

Every path stanza in an SC4PATH file specifies an entry and exit point.  0 = West, 1 = North, 2 = East, 3 = South, 255 = Special Flag (with regular paths, this will add a terminus point to the path, and when used as the exit on a stop point, it'll cause the stop point to apply to all exit directions).

With respect to the car paths, the RHW-2 has one 1-to-3 and one 3-to-1.  The RHW-4 has two 1-to-3s, which each have different path IDs in the SC4PATH file. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 16, 2012, 09:49:53 PM
So if the entrance and exit points are the same it allows lane jumping?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2012, 10:06:48 PM
Jumping occurs when deemed necessary by the simulator.  You might not get jumping on a straight stretch of a same-direction with no intersections or exit/entrance ramps, but if you had an exit ramp anywhere along there on one of the decks, vehicles from the other deck would certainly jump to whatever deck had the ramp in order to use it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 17, 2012, 11:47:58 AM
Double-posting, but it's been 14 hours and developmentally related. ::)

I did a little experiment just to prove the same-direction double-decker problem once and for all.  I turned the DDRHW-4 into a DDRHW-2, and on this particular setup, traffic coming from the other side was only permitted to access the top level, but there was a ramp on the bottom level.

If SC4 really had a solid way of preventing deck jumping, the R zones on the other side would have thrown up no job zots and this particular city would have collapsed.  Instead, we get this (animated GIF time):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FTarkus%2FRHW%2Fddrhw1-anim.gif&hash=6762c4fc57ed35f123474cf514fd055f3fc0aee6)

They're jumping decks in droves to access that ramp.

It even happens when you do really screwy things to the top deck paths, moving them clear to the other side of the road so as to try to break things up.

In other words, not happening.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on June 17, 2012, 12:59:37 PM
Been lurking about for some time now and decided to pop in and say hi... so "Hi!"  ::)  enjoying the progress and anticipate a remarkable improvement in RHW being bundled together with the NAM with its new RUL set... its a real  :thumbsup: for the enrire NAM team to plow ahaed despite the 'noise' of a promised 'new-n-better' SC5 [which I think will lose too much, to entirely RUL out SC4-deluxe ala NAM]...
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on June 17, 2012, 02:28:10 PM
Quote from: Tarkus on June 12, 2012, 12:08:31 PM
And this is a taste of what can happen now . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeGLVM.jpg&hash=b3f5a28674b7af5830261c82f740e8ff730eaa19)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqEFTU.jpg&hash=f62b7286dac82e6868c772962812a27d7ff1e14f)

Just need to add some more overrides in, and then the old puzzle pieces will become "officially" obsolete.

Quote from: mrtnrln on June 12, 2012, 01:09:24 AM
We can clean up another menu yet again ;)

Indeed we can.  I think everyone is going to be pleasantly surprised with the menu developments on the RHW with this next NAM.  Fewer buttons, fewer pieces to TAB through, but way more functionality. 

-Alex

After having seen these pictures, I'm really looking forward to the next release.  :)

I did it in the interchange thread and I also want to do it here: saying a big, big Thank you! to you and your team for your astonishing and excellent work with the RHW. Bravo!  &apls


- Markus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 19, 2012, 11:39:53 AM
New RHW Interchange Guide: How to Make Basketweaves: http://sc4devotion.com/forums/index.php?topic=14079.msg426466#msg426466
Title: Re: RHW (RealHighway) - Development and Support
Post by: MR.Y on June 19, 2012, 12:01:02 PM
Would it be possible, to make in the center of RHW4, 6S, 8S and 10 crash barriers? Cause in europe in the center of every highway are those.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 19, 2012, 12:23:05 PM
They do exist for the 6C/8C: [link] (http://community.simtropolis.com/files/file/27561-rhw-6c-steel-barriers-mod/), but I'm not aware of any for the S-type networks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 19, 2012, 12:48:01 PM
Quote from: MR.Y on June 19, 2012, 12:01:02 PM
Would it be possible, to make in the center of RHW4, 6S, 8S and 10 crash barriers? Cause in europe in the center of every highway are those.

I've been wondering about the same thing. Particularly with regard to 8S and 10S because I suspect the vast majority of RL implementation of such monsters wouldn't have a grass median since they occur in very urban areas. Even when they occur in more suburban areas they often were expanded into the former grass median to avoid purchasing additional right-of-way. Besides lacking grass medians such highways very often seem to feature wider left-side emergency lanes.

Since 8S and 10S (and an potentially upcoming dual-tile 12S*  ::) ? ) share a common inner tile that isn't part of any of the right hand exits, save splitters involving 6X networks, the modding sounds relatively straightforward.

I'm curious what the thoughts and experiences of others are regarding these type of highways, and if the consensus matches my impression whether the best implementation would be changing the default version of the inner tile of creating an "after market" mod to T21 in both the medians and extended shoulder. Also, would a single concrete barrier consisting of two "1/2" T21s from each side of the motorway cause graphics problems because the models are so close? Obviously the steel barriers wouldn't suffer from such a problem...

* Is 12S really "ultra-wide"? It would fit on 2 tiles per side and would be necessary in at least a limited form for 10 lane highways to have merging lanes. Because these technicalities are so important  $%Grinno$%

More importantly, I've been really meaning to comment again on how fantastic all the new stuff is looking. One thing no one's mentioned yet is that the diagonal ANT stability will make dragging diag-RHW-6C a lot easier  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 19, 2012, 01:16:47 PM
Quote from: noahclem on June 19, 2012, 12:48:01 PM
Since 8S and 10S (and an potentially upcoming dual-tile 12S*  ::) ? ) share a common inner tile that isn't part of any of the right hand exits, save splitters involving 6X networks, the modding sounds relatively straightforward.

<snippy snip>

* Is 12S really "ultra-wide"? It would fit on 2 tiles per side and would be necessary in at least a limited form for 10 lane highways to have merging lanes. Because these technicalities are so important  $%Grinno$%

More importantly, I've been really meaning to comment again on how fantastic all the new stuff is looking. One thing no one's mentioned yet is that the diagonal ANT stability will make dragging diag-RHW-6C a lot easier  :)

Even I don't know where the line between standard-width RHWs and ultra-wides is (I'm suspecting it begins at 10-something), but I've been in favour of raising the draggability cap to 12S and 10C, simply because there's room on the 8C/10S footprints.

All I can say is that it is (theoretically) possible to go there, but how far until we run into capacity, RULing, and ease-of-construction issues? (There is an established cap, but it's yet to be announced...)

Interestingly, although the 6C and 8C share the same median tile, the 8S and 10S do NOT share a common tile. (An added bonus of P57 is that it removes that 8S/10S inner tile redundancy. Less RULing, pathing, and texturing that way.)

As of the T21 aspect, one could simply reuse Maarten's barriers for the S-networks, but I don't know if it's a single-sided barrier or a double-sided barrier; Somepony would have to ask him about that. They're technically not models, for the record, so I doubt you'd have any graphical bugginess.

As of the 6C diagonality aspect, the footprints are the same as with the AVE-6 (and it's recommended to do it that way); That would equate to a lot of dead space, but it's designed for modularity and smooth transitioning between 6C and 8C, should we ever get to diagonal transitions. The only thing that would make diag RHWs hard to draw is the fact that RHW has this auto-connect feature.

EDIT: Since I started the next page, I added the last post from the last page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 19, 2012, 01:31:57 PM
Quote from: MR.Y on June 19, 2012, 12:01:02 PM
Would it be possible, to make in the center of RHW4, 6S, 8S and 10 crash barriers? Cause in europe in the center of every highway are those.
Yes, there's a mod (http://www.simtropolis.com/forum/files/file/21189-rhw-lights-and-barriers/) by Xyloxadoria that adds them.  Unfortunately, it hasn't been updated to cover the cosmetic pieces and draggable ramp interfaces, so those won't have barriers (or lights) on them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 19, 2012, 01:33:36 PM
Quote from: Moonraker0 on June 19, 2012, 01:31:57 PM
Yes, there's a mod (http://www.simtropolis.com/forum/files/file/21189-rhw-lights-and-barriers/) by Xyloxadoria that adds them.  Unfortunately, it hasn't been updated to cover the cosmetic pieces and draggable ramp interfaces, so those won't have barriers (or lights) on them.
[/quote]

Those are Jeresy barriers, not Euro crash barriers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 19, 2012, 04:19:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeGLVM.jpg&hash=b3f5a28674b7af5830261c82f740e8ff730eaa19)

Tarkus, is that diagonal aspect also going to apply to the MIS ramps as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 19, 2012, 04:32:57 PM
Quote from: mike3775 on June 19, 2012, 04:19:12 PM
Tarkus, is that diagonal aspect also going to apply to the MIS ramps as well?

If you can get multiple DxO and DxD crossings to work for RHW-2 crossings (which, initially, was the goal of all that INRULing), you can override it to apply to all networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 19, 2012, 04:38:34 PM
I wouldn't consider the 12S an ultra-wide, at least since the V5-Spec textures came into being . . . I think the redefinition of the 10C would also put it in the standard "wide" category.  "Ultra-wide" means S-type networks that take up 3 tiles per direction, or C-type networks that take up 5 tiles total. 

There's also been the question raised of whether or not S-type networks make sense that wide, again, due to the urban "there's almost certainly going to be a barrier" nature of such networks.  The one example I can find that might merit the inclusion of S-type ultra-wides is at the El Toro Y, the major interchange of I-5 and I-405 in Irvine, CA.  [link] (http://goo.gl/maps/BvLy).  (Note that all my lane count figures include the HOV lanes.)

As you can see, there's basically an RHW-14 of some sort there with a flyover ramp in the median . . . in actuality, it's an elevated RHW-2 with a center jersey barrier, which acts as the HOV ramps connecting I-405 SB to I-5 SB and I-5 NB to I-405 NB.  The question at that point becomes whether or not this is means it's a RHW-14S flanking an ERHW-2, or if it's an RHW-16C with the center lanes displaced by elevation.  Just south of the El Toro Y, near the Lake Forest Drive interchange, I-5 does actually turn into an RHW-16C (technically, just south of Lake Forest, it's even a 17C (http://goo.gl/maps/0JuY) due to an additional decel lane).  North of the interchange, I-5 becomes an RHW-8C.

Implementation-wise, if/when we do ultra-wides, the prevailing view from our theoretical development chats in the super-secret private board* has been that we forgo making them draggable, and go puzzle-only.  (And speaking of the cutoff, those of you wanting the infamous RHW-26S of yore will be disappointed. $%Grinno$%)

Quote from: GDO29Anagram on June 19, 2012, 04:32:57 PM
Quote from: mike3775 on June 19, 2012, 04:19:12 PM
Tarkus, is that diagonal aspect also going to apply to the MIS ramps as well?

If you can get multiple DxO and DxD crossings to work for RHW-2 crossings (which, initially, was the goal of all that INRULing), you can override it to apply to all networks.

Yup.  MIS, RHW-6S, and so on.  The floodgates are open.

*There's actually two NAM Private Boards.  One's for the Associates.  There's another "super-secret" developmental board beyond that, where said discussions happened/are happening.

Also, it appears we're on page 500 now and are about to approach the 10,000 post mark.  Thank you everyone for all your support of the RHW project over the past 5 years it's been here at SC4D! :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 19, 2012, 05:22:03 PM
Congratulations Alex, Ganaram, Maarten, Vince, Andreas and all members of the NAM - nice for us to learn things from your kitchen.
  But I want to throw attention to Something not so important but interesting account of this. RHW page commemorative figure reached 500, but someone thought it is a chance that soon ...
we may have 1 million views as so far only David and his 3RR project. I think that before the release of NAM 31, we will reach one million views on this topic, whether you agree with that?
  I also think that by autumn, RHW will surpass watched, 3RR.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on June 19, 2012, 05:32:50 PM
Also only 13 replies away from 10,000 in this thread.  Congrats guys, thanks for all the hard work, keep it up, all that good stuff.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 19, 2012, 06:23:19 PM
As I said before, definetly do the 12, then vote on the others one at a time until it's accepted you've probably gone a bit too far. That's what I'd do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 19, 2012, 07:24:21 PM
Thats awesome Tarkus.  I was playing around in a test city trying to make interchanges between 3 different RHW-4's and always kept running into the same problem of diagonal/diagonal crossings.

Man that area you posted, last time I was in that area, that was all under construction still(1998).  Amazing how much that has changed  lol

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 20, 2012, 01:51:33 AM
Quote from: MR.Y on June 19, 2012, 12:01:02 PM
Would it be possible, to make in the center of RHW4, 6S, 8S and 10 crash barriers? Cause in europe in the center of every highway are those.
I've got these kinds of requests quite some times, and it has been a real Brainbuster for me for multiple reasons:

1. I got quite a lot of other plans and projects running at the same time, like my recently released SRM.
2. There are quite a lot of RHW-tiles to cover and I'm not sure it's worth the extra effort with P57 on the way.
3. The orthagonal setups look good, however, the diagonals look really screwy on even the slightest slope.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MR.Y on June 20, 2012, 05:51:05 AM
@Maarten: I know, we had this theme before with the diagonal ones, cause of this I ask here at the creators of tne RHW, if they can build RHW4 with crash barriers, so it would be the same work like on tne -C Networks...
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on June 20, 2012, 06:50:53 AM
hey I want to show how DD should look compered to the DDRHW s Curve

<iframe width="560" height="315" src="http://www.youtube.com/embed/s972_Tdpszo" frameborder="0" allowfullscreen></iframe>


plus these are some new ideas if you can intigrated into the RHW system
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2012, 02:31:20 PM
Quote from: drjumbajookiba on June 20, 2012, 06:50:53 AM
hey I want to show how DD should look compered to the DDRHW s Curve

I had a ramp chart that took into account every possible ramp configuration for every RHW network. If anything, the most basic configurations should be there. There were a number of TOTSO's in your vid, but integrating them is yet to be determined.

Additionally, I've found the following in your vid:

- DDRHW-4 Smooth Transition - Requires models for an ERHW-4 S-curve first.
- DDRHW-4 DDA1? - Requires DDMIS, which doesn't sound very practical as a full-fledged network. Alternative is to use a single DDRHW-4 A1 inside ramp for one deck, an A1 outside for the other, and well-spaced L2 and L3 MIS.
- DDRHW-4 WRCs - Models; If we don't have them, we can't make them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: el_cozu on June 20, 2012, 04:25:48 PM
who's gonna be Reply 10,000?? &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 20, 2012, 05:13:22 PM
countdown begins

- 5
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on June 20, 2012, 05:19:54 PM
Alright, don't spam it up for the last few posts.  This is about RHW development, it's not the 10,000 post thread.  Besides, Blue Lightning will inevitably get it anyway.

How's stability coming?  I want to see more pretty overpasses please.

(4)  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 20, 2012, 05:23:57 PM
Beautiful overpasses - I think it would be very easy to draft Dexter (Matt) for FLUPs models RHW and NWM. And of course multi-level system of RHW.

- 3
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 20, 2012, 05:27:00 PM
To further Indy's call for not spamming, I may as well show a few development pics.

I've begun SAM crosslinkage . . . the ortho continuation stability on the ERHW hasn't been coded yet for this situation, so that's why it drops off to an RHW-2 right now. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjYdO5.jpg&hash=bac50dfc36b8b33f25f30c4263169b14994d406b)

And now, you can have diagonal Elevated Light Rail crossing an ortho RHW-8C, too . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJsoTi.jpg&hash=2995a9b2c65d572e88fc337485adda2437847322)

Quote from: ivo_su on June 20, 2012, 05:23:57 PM
Beautiful overpasses - I think it would be very easy to draft Dexter (Matt) for FLUPs models RHW and NWM. And of course multi-level system of RHW.

Matt's already a NAM Team member.  There's something . . . interesting . . . I'm planning for the implementation of those FLUPs portals, when I get to that point.  I'll leave it at that. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 20, 2012, 05:31:41 PM
Great work Alex - I like the diagonal crossing lines, with El-RHW-6C.
I long to know about Matt - he's very talented and would be a crime if its FLUPs models were not included in NAM plans.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 20, 2012, 05:32:51 PM
10 000

Congratulations, Tarkus and the entire team of NAM with this great achievement in their subject of RHW and reach the round figure of 10 000 posts here. The work you do and development which endured all these years, only worth a bow. You guys are officially awesome.
I admire you and I support with all my heart and soul.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cody426 on June 20, 2012, 06:16:29 PM
Yes Congrats very much, the NAM is amazing.

I have been away from the game for about year and having a little trouble with RHW.  I am seemingly unable to cross the Elevated RHW-4 and MIS over diagonal RHW-4, I haven't tried with any of the other networks.  When I played last (September 2011) I don't remember it being so challenging.  I do remember having to use puzzle pieces for very complex Interchanges but not for simply crossing a diagonal RHW-4 with MIS.  Even with the puzzle pieces I cannot get it to work, it also seems some puzzle pieces have been removed/moved?

I must have done something wrong and am hoping someone can steer me in the right direction.  I looked over the readme completely, spent most of the evening yesterday reading this thread (which is huge) and removing all plugins except for NAM.  This is on a new Install with very little plugins (a terrain mode/tree controller, slope mod (which was my initial thought), and the NAM bridges. 

One thing different about this situation is that I am running off my F:\ drive which is a 30GB SSD.  Windows 7 is too much and fills it rather fast so 7 is running on a 240GB SATA drive and I'm running just SC4 (program files installed to f:\ ) and redirected my plugins using a .bat file to specify the userdir (idea I found on this site).  only other issue I have noticed is it doesn't remember when I put it to Day/Night each time I load the game, but maybe it always did that and I got so used to it I forgot. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fftp%3A%2F%2Fmail.icicomp.com%2Fsc4nowork.jpg&hash=0c906c2804906f5f8378f1cabafc66f62402d7f7)
let me know if you can't see the pic, never tried posting one before...

Thanks
-Cody
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2012, 06:23:35 PM
Picture's not there.

Also, some of the overpass pieces (all of which will be removed in NAM 31 because we got something better) have faulty checktypes, so you can't place them on anything pre-drawn. Just a heads-up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on June 20, 2012, 06:26:55 PM
Quote from: cody426 on June 20, 2012, 06:16:29 PM
Yes Congrats very much, the NAM is amazing.

I have been away from the game for about year and having a little trouble with RHW.  I am seemingly unable to cross the Elevated RHW-4 and MIS over diagonal RHW-4, I haven't tried with any of the other networks.  When I played last (September 2011) I don't remember it being so challenging.  I do remember having to use puzzle pieces for very complex Interchanges but not for simply crossing a diagonal RHW-4 with MIS.  Even with the puzzle pieces I cannot get it to work, it also seems some puzzle pieces have been removed/moved?

I must have done something wrong and am hoping someone can steer me in the right direction.  I looked over the readme completely, spent most of the evening yesterday reading this thread (which is huge) and removing all plugins except for NAM.  This is on a new Install with very little plugins (a terrain mode/tree controller, slope mod (which was my initial thought), and the NAM bridges. 

One thing different about this situation is that I am running off my F:\ drive which is a 30GB SSD.  Windows 7 is too much and fills it rather fast so 7 is running on a 240GB SATA drive and I'm running just SC4 (program files installed to f:\ ) and redirected my plugins using a .bat file to specify the userdir (idea I found on this site).  only other issue I have noticed is it doesn't remember when I put it to Day/Night each time I load the game, but maybe it always did that and I got so used to it I forgot. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fftp%3A%2F%2Fmail.icicomp.com%2Fsc4nowork.jpg&hash=0c906c2804906f5f8378f1cabafc66f62402d7f7)
let me know if you can't see the pic, never tried posting one before...

Thanks
-Cody
Not that this is related to your RHW problem, but unless there's something I don't understand about your setup, you shouldn't need to use a batch file to use UserDir, just add it to your SC4 shortcut.  I know why it's forgetting day/night cycle; it's because SimCity 4.cfg is read from your Documents\SimCity 4, even if you use UserDir; it is only saved to the UserDir and read from Documents, so you'd need to copy the file over to keep settings you change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 20, 2012, 06:31:57 PM
Quote from: Indiana Joe on June 20, 2012, 05:19:54 PM
Alright, don't spam it up for the last few posts.  This is about RHW development, it's not the 10,000 post thread.  Besides, Blue Lightning will inevitably get it anyway.

How's stability coming?  I want to see more pretty overpasses please.

(4)  ;D

Not this time :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: cody426 on June 20, 2012, 06:48:05 PM
Quote from: GDO29Anagram on June 20, 2012, 06:23:35 PM
Picture's not there.

Also, some of the overpass pieces (all of which will be removed in NAM 31 because we got something better) have faulty checktypes, so you can't place them on anything pre-drawn. Just a heads-up.

By pre-drawn do you mean older RHW Versions?  this is all new as of Monday and the first RHW to be drawn in the region, but this sounds like it may have something to do with my issue. 

Quote from: Moonraker0 on June 20, 2012, 06:26:55 PM
Quote from: cody426 on June 20, 2012, 06:16:29 PM
Yes Congrats very much, the NAM is amazing.

I have been away from the game for about year and having a little trouble with RHW.  I am seemingly unable to cross the Elevated RHW-4 and MIS over diagonal RHW-4, I haven't tried with any of the other networks.  When I played last (September 2011) I don't remember it being so challenging.  I do remember having to use puzzle pieces for very complex Interchanges but not for simply crossing a diagonal RHW-4 with MIS.  Even with the puzzle pieces I cannot get it to work, it also seems some puzzle pieces have been removed/moved?

I must have done something wrong and am hoping someone can steer me in the right direction.  I looked over the readme completely, spent most of the evening yesterday reading this thread (which is huge) and removing all plugins except for NAM.  This is on a new Install with very little plugins (a terrain mode/tree controller, slope mod (which was my initial thought), and the NAM bridges. 

One thing different about this situation is that I am running off my F:\ drive which is a 30GB SSD.  Windows 7 is too much and fills it rather fast so 7 is running on a 240GB SATA drive and I'm running just SC4 (program files installed to f:\ ) and redirected my plugins using a .bat file to specify the userdir (idea I found on this site).  only other issue I have noticed is it doesn't remember when I put it to Day/Night each time I load the game, but maybe it always did that and I got so used to it I forgot. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fftp%3A%2F%2Fmail.icicomp.com%2Fsc4nowork.jpg&hash=0c906c2804906f5f8378f1cabafc66f62402d7f7)
let me know if you can't see the pic, never tried posting one before...

Thanks
-Cody
Not that this is related to your RHW problem, but unless there's something I don't understand about your setup, you shouldn't need to use a batch file to use UserDir, just add it to your SC4 shortcut.  I know why it's forgetting day/night cycle; it's because SimCity 4.cfg is read from your Documents\SimCity 4, even if you use UserDir; it is only saved to the UserDir and read from Documents, so you'd need to copy the file over to keep settings you change.

Im a Network Admin guy and just am comfortable using bat files so that was my go to config  :thumbsup:  I was thinking that about the .cfg file but when I look at the dates modified the one on the f:\ is newer.  Not a big deal though.

Thanks for the help all, still playing around to see if I can figure it out, any and all input is appreciated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2012, 06:50:40 PM
Quote from: cody426 on June 20, 2012, 06:48:05 PM
By pre-drawn do you mean older RHW Versions?

Pre-drawn as in,... You'd have this problem.

http://www.youtube.com/watch?v=4IxlA6gLx6k

Certain overpass pieces were coded incorrectly and if you hover it over something like this, it won't rotate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cody426 on June 20, 2012, 07:08:28 PM
Quote from: GDO29Anagram on June 20, 2012, 06:50:40 PM
Quote from: cody426 on June 20, 2012, 06:48:05 PM
By pre-drawn do you mean older RHW Versions?

Pre-drawn as in,... You'd have this problem.

http://www.youtube.com/watch?v=4IxlA6gLx6k

Certain overpass pieces were coded incorrectly and if you hover it over something like this, it won't rotate.

GDO29Anagram you nailed it, watched your video a few times and followed the procedure and it works just fine.  Thank you for the promp response and resolution.  I think I better watch the rest of your SC4 videos and catch up on the tricks I have missed the last nine months.

-Cody
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2012, 07:12:38 PM
For the record, some of my SC4 vids are outdated, and the most recent are my interchanges, one of which was the unofficial teaser for RHW version 5.

There's also the destarterfication trick... That and the CheckType workaround are my only real tricks I have.

http://www.youtube.com/watch?v=wT8HDeQXFrY
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on June 20, 2012, 08:25:05 PM
Damn, I get distracted for two hours and miss it by 9 posts.  :P

Congrats.

Nice progress Alex, always like to see integration between different NAM projects.

I should look into more of those RHW videos; neat tricks, very useful.

Keep it up!  (I feel so useless saying that.  Perhaps I should try to train myself in the art of RULs...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 20, 2012, 10:53:43 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F9231%2Fthetown1jan001340195808.th.png&hash=34f3c81bd03b21e1c8e1329e1c38836a1f66a92b) (http://imageshack.us/photo/my-images/109/thetown1jan001340195808.png/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F2740%2Fthetown1jan001340196317.th.png&hash=6c101eb73f49e75e25e22c73f5d7bc86f23ca847) (http://imageshack.us/photo/my-images/72/thetown1jan001340196317.png/)
These are kind of weird...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 20, 2012, 11:02:47 PM
Don't know what's wrong with the RHW-3 piece, but the RHW-6S piece is because you've demolished another starter in close proximity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 20, 2012, 11:27:55 PM
Quote from: Wiimeiser on June 20, 2012, 10:53:43 PM
These are kind of weird...

Issue 1 is because you had two 6S starters in close proximity, as JD said. Can't be fixed without having to make another starter for the 6S to eliminate the problem, and we've already taken the two-tile 6S starter out of commission... Oddly enough, there's two different starters for the 6S (the 6S-6C transitions use a different starter), but would require a controller update. Probably not worth doing at this time.

Issue 2 is a texture bug; One texture's flipped while the other is not. It's either an issue with the Euro textures or something was messed something up with the models (which is less likely). Try without the Euro textures and see what happens.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on June 21, 2012, 12:44:41 AM
Quote from: GDO29Anagram on June 20, 2012, 06:23:35 PMAlso, some of the overpass pieces (all of which will be removed in NAM 31 because we got something better)

I'm hoping to see a lot more draggable options in the future, but that's just me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 21, 2012, 08:56:04 AM
I have been away for a while...wow I came back and saw all these amazing progresses &apls
SC4 is still alive because of your amazing work NAMites! &apls &apls &apls &apls &apls &apls
You deserve all of these guys! :thumbsup:
Keep it up
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 21, 2012, 11:19:19 AM
Quote from: kassarc16 on June 21, 2012, 12:44:41 AM
I'm hoping to see a lot more draggable options in the future, but that's just me.

That is in the general direction we're headed.  That and "Flex" piece setups.

I should add . . . last night, I dropped my P57 files into my "regular" Plugins folder and fired up the current region I'm using in my MD, and started testing out the Legacy Conversion code, seeing how easily I could convert the old V5/earlier RHWs to P57 specs.  It generally went quite smoothly, and a good portion of my region is converted.  I've fixed a few minor hiccups in that process, and it looks like the process should be relatively seamless for existing RHW users.

There's still quite a bit of work on other aspects that we'll need to do before we're at a releasable state, however.  The next alpha build going to the Team/Associates will only be Build 03.  With the myriad of additions, it'll probably be a 20+ build process, rather than the usual 13-14.  I'd also anticipate at least another 40 controller builds . . . more if the T-RAM or RAM folks re-appear and start adding their own additions.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 21, 2012, 12:44:37 PM
Alex, I guess you are not yet clear but you still have any idea at the time, how many secret weapons we have this time.
Well in advance for your congratulations, 7000 comments
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 21, 2012, 12:58:33 PM
Most of the types of "arsenal" (:D) that this release will be packing has been shown, and most of the work at this point is getting that stuff finished--as much as there is, that's why it's taking quite some time.  As such, there's probably not going to be as many "secret weapons" this go around, though I may still end up documenting some of the not-so-secret weapons with a video, mainly as they're still pretty fun to watch.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 22, 2012, 11:24:07 AM
Well, here's a tip for AVE-6 overpasses over an RHW (any width). You can use the ERHW-6C to make an overpass over the RHW and connect it to the AVE-6 on each sides of the ramp. Hope this tip helps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 22, 2012, 11:52:46 AM
Quote from: AngryBirdsFan436 on June 22, 2012, 11:24:07 AM
You can use the ERHW-6C to make an overpass over the RHW and connect it to the AVE-6 on each sides of the ramp.

Already been exploited, but not ideal since it doesn't let pedestrians through.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 22, 2012, 08:32:35 PM
Are there any proposals of AVE-6 overpasses?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 22, 2012, 08:34:05 PM
Quote from: AngryBirdsFan436 on June 22, 2012, 08:32:35 PM
Are there any proposals of AVE-6 overpasses?

Not in NAM 31. Also, that's NWM, not RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 22, 2012, 08:45:16 PM
I know. I'll just post in the NWM thread next time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2012, 12:20:24 AM
Quote from: AngryBirdsFan436 on June 22, 2012, 08:45:16 PM
I know. I'll just post in the NWM thread next time.

Then why didn't you post in the NWM thread the first time? ::)

That said, I'm knee-deep in RHW/NWM crosslinks at the moment.  The goal is that all the ERHWs that will be in NAM 31 have stable crossings over the current repertoire of NWM networks (orthogonal x orthogonal).  With NAM 31, you'll still have to have the RHW go over the NWM, as there won't be elevated NWM networks yet, but the "NWMapalooza" that will be NAM 32 will change that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 23, 2012, 03:08:52 AM
So what is the NWMapalooza?
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on June 23, 2012, 03:12:21 AM
Quote from: AngryBirdsFan436 on June 23, 2012, 03:08:52 AM
So what is the NWMapalooza?

Short version? A large update of all things NWM, maybe a few new tricks and new features, also.

Long version? Only the NAM team could say, and that's not their style.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 23, 2012, 04:02:21 AM
If the main focus of NAM 31 is P57, then NAM 32 is the "NWM-palooza" (considering the fact that I pronounce NWM as "Enn-Wim", I thereby changed the spelling a bit).

P57 is exclusively RHW development, save for some much-needed crosslinkage with the NWM, and I think you know what the NWM-palooza is... :P (I swear, if the name isn't obvious enough...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 23, 2012, 06:13:14 AM
[obligatory idiotic post] So when can we expect to see NAM 31?[/obligatory idiotic post]   :D

Being serious now, its looking great for the next couple NAM releases, and its only going to make what the NAM team has done even better, and I am all for that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 23, 2012, 08:09:06 AM
So I think the NWM 2.0 is the last NWM release as a separate download and the NWMpalooza is the NWM merge into the NAM 32 core. Just like the NAM 31 P57.
(Okay. This is my LAST reply about the NWM here in this thread. I've been talking too much about the NWM in the RHW thread  ;D. BTW, what's the progress so far on the P57?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 23, 2012, 08:24:06 AM
Quote from: AngryBirdsFan436 on June 23, 2012, 08:09:06 AM
. BTW, what's the progress so far on the P57?)

Currently the boys are in phase 3. Usually the phases before finalization - 15, but Tarkus mentioned that this time may be over 20 stages. The team is progressing slowly and gradually, but surely at the expense of it. Maybe at the end of autumn, you'll be ready, but in any event before the end of summer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 23, 2012, 08:51:12 AM
Well, P57 is well underway, but after that, lots of more content will be added, like the FlexRamps, Some FlexCurves and more Cosmetic Pieces and such...
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 23, 2012, 09:21:14 AM
Are you guys making an RHW 10-C so that we can have an RHW-8C accel/decel lane?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2012, 09:42:31 AM
A 10C is under consideration, but is unlikely to make this release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 23, 2012, 10:05:38 AM
Well, regarding the multi-level RHWs, are you guys making an EAVE-4 puzzle piece crossing under an L4 (30m) or L3 (22.5) ERHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2012, 06:31:17 PM
That functionality will likely exist at some point, though it's uncertain that it'll be puzzle pieces . . . if you know what I mean. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 24, 2012, 05:41:14 AM
Quote from: ivo_su on June 23, 2012, 08:24:06 AMMaybe at the end of autumn, you'll be ready, but in any event before the end of summer.
You're being quite optimistic ;D As we're speaking about the NAM, here's a list of what I'd like to see in a future release ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 24, 2012, 05:46:15 AM
Quote from: io_bg on June 24, 2012, 05:41:14 AM

  • NWM x el-rail over road

You're definitely getting that one. Those pieces have been knocking around my HDD for a few months now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2Fother%2Fnew_city-24_feb.__001328428822.jpg&hash=d2fdfa8aa5f85d8fa69911f1bf8f770c4c46c07f)

AVE-6 and TLA-7 have also been done from memory, even though they're not pictured.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 24, 2012, 07:15:29 AM
FARHW is still going ahead as normal in its (very slow) development process as it's not being directly affected by the Project 57 overhaul (in fact, it's not even in the '57 ID range)...so you'll definitely see some FARHW love being spread around next release.

QuoteAVE-6 and TLA-7 have also been done from memory, even though they're not pictured.

Ah yes, they needed additional pylons, did they not? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 24, 2012, 07:51:27 AM
Quote from: jdenm8 on June 24, 2012, 05:46:15 AMYou're definitely getting that one. Those pieces have been knocking around my HDD for a few months now.
Wohoo! %BUd% ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 24, 2012, 09:49:31 AM
Regarding the earlier discussion of my post on "semi-maybe-ultra-wide" RHWs (12S and 10C, though I didn't explicitly mention 10C):

I'd side with Ganaram that draggable would be optimal. I could be persuaded otherwise if at least a basic set of overpass pieces were available for them (ie road, avenue, OWR, rail).

I guess I don't draw the same distinction between C and S networks. 2 adjacent "S"s pretty much make a "C", and with a bit of T21 work would be all but a true "C". I usually use S networks because Cs can only be one width if you use merging lanes.

Quote from: io_bg on June 24, 2012, 05:41:14 AM
Quote from: ivo_su on June 23, 2012, 08:24:06 AMMaybe at the end of autumn, you'll be ready, but in any event before the end of summer.
You're being quite optimistic ;D As we're speaking about the NAM, here's a list of what I'd like to see in a future release ::)

  • Tram in Avenue x el-rail over road
  • More el-rail over road pieces
  • NWM x tram in Avenue / Road / Street
  • NWM x el-rail over road
  • 45 degree FLEXFLY
  • RHW4 FLEXFLY
  • RABBETs

I think the NWM x tram in Avenue / Road / Street should be a pretty safe bet for inclusion in the next release as well. I haven't been actively working on it for a couple months now and most likely won't have time to get serious on actually turning the textures I've made into working puzzle pieces until August.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on June 24, 2012, 10:09:09 AM
What's the story on custom lane RHW? I heard a while back that there could be starter pieces for median, center, and edge lanes. Not specifically requesting anything, just wondering whether they are being considered for development.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 24, 2012, 10:42:45 AM
Well, I did decide to work on a RHW signs and barriers mod. Progress so far:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_02.jpg&hash=4972f306f027d3963a4e5fc2348983dbffaa0cc6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_04.jpg&hash=1d54a264d8c89f8a4d44934608df270cc649e0ce)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_05.jpg&hash=ce4f2e173f931051b4b4761d766814d7089204bd)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_06.jpg&hash=915b0eedca0f717a37b0e772c0a4d01a3fbcc3d5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_07.jpg&hash=0824457939269ce25bc2dee1660a4e129a676721)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_barriers_08.jpg&hash=3572c0a377af22e556b9121e504160f956abe481)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 24, 2012, 10:49:35 AM
I like those arrow signs on the curves
Title: Re: RHW (RealHighway) - Development and Support
Post by: Terring7 on June 24, 2012, 11:21:20 AM
I love those details :thumbsup: :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on June 24, 2012, 01:47:01 PM
Awesome! Please, show us more! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 24, 2012, 08:14:24 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7559%2Frhw4to6scompacttransiti.png&hash=5dcb23c2fc25fe34b9b69cfdab4c5a5357ac5675)

Because I thought it was necessary and missing. Probably not until at least one more alpha build; Don't know how PPs are gonna go down. (We're still at Alpha Build 2, mind you...) Plus I need to remind myself on how to RUL-0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on June 24, 2012, 11:19:06 PM
Hey, guys just want to say the new parts are great! I'm able to do a lot more, and got a piece for just about everything that I need, or didn't know I needed! So thank you for your hard work!

Small request, it is the ONLY transition I noticed missing (that I could think off). A RHW6C - RHW8C. Hopefully I'm naming it right, in case not...

|||[]||| RHW6C
-------- MISSING TRANSITION
||||[]|||| RHW8C

No piece to properly bridge this gap (if I'm wrong please let me know), but again amazing work and I'm grateful for it all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 24, 2012, 11:47:20 PM
Quote from: Death50 on June 24, 2012, 11:19:06 PM
Small request, it is the ONLY transition I noticed missing (that I could think off). A RHW6C - RHW8C. Hopefully I'm naming it right, in case not...

We already have a 6C-8C transition. Since the 6C and 8C is so modular, it would be redundant to make a 3x3 piece, so instead, it's just a 1x3 piece for just the outer lanes. You just need two of them to make a full 6C-8C transition. (Something similar can be done to the 8S-10S transition; Just think of the 8S inner as the 6C median.)

This is similar to the AVE-6 to AVE-8 transition (not in NAM 31), and it's also to transition to asymmetrical 7C's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 24, 2012, 11:57:01 PM
Quote from: GDO29Anagram on June 24, 2012, 08:14:24 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7559%2Frhw4to6scompacttransiti.png&hash=5dcb23c2fc25fe34b9b69cfdab4c5a5357ac5675)

Because I thought it was necessary and missing. Probably not until at least one more alpha build; Don't know how PPs are gonna go down. (We're still at Alpha Build 2, mind you...) Plus I need to remind myself on how to RUL-0.
Nice one! I had this one in mind for a while too...
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 25, 2012, 12:42:53 AM
Great transition work JD  &apls

Also nice work on the barrier/sign mod Maarten  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 25, 2012, 06:57:24 AM
Well, sorry for another argument for the Double Decker RHW-6. But here's what I meant.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F3507zp0.jpg&hash=282f78c7b31e384838c64b6415ed696d34621905)
The L2 ERHW-6C on top of the L0 (ground) RHW-6C has separate ramps. The one on green is the ERHW-6C ramps and the yellow one is the Ground RHW-6C ramps. The red color is the ERHW-6C and the blue is the ground RHW-6C (not displayed). THIS IS MY FINAL POST REGARDING THE DOUBLE DECKER RHW-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 25, 2012, 08:10:24 AM
When we say "not possible," we usually mean it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 25, 2012, 08:44:14 AM
Quote from: AngryBirdsFan436 on June 25, 2012, 06:57:24 AM
The L2 ERHW-6C on top of the L0 (ground) RHW-6C has separate ramps.

Which, if you saw my demonstration, is one of the main problems with same-direction double-decks.  The game does not care that they're separate and traffic will jump from L0 to L2 at the drop of a hat.

Quote from: AngryBirdsFan436 on June 25, 2012, 06:57:24 AM
THIS IS MY FINAL POST REGARDING THE DOUBLE DECKER RHW-6.

No need to scream it in ALL CAPS.  But let's hope so, because there's a 0% chance of it being made, no matter how much you beg for it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 25, 2012, 08:57:43 AM
I recall Blue Lightning did some work some time ago on something similar: El-RHW-4 over avenue. Some prototype textures were made in 2009 if I recall:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F1517%2Fnewcityfeb1701123483458am4.png&hash=ef7ca1862e6007d2296a2e4f5da0bdd427fcff03)

However, this was pretty much as far as it got due to the fact that you simply couldn't path same-direction traffic on two (or more levels) on the same tile.

Getting an avenue running under elevated Maxis Highway was a pretty heavy request after Rush Hour came out back in 2003, yet that still hasn't been accomplished. Why? Same reason, it simply isn't possible.


Quote from: Blue Lightning on June 25, 2012, 08:10:24 AM
When we say "not possible," we usually mean it...

Usually? From what I remember there was only one breakthrough in RHW development that was once thought impossible, and that was being able to see it in the regional transportation view like roads or Maxis Highways.


Great work on the props Maarten and the textures GDO29Anagram!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 25, 2012, 09:03:54 AM
Yeah, that was my first "real" puzzle piece actually... I gave up on it after realizing that the ramp setups would be near impossible to do cleanly (back then there weren't inside exit ramps for ERHW). Also people going "WHY IS IT LHD IN RHD!!?!?!?" which I already had gotten quite a few of those during development.

And as for the impossible thing, this one is down at the fundamental level - the entire idea of double decker in the same direction is contrary to how the game engine is designed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 25, 2012, 11:56:02 AM
Quote from: noahclem on June 25, 2012, 12:42:53 AM
Great transition work JD  &apls

Don't you mean GDI? :P

Thanks, though. Getting the "uneven" details right was the hard part (especially when all you know how to use is Paint.NET and Inkscape), but I figured it out.

Quote from: AngryBirdsFan436 on June 25, 2012, 06:57:24 AM
Well, sorry for another argument for the Double Decker RHW-6. But here's what I meant.

Well, we know what you meant, but we meant what we said when the chances of it being made are 0%.

(Was that a Dr. Seuss moment?)

Yeah. Never gonna happen.

(Post #666.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 25, 2012, 12:45:39 PM
New Highway Widening video showing what the (current) RHW is capable of.

http://www.youtube.com/v/1oHHhrepxxI

http://www.youtube.com/watch?v=1oHHhrepxxI

A mosaic of the competed project (beautification and stuff added after the video) I did can be found here if interested: http://www.majhost.com/gallery/Haljackey/GTR/fullbitmap.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 25, 2012, 06:56:50 PM
I don't think networks were originally intended to be moddable, aside from possibly the traffic simulator
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 25, 2012, 07:09:23 PM
Quote from: Wiimeiser on June 25, 2012, 06:56:50 PM
I don't think networks were originally intended to be moddable, aside from possibly the traffic simulator

We can go as far as changing the placement of individual network tiles (INRULs), changing the capacity (Transit Simulator), how they interact with the terrain (Slope Mods, though usually 3rd-party), adding bridges (Bridge controller), and how they interact with other networks and even themselves (RULs 0, 1, and 2), but anything that's EXE-locked is where the line is drawn.

This includes, but not limited to, the following:

- Reversible lanes
- "Stacked" highways
- Adding full-fledged networks without having to use starters
- Making non-tunnel networks make tunnels

Otherwise, there'd literally would be no NAM; It'd probably be just a set of traffic simulators and slope mods, and that's it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 25, 2012, 11:44:12 PM
Guess who got a little love...!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F3ca9e3ae2382952c3c5d8be7fe729ebc.jpg&hash=d4fc03a45ed0030ddbd2c5c8ab4a2c2112bfb2aa)

(also: say hello to my little friends, the 8S C1 ramp and 8S F2 ramp)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe607f591218437dc434971d79e0649c4.jpg&hash=924790daf26a682e6bf2698d35575b254479d85a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F07cc5c1d1cd0e7785e64926e77012bcd.png&hash=735945f2a878834c884db919c8ddd99b976495b6)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 26, 2012, 12:31:19 AM
Are you guys making an RHW-6S/8S/10S inner ramp so we can make Basketweave interchanges with wider RHWs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on June 26, 2012, 03:07:28 AM
Quote from: Shadow Assassin on June 25, 2012, 11:44:12 PM
Guess who got a little love...!

Great job! Already saw your interchange in the Show us your thread. Very useful, those pieces.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 26, 2012, 05:02:59 AM
Those pieces look spectacular  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 26, 2012, 05:17:31 AM
Those pieces are amazing SA!!!!If I rember well I saw a picture posted by you somwhere(I think at simtropolis) showing diagonal on slope pieces for roads and avenues...any chance to see similar pieces for the RHW?it's just a curiosity of course and I perfectly know that all of you NAMites act as "volounteers"... &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 26, 2012, 06:47:40 AM
Quote from: Gugu3 on June 26, 2012, 05:17:31 AM
Those pieces are amazing SA!!!!If I rember well I saw a picture posted by you somwhere(I think at simtropolis) showing diagonal on slope pieces for roads and avenues...any chance to see similar pieces for the RHW?it's just a curiosity of course and I perfectly know that all of you NAMites act as "volounteers"... &apls &apls

It is a possibility, but the modding and modelling process for RHW on-slopes is slightly different so at this point they won't be done until Project 57 is finalised. I say this because I'm not sure if the specifications will call for diagonal starter drags to be integrated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 26, 2012, 06:51:08 AM
Hello? Are you guys creating a RHW-6S/8S/10S inner ramp? There's only an RHW-4 inner ramp so we can't make a basketweave interchange with RHWs wider than RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 26, 2012, 07:10:02 AM
Quote from: AngryBirdsFan436 on June 26, 2012, 06:51:08 AM
Hello? Are you guys creating a RHW-6S/8S/10S inner ramp? There's only an RHW-4 inner ramp so we can't make a basketweave interchange with RHWs wider than RHW-4.
Calm down, please. These things take time. Besides, we have a gazillion things on our to-do list too, so be patient...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 26, 2012, 08:41:50 AM
Quote from: AngryBirdsFan436 on June 26, 2012, 06:51:08 AM
Hello? Are you guys creating a RHW-6S/8S/10S inner ramp? There's only an RHW-4 inner ramp so we can't make a basketweave interchange with RHWs wider than RHW-4.

Actually you can make them wider than that. Using RHW-6S or RHW-8S to dual RHW-4 transitions (splitters) will enable you to make 2 lane connections from the left side of your RHW.
-Also you can make connections from the right, but that involves going under or over your collector lanes. It can be done, and is a much safer design anyway. :P




Great work SA! That two lane FAR ramp looks fantastic!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 26, 2012, 09:58:45 AM
Two more pics, ladies, and then I'm off to bed.

RHW-8S F2 ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F9344096d99b52524bbece66a938c0329.jpg&hash=5c55df30a259e79ecc10dafc0f2dd3cbb5220b73)

RHW-4 F1 ramp:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F7366e4f22298cec074df4cca925e8a5a.jpg&hash=9af65af4d6b2553184fbeb2b31d60fc8bc15b1fb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 26, 2012, 11:52:05 AM
RHW-4 F1s as well  :o  So many sorely needed pieces it's like Christmas around here  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on June 26, 2012, 01:23:56 PM
I am drooling over those new exit ramps. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 27, 2012, 10:21:56 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F6ab8e6e09cb967c937e942ba764180fe.jpg&hash=ab5e12fb708d27b8e2433082d852bf182963470f)

A RHW-8 C1 ramp. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on June 27, 2012, 02:37:03 PM
Nice work :)  &apls

I haven't had much time lately, but I on the way texturing that bridge ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on June 27, 2012, 02:46:49 PM
All the FAR exits look great, can't wait to get my hands on them.   :thumbsup:

Speaking of bridges, are you guys including bridges for additional networks (like -6 and -8) in this release or is that somewhere on the future to-do list?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 27, 2012, 03:12:04 PM
Great work SA!! &apls!those entrances/exits look amazing!!!I started using the FAR pieces recently but already love them!!!Very nice job!!!are you planning to create some more puzzle pieces?don't want to make pressure,but I'm interested in the development..it stimulates me about imagine new interchanges and possibilities for my RHWs :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 27, 2012, 03:16:50 PM
Quote from: Gugu3 on June 27, 2012, 03:12:04 PM
are you planning to create some more puzzle pieces?

I know I am... Tedious, but I got the time... Additionally, I had a brainwave last night... Let's just say... "Transition all the things."

Quote from: GDO29Anagram on June 24, 2012, 08:14:24 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7559%2Frhw4to6scompacttransiti.png&hash=5dcb23c2fc25fe34b9b69cfdab4c5a5357ac5675)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on June 27, 2012, 08:53:15 PM
Here's another teaser, part of a model overhaul project I've been working on for P57.  This is what the draggable 8S and 10S curves will look like:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F9Sdraggable-small.jpg&hash=1c0cfe82bc10094da68c9f230c924df28477ee6e) (http://www.thedwarfers.net/otherstuff/random/sc4/9Sdraggable.jpg)
(Click for full size.)

I always thought those old draggable curves were a little too abrupt.  It does take up a couple extra tiles, but it's well worth it.

And before anyone comments on the width of the median, there's simply no way around it.  The first version of the 8S diagonals I did had a narrower median (the same as two adjacent diagonal RHW-4s) and it was a complete disaster from every angle, clunky RULs, capacity and pathing issues.  This version is stable, elegant, potentially portable to the NWM and pretty much finalized.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 27, 2012, 09:02:25 PM
Quote from: jondor on June 27, 2012, 08:53:15 PM
Here's another teaser, part of a model overhaul project I've been working on for P57.

About time, too. ;D

[Cue the droolfest.]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 28, 2012, 12:15:16 AM
Nice transition Ganaram!! &apls Very useful!!!and jondor...amazing curves!!!I agree with you that the old ones look a little too abrubt..are you planning to make something for the 6s,too??
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on June 28, 2012, 01:07:42 AM
Hello. But I have a problem with the RHW4 Toll Booth. It only appears as a grass lot with the Toll booth on it. The problem appears that there's no RealHighwayMod_LotEditorTextures.dat in the RHW installation folder (It worked on 4.0). Please fix it because I like it so much!
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on June 28, 2012, 08:16:21 AM
Quote from: AngryBirdsFan436 on June 28, 2012, 01:07:42 AM
Hello. But I have a problem with the RHW4 Toll Booth. It only appears as a grass lot with the Toll booth on it. The problem appears that there's no RealHighwayMod_LotEditorTextures.dat in the RHW installation folder (It worked on 4.0). Please fix it because I like it so much!


The RHW-x are a 3rd part creation and the owner is Fluggi; contact him on Simtropolis for info.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 28, 2012, 09:14:39 AM
@AngryBirdsFan436

Unless that booth used a different texture, I thought the current RHW contained textures that show up in the overlay textures, but you still would need to redo the toll booth textures yourself, especially if that booth was made for a previous generation RHW. Unless, you did look thru the overlay textures, and it's not showing up for you, then I really don't know. You may also need to save a new copy of the toll booth with the improvements when your done, if it still don't show up on the original.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on June 28, 2012, 09:21:51 AM
Actually, I don't think Tarkus ever got around to make a replacement for that pack. Unlike most other texture packs, this would be a straight override, no need to change anything in LE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 28, 2012, 01:18:59 PM
Progress on the RHW-4 toll booth:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Friiga%2FSC4%2Ftull-uppdat-i-spel-1.jpg&hash=f9b523e737deaa8d13792bfac10f0e2b80786fbd)

It works, but I'll need to supply RHW-4 paths instead of the standard RHW-2 (unless I can figure out how to transit-enable directly for RHW-4...)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Friiga%2FSC4%2Ftull-uppdat-i-spel-2.jpg&hash=d9cfd6db1182768b88e11b044e3fa2574e9fd011)

Blue Lightning has accepted the task of making American textures, but if someone else wants to have a go at it, I can send you the Euro texture to use as reference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: apeguy on June 28, 2012, 03:14:24 PM
That toll booth is excellent! I like the addition of the lanes for emergency vehicles. :thumbsup: (I'm assuming that's what the red lanes are for)

Is there an LHD version planned? ;D ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 28, 2012, 03:28:08 PM
Quote from: apeguy on June 28, 2012, 03:14:24 PM
That toll booth is excellent! I like the addition of the lanes for emergency vehicles. :thumbsup: (I'm assuming that's what the red lanes are for)

Is there an LHD version planned? ;D ;D
Nope, the red lanes are tag-lanes, which you can use if you have an electronic responder or "tag". Saves you the hassle of having to stop/slow down. Currently there isn't any LHD version planned, but if I find time I might re-render it for LHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on June 28, 2012, 04:12:41 PM
Quote from: riiga on June 28, 2012, 01:18:59 PMIt works, but I'll need to supply RHW-4 paths instead of the standard RHW-2 (unless I can figure out how to transit-enable directly for RHW-4...)

Well, you could use 1Way as a workaround.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 28, 2012, 07:39:43 PM
I was thinking there could be E-Tolls as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on June 28, 2012, 09:09:27 PM
@Gugu3: The 6S (and the 4) are also going to get the model-based treatment (already have in fact, just need some tweaking).  Since they're both single tile networks they'll have a tighter draggable curve, roughly equivalent to the current RHW-4 curve with an extra lane on the inside or the outside for the 6S.

The 6C, et al on the other hand will be getting a wide draggable curve that takes full advantage of the available tiles.

@riiga:  In order to get RHW-4 paths on a TE lot (or any other override network paths for that matter), you have to specify the path file IID (which has to have a GID of A966883F) in the 16th rep of the LotConfigPropertyLotObject line.  Making a copy of the RHW-4 filler piece path file IID: 0x5eb4b105 and rotating them if necessary is probably the best option. (And obviously giving the copy a new IID.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 29, 2012, 03:00:13 PM
Quote from: jondor on June 28, 2012, 09:09:27 PM
@riiga:  In order to get RHW-4 paths on a TE lot (or any other override network paths for that matter), you have to specify the path file IID (which has to have a GID of A966883F) in the 16th rep of the LotConfigPropertyLotObject line.  Making a copy of the RHW-4 filler piece path file IID: 0x5eb4b105 and rotating them if necessary is probably the best option. (And obviously giving the copy a new IID.)
Thank you!

The RHW-4 Toll Booth is now released on the STEX. Download it here! (http://community.simtropolis.com/files/file/27765-rhw-4-toll-booth/)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcommunity.simtropolis.com%2Findex.php%3Fapp%3Ddownloads%26amp%3Bmodule%3Ddisplay%26amp%3Bsection%3Dscreenshot%26amp%3Brecord%3D102725%26amp%3Bid%3D27765%26amp%3Bfull%3D1&hash=3c7f0db9eff32a56ffea60ca471041e756a884d0)
(It has American textures as well, thanks to Blue Lightning)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on June 29, 2012, 03:21:57 PM
Great job Riga congratulations from me. This red and pink ribbon tag looks super beautiful and aesthetic. Bravo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on June 30, 2012, 03:25:21 AM

Great job riiga, :thumbsup: but you could make a 10S functional version, so we make the transitions to it. ;)
Usually the booths are symmetrical.
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on June 30, 2012, 03:30:21 AM
Great! I was in need of a RHW tollbooth, thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on June 30, 2012, 06:55:28 PM
Bleah...  Just made it back to the land of the living (long depressing story, so please don't ask) and finally got my system back up to par.


Kudos maximus on all the fantastic headway you guys have made with RHW (and all the other NAM stuff) - I wish Murphy hadn't decided to use me as a guinea pig in his creative endeavors.


Anyways...


I was just getting back in the swing of things (as well as trying to catch up on all the activity here) and noticed that one of the RHW pieces got lost in the shuffle:  The MIS-to-RHW4 transition piece is in the latest release but it's counterpart (RHW4-to-MIS) is missing. &mmm

Sorry that my first post upon returning is a 'complaint' but there it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 30, 2012, 07:05:53 PM
Twyla, good to see you back and that you're back to the land of the living. :thumbsup:

The RHW-4-to-MIS piece does exist and should be accessible simply by rotating the MIS-to-RHW-4 piece a few times.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on June 30, 2012, 07:13:36 PM
Thanks, and found it!

Seems it's just finicky about switching when it's in a tight space (and doesn't like its neighbors) - kinda like how the starterless MIS L0/L2 Transitions don't like the elevated MIS/Avenue intersections.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 01, 2012, 02:48:33 AM
Can a MIS to Slip Lane piece be made?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 01, 2012, 02:59:30 AM
Quote from: Wiimeiser on July 01, 2012, 02:48:33 AM
Can a MIS to Slip Lane piece be made?

Technically, yes, but not likely gonna be added.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 01, 2012, 08:47:37 AM
Quote from: Wiimeiser on July 01, 2012, 02:48:33 AM
Can a MIS to Slip Lane piece be made?

Actually the paths do connect if you drag a MIS up to a slip lane and use a diagonal MIS filler at the end.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOEYs4.jpg&hash=d9bf23096f9a09a10a810ef0600afc1d0342f973)


I used to do this all the time in the RHW 4.0 days, but now that we have avenue ramp pieces like the RHW-4, there really isn't a need anymore.
-For road, simply transition it to a RHW-2 and use its ramp pieces.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 01, 2012, 12:21:19 PM
Toying around with the new pieces and working on interchanges (SO many new possibilities!) and was wondering if 8C-A2/B2 ramps were in the works anywhere.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 01, 2012, 02:31:23 PM
Quote from: Twyla on July 01, 2012, 12:21:19 PM
Toying around with the new pieces and working on interchanges (SO many new possibilities!) and was wondering if 8C-A2/B2 ramps were in the works anywhere.

We have the next best thing: The 8C C2. Just hook up one of the FARHW-2 curves to it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 01, 2012, 09:33:52 PM
Quote from: GDO29Anagram on July 01, 2012, 02:31:23 PMWe have the next best thing: The 8C C2. Just hook up one of the FARHW-2 curves to it.
Problem is that the new SPUI needs RHW4 and the extra 3-4 tiles needed to convert from MIS to RHW4 can make the difference whether or not the interchange fits where it's needed - and (until there's a 4C or 10C) an 8C-A2 is the only way to accomplish this with a Compact RHW.

PS ~ I rarely look at the FA stuff.  Yes, the FARHW8C-C2 manages the pattern (thank you so much for pointing it out) but the 8C-A2 wouldn't require quite the footprint.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 01, 2012, 09:47:28 PM
Actually, the MIS to RHW-4 (and vice-versa) transitions can be made to only use two tiles by forcing the starters to revert to standard RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 01, 2012, 10:02:11 PM
Why did I say FARHW-2? This is what I get for working on a bad/exhausted mood... &ops

And,...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F9320%2Fcapturephw4c.png&hash=3863210b26d5da04b5592262ffd7598053e74536)

Smallest possible SPUI connected to an MHW converted into a pseudo-RHW-4C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 02, 2012, 02:44:00 AM
Nice work Riiga, I have dled your tool both already, and using :)  &apls

EDIT:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fpreview11.jpg&hash=3e305d78d300f7847cb4cd701a1a102f939bbcf3)

first trys on texturering the bridge. What you think? shall I use these base textures and move on making the custom textures from them? :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: ntswm2 on July 02, 2012, 02:19:55 PM
I have a weird problem.  In an experiment to see if I was doing it right, I set up a zoned space on one side of a city border and a fire station on the other, both with power, with Roads creating a loop between two adjacent RHW-4 sections.  I have the neighbor-connection segments set-up as suggested in the FAQ.

Anyway when I turned on the simulation (and updated in both cities), a "no-job" zot would show up above the house on-and-off throughout the month.  In addition on the house side of the city border, the path would disappear while on the fire station side of the border it would randomly change which lanes it was using.

Any ideas as to what might be going on?  And is this possibly why I have trouble getting any sims to use a highway connection when there are other options available?

Sorry if this is the wrong place or if there was a post I was missing answering this, there's 500 pages of this thread, so I couldn't rightly check.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2012, 02:48:11 PM
Quote from: ntswm2 on July 02, 2012, 02:19:55 PM
Any ideas as to what might be going on?

Pictures using the DrawPaths cheat would help a lot.

http://community.simtropolis.com/files/file/21118-simcity-4-extra-cheats-plugin/
Title: Re: RHW (RealHighway) - Development and Support
Post by: ntswm2 on July 02, 2012, 03:44:14 PM
Okay This is a complete cycle: First there's no path from the house to the border.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F2715%2Fscoastfeb12021341268221.png&hash=52d49e517ec458b0f8ef0187d43c8736ef789a55)

Next the house simultaneously shows a "no job" zot and finds a path.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F8743%2Fscoastfeb27021341268314.png&hash=8955ba19b9cc348a61a272bb895d01eff570d832)

Finally, it loses the zot but not the path, only to lose the path again.  Rinse. Repeat.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F9428%2Fscoastmar9021341268335.png&hash=c8a504cb9f9f2102476d0ab3f15f64082d504311)

Any ideas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2012, 03:55:53 PM
Well, right off the bat, you're using RHW for an unintended purpose: To allow zoning. RHW wasn't made to have zoning along it; I know there are ways to trick the system, but those are just exploits; Not recommended because they may have unwanted side effects.

Not sure if that solves the problem right there...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ntswm2 on July 02, 2012, 04:07:53 PM
Oh.  I was just trying to test it before building a full diamond interchange.  Ah well, I know it can e done by just extending the road, I'll see if that works, if not, I'll build the dang interchange, I'll need it later anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ntswm2 on July 02, 2012, 04:30:36 PM
Welp, two diamond interchanges later (one of which looks really stupid, as you see below), we still have the same problem.  It finds its path and then loses it again.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F5692%2Fscoastfeb5021341271691.png&hash=ccb4797e59679cd690063f579ae62e6188bcb3d2)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 02, 2012, 04:39:35 PM
The simulator may need a little time to run to stabilize the pathfinding--a few in-game months almost always does the trick.

Also, make sure you're not running an incompatible traffic simulator plugin.  The ones directly included in the NAM have full RHW support, but external files like hailman's Variable Route Buses and the SPAM Traffic Plugin conflict with the NAM simulator and will break RHW systems.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ntswm2 on July 02, 2012, 04:54:32 PM
I'm not using any traffic simulators beyond NAM's (high, though, not normal, would that break it?).  I let it run for two years, no luck.

UPDATE: No, no wait, when I run both of them eventually it settles down.

Weirdly this has started happening for a non-RHW connection I put down as a test... guess it's the game's fault not RHW's.  Thanks for all the suggestions guys, guess I'm just impatient in my experimentation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 02, 2012, 07:47:49 PM
I think it DID work before (kind of) because of the street trick. This could merit investigation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 02, 2012, 07:49:38 PM
Here's another development pic for your drooling pleasure:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F6C%2520done%2520small.jpg&hash=ceb7a10386824c3c29488b2cfff5ea65a3cc9843) (http://www.thedwarfers.net/otherstuff/random/sc4/6C%20done.jpg)
Click for full size.

I know it doesn't look a whole lot different, but the advantage is that you can reskin this entire curve with just two orthogonal textures!

The barriers will come later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2012, 08:11:00 PM
Quote from: jondor on July 02, 2012, 07:49:38 PM
I know it doesn't look a whole lot different, but the advantage is that you can reskin this entire curve with just two orthogonal textures!

But what if I wanted to reskin it so that it had evenly-spaced lines? I'd have to do a model-swap... :P

Spoiler alert: It uses morph models to utilise just two textures for the entire thing. (And as you all know, morph models means less textures to make, and less textures to make means less stuff needed in the DATs.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 02, 2012, 08:51:56 PM
If you think you can make the dashes more evenly spaced and not foul up the RULs, you're welcome to try.  :P  :P  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 02, 2012, 09:15:28 PM
So let me get this straightened out.

The RHW-4C is essentially a 2-tile RHW-4 with a centre median, correct?

Will this be created by a starter piece that's two tiles wide? (One for each direction)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 02, 2012, 09:19:52 PM
That 4C is actually a reskin of the Maxis Highway.  There is not going to be a separate dedicated RHW-4C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 02, 2012, 09:38:02 PM
Quote from: jondor on July 02, 2012, 09:19:52 PM
That 4C is actually a reskin of the Maxis Highway.  There is not going to be a separate dedicated RHW-4C.

Cool. Will that be a complete reskin of the network (like the BTM's effect on the monorail network) or will it be puzzle-piece override? (similar to how HSR and monorail can co-exist.)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2012, 09:46:36 PM
Quote from: Haljackey on July 02, 2012, 09:15:28 PM
The RHW-4C is essentially a 2-tile RHW-4 with a centre median, correct?

What I had in that pic was a reskinned MHW, something similar that JD had in development. No starters needed, and you'd need half the time to draw the whole thing.

@Jon: For the 6C barriers, T21s or a part of the models?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 02, 2012, 10:26:41 PM
Quote from: GDO29Anagram on July 02, 2012, 09:46:36 PM
something similar that JD had in development.

Has in development, I'm still working on it, though it'll have no diags because I can't model them.

There's a long stretch of it on the right hand side of this pic:
http://cloud.steampowered.com/ugc/957262753621691604/BD95C4BC933EDA55AA0FA295D494A670E7825A2E/
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 02, 2012, 10:30:57 PM
Quote from: GDO29Anagram on July 02, 2012, 09:46:36 PM
@Jon: For the 6C barriers, T21s or a part of the models?

T21s like the ortho ones are.  I'll figure something out, either purpose built sections or a set of single barriers at various angles.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 02, 2012, 10:34:22 PM
Quote from: jondor on July 02, 2012, 09:19:52 PM
There is not going to be a separate dedicated RHW-4C.

*cough* I've got some 4C textures kicking around, though it'll be puzzle-piece only and intended for short segments only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 02, 2012, 10:51:01 PM
Quote from: Shadow Assassin on July 02, 2012, 10:34:22 PM
Quote from: jondor on July 02, 2012, 09:19:52 PM
There is not going to be a separate dedicated RHW-4C.

*cough* I've got some 4C textures kicking around, though it'll be puzzle-piece only and intended for short segments only.

Allow me to clarify: There is not going to be a dedicated, fully overridden draggable 4C intended for use as a complete network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2012, 11:41:05 PM
Quote from: jondor on July 02, 2012, 10:51:01 PM
[There is not going to be a dedicated, fully overridden draggable 4C intended for use as a complete network.

Ahem,...

Quote from: Shadow Assassin on July 02, 2012, 10:34:22 PM
I've got some 4C textures kicking around, though it'll be puzzle-piece only and intended for short segments only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on July 03, 2012, 12:32:25 AM
What program do you guys use to model the elevated RHW components? I'm interested in teaching myself some modeling to help out but I need to know which program to use to prevent complications.

Also, if I could get my hands on some already existing models, that would be great! Thanks for your time!

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 03, 2012, 12:36:23 AM
We either make them in gmax or 3dsmax (Basically the same way as a BAT, though there are tight restrictions about the Polygon Count) or do them the hard way in Reader.

As for existing models, open up the RHW-4 DAT in Reader and the models are right there. You just need to export them as 3DS files, which isn't hard.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on July 03, 2012, 12:43:46 AM
Quote from: jdenm8 on July 03, 2012, 12:36:23 AMWe either make them in gmax or 3dsmax (Basically the same way as a BAT, though there are tight restrictions about the Polygon Count) or do them the hard way in Reader.

Perfect, I already have 3dsmax from work.

QuoteAs for existing models, open up the RHW-4 DAT in Reader and the models are right there. You just need to export them as 3DS files, which isn't hard.

Doesn't sound too difficult. Thanks for the insight!

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 03, 2012, 12:52:25 AM
Indeed, it's not difficult at all!

Open the .dat, select the S3D, click on 3DS Functions in the right pane, click "Export As 3DS".

Open 3dsmax, go to Import, select the 3DS file you just exported, and it should then ask you if you want to convert the units (make sure it's unchecked) and whether to merge it into the scene. Select "new scene", it'll make sure there's less trouble that way. Note that it will appear rotated 90 degrees on the Y axis, this is how it should be imported back into the game if you do change it.

Note that UV maps on new objects created within the scene need to be created as well, otherwise it'll appear like blagh in SC4.

Once you've done the modifications to the model, export it as 3ds once again (making sure that UV coordinates of textures are preserved, this is important!).

Go back to Reader, click on 3DS Functions again, and Import this time. You'll have to reassign materials this time, but that's not difficult, all you have to do is make sure you're in the Anim tab, and change the "mat block" IDs to the ones they correspond to. Apply the changes, and boom, you have a 3d model in-game.


That's pretty much it, haha.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 03, 2012, 01:01:02 AM
you make it sound easy  :-\ XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 03, 2012, 01:13:15 AM
I personally use Blender when I'm making a 3D model for export (same concept, different software), but I've actually been doing these revamps on the Diagonals and Ortho-Diag transitions by hand using the Reader, Excel and lots of trigonometry.

I haven't been able to find a clean, easy to use way in Blender to split a full model into the 16m2 chunks SC4 requires, but it was instrumental in creating the animation frames for my RR crossing props.
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on July 03, 2012, 01:19:17 AM
Quote from: gn_leugim on July 02, 2012, 02:44:00 AM
Nice work Riiga, I have dled your tool both already, and using :)  &apls

EDIT:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi93.photobucket.com%2Falbums%2Fl79%2Fgn_leugim%2Fpreview11.jpg&hash=3e305d78d300f7847cb4cd701a1a102f939bbcf3)



Inspired by Ponte Vasco Da gama? ;)

Bom trabalho, meu amigo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 03, 2012, 01:49:39 AM
And for those curious as to how development is progressing, I've just passed Alpha Build 03 onto the Team and Associates.  Still a long way to go, but the gears are turning again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 03, 2012, 02:14:36 AM
One of these days, I gotta figure out the exact process on how this modelling business goes down; All I can manipulate are the four corners of a square S3D... :-[

I have two blenders, for the record; The one for drinks and the one for modelling, both of which I don't know how to operate...

Feel like I'm better off Inkscaping and Paint.NETing my way out of a jam...

Still have some PPs in the works (not to mention my HD S3D-based texture set)...
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 03, 2012, 08:09:23 AM
Nice to ear Tarkus :)

And yes Art, it is based on Vasco da Gama bridge. unfortunately it can't be fully replicated in SC4 as it's height is not constant and it is curved, which are 2 features we can't do in SC4. anyway I used it's architectural features :) Obrigado
:)

and Anagram, about the Blender for modelling I don't know the program, only used it once, but the other blender, bring it on, let's make some shakes :p XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 03, 2012, 09:58:04 AM
QuoteAnd yes Art, it is based on Vasco da Gama bridge. unfortunately it can't be fully replicated in SC4 as it's height is not constant and it is curved, which are 2 features we can't do in SC4.

Actually, you can do height changes on bridges in SC4, it just means added complexity in the Bridge RULs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on July 03, 2012, 12:25:38 PM
Quote from: Shadow Assassin on July 03, 2012, 12:52:25 AMIndeed, it's not difficult at all!

Open the .dat, select the S3D, click on 3DS Functions in the right pane, click "Export As 3DS".

Open 3dsmax, go to Import, select the 3DS file you just exported, and it should then ask you if you want to convert the units (make sure it's unchecked) and whether to merge it into the scene. Select "new scene", it'll make sure there's less trouble that way. Note that it will appear rotated 90 degrees on the Y axis, this is how it should be imported back into the game if you do change it.

Note that UV maps on new objects created within the scene need to be created as well, otherwise it'll appear like blagh in SC4.

Once you've done the modifications to the model, export it as 3ds once again (making sure that UV coordinates of textures are preserved, this is important!).

Go back to Reader, click on 3DS Functions again, and Import this time. You'll have to reassign materials this time, but that's not difficult, all you have to do is make sure you're in the Anim tab, and change the "mat block" IDs to the ones they correspond to. Apply the changes, and boom, you have a 3d model in-game.


That's pretty much it, haha.

Hah! Yes, you make it sound easy but I'm sure I'm going to have a multitude of problems but I'm still interested in trying!

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 03, 2012, 12:49:55 PM
The bridge looks great gn_leugim  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 03, 2012, 03:50:03 PM
Ran across a massively annoying glitch with one of the RHW ramps....

When using the RHW-6S Type E1 Entrance in the northbound orientation, the translucent preview appears one tile north of it's actual location.  Placement rules, etc all appear to be functioning normally - and it only seems to happen when using the piece as a northbound onramp.

To be more specific - placement rules affect the piece based upon where it will ACTUALLY be placed rather than where the preview indicates it will be placed.



On a separate note:  I also discovered that dragging roads to an RHW-6C produces a TLA-7!  Undocumented feature? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 03, 2012, 03:59:53 PM
Quote from: Twyla on July 03, 2012, 03:50:03 PM
Ran across a massively annoying glitch with one of the RHW ramps....

When using the RHW-6S Type E1 Entrance in the northbound orientation, the translucent preview appears one tile north of it's actual location.  Placement rules, etc all appear to be functioning normally - and it only seems to happen when using the piece as a northbound onramp.

To be more specific - placement rules affect the piece based upon where it will ACTUALLY be placed rather than where the preview indicates it will be placed.



On a separate note:  I also discovered that dragging roads to an RHW-6C produces a TLA-7!  Undocumented feature? :P

Typically, when a puzzle piece's preview models are off-kilter like that, it would normally affect every rotation, not just one, simply because of how we RUL-0. First we make the most important part, the part with all the properties, checktypes, conslayout, and everything, then we use a "copyfrom" and "rotate" command to copy it over to the other rotations.

The only way the 6S E1 would act funny that way is if it were RULd inefficiently or if there was something else in your way.

Secondly, that's just some extra RUL-2 code that allows for a flawless starterless transition between RHW and NWM; Part of the Draggable Transitions feature found in the NWM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 03, 2012, 05:47:37 PM
Quote from: Twyla on July 03, 2012, 03:50:03 PM
Ran across a massively annoying glitch with one of the RHW ramps....

When using the RHW-6S Type E1 Entrance in the northbound orientation, the translucent preview appears one tile north of it's actual location.  Placement rules, etc all appear to be functioning normally - and it only seems to happen when using the piece as a northbound onramp.

To be more specific - placement rules affect the piece based upon where it will ACTUALLY be placed rather than where the preview indicates it will be placed.



On a separate note:  I also discovered that dragging roads to an RHW-6C produces a TLA-7!  Undocumented feature? :P

I took a look at that piece since I don't think it's changed since release.  I couldn't replicate any circumstance where any particular direction behaved differently, but what I did find curious is that the entrance version and exit version use a different tile of the ramp as an anchor.  That could make it look like the situation you've described, if you for example, plop an exit, rotate to the corresponding entrance and try to plop it alongside without moving the mouse cursor.  I don't know if those were the circumstances or not, but just throwing that out there.

On that note, I can't find any real difference in the RULs for those pieces that would explain why they use different anchor tiles, which has me scratching my head.

Edit: Correction, my eyes were playing tricks and the entrance ramp preview is offset by a tile, in all four directions.  I'll put that on my list of cleanup duties for later P57 inclusion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 03, 2012, 06:32:08 PM
Quote from: Shadow Assassin on July 03, 2012, 09:58:04 AM
QuoteAnd yes Art, it is based on Vasco da Gama bridge. unfortunately it can't be fully replicated in SC4 as it's height is not constant and it is curved, which are 2 features we can't do in SC4.

Actually, you can do height changes on bridges in SC4, it just means added complexity in the Bridge RULs.
But I assume height for ferry passage must be constant? On that note how much clearance is required? Judging by the default approach slopes I'd say about 20m (given that the bridge slope remover makes even elevated highway bridges too low; all except the arch road & avenue bridges in fact)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 03, 2012, 07:28:12 PM
Quote from: Wiimeiser on July 03, 2012, 06:32:08 PM
Quote from: Shadow Assassin on July 03, 2012, 09:58:04 AM
QuoteAnd yes Art, it is based on Vasco da Gama bridge. unfortunately it can't be fully replicated in SC4 as it's height is not constant and it is curved, which are 2 features we can't do in SC4.

Actually, you can do height changes on bridges in SC4, it just means added complexity in the Bridge RULs.
But I assume height for ferry passage must be constant? On that note how much clearance is required? Judging by the default approach slopes I'd say about 20m (given that the bridge slope remover makes even elevated highway bridges too low; all except the arch road & avenue bridges in fact)

I believe minimum clearance is roughly 30m. I know that if you use default sea level with the flat default Maxis terrain, that will drag fine across bodies of water using the default bridge height in game. Preventing ferry passage on a bridge is something that HAS to be enabled on a per piece basis, but height variation should not matter anyway for ferry passages, just as long as ferries can pass the bridge. I think the game calculates based on whether the middle segment meets the minimum height requirement, though this is something that needs to be explained more thoroughly by someone who is more familiar with the bridge modding process than I am.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 04, 2012, 08:45:27 AM
More cosmetic pieces are underway...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fnew_cps_rhw-2_02.jpg&hash=9d16edcfc2972d65894965ed58cb309c358a1572)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fnew_cps_rhw-6s.jpg&hash=5fedc5760fae0d1e31f8f0d6e390af3da59de16d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fnew_cps_rhw-6s_02.jpg&hash=86f1f1a964f613982531dbf7763bf4c04249cdcb)

The number of cosmetic pieces will rise from about 80 to over 250. No kidding....

Also, all older cosmetic pieces will be converted to P57-Spec. All with all a massive job...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on July 04, 2012, 09:57:03 AM
Excellent stuff! Though isn't it a bit dangerous to have dashed lines on a curve? Here we have solid lines even on the smoother curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 04, 2012, 10:07:06 AM
Wait, new US rural curves? Nice work Mandel soft!

And in case anyone questions the dashed yellow lines on the rural curves, this setup offen Does exist in mine.  It does not mean you should pass on the curve if its too dangerous though.

There are plenty of times there should be places that have the solid done instead of the dashed yellow, like right before the intersection, but some places that's all they can do, and we also have to remember some places don't have any lines at all either.

I know, it is confusing, but it is what it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 04, 2012, 10:09:52 AM
Normally this is where someone would say "That's the US for you."  But in this case, I have to agree.  Except for maybe the very shallow short Ortho-FAR and Diag-FAR curve on a plain with nothing blocking the line of sight AND not butted up against each other, there would be a double solid yellow around just about all of those curves in real life.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on July 04, 2012, 10:18:20 AM
Quote from: jondor on July 04, 2012, 10:09:52 AM
Normally this is where someone would say "That's the US for you."  But in this case, I have to agree.  Except for maybe the very shallow short Ortho-FAR and Diag-FAR curve on a plain with nothing blocking the line of sight AND not butted up against each other, there would be a double solid yellow around just about all of those curves in real life.

Thats if they are even painted at all.  A lot of curves in my area on 2 lane state highways(which would by RHW-2) are not even painted unless they decide to paint them when they resurface the road, which then means they always have to be painted from then on, so to save money, local Govt's don't paint because it saves that money for other things
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 04, 2012, 10:42:52 AM
If you would prefer it or not, I at least give you the option ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 04, 2012, 12:17:12 PM

Oh, ya, now I remember that "loop/arch" one. But, this one will be overhanging as far I can tell (it is wider than 32m) so I dont know if it still applies in that case. Anyway I will need help on finishing it or hand it over to someone who knows the trade.

Quote from: noahclem on July 03, 2012, 12:49:55 PM
The bridge looks great gn_leugim  &apls

Mandel, that's looking very nice :)

Thank you :)

Quote from: Shadow Assassin on July 03, 2012, 09:58:04 AM
QuoteAnd yes Art, it is based on Vasco da Gama bridge. unfortunately it can't be fully replicated in SC4 as it's height is not constant and it is curved, which are 2 features we can't do in SC4.

Actually, you can do height changes on bridges in SC4, it just means added complexity in the Bridge RULs.

Oh, ya, now I remember that "loop/arch" one. But, this one will be overhanging as far I can tell (it is wider than 32m) so I dont know if it still applies in that case. Anyway I will need help on finishing it or hand it over to someone who knows the trade.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 04, 2012, 12:54:49 PM
Quote from: MandelSoft on July 04, 2012, 08:45:27 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fnew_cps_rhw-6s_02.jpg&hash=86f1f1a964f613982531dbf7763bf4c04249cdcb)


oh very cool! These are similar to a new lane marking system that we're starting to use in Ontario!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thekingshighway.ca%2FPHOTOS%2Fhwy401-1034_lg.jpg&hash=4d296e3fe288613c0af067ba9f0ee4b006df8d83)


We're also starting to use some arrow markings on the pavement too :P
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thekingshighway.ca%2FPHOTOS%2Fhwy401-1032_lg.jpg&hash=90eeb4040c74fbc6e5e15bd0f208020ceaaf775b)

Great work on those cosmetic pieces Mandelsoft!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on July 04, 2012, 05:33:56 PM
Looks great! Though, there's a bit of weirdness going on with the arrows, hmm... perhaps they need a slight update as well...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 04, 2012, 07:13:24 PM
Quote from: Shadow Assassin on July 04, 2012, 05:33:56 PM
Looks great! Though, there's a bit of weirdness going on with the arrows, hmm... perhaps they need a slight update as well...

I'd make the background color of the arrow images something close to the roadway color with an alpha value of 1 (out of 255).  That will force your image program to save the color information, but keep it transparent in game, and then you won't get the white halos.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 05, 2012, 01:01:36 AM
Quote from: Shadow Assassin on July 04, 2012, 05:33:56 PM
Looks great! Though, there's a bit of weirdness going on with the arrows, hmm... perhaps they need a slight update as well...
I've lost the original InkScape files of those, but I can always replicate them with InkScape again, perhaps making some new sets too...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on July 05, 2012, 01:51:07 PM
Nice work, MandelSoft! 

@ Haljackey:  Those line designs were used experimentally here in New York for a few years - they're now being phased out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 05, 2012, 04:31:32 PM
Uh, maybe its because, generally speaking, dashed lines on one side - crossing permitted, solid line in the other - stay in your lane; that's what a number of people are used to, but this does seem kinda confusing from another perspective.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 06, 2012, 04:41:22 PM
Suprise

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-09-09-25.jpg&hash=64c127f5f6c82f1838f7314e662b1a8b17d66578)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-17-35-56.jpg&hash=7ecdaa7f02323bd5e8f8d62da0396b88c611d7fb)
'

There you Go :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 07, 2012, 01:23:53 AM
Is there a possibility of a mod that enables side-by-side bridge building? Or this is controlled by the exe?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 07, 2012, 01:46:49 AM
It is a game limitation we cannot change, as the Bridge Construction Conditions are largely hardcoded.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 07, 2012, 01:50:23 AM
Quote from: drjumbajookiba on July 06, 2012, 04:41:22 PM
Suprise

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-09-09-25.jpg&hash=64c127f5f6c82f1838f7314e662b1a8b17d66578)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-17-35-56.jpg&hash=7ecdaa7f02323bd5e8f8d62da0396b88c611d7fb)
'

There you Go :D

Looks fine, but where are the car trails?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 07, 2012, 05:26:20 AM
it's a world of concrete :o  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on July 07, 2012, 07:36:32 AM
I really like what you've done with the concrete textures, I think they'll look great,a s overpasses are often concrete. My only suggestions would be to make the concrete texture more like a brushed texture, one such as this: http://grungetextures.com/sample/226/brushed-concrete-pattern.jpg. As well, contrast markings are usually (well, where I am anyways) painted after the white line, not beside like they are with the yellow lines: http://www.fhwa.dot.gov/publications/publicroads/06jul/images/morena10.jpg. Great work so far!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 07, 2012, 08:42:37 AM
Is there a possibility of seeing 45 degrees elevated mis curves? :Da piece like that would be useful with increased diagonal stability thanks to p57...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 07, 2012, 11:00:11 AM
We'll get there eventually, hang tight. FLEXFly items take a lot of work and code ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 07, 2012, 12:50:00 PM
Quote from: MandelSoft on July 07, 2012, 01:50:23 AM
Quote from: drjumbajookiba on July 06, 2012, 04:41:22 PM
Suprise

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-09-09-25.jpg&hash=64c127f5f6c82f1838f7314e662b1a8b17d66578)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FSimCity42012-07-0619-17-35-56.jpg&hash=7ecdaa7f02323bd5e8f8d62da0396b88c611d7fb)
'

There you Go :D

it still has a few gliches

Looks fine, but where are the car trails?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 07, 2012, 01:17:21 PM
A note to anyone (excluding NAM Team Members) making texture packs for the RHW: Please refrain from doing so until AFTER the release of NAM 31. Whatever you make now will NOT work for NAM 31.

The change of IIDs (hence the name P57; RHW's moving from 0x5b######-something to 0x57######) means that any texture packs made up until NAM 31's release will only work for RHW's Legacy Support. In other words, continue and you'll have to do your texture pack twice.

Plus, we're adding new stuff. How will you know what to texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on July 07, 2012, 04:15:36 PM
Quote from: riiga on June 29, 2012, 03:00:13 PM
Quote from: jondor on June 28, 2012, 09:09:27 PM
@riiga:  In order to get RHW-4 paths on a TE lot (or any other override network paths for that matter), you have to specify the path file IID (which has to have a GID of A966883F) in the 16th rep of the LotConfigPropertyLotObject line.  Making a copy of the RHW-4 filler piece path file IID: 0x5eb4b105 and rotating them if necessary is probably the best option. (And obviously giving the copy a new IID.)
Thank you!

The RHW-4 Toll Booth is now released on the STEX. Download it here! (http://community.simtropolis.com/files/file/27765-rhw-4-toll-booth/)
(It has American textures as well, thanks to Blue Lightning)

Do the sims ever take the "TAG" lane in this, or do they always go over to the pay area?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 07, 2012, 07:06:58 PM
Quote from: wschmrdr on July 07, 2012, 04:15:36 PM
Do the sims ever take the "TAG" lane in this, or do they always go over to the pay area?

At best, it's completely random.

All automata is is just merely a visual representation of the actual traffic; They're not the actual traffic. Additionally, there's no way to differentiate between carpooling cars or tagged cars; To the game, cars are just cars.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SC4creator on July 07, 2012, 07:58:59 PM

Quote from: GDO29Anagram on July 07, 2012, 07:06:58 PM
Quote from: wschmrdr on July 07, 2012, 04:15:36 PM
Do the sims ever take the "TAG" lane in this, or do they always go over to the pay area?

At best, it's completely random.

All automata is is just merely a visual representation of the actual traffic; They're not the actual traffic. Additionally, there's no way to differentiate between carpooling cars or tagged cars; To the game, cars are just cars.

Is there a way to fix this so that the automa work or is it hardcoded
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 07, 2012, 08:04:38 PM
There is no way to fix it.  It's beyond our control, as are most of the things people complain about with respect to automata behavior.  The automata are simply visual effects, and at their core, they act like total dummies.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on July 07, 2012, 08:34:13 PM
Quote from: Tarkus on July 07, 2012, 08:04:38 PM
The automata are simply visual effects, and at their core, they act like total dummies.
-Alex

Well the automata is realistic in one aspect though, they often pop up out of nowhere whenever you are in a hurry just like the dummies who do 10mph below the speed limit on highways in real life  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on July 08, 2012, 05:09:16 AM
Quote from: Tarkus on July 07, 2012, 08:04:38 PM
There is no way to fix it.  It's beyond our control, as are most of the things people complain about with respect to automata behavior.  The automata are simply visual effects, and at their core, they act like total dummies.

-Alex

Automata behaviour is understandable, but given it looks like a wider zot (emphasis upon the word looks, as I remember you reporting that the 6S RHW behaves like a 4), do the sims utilise all four zots, or just the inner two?  I have some traffic worries, even on a RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 08, 2012, 01:08:24 PM
Quote from: wschmrdr on July 08, 2012, 05:09:16 AM
Automata behaviour is understandable, but given it looks like a wider zot (emphasis upon the word looks, as I remember you reporting that the 6S RHW behaves like a 4), do the sims utilise all four zots, or just the inner two?  I have some traffic worries, even on a RHW.

Used to be that the RHW-6S had the same capacity as the RHW-4, and at one point, it took twice as much space. This was all before the development of DIPs (Tricks certain non-crossover pathed networks into having increased capacity) and overhangs (Makes it so a network can extend beyond its allotted tile).

Starting with NAM 29 (or was it 28?), the development of DIPs (Distilled Intersection Paths) was introduced to allow RHW-6S, ARD-3, and RD-6 (and others) to have a 25% capacity boost, but it only works with a specific traffic simulator, the NAM Unified Traffic Simulator.

Might you have an outdated simulator?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on July 08, 2012, 01:36:44 PM
Quote from: wschmrdr on July 07, 2012, 04:15:36 PM
Do the sims ever take the "TAG" lane in this, or do they always go over to the pay area?
The pathing is the same as a straight stretch of RHW-4, so cars will pass in the tag-lane and the innermost standard toll lane.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 08, 2012, 05:30:40 PM
Was playing around with interchanges and had a bit of an epiphany.... a (relatively) simple way to massively expand RHW versatility/functionality (at least in regards to interchanges) with (seemingly) minimal effort.

Only four pieces are required:
~ L1 and L3 EMIS FlexFly Curves (derived from current L2 version)
~ L0-L1 EMIS On/Off Transitions (similar to current L2 versions)

The inherent beauty of this approach is how much it adds to RHW without deviating from the L0(RHW)/L2(ERHW) standard for mainline routes - or resorting to L4.  Sadly, I'm unsure how to address the odd tile required for the C networks, but it should be fully compatible with all the S and MIS networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 08, 2012, 05:50:12 PM
 :-[ :-[ :-[

I'm already lost...

Well,... How would Height Transitions and FlexCurves by themselves increase interchange versatility when one takes a lot of RUL-2 stuff (and copypasta) to even make?

The L0-L2/L2-L0 Height Transitions were remniscent of the time when 15m was the standard for elevated. A 15-meter rise over a 64-meter run ain't too realistic, and if anything, the L0-L3/L3-L0 transitions are even smoother.

Something worth pointing out: Have you ever tried to drag the 6C median (just the median) through the FlexFly anchor? (If that isn't doable, it may become so later on; Been so immersed in P57 stuff that I don't know what the public releases even have anymore...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on July 08, 2012, 06:47:06 PM
I have a question. Are L0 flex curves possible? kind of like flexfly only on the ground and a straight elevated network and be dragged over the top instead of under. I think that those would be pretty useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 08, 2012, 07:16:04 PM
Quote from: GDO29Anagram on July 08, 2012, 05:50:12 PM
:-[ :-[ :-[

I'm already lost...

Well,... How would Height Transitions and FlexCurves by themselves increase interchange versatility when one takes a lot of RUL-2 stuff (and copypasta) to even make?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F6%2F6b%2FStackinterchange.png%2F120px-Stackinterchange.png&hash=58f5708884f4925958413fb39da75fe2753dc56a)
A traditional Stack Interchange has the carriageways at L0 and L1 while the flyovers are at L2 and L3.  By making L1 and L3 variants of the L2 FlexFly, the same can be accomplished with the current L0/L2 carriageways - postponing/eliminating the need for L1 carriageways in constructing more complex interchanges.  (Scratch that - it'd take 6x6 FlexFly pieces to do the Stack.)

Although the 4x4 dimensions of FlexFly would limit Full Stack Interchanges to 4S/6S, the same pieces can also be used to make more space-efficient (though still realistic) Turbine/Whirlpool, T-Bone, and Windmill 4-way (and 3-way) interchanges.  Given the creativity of some of the interchanges posted in these forums, they could also enable 8-way interchanges which don't require an entire Large City to pull off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 08, 2012, 08:13:00 PM
Yeah, about that,...

Much wider Flyovers were proposed because of that, hence the 45-deg versions, thereby bringing just about every width into play.

Though, personally, the 4-Stack ain't the first thing that comes to mind when I wanna interchange two RHWs... The development of the MHS and the FRS is intended to open up even more interchange possibilities, and it ain't limited to just the 4-level stack.

And yes, there are L0 FlexCurves in development.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 08, 2012, 08:46:01 PM
The plan is for the next release to contain at least all five L0-L4 90 deg MIS FLEXFly/Curves.  The models are mostly done, the L0 RULs just need a little more work before I can port them to the other four heights, and they will be as stable and complete as the rest of P57.

I also developed a well ordered IID scheme for them that with just a little tweaking can also be applied to the 45 degree curves, making RUL migration for them (almost) a copy-paste-find-replace job.

I'm sort of bouncing between three separate, but related, P57 sub-projects which complicates development a bit, but they're all necessary to make the whole project mesh together nicely.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on July 09, 2012, 01:41:37 PM
I am curious to know wether or not the new NAM will resolve this issue:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F1003%2Frhwt.jpg&hash=2c0cccfa06dc179adba07b552ebf5d7c48626872)

Thanks.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 09, 2012, 01:55:15 PM
Quote from: RickD on July 09, 2012, 01:41:37 PM
I am curious to know wether or not the new NAM will resolve this issue:

It helps to point it out so we know what to fix.

It appears to be a mix of RHW and NWM and GLR, but these crossings fall under RHW according to P57 specs, so it's mainly RHW crossing adjacency RULs, or the lack of it...

In the meantime, you think you can spare an extra tile of space?
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on July 09, 2012, 02:28:56 PM
Quote from: jondor on July 08, 2012, 08:46:01 PM
The plan is for the next release to contain at least all five L0-L4 90 deg MIS FLEXFly/Curves.  The models are mostly done, the L0 RULs just need a little more work before I can port them to the other four heights, and they will be as stable and complete as the rest of P57.

That will be incredibly useful.  Will it be possible to have a higher flex-fly crossing over a lower one? or is that unstable/impossible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 09, 2012, 02:31:54 PM
Quote from: epicblunder on July 09, 2012, 02:28:56 PM
That will be incredibly useful.  Will it be possible to have a higher flex-fly crossing over a lower one? or is that unstable/impossible?

I asked the same exact thing long before I got involved with the NAM Team... Turns out, you just need even more complex RUL-2 code... But how do we organise it, let alone execute it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 09, 2012, 04:01:31 PM
Just an FYI, I am at present "refactoring" the P57 RHW RUL2 code, which has slowed forward progress on my end for the moment.  But in the long run, it'll improve ease of maintenance with the code, which had gotten a bit . . . interesting . . . with RHW-over-RHW stability situations. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 09, 2012, 05:34:01 PM
Quote from: GDO29Anagram on July 09, 2012, 02:31:54 PM
Quote from: epicblunder on July 09, 2012, 02:28:56 PM
That will be incredibly useful.  Will it be possible to have a higher flex-fly crossing over a lower one? or is that unstable/impossible?

I asked the same exact thing long before I got involved with the NAM Team... Turns out, you just need even more complex RUL-2 code... But how do we organise it, let alone execute it?

I've organized it in my head.  Execution remains a small sticking point, but I think it can be done.  In the meantime, I've got another P57 sub-project going.  FLEXFly over FLEXFly may or may not be in NAM 31, it depends on how much other work I can get done and how quickly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on July 09, 2012, 08:23:47 PM
Okay, so I've got a few questions about the design aspect of the elevated RHW pieces. The program I use is Rhino 4 because that is what I learned to use in high school. Very easy program to use that focuses on modeling with NURBS.

1. When imported, they are mesh objects. Why is this and is there anyway I can convert them to a NURBS object to make editing them easier? (There is a program that I can buy called Mesh To Solid but I'm not too keen on buying it...)

2. Textures? The model, when imported into Rhino doesn't have any textures when I render the scene. It doesn't have any textures in 3ds Max either. Where can I locate the textures for the elevated RHW pieces?

3. I'm currently working on a 45 degree transition piece from L0 to L2 for RHW4. Where can I find the piece for the 45 degree curve piece to place on the "floor" of the scene to model the transition from looking down on it so I get the right curve?

Hopefully someone can help me because it was really cool to get a piece into Rhino and just see the inner workings. Not to mention the WOW factor at how large the RHW4.dat was in general! Thanks for the help!

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 09, 2012, 08:43:24 PM
To answer your questions:

1. In both the S3D format native to SC4 and the 3DS format that we use as a go-between, the models are stored as meshes.  Even if you were to convert the models into NURBS, you'd have to turn them back into meshes to get them into the game.

2. The textures are not exported as part of the model, only the vertices and triangles are.  In order to get the textures to show up in any modelling program, you'll have to extract them and save them in a readable format (such as PNG).

3. The RHW-4 curve actually comes in two flavors, a shorter inner curve and a longer outer curve.  The full preview model for the shorter curve should be at 0x5E14D005 (or at least near there) and the longer at 0x5E14C005.  Also keep in mind that you'll have to split the full model into the 16mx16m chunks that SC4 expects in order to get it into the game. (Unless you use some funky advanced modding techniques).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jayster on July 09, 2012, 09:14:40 PM
Quote from: jondor on July 09, 2012, 08:43:24 PM
To answer your questions:

1. In both the S3D format native to SC4 and the 3DS format that we use as a go-between, the models are stored as meshes.  Even if you were to convert the models into NURBS, you'd have to turn them back into meshes to get them into the game.

Don't mind at all about converting them back to meshes. Rhino offers that feature straight in the program. I also know that they have to be rotated 90 degrees when they are exported back into the game.

Quote2. The textures are not exported as part of the model, only the vertices and triangles are.  In order to get the textures to show up in any modelling program, you'll have to extract them and save them in a readable format (such as PNG).

In what dat can I find the textures?

Quote3. The RHW-4 curve actually comes in two flavors, a shorter inner curve and a longer outer curve.  The full preview model for the shorter curve should be at 0x5E14D005 (or at least near there) and the longer at 0x5E14C005.  Also keep in mind that you'll have to split the full model into the 16mx16m chunks that SC4 expects in order to get it into the game. (Unless you use some funky advanced modding techniques).

Perfect! Exactly what I was looking for! And no worries, it'll be easier to cut up the model into 16m x 16m chunks. A little difficult to explain how it is done but it isn't difficult at all.

Thanks for the help so far jondor! Hopefully somebody else can shed some light onto how to convert it to a solid. If worse comes to worse, I can always just re-draw the elevated piece I'm using as a NURBS object instead.

Jayster
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on July 09, 2012, 09:21:22 PM
Quote from: jondor on July 09, 2012, 05:34:01 PM
Quote from: GDO29Anagram on July 09, 2012, 02:31:54 PM
Quote from: epicblunder on July 09, 2012, 02:28:56 PM
That will be incredibly useful.  Will it be possible to have a higher flex-fly crossing over a lower one? or is that unstable/impossible?

I asked the same exact thing long before I got involved with the NAM Team... Turns out, you just need even more complex RUL-2 code... But how do we organise it, let alone execute it?

I've organized it in my head.  Execution remains a small sticking point, but I think it can be done.  In the meantime, I've got another P57 sub-project going.  FLEXFly over FLEXFly may or may not be in NAM 31, it depends on how much other work I can get done and how quickly.

Wow.  With how finicky the FLEXFly pieces are I was expecting the answer to be a straight up 'NO' (and i have no idea what the whole RUL code thing is, i've never made transit lots).  Even if that doesn't turn out to be possible after all, all the new toys you guys are making for us look great.  And all those different level FLEXFly's..... /drool.

Keep up the phenominal work folks.   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 09, 2012, 09:27:40 PM
Apologies if this has been asked before (no search query I could think of found anything) but...

Is pathing strictly relegated to the tile in question or can it overhang the way models/textures can?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 09, 2012, 09:39:26 PM
They can, but it only works when perpendicular to the direction of travel.

To simplify it a bit, when a path enters on the Eastern side and exits on the Western side we can move the path further than 8m on either side (North or South). However, we cannot move it further than 8m away from the centre on the East or West sides.

At least, that's my understanding of it.

Also, as far as I'm aware, this does not work with Pedestrian paths, they will snap to the edges of the tile in-game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 09, 2012, 09:40:19 PM
A little insight on how things work with the FlexFlys: At the core is the Controller, consisting of RUL-0, 1, and 2. RUL-0 is used to actually place it down, RUL-1 is used for the anchor tiles as well as drawing perpendicular through it, and RUL-2 is used to initiate the network overrides for dragging RHW-2 into the anchor tiles so that it converts to MIS (or elevated MIS), initiating the overrides that convert the other five tiles into a flyover, initiating the same override when something crosses those five tiles, and carrying over the network override wherever it crosses.

End result: Overridable puzzle piece. The bulk of it is all RUL-2, and with enough of it, you can override a FlexFly with another. Never underestimate the power of RUL-2; It's what holds most of the NAM together.

And for paths, they can overhang. I tried it once but I have found that they don't work great with cars entering or exiting outside the original boundaries... Look at the diag end stubs for, say, TLA-3 and the blue paths actually jet out of the boundary lines.

Let me guess: You had a curiosity with the 6S diagonal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 09, 2012, 09:52:12 PM
@Jayster  You'll find the FSH files in the same RHW-4 dat file.  I don't recall if those curves use the old separate flat-plane textures or if it was updated to a MORPH model. (Basically a triangle strip UV mapped onto the ortho texture).
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 09, 2012, 10:17:32 PM
@jondor, Jayster, they're flat pane because of the different diagonal width. The MORPH versions will be in NAM31.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 10, 2012, 12:56:25 AM
@Jayster: I could deliver the MORPH versions if you want to...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 10, 2012, 02:02:11 AM
Quote from: GDO29Anagram on July 09, 2012, 09:40:19 PMLet me guess: You had a curiosity with the 6S diagonal.
Actually, I was curious about a possible approach to more complex flyovers.

Still toying with models and such, but here's the general premise:

*  0|1|2|3|4|
0 |O|O|-|-|-|
1 |O|O|O|-|-|
2 |-|O|M|P|P|
3 |-|-|P|P|P|
4 |-|-|P|P|-|

M = Main 'Anchor' of the 5x5 Ramp
O = Overhanging Pieces
P = 'Normal' Pieces

The basic design would enable users to construct the flyover portion of 4-level stack interchanges with only two components - one being the mirror of the other.  Fully constructed, the interchange would be mirrored along both 0-axise - 10x10 tiles in total size, bisected both ways with a 'clear' path 4 tiles wide (for the placement of RHWs).

The 'actual' component would only occupy the area from 2.2 to 4.4 - the flyover ramps themselves would be overhanging models (which I've seen done plenty of times, so that's no problem).  The question is:  Could the pathing information for the overhanging pieces be contained as part of the 'Main Anchor'? 

If so, it would mean that the overhanging flyovers would permit normal traffic without any regard for whatever happens to be running beneath them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 10, 2012, 02:19:16 AM
Unfortunately, that's not possible.  Even with slightly overhanging paths, the simulator needs a tile-by-tile path to follow.  It won't try to jump diagonally corner to corner without passing through one of the adjacent tiles, much less skip over several tiles that for all intents and purposes are a black hole to the tile in question.

Models can overhang because to the simulator, they don't exist.  They're purely visual.  Give a model a 500 meter offset and the game will happily go draw it, but it means nothing to the simulation engine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 10, 2012, 07:22:46 AM
In addition, with some experimentation I did a long time ago, two 45 degree curves would work a lot better than one 5x5 curve, mainly because with the 45 degree curves, you can have any two widths crossing each other without the need for new pieces (and therefore, saving hundreds of thousands lines of code).  Need to build a stack with a 10 tile wide collector/express setup? Done. Although we are considering making the RHW-4 90 degree curve 5x5, since 4x4 is far too sharp.

4x4 90 degree pieces can form T stacks with any width though, due to the nature of such interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 11, 2012, 06:16:47 AM
Are you guys creating a 90 degree RHW-4 curve?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2012, 06:26:27 AM
Quote from: AngryBirdsFan436 on July 11, 2012, 06:16:47 AM
Are you guys creating a 90 degree RHW-4 curve?

As a ground-level curve, too tight of a radius to even consider (if compact) and too big of a piece to even create (if bigger), so no.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 11, 2012, 08:47:17 AM
Thought I may as well post this here:

New RHW Interchange Guide: Full Roundabout (by Twyla): http://bit.ly/N01wgO




Regarding a 90-degree RHW-4 curve, you can just plop a pair of 45-degree curves next to eachother.

I made a guide on how to do so here: http://sc4devotion.com/forums/index.php?topic=5548.msg175464#msg175464

Hope it helps! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2012, 01:13:17 PM
Quote from: Haljackey on July 11, 2012, 08:47:17 AM
Regarding a 90-degree RHW-4 curve, you can just plop a pair of 45-degree curves next to eachother.

That's effectively the next best thing to making an oversized 90-deg curve for RHW-4.

Note that to make an effectively wide-enough RHW-4 90-deg curve, it would probably have to be as large as the 90-deg DTR curve, 9x9. That, in itself, was a nightmare to path, as Alex said.

And then you have to multiply the work by three to account for the inner, outer, and dual curves? No way. And also, anything smaller than that would be deemed too unsafe from a realism standpoint.

90-deg RHW-4 curve? NEVER gonna happen.

EDIT: A curiosity worth noting is that the 8S Wide Lanes Mod (the RHW April Fools Day mod and RHW V4 Easter egg) will no longer work with P57 RHW due to the inner part of it being shared with the 10S and yet-to-be-created 12S. That is, unless you decide to never redraw your 8Ses or you never go wider than 8S.

OR,... Overhanging RKT-3 at specific zoom levels... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 13, 2012, 03:51:42 PM
I just had a weird inspiration for how to pull off RHW-C Bridges....  In reality, it's a single-tile bridge - though it looks and acts like a three-tile C-Type bridge!

Whether via some sort of override generated by the median piece of a 6C/8C RHW or simply judicious use by a reasonably-educated user, the bridge is created by dragging the central lanes.  Creating the 6C/8C outer lanes as overhanging models should be a relatively simple matter.

According to
Quote from: jdenm8 on July 09, 2012, 09:39:26 PMThey can, but it only works when perpendicular to the direction of travel.

To simplify it a bit, when a path enters on the Eastern side and exits on the Western side we can move the path further than 8m on either side (North or South). However, we cannot move it further than 8m away from the centre on the East or West sides.

At least, that's my understanding of it.

Also, as far as I'm aware, this does not work with Pedestrian paths, they will snap to the edges of the tile in-game.
the paths can overhang parallel as well to provide the automata and what-not (particularly as bridges don't have pedestrian paths).

The only kicker is capacity.  While the bridge could be rail-based (as with the DDRHW-4), the bridge would only have roughly half the traffic capacity of normal RHW-6C/8C.  This is still a modest capacity improvement over Blue Lightning's Maxis-Based RHW-4 Suspension Bridge (http://community.simtropolis.com/files/file/24543-rhw-4-compact-suspension-bridge/) in addition to the aesthetics of LOOKING like a fully-functional RHW-6C/8C bridge.

Just an idea...


PS ~ As an afterthought...  Is there any way the 'intersection trick' could be applied to a rail-based network for the 25% capacity increase?  If so, that would give a rail-based 6C bridge approximately the same capacity as normal 6S - so not too bad a trade-off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2012, 04:06:17 PM
The overhang method is one that was discussed for C-type bridges, and I believe one of the prototypes that was done used that method.  It gets to be a bit sticky when you're merging back to the non-overhang setup, however.  The other method that has been discussed was using a DBE-type setup.

The Rail approach would not really solve the problem, unfortunately.  Some recent tests that JD and I did found that there's some hardcoded "quirks" to the capacities/speeds when running non-standard path types down a network (e.g. running car-paths on a Railroad) that nullify the efficacy of that technique.  As a result, we're having to reimplement the DDRHW with a different method for the next release. 

One possibility is changing it from the draggable Rail-based setup to a helper/flex setup based on trick MHW CheckTypes, which would correct the capacity issues, and, as I discovered in building a prototype, would also mean that overpasses can be coded with RUL1 instead of RUL2 (meaning less code, and no worries about adjacency stability code).  The other would be a draggable RHW-based setup with the capacity-increasing Distilled Intersection Paths (DIPs), but this would mean that the DDRHW-4 would have the same capacity as an RHW-3.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 13, 2012, 04:49:15 PM
RHW-6C/8C bridges will probably be implemented via a DBE-esque method. The prototype I have works very well and has full capacity.

Speaking of bridges...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FSteelGirder%2Frhw_bridges-jun._29__001342105677.png&hash=d0d05532d616179666707538aa49134d459c6953)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on July 13, 2012, 04:56:34 PM
Very nice, and good to hear about the capacity!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2012, 05:37:55 PM
You can fake a 6C bridge by overhanging the median between two half-6C bridges, but capacity would be stripped down by 33% at the least, and you'd still have the trouble of putting up with overhanging paths, let alone transitioning to and from it, if you even decide to keep the paths.

Or you can make a dual-6S bridge, build it in-game, turn off the grid lines, and pass it off as a 6C bridge; That's another way to fake a 6C bridge.

In other words, triple-tile bridges will have to be zero-slope/DBE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 13, 2012, 06:19:50 PM
So the DDRHW may have to be MHW based? I thought dual-tile networks can't have diagonal overrides? What actually happens here?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2012, 06:37:29 PM
Quote from: Wiimeiser on July 13, 2012, 06:19:50 PM
So the DDRHW may have to be MHW based? I thought dual-tile networks can't have diagonal overrides? What actually happens here?

The inherent problem with overriding dual-tile networks is that it's hard to RUL-1 a starter for something that's two tiles, and RUL-1 (the RUL file that handles all of the two-network crossings and starters, hence the term "False Intersection") works on one tile at a time.

However, you can override even a two-tile network using just RUL-2 code, even diagonals if you tell it to. (FlexSPUI, anypony?)

From what I can gather, DDRHW-4 is still gonna be single-tile, but the exact process of how is yet to be seen or tested thoroughly (and I mean thorough thorough)... Unless you like DDRHWs with 50% less capacity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 13, 2012, 09:37:30 PM
Now that it's been announced, I may as well post the findings.

When Tarkus originally made the DDRHW, he thought that it would inherit the base capacity, the one for Rail. However, we've found out that the game doesn't work like this. It seems that when using a path type on a network not designed to support it, it will not use the "normal" capacity, It will move down a list of options, ending up at a failsafe, the use of which is hard-coded by Maxis. That failsafe, for cars, seems to be whatever setting is in place for the Road network (Which every other network was cloned from).

I personally think it might have been a method used by Maxis to separate the congestion Data View results given by Rail and Road at level crossings.

I had images of my investigation into its behaviour, which also highlighted a few other issues giving us more reason to change the network, but can't for the life of me find the post.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2012, 10:09:19 PM
I've dug up my initial report that I posted in our private development thread.  I discovered it while investigating Moonraker0's report that the DDRHW's neighbor connections didn't work.  I actually fixed that issue, but this one then reared its ugly head.  I've excerpted the relevant part of the post.

Quote from: Tarkus on June 07, 2012, 11:57:42 AM
On another note, I wound up doing some experiments with the DDRHW last night, in the wake of Moonraker0's report that the default draggable NCs didn't work on it, despite the fact that it was a single-tile, bidirectional network.  My suspicions that it had to do with the fact that it was a Rail-based network with car paths was entirely correct, and I ended up rigging up a little override that used a little stub of RHW-2 at the neighbor connector that got converted to DDRHW through a little RUL2 work.

However, there was something more distressing that I found in the testing.  The DDRHW is Rail-based and with the simulator I have installed (basically bog-stock "Medium"), it should have a capacity 1.6x that of a standard RHW tile (16000 vs. 10000).  I built a high-density slum right near the DDRHW so I could feed as much traffic on it to test it, but much to my chagrin, I saw this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBd6qq.jpg&hash=d1f1c16c0b15d03281b3a9aea4717c5d8ce429f9)

The Rail-based section showed up red, while the little stub of RHW was lime green, showing up with 1% congestion when I queried the NC.

I decided to reconnect the little frontage road down at the bottom to the next city tile, rebuilding it as an RHW-2.  And this happened:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjUWZX.jpg&hash=18b4527feea5c9b3ebaf4eb96479aafc495744a3)

The thing's moving a ton of traffic, and, aside from a little intersection congestion, it's all green with more traffic on it than the DDRHW had.

I decided to build another dedicated test city to get more conclusive results.  My new test city had a basic layout of all residential on one side, and all industrial and commercial on the other, and the R and I/C areas were split in half by a pair of RHWs--one a standard RHW-2, the other a DDRHW-4.  There was a Road connecting both on the I/C side (to allow all residents to reach all I/C jobs), but the Road connection was cut off between the R hemispheres, forcing the north side to take the DDRHW and the south side to use the RHW-2 to access the jobs.

Here's a volume view from after I stuffed enough people into the residential districts (somewhere around 30,000) to get some nice congestion:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPikwm.jpg&hash=4df9b6d92742044c226253849ae668ef07e467e3)

As you can see, the RHW-2 is getting a fair bit more traffic on it than the DDRHW.  However, here's the congestion view:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9tyxT.jpg&hash=ce7662dc6959ba0b9fd79b8ecc43f762fb9b0fe1)

The RHW-2 is still fluorescent green, while the DDRHW is showing up yellow and congested.

Here's another look, once I've stuffed about 55,000 residents on to this medium tile in the residential areas, with the congestion view turned on.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoGqj1.jpg&hash=bc6888a3b0cf11a6b9f2de666603c70012fa688a)

The morning commute volume on the DDRHW (well, on the offramp, though that accounts for all the traffic) is 8453, and it's tomato red.

The morning commute volume on the RHW-2, however, is 9783, and is showing up yellow-orange.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIoaM2.jpg&hash=0a9be308840cd4f512a5bc38386d511426ca5bda)

I wondered, to an extent, if this is simply emblematic of a quirk in the congestion view, much like the infamous "instant-red" that happened whenever the Rail connections were used on the old Double-Decker Tsing Ma bridge, or if it's an actual sign that the capacity is not what it is supposed to be on the DDRHW.  So I connected the two residential hemispheres, and let the traffic from the two sides choose which highway they wanted to use.

The DDRHW rapidly lost volume and the RHW-2 won out by a large margin.  A few game months after the two residential sides were connected, the RHW-2 was moving almost 19000 cars (in a city with a population of 53,621), while the DDRHW dipped below 4300.  More tellingly, there was a drop on the Commute Time graph.  This seems to confirm that it's not a display issue but an actual capacity issue. 

From what I observed from looking at the volumes and the corresponding color changes, it suggested to me that instead of using the actual catalog capacity of the Rail network, it instead reverted to the Road network's capacity (4000 on Medium, a 60% decrease rather than a 60% increase).  This persisted even when I added proper speeds to the Rail network for car traffic (they're set to 0 by default in the NAM Traffic Simulator), and unfortunately, seems to be a hardcoded limitation.

In short, it means that a Rail-based DDRHW does not work properly, and a new base network needs to be found.  The only other hopes for having an actual capacity increase include using Lightrail (though judging by the results of this experiment, it's likely to suffer the same issue), using a FLEX/helper piece setup involving single-tile strips of Maxis Highways and trick CheckTypes (the MHW capacity is 15000 per tile with Medium, and would become 18750 with DIPs), or to go back to using the RHW with DIPs as the base (12500--same capacity as an RHW-3).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 13, 2012, 10:37:07 PM
Quote from: jdenm8 on July 13, 2012, 09:37:30 PM
Now that it's been announced, I may as well post the findings.

When Tarkus originally made the DDRHW, he thought that it would inherit the base capacity, the one for Rail. However, we've found out that the game doesn't work like this. It seems that when using a path type on a network not designed to support it, it will not use the "normal" capacity, It will move down a list of options, ending up at a failsafe, the use of which is hard-coded by Maxis. That failsafe, for cars, seems to be whatever setting is in place for the Road network (Which every other network was cloned from).

I personally think it might have been a method used by Maxis to separate the congestion Data View results given by Rail and Road at level crossings.

I had images of my investigation into its behaviour, which also highlighted a few other issues giving us more reason to change the network, but can't for the life of me find the post.
So, in other words, Autoconnect and RCI access are the only thing actually separating the RHW and Road. The Autoconnect makes sense given it was supposed to be used for farms, probably to fix the bug where any traffic causes farms to abandon instantly, the lower capacity would've done this. This would also explain why only rural lots can access it as well, it was intended to fix a major bug with farms or to make them more realistic, but someone decided agriculture went against the very nature of the Simcity brand and it was "removed" after changing only two of the three exe controlled essentials(the one they didn't do was disabling the diagonals).
This also explains why DIRTROAD uses the Road texture by default.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2012, 10:47:05 PM
Quote from: Wiimeiser on July 13, 2012, 10:37:07 PM
This also explains why DIRTROAD uses the Road texture by default.

No; We simply stole the Road network's information and copied it over to the Dirtroad network itself, and it took 'til version 5 for RHW to have its own dedicated textures.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 13, 2012, 11:11:26 PM
The DirtRoad network only uses the Road textures by default because that's how the original ANT was coded, it used the Road Network's textures.

As for the differences what Wiimeiser said is largely correct, that's the same for all networks (except Monorail for reasons unknown to us, it doesn't accept car paths), not just DirtRoad.

As for the speculation on Wiimeiser's  behalf, most of that is untrue or unconfirmed. DirtRoad was, from my understanding, a 0 maintenance transit network with a very low capacity. It was not designed specifically for farms (Neither Industrial or Commercial zones can access it unless it's been overridden, Residential can never access it) but we don't know why it has Freeway properties (The only thing it has in common with the Highways) restricting access.
Autoconnect is probably inherited from Street, considering it was probably meant to work in a similar way.
As far as it being removed, it was probably seen as superfluous by the developers, the street is already cheap enough and most people would already have had Street fulfilling that purpose. It's much easier and makes more sense to provide additional upgrade options than it is to add downgrade ones. Also, you know those annoying "Some of this should be a cheaper network" popups? DirtRoad has them in the game files, they're just disabled.
It's more a matter of duplicity and time, they only had a matter of months to make all the content for the EP and the DirtRoad network is probably one of the things that were cut but left in, like Incinerators and Desalination plants.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2012, 11:29:18 PM
And I had already dug up even more dirt, so to speak...

Quote from: jondor on August 01, 2010, 10:23:13 PM
Okay, so this is (almost) totally unrelated to the transport data view above and a completely accidental find that's marginally RHW related:

In SimCityLocale.dat, entry #3513
QuoteTo me, pavement is a wonderful thing - the hard smooth surface, the extreme heat on a summers day. But it can be costly to create and maintain. If you are looking to save a few simoleons you might consider <a href="#link_id#game.tool_plop_network(network_tool_types.DIRT_ROAD)">dirt roads</a > as an alternative. There's something special about the bumpy ride and billows of dust that only an unpaved path can provide. And what a boon to our local car wash owners!

And in case it turns out it's in a different location in someone else's files, the IID id is: 0x0BF0384D

Looks like this really was supposed to be a rural dirt road, which might be another reason why Maxis didn't have it show in the transport map.

Dirtroad was, true to its name, an actual dirt road which was hastily thrown aside, resurrected from the dead, paved, re-paved, re-paved again, re-paved yet again, and re-paved a fifth time (remember that Dirtroad initially borrowed the Road network's textures and paths), and by the time it was done repaving, it had been a highway-building tool for the past several years.

(There was an country song where the lyrics featured a dirt road eventually becoming a paved road... That's what comes to mind.)

My speculations on Autoconnect's origins: Ever notice that when you zone any type of zoning, it comes with its own Streets? What I thought was that if you had a block of zoning and were adding another block to it, the Street networks of each zone block wouldn't mesh together well, and Autoconnect would be a way to "glue" the two grids of Street network together.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 14, 2012, 03:52:09 AM
Just a theory, but Residential needs to spawn on certain "hooks" that are invisible through any means. These "hooks" must legally be able to generate statistical car traffic (try experimenting with Pedmall and seeing what happens). But this just runs me into a brick wall... Hrm...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 14, 2012, 04:04:06 AM
All lots that provide jobs simply need to have a non-freeway network with car paths on it on the front side of the lot. No more.

If you put car paths on the pedmall pieces, they will actually sustain Residential growth as has been proven before.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 14, 2012, 08:06:56 AM
Hypothesis, not theory ;)

Commercial and Industrial zones require any transit network that's able to carry at least one of the Allowed Travel Types in the traffic simulator (Default: Car, Sim) on its arrow side, contains paths for car OR pedestrian, and is also not a highway network (and probably rail as well). This is why pedmalls work fine. Traffic can access the zone, given that it's an allowed type, on any side of the zone from any transit network. They seem to grow when conditions are favorable, evaluated before growth, but then run additional condition checking after growth and have a wider tolerance.

Residential zones are far more picky: they will only grow/not no-car zot if the network supports at least car and the tile contains car paths. The zone can send out cars or pedestrians onto any network that can support them and have paths for them on any side. Residential zones seem to run all of their checks (excluding destination/pathfinding) before growing. They also seem to have a much narrower tolerance.

Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 14, 2012, 10:57:46 AM
Quote from: Blue Lightning on July 13, 2012, 04:49:15 PM
RHW-6C/8C bridges will probably be implemented via a DBE-esque method. The prototype I have works very well and has full capacity.

Speaking of bridges...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FSteelGirder%2Frhw_bridges-jun._29__001342105677.png&hash=d0d05532d616179666707538aa49134d459c6953)

first, nice brigde :)

and second. being implemented via DBE, how do a moddler (I) get the model set for final moding? as 16mx16m pieces? or is there any other way?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 14, 2012, 06:03:00 PM
Hello, I encountered a problem while dragging an RHW-8C over an EMIS:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F5jy45s.png&hash=94eb7ac6b557e7841e1138322927af02f47b216d)
P.S. sorry for PNGs
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 14, 2012, 06:37:44 PM
RUL-2 problem associated with network tile adjacencies.

Can't be easily fixed using just an attachment. You'd have to write in brand-new RUL-2 code for that. It's therefore a bug that can only be fixed using a Hotfix-type of patch, but we don't have enough bugs to warrant that, and that's gonna be rewritten in P57 anyway.

Worth noting that networks such as the 6C, or its asymmetrical counterpart, the 7C (which I'll be using as my example), isn't one whole network. It's actually three different override networks strung together side-by-side: The 6C Outer/Shoulder, the "6C+" Inner/Median, and the 8C Outer/Shoulder. The starters for the 6C and 8C outer parts are, respectively, the RHW-4 and MIS network. It becomes the 6C and 8C shoulder when it's adjacent to the 6C median piece, a sort-of override trigger.

This is related to why you have a MIS crossing, but the necessary RUL-2 override that turns the MIS crossing into the 8C shoulder is simply not there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 14, 2012, 09:01:29 PM
Correct me if I'm wrong, but,
doesn't plopped residential abandon immediately because it doesn't add to the population so no one lives there and as a result it's technically abandoned the tick/frame immediately after it's rendered, and also the fact that abandoned buildings can only be reused if they were grown? I may be wrong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 14, 2012, 09:53:11 PM
Quote from: AngryBirdsFan436 on July 14, 2012, 06:03:00 PM
Hello, I encountered a problem while dragging an RHW-8C over an EMIS:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F5jy45s.png&hash=94eb7ac6b557e7841e1138322927af02f47b216d)
P.S. sorry for PNGs

Quote from: GDO29Anagram on July 14, 2012, 06:37:44 PM
RUL-2 problem associated with network tile adjacencies.

Can't be easily fixed using just an attachment. You'd have to write in brand-new RUL-2 code for that. It's therefore a bug that can only be fixed using a Hotfix-type of patch, but we don't have enough bugs to warrant that, and that's gonna be rewritten in P57 anyway.

Worth noting that networks such as the 6C, or its asymmetrical counterpart, the 7C (which I'll be using as my example), isn't one whole network. It's actually three different override networks strung together side-by-side: The 6C Outer/Shoulder, the "6C+" Inner/Median, and the 8C Outer/Shoulder. The starters for the 6C and 8C outer parts are, respectively, the RHW-4 and MIS network. It becomes the 6C and 8C shoulder when it's adjacent to the 6C median piece, a sort-of override trigger.

This is related to why you have a MIS crossing, but the necessary RUL-2 override that turns the MIS crossing into the 8C shoulder is simply not there.

That could also be an overcrossing too close to a starter piece.  One problem with the modular starters is that the game overrides a stretch of RHW into the underlying starter network and then again into the final target network and for simplicity, only a few pieces (mainly ortho and diag straight tiles) are coded to switch from one override to another.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 15, 2012, 04:19:35 PM
So I've got this problem, not sure if its NAM related or whatnot but since I've installed the NAM and RHW traffic only moves in the morning commute direction... so even when the day clock is showing it to be in the afternoon traffic only moves in the morning commute direction, making it not very aesthetically pleasing however overall functionality doesnt appear to be affected... any ideas what might be causing this
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 15, 2012, 04:32:03 PM
Quote from: kings_niners on July 15, 2012, 04:19:35 PM
So I've got this problem, not sure if its NAM related or whatnot but since I've installed the NAM and RHW traffic only moves in the morning commute direction... so even when the day clock is showing it to be in the afternoon traffic only moves in the morning commute direction, making it not very aesthetically pleasing however overall functionality doesnt appear to be affected... any ideas what might be causing this

For the record, saying that it's a problem with the NAM doesn't help at all since RHW is a part of it. The only thing I can think of is that your sims might be having an alternate evening commute. Try the Route Query Tool, but for the evening commute.

Additionally, a picture helps, a lot.

New hypothesis: You know how when you query AVE or MHW, it shows traffic flow for both sides? All override networks derived from single-tile networks (RHW and NWM) can't do that. You have to query the individual sides.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 16, 2012, 12:04:47 AM
Quote from: GDO29Anagram on July 15, 2012, 04:32:03 PM
Quote from: kings_niners on July 15, 2012, 04:19:35 PM
So I've got this problem, not sure if its NAM related or whatnot but since I've installed the NAM and RHW traffic only moves in the morning commute direction... so even when the day clock is showing it to be in the afternoon traffic only moves in the morning commute direction, making it not very aesthetically pleasing however overall functionality doesnt appear to be affected... any ideas what might be causing this

For the record, saying that it's a problem with the NAM doesn't help at all since RHW is a part of it. The only thing I can think of is that your sims might be having an alternate evening commute. Try the Route Query Tool, but for the evening commute.

Additionally, a picture helps, a lot.

New hypothesis: You know how when you query AVE or MHW, it shows traffic flow for both sides? All override networks derived from single-tile networks (RHW and NWM) can't do that. You have to query the individual sides.

I think he's referring to automata, not actual traffic. I have the same problem and never figured out what caused it. Can anyone shed any light?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2012, 12:13:55 AM
It may be an automata controller thing from the sounds of it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Elydion on July 16, 2012, 12:17:22 AM
I had the same problem, but when i re-installed the nam with another traffic simulator, the problem was solved (though i can't remember what kind of simulator it was)

Ely
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 16, 2012, 01:53:33 AM
Quote from: Tarkus on July 13, 2012, 04:06:17 PM...  The other method that has been discussed was using a DBE-type setup. ...
Please pardon my ignorance, but what does 'DBE' mean in this context?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 16, 2012, 02:03:48 AM
Quote from: Twyla on July 16, 2012, 01:53:33 AM
Quote from: Tarkus on July 13, 2012, 04:06:17 PM...  The other method that has been discussed was using a DBE-type setup. ...
Please pardon my ignorance, but what does 'DBE' mean in this context?

DBE means Diagonal Bridge Enabler. It drains the water level to 0 and lets you build diagonal bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 16, 2012, 02:25:33 AM
The means of building diagonal bridges, curved bridges, and multi-tile bridges (beyond two tiles) is referred to Zero-Slope. DBE is just a zero-slope mod, a no-water terrain mod, and just the button for the Diag bridge starters, nothing else. The S3D and path info is stored within one of the NAM's own DATs.

Diagonal bridges is just merely a subset of Zero-Slope, strictly speaking, and even more so, a 6C bridge wouldn't be DBE-class unless it were diagonal itself. Left orthogonal, it's just a Zero-Slope bridge. The reason we say DBE is because it has all the slope and terrain info needed for this extremely advanced network construction technique.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 16, 2012, 02:29:28 AM
Quote from: AngryBirdsFan436 on July 16, 2012, 02:03:48 AM
Quote from: Twyla on July 16, 2012, 01:53:33 AM
Quote from: Tarkus on July 13, 2012, 04:06:17 PM...  The other method that has been discussed was using a DBE-type setup. ...
Please pardon my ignorance, but what does 'DBE' mean in this context?

DBE means Diagonal Bridge Enabler. It drains the water level to 0 and lets you build diagonal bridges.

It also uses a trick slope mod that forces the road (and RHW) networks to draw perfectly level, even if the land underneath slopes away.  The rest of the DBE uses starters and RUL-2 code to build a small selection of diagonal bridges that mimic the look of their ortho counterparts.

Since the game treats these "bridges" as regular draggable tiles, they can be placed directly adjacent to each other, turn mid-span and can even form neighbor connections.  Although the last two cases are not accounted for when building diagonal override bridges.  Also, since it's RUL-2 code like any other override, it's not limited to diagonal cases.  So it's a perfectly viable method for making 3-tile wide bridges with full capacities and no automata glitches.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 16, 2012, 02:34:15 AM
I'd edit my post but I've been interjected again...

The following is pretty much the first ever instance of Zero-Slope techniques ever documented before the NAM ever had the DBE. Everything that Jon about RUL-2ing a bridge applies, but this is the primary base. The images, however, went missing...

http://sc4devotion.com/forums/index.php?topic=11555.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 17, 2012, 01:55:53 PM
Hate to seem like I'm beating a dead horse, but I'm wondering if this old post of mine (http://sc4devotion.com/forums/index.php?topic=990.msg376045#msg376045) has garnered any consideration in the Project 57 revisions.

I've yet to see or hear of any reason why such "true 4m lane" modularization wouldn't simplify things tremendously, fully unlocking RHW's potential.  True, it'd involve a considerable amount of effort, but that's being done anyways...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kings_niners on July 17, 2012, 02:25:24 PM
it must be automata then because the traffic query indicates that both sides of the hwy are being used. I would upload a picture but I don't know how...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 17, 2012, 03:06:24 PM
Quote from: kings_niners on July 17, 2012, 02:25:24 PMI would upload a picture but I don't know how...
Along the bottom city menu (Save, Exit to Region, Exit to Desktop, etc) you'll see an icon that looks like a camera (and a smaller camera next to it).  Click that, tap the spacebar to change the image size, and click to snap a screenshot.

Upload that to an image site like PhotoBucket or Flikr and post a link using the forum's IMG button.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 17, 2012, 03:37:33 PM
Quote from: Twyla on July 17, 2012, 01:55:53 PM
Hate to seem like I'm beating a dead horse pony, but I'm wondering if this old post of mine (http://sc4devotion.com/forums/index.php?topic=990.msg376045#msg376045) has garnered any consideration in the Project 57 revisions.

I've yet to see or hear of any reason why such "true 4m lane" modularization wouldn't simplify things tremendously, fully unlocking RHW's potential.  True, it'd involve a considerable amount of effort, but that's being done anyways...

Since this is rather similar to the idea of Ultra-Wide, several considerations are to be noted, and pretty much all of these were already brought up during our "super-secret" discussions: Capacity, measurements, RULing, convenience, and practicality.

Capacity:

RHW capacity is on a per-tile basis, but theoretical averages can still be made. RHW-4, for example, would have a theoretical lane capacity of 1/3 its full-tile capacity times 1.25. The same applies for all RHW widths: Theoretical lane capacity is 1/3 of a DIPped network tile.

Diagonal are the tricky part, because you can comfortably fit four paths along the diagonal, so the theoretical lane capacity would really need to be 1/4 that of a DIPped tile. The orthogonal average is 3 lanes per tile except for 10C, but the diagonal average is 4 lanes per tile.

Depending how you align diagonals, you may end up with a network tile with 5 or even 6 lanes per tile, rendering a 10S and 12S ineffective in terms of capacity.

Measurements:

This ties in closely with capacity when you deal with diagonals. When dealing with diagonal measurements, you effectively enter the world of Trigonometry. The diag measurement across a tile would be 16 meters times the square root of 2, or 22.63 meters. Considering overhangs and aligning the very edge of the inner shoulder with the corner, you can effectively render a 10S into being no better than 8S. Narrower lanes make it worse, and even those small differences in width can make a huge difference.

Yes, they're no different orthogonally, but the 10S should at least have some benefit. Scaling up from there would become a nightmare, and one of the other NAM Team members has already done the math. Because of the inherent problem with diagonals, the footprints grow more than the lane widths can keep up with.

Measurements, part 2:

The texture revisions back in NAM 30 dev were meant to bring it closer to real-life as possible, as well as bringing it closer to Maxis design specification, save for some MUTCD-compliant lane markings (30-foot gaps between 10-foot long dashes, or anything scaled up from there, so long it follows the 3:1 ratio). Narrowing such networks from about 35/128ths of a tile (4.375 meters, or 14.35 feet) to 1/4th of a tile (4 meters, or 13.12 feet) would mean that transitions between RHW and non-RHW networks would look rather bottleneck-y, and those 0.375 of a meter eventually add up, and they already look rather bottleneck-y with the TLA-7 to 6C transition, considering TLA-7's lanes are slightly wider.

RULing:

Only the orthogonals of such a proposal sound practical to RUL. Given the measurements with diagonals in terms of dimensions and capacity, it becomes impractical to scale up. Therefore, there has to be a limit, and even so, there would have to be dedicated networks for each width; It cannot be modular in this fashion.

Convenience:

This was brought up during our discussions on Ultra-wides in our "super-secret" dev thread (which, for the record, has also set the limit on both draggable and U-Wide): How easy would it be for the user to draw such a network? If ultra-wides were left draggable, it would take 50% longer to draw an ultra-wide S-network compared to a standard-wide S-network, and 67% longer to draw an ultra-wide C-network compared to a standard-wide C-network. Unlimited modularity in a 4m lane proposal makes it worse. Because of this, puzzle-based Ultra-wides were proposed, because you can just plop all three tiles in quick succession. (Also, variable-length puzzle pieces can be made that can be placed in quick succession.)

Practicality:

You don't see a lot of ultra-wides in real-life (and we're all well-aware of the examples in California and Gerogia), and when they do appear, they don't last for very long.

Measurements, part 3:

The v5 texture spec is pretty much the final iteration of RHW in terms of textures. Any modification to it will undermine the whole scheme again.

RULing, part 2:

The P57 IID scheme had to be revised many times (and we're only at Alpha Build 3), and the absolute limit on what to add is pretty much final: 11 different widths of draggable RHW, times three to account for L1 and L2 variations, plus an additional 6 for L3 and L4. The final widths are RHW-2, RHW-3, MIS, RHW-4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C. All of which will be receiving L1 and L2 variations, and only MIS, RHW-4, and 6S are receiving L3 and L4 variations. Only two widths (12S and 10C) won't be making a début.

8S, 10S, and 12S will all be sharing a common inner tile, and 6C, 8C, and 10C will all be sharing a common median. As far as modularity, this is as far as it can go given the above limitations, and as far as 4m-lane modularity or ultra-wides in general, it would only be limited to what's practical. Anything wider would be restricted to ortho-only puzzle pieces, with only L0 and L1 variations.

Any more than that would undermine everything that has been done thus far... Again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Exla357 on July 17, 2012, 07:02:09 PM
GDO29Anagram: I read about half of that %confuso, tried to understand it :angrymore:, and then decided the ultra wide RHW isn't actually a that necessary $%Grinno$%.
Really though, thanks for clearing up that grey area. I learned a lot  ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 17, 2012, 08:58:57 PM
Dumb question time....

Will turning OFF the intersection (DIP) override on multi-tile networks interfere with pathing functionality?

Just as examples (using NAM Medium capacities):
(In the cases of 12S and 10C, I'm presuming that the outer tiles for these networks could have the capability of activating the DIPs for their corresponding (adjacent) inners.)

Should the technique of selectively activating the intersection overrides be feasible, the solution for capacities (both orthogonal and diagonal) becomes simple:  The orthogonal 4m 1/2-lane segments wouldn't use them, while the 3/4-lane segments would - also, the 1/3-lane segments would disable the overrides of their inward neighbors while the 2/4-lane segments would enable them.  (This, of course, could be adjusted in regards to diagonals as needed).

The above (using the true-4m approach) would result in the following capacities (again, using NAM Medium):
Assuming such a technique is possible, user-customization becomes unlimited AND the real-world diminishing per-lane capacities realistically reflect the diminishing returns (due to increased weaving of traffic) of additional lanes.

RealHighway, indeed!

(May be nothing more than a pipe dream, but at least it's an idea.  :P)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 17, 2012, 09:11:36 PM
The DIP effect is used by exploiting a feature in the Traffic Simulator that says that all intersections have 1.25 times more capacity, and by using what are called Distilled Intersection Paths (small slivers of paths touch all other sides of a network tile), you can effectively trick any single-tile network into having greater capacity.

However, since an intersection is considered to be any network tile with paths entering or exiting 3 or 4 of its sides, all TLA networks and any network with crossover paths (6C, 8C, 10C, 8S, 10S, 12S) are immediately considered intersections.

And no, we can't just throw out all of the crossover paths for the sake of DIPing such networks; Without them, any wider RHW network will cease to function and would be treated as though they were completely separate RHW networks, and by that, I mean that traffic will no longer be able to interchange between both halves of a two-tile S-network or the median and shoulder of a 3-tile C-network. This is what makes the game see multi-tile RHW networks as a single multi-tile network, despite being made from a single-tile network.

Additionally, there is no way to turn this off selectively, and there is no way to "Double-DIP". It's all or nothing, or in boolean, on or off. The closest to being able to do that is with using OWR for TLA-9 and AVE-8 outer lanes, but that has its own share of potential problems...

-----

Worth pointing out that certain traffic simulators (the older ones) actually decrease the capacity of intersections, so a DIP'd or COP'd network will actually have less capacity if you have an incompatible simulator.

EDIT: Did I mention this is an FAQ question on the NWM but, oddly enough, wasn't copied over to the RHW?

Quote from: I edited it.If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, OWR-1 and OWR-2, ARD-3 and NRD-4 and TLA-3, TLA-5 and RD-6, RHW-8S to 12S, RHW-6C to 10C, and RHW-4 and MIS?

There are limitations to the technique that allowed us to increase capacities on certain networks.  Essentially, it involves exploiting a feature in the NAM Traffic Simulator, in which the first value of the Intersection & Turn Capacity Effect value is set to 125%.  The capacity of any tile that the game considers an intersection gets multiplied by this value. Alex (the NAM Team Tankadillo) was able to ascertain what modifications were necessary to the path files to make a non-intersection tile be seen as an intersection and gain a capacity increase as a result. 

The technique does not work in reverse, which is why the OWR-1 cannot be affected, or why the MIS network cannot be downgraded (and no one has ever asked...). Making the OWR-1 Street-based was considered, but no such equivalent exists for the MIS network.

With regards to the all networks with crossover paths for both RHW and NWM, those networks have a series of "crossover paths" to allow switching between the two tiles, allowing the full width of the network to be used.  The crossover paths are already considered intersections by the traffic simulator.  The intersection effect cannot be "doubled up", meaning the capacity-increasing trick would be useless in increasing the capacity of networks with crossover paths.

Additionally, TLA networks have greater capacity than their RD counterparts (TLA-3 and RD-2, and TLA-5 and RD-4; The capacity of TLA-3 are identical to NRD-4 and ARD-3, and the capacity of TLA-5 and RD-6 are also identical to each other) because of their turn-lane paths that immediately consider them intersections. These turn-lane paths are what give the TLA networks their turn-lane functionality.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 17, 2012, 10:50:54 PM
Quote from: GDO29Anagram on July 17, 2012, 09:11:36 PMEDIT: Did I mention this is an FAQ question on the NWM but, oddly enough, wasn't copied over to the RHW?

Quote from: I edited it.If you've managed to increase the capacity on some networks, why is there still no difference between the OWR-4 and OWR-5, OWR-1 and OWR-2, ARD-3 and NRD-4 and TLA-3, TLA-5 and RD-6, RHW-8S to 12S, RHW-6C to 10C, and RHW-4 and MIS?

There are limitations to the technique that allowed us to increase capacities on certain networks.  Essentially, it involves exploiting a feature in the NAM Traffic Simulator, in which the first value of the Intersection & Turn Capacity Effect value is set to 125%.  The capacity of any tile that the game considers an intersection gets multiplied by this value. Alex (the NAM Team Tankadillo) was able to ascertain what modifications were necessary to the path files to make a non-intersection tile be seen as an intersection and gain a capacity increase as a result. 

The technique does not work in reverse, which is why the OWR-1 cannot be affected, or why the MIS network cannot be downgraded (and no one has ever asked...). Making the OWR-1 Street-based was considered, but no such equivalent exists for the MIS network.

With regards to the all networks with crossover paths for both RHW and NWM, those networks have a series of "crossover paths" to allow switching between the two tiles, allowing the full width of the network to be used.  The crossover paths are already considered intersections by the traffic simulator.  The intersection effect cannot be "doubled up", meaning the capacity-increasing trick would be useless in increasing the capacity of networks with crossover paths.

Additionally, TLA networks have greater capacity than their RD counterparts (TLA-3 and RD-2, and TLA-5 and RD-4; The capacity of TLA-3 are identical to NRD-4 and ARD-3, and the capacity of TLA-5 and RD-6 are also identical to each other) because of their turn-lane paths that immediately consider them intersections. These turn-lane paths are what give the TLA networks their turn-lane functionality.
I remembered the part about not being able to 'downgrade' below the network's base capacity, but I never saw anything (before) about not being able to tell the simulator that an intersection wasn't.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 17, 2012, 11:22:00 PM
@Twyla

You are definitely good at thinking outside the box, so I have to give you credit there.  But the sad truth of the matter is that we can only do so much with this game engine and we're already pushing it to the limits.  Your 4m modularity idea is good, but it unfortunately only works for orthogonal sections as Ganaram said.  Diagonals are a whole other can of worms, one which is already proving a minor problem for the wider shared median networks.

Not to mention the fact that I just finished remastering the entirety of the RHW-2 textures and models to the v5 specs, and I don't relish the thought of redoing all that work, especially with the RHW-3, 4 and MIS ahead of me, not to mention the models and smattering of textures for all of the other networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 18, 2012, 02:45:38 AM
Speaking of models....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FDICrossover.png&hash=38bdbf6c6cf7a22d368dbc351450e454749e6409)

Need an RHW-4S crossover so peeps can make diverging interchanges?  (A few tweaks and it'll work for RHW-6S as well, though there aren't any inside ramps for 6S yet.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 18, 2012, 03:06:19 PM
Quote from: gn_leugim on July 14, 2012, 10:57:46 AM
Quote from: Blue Lightning on July 13, 2012, 04:49:15 PM
RHW-6C/8C bridges will probably be implemented via a DBE-esque method. The prototype I have works very well and has full capacity.

Speaking of bridges...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FSteelGirder%2Frhw_bridges-jun._29__001342105677.png&hash=d0d05532d616179666707538aa49134d459c6953)

first, nice brigde :)

and second. being implemented via DBE, how do a moddler (I) get the model set for final moding? as 16mx16m pieces? or is there any other way?

someone?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 18, 2012, 05:55:22 PM
Quote from: gn_leugim on July 18, 2012, 03:06:19 PM
Quote from: gn_leugim on July 14, 2012, 10:57:46 AMand second. being implemented via DBE, how do a moddler (I) get the model set for final moding? as 16mx16m pieces? or is there any other way?
someone?
Tarkus's Tutorial on making models for Transit Networks in general (http://sc4devotion.com/forums/index.php?topic=3917.0)
jeronij's Tutorial on making models for Bridges in particular (http://sc4devotion.com/forums/index.php?topic=930.0) (referred to by Tarkus's Tutorial)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 18, 2012, 08:37:54 PM
I think the MIS can be nicknamed the RHW 2S because if you put two side-by-side MIS, it will look like an RHW-2S! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 18, 2012, 09:00:52 PM
Quote from: AngryBirdsFan436 on July 18, 2012, 08:37:54 PM
I think the MIS can be nicknamed the RHW 2S because if you put two side-by-side MIS, it will look like an RHW-2S! :)

I personally don't think so. Though S-C logic does make sense that way, the name MIS has been around for almost as long as RHW itself, and it's the primary interchanging network of the Modular Interchange System, whose history goes farther back when it appeared when wider networks of MIS network were considered. The idea of a MIS-2 and MIS-3 is pretty much in the hands of RHW-4 and 6S.

If anything, it should be called PIN: RHW-PIN, RHW Primary Interchange Network. :P (Tease tease.) Not really; The name's been around so long that a namechange would lead to confusion, unless the public unanimously likes the idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 18, 2012, 10:15:05 PM
I definetly think the MIS should get the same features as the other RHW networks, like the ability to cross rail and SPUIs
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 18, 2012, 10:25:15 PM
I originally decided back during RHW 2.0 development that the MIS wouldn't be getting at-grade Rail crossings.  This is mainly as the network was intended to be used for exit/entrance ramps, and it's only on substandard and very outdated interchanges that you typically see Rail crossings on those.  It would be easy to add them, but I'm not sure if they really make sense.  Generally, if a certain RHW network can't intersect another network at-grade right now, there's typically a conscious functional reason for it rather than simple omission.

The EMIS can cross over ground SPUIs already, though across the board, MIS/SPUI interactions were a very low priority, as they weren't thought to be something that would get utilized much.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 19, 2012, 05:07:06 AM
Then Why did I have to use OWR as a workaround in the DDRHW case? And the SPUI reverts when I drag MIS over it...
Maybe I should drag the MIS first?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 19, 2012, 08:18:00 AM
Anyway, hows P57?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 19, 2012, 08:32:34 AM
Alpha Build 3 and modified elevated RHW models. That's all you need to know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 19, 2012, 01:14:31 PM
Quote from: Twyla on July 18, 2012, 05:55:22 PM
Quote from: gn_leugim on July 18, 2012, 03:06:19 PM
Quote from: gn_leugim on July 14, 2012, 10:57:46 AMand second. being implemented via DBE, how do a moddler (I) get the model set for final moding? as 16mx16m pieces? or is there any other way?
someone?
Tarkus's Tutorial on making models for Transit Networks in general (http://sc4devotion.com/forums/index.php?topic=3917.0)
jeronij's Tutorial on making models for Bridges in particular (http://sc4devotion.com/forums/index.php?topic=930.0) (referred to by Tarkus's Tutorial)

thanks :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on July 19, 2012, 01:42:10 PM
I have a suggestion for the lanes being added to the left. An RHW-4 with a 2 tile median could be widened to RHW-10 without an empty median by having its lanes added to the median. The ramps would use the existing RHW-10 ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 19, 2012, 02:09:40 PM
Quote from: Kuewr665 on July 19, 2012, 01:42:10 PM
I have a suggestion for the lanes being added to the left. An RHW-4 with a 2 tile median could be widened to RHW-10 without an empty median by having its lanes added to the median. The ramps would use the existing RHW-10 ramps.

As in, overriding RHW-4 into the 10S outer shoulder, with the 8S inner shoulder accompanying it to the side?

Theoretically doable, but you need special overrides for it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 19, 2012, 02:33:50 PM
Are there any plans for RHW 12 yet? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 19, 2012, 02:53:46 PM
Quote from: drjumbajookiba on July 19, 2012, 02:33:50 PM
Are there any plans for RHW 12 yet? :)

We only have the designated ID range for it, and which RHW-12 are you talking about? (I exercise an extreme emphasis on differentiating between S-networks and C-networks, and P57 RHW networks will be labelled in this fashion, save for RHW-2, 3, MIS, and 4.) 12S is doable, but 12C is NOT.

And if you looked at my previous post,...

QuoteThe P57 IID scheme had to be revised many times (and we're only at Alpha Build 3), and the absolute limit on what to add is pretty much final: 11 different widths of draggable RHW, times three to account for L1 and L2 variations, plus an additional 6 for L3 and L4. The final widths are RHW-2, RHW-3, MIS, RHW-4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C. All of which will be receiving L1 and L2 variations, and only MIS, RHW-4, and 6S are receiving L3 and L4 variations. Only two widths (12S and 10C) won't be making a début.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 19, 2012, 06:04:09 PM
10C is as much as can be crammed into a 3-tile network (even with my 4m suggestions).  Options for 12C include:

A ) Overhanging Paths - doable, but liable to have your automata driving through embankments and other solid objects
B ) 5-Tile Network - doable, but creates a wide 'dead zone' alongside the route in addition to being a massive pain when it comes to curves (the primary downfall of 4m as well)
C ) 4-Tile Network - The 12S already fills this niche
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 19, 2012, 07:09:43 PM
Quote from: Twyla on July 19, 2012, 06:04:09 PM
10C is as much as can be crammed into a 3-tile network (even with my 4m suggestions).  Options for 12C include:

A ) Overhanging Paths - doable, but liable to have your automata driving through embankments and other solid objects
B ) 5-Tile Network - doable, but creates a wide 'dead zone' alongside the route in addition to being a massive pain when it comes to curves (the primary downfall of 4m as well)
C ) 4-Tile Network - The 12S already fills this niche

There's already a big dead zone with the 8S already, so a 5-tile 12C made using puzzle pieces would be no different. Besides, the extra tile would be needed for capacity, anyway.

A 10C would overhang similarly to the 6S, and its overhang would be slightly wider than that of the 6S. Upscale that analogy to the 12C and you'd have the same footprint-to-asphalt relationship as the 6S-8S relationship.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 19, 2012, 07:10:57 PM
The game wouldn't even allow me to plop a SPUI under EMIS. But L0 MIS under elevated SPUI works fine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 19, 2012, 07:18:00 PM
Quote from: GDO29Anagram on July 19, 2012, 02:53:46 PM
Quote from: drjumbajookiba on July 19, 2012, 02:33:50 PM
Are there any plans for RHW 12 yet? :)

We only have the designated ID range for it, and which RHW-12 are you talking about? (I exercise an extreme emphasis on differentiating between S-networks and C-networks, and P57 RHW networks will be labelled in this fashion, save for RHW-2, 3, MIS, and 4.) 12S is doable, but 12C is NOT.

And if you looked at my previous post,...

QuoteThe P57 IID scheme had to be revised many times (and we're only at Alpha Build 3), and the absolute limit on what to add is pretty much final: 11 different widths of draggable RHW, times three to account for L1 and L2 variations, plus an additional 6 for L3 and L4. The final widths are RHW-2, RHW-3, MIS, RHW-4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C. All of which will be receiving L1 and L2 variations, and only MIS, RHW-4, and 6S are receiving L3 and L4 variations. Only two widths (12S and 10C) won't be making a début.

Depending on time constraints and just how much work we can get done and how fast, the 12S and 10C may be able to be included, but no guarantees.  They may have limited functionality to start, but now that the IID scheme is nailed down, I've been including them in remastering the textures and models, and the RULs will just be a CPFR job from their sister networks.

Even if they don't make it in this release, they'll have most of their groundwork laid down already.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 20, 2012, 06:19:55 PM

thankyou
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 20, 2012, 08:21:51 PM
Quote from: GDO29Anagram on July 19, 2012, 07:09:43 PMThere's already a big dead zone with the 8S already, so a 5-tile 12C made using puzzle pieces would be no different. Besides, the extra tile would be needed for capacity, anyway.

A 10C would overhang similarly to the 6S, and its overhang would be slightly wider than that of the 6S. Upscale that analogy to the 12C and you'd have the same footprint-to-asphalt relationship as the 6S-8S relationship.
That hits on three of my irks with RHW - not with RHW itself, but that there's only so much that can be done within SC4 itself:

1 ~ Sunken RHW-6S: When trying to keep things reasonably compact, the 6S shoulders disappear into the embankments.  In the case of 10C, this would have the paths/automata inside the embankments.
2 ~ Capacities (6C/8C/10C and 8S/10S/12S): Sadly, a limitation of SC4 itself - nothing can be done in this regard without modifying SC4 itself (which is a no-no).
3 ~ Tunnels (or lack thereof): Again, a limitation of SC4 itself, as RHW is based on the unfinished 'dirt road' network - which was never intended to have tunnels in the first place.


Simply throwing an idea out there but, given BlueLightning's RHW-4 Suspension Bridge...  Perhaps "RHW Tunnel Starters" in 6S, 8S, 10S, and 12S varieties?  (Sadly, I don't see a way to do these for the C networks.)  Actually use MHW to create the tunnels but the models, textures, pathing, etc follow RHW norms.

Alternately, there may be potential in the same method proposed for making bridges (simply adding the tunnel models at the point where the zero-slope RHW penetrates the ground).
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 20, 2012, 08:45:31 PM
I don't think the zero-slope method works for cutting into the ground (although I don't know if anyone has actually tried it).

As for the variable tunnel models, again running into SC4 limitations, the game supports exactly one tunnel model per network.  It can't be overridden via RUL2 (nor can bridges) and while it can be T21'd, it shares a tile ID (0x00000000, in fact) with every other network's tunnel tile and the end tiles of bridges.

There are some prototype tunnel puzzle pieces around, but what they do is blank out the model (setting the Resource Key to all zeros) and plop down offset models via T21 on the adjacent tile (akin to a cosmetic piece).  The trick is that there is also only one tunnel path file per network, so running an STR line through a tunnel and plopping down a cosmetic tunnel has the poor trains jumping and running through the side walls.  Although this may be possible to mitigate by overloading the single path file with paths representing all possible connecting networks at once, automata may still jump though.

The 10C overhang is actually only 0.5 meters wider than the 6S, so the automata will not disappear into the embankment.  But, (and this is just my opinion so feel free to ignore) if you're making a sunken 6S, you shouldn't be placing the embankments in the overhang tiles in the first place, even if it's technically possible.  Just my $0.02
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 20, 2012, 08:54:50 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F16%2Fetjjte1jan001342841968.png&hash=987346b205787c3f4963406ee18414e5c6237a6c) (http://imageshack.us/photo/my-images/641/etjjte1jan001342841968.png/)

Uploaded with ImageShack.us (http://imageshack.us)
The Hotfix didn't seem to fix this. Can only be fixed with filler pieces most of the time.
Also, what's happening with the DDRHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 20, 2012, 09:18:43 PM
For the record, anyone who has been a veteran RHW user (from the days when it was called Rural, I mean) will remember this: RHW-6S was a TWO-tile network. Because two 6S's would be four tiles wide and only half of those tiles would transmit traffic, the RHW-6C was created as a compact alternative to the 6S, with the additional benefit of having 50% more capacity than the 6S. Even still, those who used 6S instead would know when to drag the shoulder piece, because there wasn't any overhanging shoulder from the main lanes. That's right, kids, the C in 6C was supposed to mean "Compact".

The development of overhangs (and the convergent development of the 8C, which was at first the 8R) pretty much dismantled the definition of the 6C and prompted the differentiation between S-networks and C-networks (What's now the 8S and 10S were just called RHW-8 and RHW-10) and the redefinition of 6C from Compact to Combined. 6C still has a greater capacity than 6S, but the fundamental difference between the two is that one's centred and inseparable and the other is separable.

And for those who plough through the ground with a 6S, why not level the side of it so you don't have a buried shoulder? (For the record, only the shoulder gets buried; the rest of the lane is too far from the edge.)

And as of you, Wii, I just recreated your problem successfully.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F6403%2Fcapturewiimeiserbug.jpg&hash=6504ba4c83176e3053f6b37217dd3b831c0bcc90)

Since P57 leaves the SPUI pieces untouched, it would've slipped right through to NAM 31 otherwise. To the left is how the FlexSPUI places tiles along its sides represented using the Road network, as to not induce an override. To the right is what you were doing.

You have what's known as the Wiimeiser Bug*. This happens with only one side of the SPUI where if you drag one side of the RHW clean through the tiles and reclick, the override will break and it won't reconnect anymore.

If it something that simply wasn't written in, a bit of RUL-2 code along the lines of this is all that's needed.

SPUI_Piece,RHW-4_Stub=SPUI_Piece,SPUI_Ramp_Piece

(That's not how we write our RUL-2 code, by the way; We use their instance IDs. I did it that way because the public wouldn't know what they are without having to look it up.)

* - Coined by NAM Team Pony Ganaram. It's up there with the Twyla Bug and the Nicole Richie Effect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 20, 2012, 10:29:01 PM
Can the ERHW-6C go over the groudn FlexSPUI? Because I see glitches when I drag it over it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 20, 2012, 10:41:11 PM
Quote from: AngryBirdsFan436 on July 20, 2012, 10:29:01 PM
Can the ERHW-6C go over the groudn FlexSPUI? Because I see glitches when I drag it over it.

The current iteration has a few RUL-side limitations (technically not limitations, but just not enough RUL-2 code) where there are a number of unsupported setups and there are others that are currently unstable. For the most part, it's only stable when going over or under RHW-4, and going over (to an extent) all the other RHW widths.

In other words, if it does work but it glitches out like that, don't use it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 20, 2012, 10:44:34 PM
FlexSPUI has its issues.  To that effect, I added this caveat in the Version 5.0 readme:

Quote
Please note that this is the first iteration of FlexSPUI functionality. Some particular setups may not be fully supported or stable yet--in these situations try clicking around with the network tool to attempt to get the Override RULs to resolve properly.

I've run into that particular situation myself, and the clicking around trick usually does it for me. 

The Hotfix doesn't include any FlexSPUI fixes.  My plan all along has been to gut the code and re-write it once P57's far enough along, and then release the updates as part of NAM 31.  The whole P57 spec has actually undergone further redesign, so it'll be awhile still.  With any sort of RUL2/override-related issue in the present public release, it's not going to get fixed until NAM 31, even if we decide to release another Hotfix before then.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 20, 2012, 10:46:57 PM
Quote from: GDO29Anagram on July 20, 2012, 09:18:43 PM
For the record, anyone who has been a veteran RHW user (from the days when it was called Rural, I mean) will remember this: RHW-6S was a TWO-tile network. Because two 6S's would be four tiles wide and only half of those tiles would transmit traffic, the RHW-6C was created as a compact alternative to the 6S, with the additional benefit of having 50% more capacity than the 6S. Even still, those who used 6S instead would know when to drag the shoulder piece, because there wasn't any overhanging shoulder from the main lanes. That's right, kids, the C in 6C was supposed to mean "Compact".

I remember those days. I still have a 'wealthified' shoulder for the second tile of those networks with later releases. Example:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeJBF2.jpg&hash=67552d5b8aa22e40340dd7b767e6b0699a978e7d)

Not to mention median boxes for the old lighting system in 6C Networks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7CQ99.jpg&hash=cb17f6a8004584fb9d748afde155c4173ae9ebb7)

The only thing I don't like about the 'new' 6S networks is although they're only one tile, you can't really do much with the second one. The shoulder overhangs and thus ploppables as simple as open grass areas can block the shoulder.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 21, 2012, 01:12:01 AM
As behind as I am due to my unforeseen extended absence, I'm unsure what all I could do to contribute at this point.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4S.jpg&hash=b83e980831c353a574e237360467d173d37d889d)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-MIS.jpg&hash=5e59c9f79e017ea01928ebe8b686a200f4831bfb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4S.jpg&hash=b83e980831c353a574e237360467d173d37d889d)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4SA112.jpg&hash=8b5111df53fe4d623ac1f28d4bee315f036ff7ad)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4SA101.jpg&hash=f6435fcfcb7fc901001778d6d514170f290ffb0e)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4SA111.jpg&hash=d511d580b1d145deae2341d994dda63175b907f8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4SA100.jpg&hash=e1eb3a1f95468fc95c63cd589c9269a400a9cb6e)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4SA110.jpg&hash=7051fa3573c42add4635310208606e297a4f6d9e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6S.jpg&hash=e4ddfbcb62ef8fdfa9c518bcb25bef18971afa9a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6SShoulder.jpg&hash=430a5ae7928b100b254653623e844a58894e52f0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6S.jpg&hash=e4ddfbcb62ef8fdfa9c518bcb25bef18971afa9a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-8SOuter.jpg&hash=840a7e1e05135c88e8e38ba21b6af7748de0e035)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6S.jpg&hash=e4ddfbcb62ef8fdfa9c518bcb25bef18971afa9a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-10SOuter.jpg&hash=a2aae357e8bd2f06b499139eea2c879c230d48c9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6S.jpg&hash=e4ddfbcb62ef8fdfa9c518bcb25bef18971afa9a)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-12SOuter.jpg&hash=7a6b9e3f50dadd83469519a480b638b72bd75624)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-12SShoulder.jpg&hash=b82f63f7e2b47c02d94252995d8e222705f13f7d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-CMedian.jpg&hash=c601361b088b47070a0368c7a104ad2cebdb6f87)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-6COuter.jpg&hash=57b9aa639e8ac114507299ed955224bcefdab165)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-CMedian.jpg&hash=c601361b088b47070a0368c7a104ad2cebdb6f87)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-8COuter.jpg&hash=f76e71aebf73e403a59e1facb7c45bec0348e019)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-8CShoulder.jpg&hash=ea67fe372e2920ec983e872f59c69eb86089a075)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-CMedian.jpg&hash=c601361b088b47070a0368c7a104ad2cebdb6f87)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-10COuter.jpg&hash=4872491fee4a69a446db5b01d413b71c00a27d82)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-10CShoulder.jpg&hash=9be8bda2e3e65789f864b2ec777d0aa596336a57)

Textures, perhaps?  (Since they're being remastered)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 21, 2012, 01:31:34 AM
Unless Jondor manages to ninja me as I was getting my info together, the texture remaster Jondor is referring to is merely refining the default textures in such a way that they're more geometrically accurate and that they blend in flawlessly when they're used as the textures on an S3D. That's right kids, S3Ds make textures look funny. Actually, they just make them look lighter and, depending on the S3D settings, make them look all choppy. That's why puzzle-piece textures are actually darker when you look at them through the Reader.

Also,... Need I bring up a standard the MUTCD has?

Quote from: MUTCD, December 2009 EditionSection 3A.06  Functions, Widths, and Patterns of Longitudinal Pavement Markings
Standard:
01   The general functions of longitudinal lines shall be:
A. A double line indicates maximum or special restrictions,
B. A solid line discourages or prohibits crossing (depending on the specific application),
C. A broken line indicates a permissive condition, and
D. A dotted line provides guidance or warning of a downstream change in lane function.
02   The widths and patterns of longitudinal lines shall be as follows:
A. Normal line—4 to 6 inches wide.
B. Wide line—at least twice the width of a normal line.
C. Double line—two parallel lines separated by a discernible space.
D. Broken line—normal line segments separated by gaps.
E.  Dotted line—noticeably shorter line segments separated by shorter gaps than used for a broken
line.  The width of a dotted line extension shall be at least the same as the width of the line
it extends.
Support:
03   The width of the line indicates the degree of emphasis.
Guidance:
04   Broken lines should consist of 10-foot line segments and 30-foot gaps, or dimensions in a similar ratio of line
segments to gaps as appropriate for traffic speeds and need for delineation.

Support:
05   Patterns for dotted lines depend on the application (see Sections 3B.04 and 3B.08.)
Guidance:
06   A dotted line for line extensions within an intersection or taper area should consist of 2-foot line segments
and 2- to 6-foot gaps.  A dotted line used as a lane line should consist of 3-foot line segments and 9-foot gaps.

In other words, a 3:1 gap-to-line ratio, with 30:10 feet as the minimum. This is why RHW's lane dashes are more farther apart. Historically, however, RHW had greyer asphalt, rumble strips, and reflectors. However, reflectors were dropped because they were directionally biased, and that would make RULing twice as hard. (If you really want reflectors, they MUST be directionally neutral.)

As a third-party texture set, however, you're welcome to continue, but you'll need to re-order them because of P57. A fundamental change with P57 is the IID structure. Whereas 0x5EB4B100, for example, would be the texture for RHW-4 prior to P57, it would be 0x57020000. A lot neater than the old scheme which, if you managed to look at it, is an absolute mess. :P

EDIT: Because I feel like it,...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F7898%2Fcapturediamondsnip.jpg&hash=b3a0405d4d3c4079b37ce69f232bccc2923bb951)

Yeah. Me, too.

EDIT 2: Transit texture editing 101. If you know the IID and have the textures and the program (which is the Batch PNG to FSH program http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2255 , not the one shown in the tutorial), you can modify any texture you want.

EDIT 3: It was this tutorial. http://sc4devotion.com/forums/index.php?topic=4140.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Twyla on July 21, 2012, 06:55:10 AM
Tried out a few tricks and.... well, does this version look any better?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi134.photobucket.com%2Falbums%2Fq103%2FTwyla_Naythias%2FSimCity4%2FRHW%2FRHW-4S_V2a-1.png&hash=594a052175e85d444361ae0606be9b0c12c2bc2c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on July 21, 2012, 10:31:36 AM
One little point I'd like to clear up is that in reality, it's not the S3D tiles that make the textures look funny, it's actually the ground textures that the game darkens.  S3Ds come out with the exact RGB color you feed in, texture-based tiles come out a bit darker.

For reference, in Paint Shop Pro at least, a gamma correction of 0.88 gives as close to an exact match as 24-bit colors will allow.

One other factor I should mention is that the new S3D settings we are switching to rely on embedded mipmaps.  That is, the FSH files include not only the full sized 128x128 image, but also scaled down versions at 64x64, 32x32, 16x16 and 8x8.  I have a slightly clunky tool that produces these files for development use, but I plan on releasing a more full-featured version along the lines of EA's FSHed program, but with DBPF (dat file) and PNG support.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 21, 2012, 02:03:35 PM
Aaaaand it's done. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FSteelGirder%2Frhw_bridges-jun._29__001342904037.png&hash=f155136085799d56f47b0b34dbd90f407b3c9308)

EDIT: Save for the wash effect and the menu icon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 21, 2012, 02:19:44 PM
Nice work :)  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on July 21, 2012, 03:23:58 PM
Quote from: GDO29Anagram on July 19, 2012, 02:09:40 PM
Quote from: Kuewr665 on July 19, 2012, 01:42:10 PM
I have a suggestion for the lanes being added to the left. An RHW-4 with a 2 tile median could be widened to RHW-10 without an empty median by having its lanes added to the median. The ramps would use the existing RHW-10 ramps.

As in, overriding RHW-4 into the 10S outer shoulder, with the 8S inner shoulder accompanying it to the side?

Theoretically doable, but you need special overrides for it.

Something like that, but I think the inner shoulders for the RHW-8S and RHW-10 are the same.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 21, 2012, 03:25:20 PM
Quote from: Kuewr665 on July 21, 2012, 03:23:58 PM
Something like that, but I think the inner shoulders for the RHW-8S and RHW-10 are the same.

Guess what's also RHW-4? The inner shoulders.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on July 21, 2012, 03:31:47 PM
Quote from: GDO29Anagram on July 21, 2012, 03:25:20 PM
Quote from: Kuewr665 on July 21, 2012, 03:23:58 PM
Something like that, but I think the inner shoulders for the RHW-8S and RHW-10 are the same.

Guess what's also RHW-4? The inner shoulders.

I think I meant to type outer shoulder...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 22, 2012, 04:41:30 AM
@Blue Lightning:that's amazing!!!there's always need for new RHW bridges!!!
Nice job &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 22, 2012, 05:53:21 AM
Are there any plans for a lane shift for the RHW-6S, 8S and 10S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on July 22, 2012, 11:08:56 AM
Quote from: AngryBirdsFan436 on July 22, 2012, 05:53:21 AM
Are there any plans for a lane shift for the RHW-6S, 8S and 10S?

I needed these pieces as well...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 22, 2012, 03:23:28 PM
They're definitely planned.  Don't know when they'll be made, however.  All of the wider RHWs are to eventually receive S-Curve/Lane Shifts and 45-degree wide-radius curves.

Edit: Also, for those of you on Reddit, I'm doing an AMAA . . . I'll be taking questions here (http://www.reddit.com/r/SimCity/comments/wzhxw/i_am_tarkus_nam_team_developer_rhw_and_nwm/).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 24, 2012, 07:59:09 PM
Sometimes the RHW-4 inner and outer 45 degree smooth curve won't align with the sharp RHW curve so sometimes I have to delete the sharp curve just to put the 45 degree RHW-4 smooth curve. It's rather annoying! :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 24, 2012, 08:17:53 PM
Quote from: AngryBirdsFan436 on July 24, 2012, 07:59:09 PM
Sometimes the RHW-4 inner and outer 45 degree smooth curve won't align with the sharp RHW curve so sometimes I have to delete the sharp curve just to put the 45 degree RHW-4 smooth curve. It's rather annoying! :P

You know you can just plop the curves on blank ground, then attach RHW-4 to it, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 24, 2012, 09:57:46 PM
I do that but it's a little bit inconvenient! And I have to use the RHW-4 filler pieces to override the RHW-2 which I don't like to do.  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 25, 2012, 01:41:09 AM
isn't more inconvenient to drag and bulldoze and plop and bulldoze and drag again and .... just saying ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 25, 2012, 01:46:46 AM
Give the stubs starter overrides then.
Also, what's going on with the DDRHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 25, 2012, 02:52:37 AM
Quote from: gn_leugim on July 25, 2012, 01:41:09 AM
isn't more inconvenient to drag and bulldoze and plop and bulldoze and drag again and

That sounds more confusing... And there are RHW filler pieces, don't you know? No need for extraneous starters in close quarters if you use fillers instead...

Quote from: Wiimeiser on July 25, 2012, 01:46:46 AM
Also, what's going on with the DDRHW?

We gotta do it all over again. :P

Main consideration other than to utterly downgrade DDRHW into being no better than RHW-3 is to use MHW in a Flex/Helper-type setup (Yes, we can also do work with just one side of an MHW, not just both sides). Unless Alex has a better or more accurate description, it's like the Diag Street helper pieces (and if it is, why did it take me that long to figure that out...?).

Quote from: Tarkus on July 13, 2012, 04:06:17 PM
One possibility is changing it from the draggable Rail-based setup to a helper/flex setup based on trick MHW CheckTypes, which would correct the capacity issues, and, as I discovered in building a prototype, would also mean that overpasses can be coded with RUL1 instead of RUL2 (meaning less code, and no worries about adjacency stability code).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 25, 2012, 10:11:05 AM
While doing some highway retrofitting, I found something that some people may find useful.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHVsOI.jpg&hash=489559e236cd0ecb27de125bc6de66a39f81fe67)

While RHW-6C can't pass under elevated highway without reverting to three RHW-2s, you can convert it to MAVE/TLA-6/7. It doesn't look half bad either!

You can also split your RHW-6C into two parallel RHW-4s with a RHW-2 in the middle, but it doesn't look nearly as good in my mind. However, highway speeds and capacities are maintained with this technique.

Keep up the good work guys! RHW-6 lane shifts are something I am looking forward to!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on July 25, 2012, 12:41:29 PM
Quote from: GDO29Anagram on July 25, 2012, 02:52:37 AM
Quote from: gn_leugim on July 25, 2012, 01:41:09 AM
isn't more inconvenient to drag and bulldoze and plop and bulldoze and drag again and

That sounds more confusing... And there are RHW filler pieces, don't you know? No need for extraneous starters in close quarters if you use fillers instead...

I mean the other alternative, like he said: "Sometimes the RHW-4 inner and outer 45 degree smooth curve won't align with the sharp RHW curve so sometimes I have to delete the sharp curve just to put the 45 degree RHW-4 smooth curve. It's rather annoying! " I fond this more inconvenient than just plop first and drag latter. just saying
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 25, 2012, 02:05:38 PM
That's actually a side effect of removing the awkward "shoulder bend" 45 curve with the standard smooth bend, but the RUL flags underneath are different, and hence, the puzzle piece rejects the position.

Usually I leave gaps at the curve if I want to use smooth curves anyways, since its easier terrain-wise.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 26, 2012, 01:51:02 AM
Quote from: Haljackey on July 25, 2012, 10:11:05 AM
While doing some highway retrofitting, I found something that some people may find useful.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHVsOI.jpg&hash=489559e236cd0ecb27de125bc6de66a39f81fe67)

While RHW-6C can't pass under elevated highway without reverting to three RHW-2s, you can convert it to MAVE/TLA-6/7. It doesn't look half bad either!

You can also split your RHW-6C into two parallel RHW-4s with a RHW-2 in the middle, but it doesn't look nearly as good in my mind. However, highway speeds and capacities are maintained with this technique.

Keep up the good work guys! RHW-6 lane shifts are something I am looking forward to!
Maybe once P57 is done maybe it may fix that problem
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 26, 2012, 02:10:03 AM
Quote from: drjumbajookiba on July 26, 2012, 01:51:02 AM
Maybe once P57 is done maybe it may fix that problem

The main problem is that most wider RHW networks were never given the proper RUL-2 code needed for crossing under MHW, probably because we didn't expect much in the way of MHW-RHW co-interaction, or there wasn't a space for it in the now overly-complicated and hopelessly disorganised pre-P57 IID allocation scheme.

Remember the MHW to RHW project going on? That's pretty much gonna make MHW-RHW crossings mandatory, even though there's a slot for MHW crossings already designated in the P57 IID allocation scheme.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 26, 2012, 08:54:06 AM
Here is a video to show you how to  Use the HOV markings  :)

<embed src="http://www.youtube.com/v/mEMPVIvTq2U?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed>
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 26, 2012, 10:13:00 AM
Quote from: GDO29Anagram on July 26, 2012, 02:10:03 AM
The main problem is that most wider RHW networks were never given the proper RUL-2 code needed for crossing under MHW, probably because we didn't expect much in the way of MHW-RHW co-interaction, or there wasn't a space for it in the now overly-complicated and hopelessly disorganised pre-P57 IID allocation scheme.

Exactly. This rebuild you're seeing is for the first MHW/RHW interchange I built, and that was way back in 2007. I don't think I have built a MHW/RHW junction since RHW 2.1.
-Heck I haven't even built a MHW since early 2010 :P

Anyway I made an entry in the Show Us Your Intersections thread if you want to see the completed retrofit, plus some historical pictures: http://sc4devotion.com/forums/index.php?topic=252.msg429584#msg429584
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 27, 2012, 07:55:56 PM
Hello, there's a pathing glitch with the RHW-8S to 6S Costemic Style B transition. On the merge lane, cars would dissapear when merging to the RHW-8S. Can you please fix it? It doesn't happen with the other transitions! And also, cars would dissapear on the 6S diagonals! It happens on U-Drive-It also!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 27, 2012, 08:22:21 PM
Have you tried looking at those pieces with DrawPaths turned on? It sounds like all you're describing is automata behavior, which doesn't necessarily mean that there's anything wrong with the paths. I recommend taking pictures of the affected pieces with DrawPaths turned on and posting them here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 27, 2012, 09:43:25 PM
I've found the problem with the transition, it appears that two of the path files are the wrong way around.

As for Diag RHW-6S, would you happen to be changing lanes? That can happen when changing lanes on a non-ortho section of RHW. Easy fix? Don't change lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 28, 2012, 12:23:14 AM
Are you going to put an attachment for the 6S transition fix. BTW, will the 6S revert to a 4 tile network?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 28, 2012, 12:32:44 AM
Quote from: AngryBirdsFan436 on July 28, 2012, 12:23:14 AM
Are you going to put an attachment for the 6S transition fix. BTW, will the 6S revert to a 4 tile network?

A fix for the 6S transition is (somewhat) within reason (but someone's gotta make it first).

And no; 6S is a one-tile network. Typically, when we're discussing S-networks, we only regard half of what should be two halves of a full highway; A "full/dual" 6S would take up four tiles if this were RHW version 3, whereas now, a "full/dual" 6S would only take up two; One for each side. Unless you already have a two-tile 6S laying around, there's no way a simple pathfix can jumble up the RUL-2 code into making 6S a two-tile network again. Chances are, you're gonna wanna destroy any such instances...

And to answer your question further, we ain't rolling it back to a two-tile network, either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on July 28, 2012, 02:16:56 AM
So it's impossible to revert the 6S back to a 2 tile network because if its 1 tile, the overhanging shoulder would disappear if you're making a sunken RHW-6S.
Anyway, regarding the RHW-8S to 6S Style B and Style D transition problem. I found out that the transition has a MISSING PATH on the merge area (the regular 8S to 6S transition have the correct paths).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F16h347.jpg&hash=39ad45b50399fdf0d5f2e009e27daaeb15681825)
Look closely at the circled part. THere's a small missing path there on the merge area and that's the area where cars dissapear. Did you notice that when you open the DrawPaths cheat?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 28, 2012, 02:29:17 AM
Quote from: AngryBirdsFan436 on July 28, 2012, 02:16:56 AM
So it's impossible to revert the 6S back to a 2 tile network because the overhanging shoulder would disappear if you're making a sunken RHW-6S.

No, because it'd be redundant to do so and would just make RULing twice as hard.

Look even closer and you'll see why there's a path missing: That thing is on the border of two different tiles. It could've gone past anyone, though technically not a problem because the crossover paths on the 8S part prior to the problem area would compensate. (Would still be filled in either way...)

Look at the bottom edge of the photo and you'll see the sliver of path that's missing; It was copied to the wrong tile...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 28, 2012, 09:03:15 AM
Congratulations! You found the same thing I did!

As for a fix, if one hasn't been made by someone else when I get up, I'll make one myself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on July 29, 2012, 06:08:52 PM
Are more bridges likely to be released when the next version of rhw is ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 29, 2012, 09:31:52 PM
Attached is the promised fix for the above issue with the Type B and D Cosmetic RHW-8S to RHW-6S transitions.

Drop it in the RHW folder in your NAM installation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 03, 2012, 01:27:36 AM
Just thought I'd give everyone a little update, since things have been quiet.  We're still progressing on the second draft of the P57 specs, and while we don't have anything really interesting to show here from it (unless you enjoy gawking at RUL1 and RUL2 code), it's coming along.  It'll be awhile before we have the fourth alpha build onto the Associates, but once that happens, we'll have lots of interesting things to show as we get closer to release.

Thank you all for your patience and continued support. :thumbsup:

Quote from: Kitsune on July 29, 2012, 06:08:52 PM
Are more bridges likely to be released when the next version of rhw is ?

As new bridges are predicated on the P57 specs being in place, and there's already some in the works, I'd say yes.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on August 19, 2012, 07:24:38 AM
Well, it's been quiet here in this thread. But, I'm recreating Paradise City from Burnout Paradise (Fun and great game ;)). And the I-88 is partly a DDRHW-8. Is the DDRHW-8 already in developement? BTW does anyone here play Burnout Paradise? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 19, 2012, 07:31:00 AM
Quote from: AngryBirdsFan436 on August 19, 2012, 07:24:38 AM
Is the DDRHW-8 already in developement? BTW does anyone here play Burnout Paradise? :)

1. No, and we'd need to first resolve the issue with DDRHW-4 first before doing anything else with DDRHWs.

2. No; I haven't heard of it, and that's off-topic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2012, 01:52:43 PM
The DDRHW-8 is only on the drawing board at this point.  It's in a very basic conceptual stage, and we haven't even attempted a working prototype at this point (even before the capacity issues were discovered with the DDRHW-4).

NAM 31 is about P57, and NAM 32 will be focused on the NWM and TuLEPs, so you'd probably be looking at NAM 33 or 34.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 19, 2012, 08:01:12 PM
And the other one of the two should have a focus on the SAM, RAM, TRAM and CAN-AM.

On another note I was thinking about the Non-Flex-SPUI-Base-sans-Overpass idea again just now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 19, 2012, 08:36:08 PM
Actually, the SAM had this kind of massive back-end upgrade in NAM30 (It's one of the hidden features and doesn't require a SAM update). The RAM is pretty resiliently coded and doesn't have a lot of old zombie code like the RHW and NWM.

TRAM and CAN-AM don't need overhauls as they are both entirely Puzzle Piece based.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 19, 2012, 08:38:29 PM
Quote from: Wiimeiser on August 19, 2012, 08:01:12 PM
And the other one of the two should have a focus on the SAM, RAM, TRAM and CAN-AM.

On another note I was thinking about the Non-Flex-SPUI-Base-sans-Overpass idea again just now.

SAM - Accommodating SAM-RHW and SAM-NWM crossings is planned, probably more so with SAM-RHW this time around.
RAM (TTR) - On hold due to a developmental hiccup...
TRAM - As in NWM-Tram, there are absolutely no concrete plans, and if there were any, they'd be NAM 32+ material. If not, there aren't any plans with that, either.
CanAM - See TRAM.


SPUI - Care to elaborate?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on August 19, 2012, 11:45:33 PM
Any plan to bring pararel exit to RHW networks? like those from MHW network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.servimg.com%2Fu%2Ff35%2F15%2F75%2F40%2F01%2Fparare10.jpg&hash=fca4930a524b8b9eb4c1d43af03e6ff6fd7ecc00)

as this in RL:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.servimg.com%2Fu%2Ff35%2F15%2F75%2F40%2F01%2Fparare11.jpg&hash=c7fe37b1f4f1f56c61000eefffce000e7a5c90b7)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2012, 11:48:32 PM
I have been thinking of something to accomplish Frontage Road-type setups, but it won't be an MHW-style solution, as the number of pieces would become absurd if they were all-in-one setups like that instead of more RHW-style modular ones.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on August 20, 2012, 12:46:49 AM
The closest thing to doing such a set-up is to do two FARHW ramp pieces like so:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F9552%2Frhw100420111.jpg&hash=3c58a9c214e5f45b13b1bfd04d7a79b7e1a4fc6c)
(credit to Alex for the image)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on August 20, 2012, 05:00:27 AM
that trick seems close enough....

thanks anyway

edit: could it work with the one way road like in the picture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 20, 2012, 05:06:15 AM
The original SPUI only allowed crossover turning, Right-turns in RHD had to be handled by a separate road. I think at-grade junctions like that do exist, where a road turns off diagonally and goes sort of parallel, but you can't travel directly between the two. Maybe I should post an image?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 20, 2012, 05:11:53 AM
Quote from: Wiimeiser on August 20, 2012, 05:06:15 AM
Maybe I should post an image?

Yes. Do so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 20, 2012, 06:46:41 AM
Quote from: Tarkus on August 19, 2012, 01:52:43 PM
NAM 31 is about P57, and NAM 32 will be focused on the NWM and TuLEPs, so you'd probably be looking at NAM 33 or 34.

I'll certainly appreciate Project 57 when it comes out, as well as what you're planning with the NWM and TuLEPs (especially extending TuLEP functionality). There are so many great features and concepts, it must be difficult to know where to begin.

Quote from: Tarkus on August 03, 2012, 01:27:36 AM
Just thought I'd give everyone a little update, since things have been quiet.  We're still progressing on the second draft of the P57 specs, and while we don't have anything really interesting to show here from it (unless you enjoy gawking at RUL1 and RUL2 code), it's coming along.  It'll be awhile before we have the fourth alpha build onto the Associates, but once that happens, we'll have lots of interesting things to show as we get closer to release.

Interesting? I'm game for "interesting"  ;D.

Quote
Quote from: Kitsune on July 29, 2012, 06:08:52 PM
Are more bridges likely to be released when the next version of rhw is ?

As new bridges are predicated on the P57 specs being in place, and there's already some in the works, I'd say yes.

-Alex

New bridges? That's great. I hope that it's possible to support bridges that carry wider RHWs (like an RHW-10 bridge, that would be nice to have).

Quote from: AngryBirdsFan436 on August 19, 2012, 07:24:38 AM
Well, it's been quiet here in this thread. But, I'm recreating Paradise City from Burnout Paradise (Fun and great game ;)). And the I-88 is partly a DDRHW-8. Is the DDRHW-8 already in developement? BTW does anyone here play Burnout Paradise? :)

I play Burnout Paradise, and the double-decker highway is neat. If the DDRHW-8 comes out, I can see a lot of uses for it in urban areas where a DDRHW-4 simply isn't sufficient. The anticipation I have for L1, L3, and L4 content is much greater. I recently was on a road trip that included passing over a lot of flyover ramps, some of them brand-new, and new flyover ramps are just beautiful. I'm itching to be able to "fly over" my SC4 interchanges and roads when that content comes out.

This is sort of off-topic and belongs more in the NWM thread, but I've always had a special itch for a reversible lane setup. I realize that the pathing and functionality is very difficult to impossible for a reversible road, but I think it would be possible to make the eyecandy, such as the lane markings and the overhead setups, like a retextured OWR or ARD-3. I understand completely if the NAM team doesn't want to waste time on non-functional transit systems, but I just thought I would mention it. Perhaps some modder might like the idea. Seeing as I have no modding skills myself, I'll settle for "photoshopping". Something like this (http://upload.wikimedia.org/wikipedia/commons/7/7e/Lions_Gate.jpg) really adds an urban and "real" feel to a city.

Additional note: I found these two old conversations in the NWM thread about reversible lanes (one from 2008 (http://sc4devotion.com/forums/index.php?topic=1200.msg164713#msg164713) and one from 2010 (http://sc4devotion.com/forums/index.php?topic=1200.msg362948#msg362948)). The idea I posted 4 years ago seemed to be workable, albeit as a retextured ARD-3. It would certainly be possible to create cosmetic puzzle pieces in that regard like the RHW. As for the ARD-3 switch that I mentioned, that piece could have a cosmetic version that had reversible lane textures. In addition to that usage, a lot of people would find it useful for the regular ARD-3's.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 20, 2012, 07:23:51 AM
Quote from: Patricius Maximus on August 20, 2012, 06:46:41 AM
I'll certainly appreciate Project 57 when it comes out, as well as what you're planning with the NWM and TuLEPs (especially extending TuLEP functionality). There are so many great features and concepts, it must be difficult to know where to begin.

Interesting? I'm game for "interesting"  ;D .

New bridges? That's great. I hope that it's possible to support bridges that carry wider RHWs (like an RHW-10 bridge, that would be nice to have).

This is sort of off-topic and belongs more in the NWM thread, but I've always had a special itch for a reversible lane setup.

Additional note: I found these two old conversations in the NWM thread about reversible lanes (one from 2008 (http://sc4devotion.com/forums/index.php?topic=1200.msg164713#msg164713) and one from 2010 (http://sc4devotion.com/forums/index.php?topic=1200.msg362948#msg362948)).

1. NWM begins with a reorganisation of its IID allocation, similar to P57, and for those of you playing at home, it means that we're effectively redoing all of the RHW, but leaving the old stuff as legacy support. The same will be true for NWM, but... Let's just leave it as "We don't know what to call NWM; Project 51, 56, or 5C?".

2. Well, try to wrap your head around hundreds of thousands or even millions of lines of RUL-2 code that essentially looks like this:

0x57000000,1,0,0x57030000,1,0=0x57030000,1,0,0x57030000,1,0

3. Possible? Try proven.

I'll continue my reply over at the NWM thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 20, 2012, 08:17:43 AM
Quote from: 976 on August 19, 2012, 11:45:33 PM
Any plan to bring pararel exit to RHW networks? like those from MHW network:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.servimg.com%2Fu%2Ff35%2F15%2F75%2F40%2F01%2Fparare10.jpg&hash=fca4930a524b8b9eb4c1d43af03e6ff6fd7ecc00)

as this in RL:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.servimg.com%2Fu%2Ff35%2F15%2F75%2F40%2F01%2Fparare11.jpg&hash=c7fe37b1f4f1f56c61000eefffce000e7a5c90b7)

This is my take on a frontage road interchange. If you're just looking for pointers for the connections, check out the OWR-2 to OWR-4 transitions used here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FySil9.jpg&hash=648171d8b0dcbf64926fbc7045a07f87a26a9ba3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 20, 2012, 12:34:21 PM
To continue from above, here's my take:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Ffrontage_road_ave.jpg&hash=dc3cba12bb830a9bde032b549d52cc7b3390de99)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi705.photobucket.com%2Falbums%2Fww55%2Fanonymson%2Famerican_enough.png&hash=e2b358140af4357f9fcb70fe90ba932fe822612c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on August 20, 2012, 12:35:29 PM
I've been wondering what kind of diagonal crossings are planned for NAM 31.

Will all single tile networks (ie, including 6S) get draggable crossings?
Will the existing puzzle piece crossings be left in place for us control freaks building in tight situations and
    uneven slopes?
Are additional diagonal crossing puzzle pieces planned?
Is any diagonal functionality for 2- and/or 3-tile RHWs planned?
Will anything be able to cross over diagonal 6C?
Speaking of diagonal 6C, are we likely to see diagonal 8C (and thus exits with merging lanes) in the next
    release?

Sorry for the grocery list of questions and thanks in advance  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on August 20, 2012, 01:19:21 PM
Seeing as everyone is displaying how they built their frontage roads, here are mine:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkAbGQ.jpg&hash=adf19f8b97f5e1a4e4f62903b6fc18dabdc9d375) (http://farm9.staticflickr.com/8009/7323595796_3eaaf15e59_k.jpg)

I've always liked frontage roads, but never really liked the idea of messy intersections when they were at-grade. I mixed a sunken highway with frontage roads and got that.


Nice image, though things with large scrollbars are inadvisable.  I've created an 800px wide thumbnail and linked it to the full size. -Tarkus, Admin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on August 20, 2012, 02:10:40 PM
it's really well designed and though  &apls &apls

The only thing I will complain is maybe the lack of details and the flora, what this green!!!

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 20, 2012, 02:53:43 PM
Quote from: noahclem on August 20, 2012, 12:35:29 PM
Will all single tile networks (ie, including 6S) get draggable crossings?

The main reason they weren't draggable before was because of that infamous mess that normally results from trying to build same-network OxD and DxD intersections.  However, since I solved that a couple months back, we'll be able to provide a full array of draggable diagonal crossiings.

Quote from: noahclem on August 20, 2012, 12:35:29 PM
Will the existing puzzle piece crossings be left in place for us control freaks building in tight situations and
    uneven slopes?
Are additional diagonal crossing puzzle pieces planned?

I'll group these two together.  There aren't any new diagonal crossing puzzle pieces planned, mainly as the number that would be required would quickly spiral out of control due to the addition of the multi-height system.  The plan had been to phase out the other ones (leaving the instances in tact for legacy purposes), but given that the menu space where they are will likely remain reserved, as long as there's an icon allowing access, they can continue to be used.

Quote from: noahclem on August 20, 2012, 12:35:29 PM
Is any diagonal functionality for 2- and/or 3-tile RHWs planned?

Yes.  You can already build diagonal RHW-8S, RHW-10S, RHW-6C, and RHW-8C.  That functionality is being revamped further for the next release, and we have everything in place for diagonal RHW-12S and RHW-10C, when those networks come into play (probably not in NAM 31).

Quote from: noahclem on August 20, 2012, 12:35:29 PM
Will anything be able to cross over diagonal 6C?

Yes.  There's code already done for it.

Quote from: noahclem on August 20, 2012, 12:35:29 PM
Speaking of diagonal 6C, are we likely to see diagonal 8C (and thus exits with merging lanes) in the next
    release?

Diagonal 8C is already in place, though we haven't done too much with new diagonal ramp interfaces (there's one for the 6C that JD's done, but that's it so far).

Quote from: noahclem on August 20, 2012, 12:35:29 PM
Sorry for the grocery list of questions and thanks in advance  ;D

No worries, and you're most welcome. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 20, 2012, 06:32:17 PM
Quote from: GDO29Anagram on August 20, 2012, 07:23:51 AM
1. NWM begins with a reorganisation of its IID allocation, similar to P57, and for those of you playing at home, it means that we're effectively redoing all of the RHW, but leaving the old stuff as legacy support. The same will be true for NWM, but... Let's just leave it as "We don't know what to call NWM; Project 51, 56, or 5C?".

I saw the P57-like redo of the NWM earlier, I was referring to what lay beyond that. But, it's always nice to know that you guys have a well-constructed plan.

Quote2. Well, try to wrap your head around hundreds of thousands or even millions of lines of RUL-2 code that essentially looks like this:

0x57000000,1,0,0x57030000,1,0=0x57030000,1,0,0x57030000,1,0

Since my head can't wrap around RUL code, I'll take the same position as the vast majority of RHW users and leave the RUL-ing to the "professionals".

Quote3. Possible? Try proven.

I assume you mean the bridges. If so, then that's great and it's only a matter of time before the RHW team gets around to the wider bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 20, 2012, 06:51:02 PM
If you check the Bridge Engineering section... you'll see a RHW-10 cable stay bridge..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 20, 2012, 07:10:48 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F5550%2Fatgrade.png&hash=171e3b0fa7445128546411349d60ab2eb59f3956) (http://imageshack.us/photo/my-images/444/atgrade.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Something like this, note the smaller of the two circles.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 21, 2012, 12:11:44 AM
That kind of looks like a backward Continuous Flow Intersection (CFI).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 21, 2012, 06:46:07 AM
As a Texan, I might as well play my frontage road cards:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F6392%2Fmtarhwfr0.jpg&hash=7201dc1efc6814723b93eb3e37b766456e51a504)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F6348%2Fmtarhwfr1.jpg&hash=d65904c950b61dca2a32835047082cadaffef86e)
Note that the MIS segment intersecting the orthogonal OWR must be a stub that intersects only the first tile of OWR it touches or you'll get these annoying crosswalks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 25, 2012, 04:19:22 AM
Should be something like this (https://maps.google.com.au/maps?q=-33.866887,151.095102&hl=en&ll=-33.866864,151.095213&spn=0.000845,0.001206&num=1&t=h&z=20), specifically, where traffic gets on (This is LHT, BTW) but without the slip lane. You could make the whole piece a TULEPS piece if you wanted, if the freeway was RHW...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on August 25, 2012, 10:46:00 AM
Eh, that interesction, reminds me too much of the one's in the US, the signals are actually on the same sides at that one, it's just the difference is the side of the road the cars go under them.

However, from that reality check, I don't know if that falls specifically just into RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 25, 2012, 12:21:04 PM
In the next version... could we have rhw-4 end at road? The idea being that it would allow us to use the cosmetic pieces for a right and left turn lane... instead of just using MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 26, 2012, 01:22:16 AM
Quote from: Wiimeiser on August 25, 2012, 04:19:22 AM
Should be something like this (https://maps.google.com.au/maps?q=-33.866887,151.095102&hl=en&ll=-33.866864,151.095213&spn=0.000845,0.001206&num=1&t=h&z=20), specifically, where traffic gets on (This is LHT, BTW) but without the slip lane. You could make the whole piece a TULEPS piece if you wanted, if the freeway was RHW...

That freeway, right at that intersection, could probably pass as an RD-6 (former MAVE-6), especially in light of its speed limit (60km/h).  I'd say this is more NWM/TuLEPs territory on that part, though it looks like it becomes more RHW-like to the west.

Quote from: Kitsune on August 25, 2012, 12:21:04 PM
In the next version... could we have rhw-4 end at road? The idea being that it would allow us to use the cosmetic pieces for a right and left turn lane... instead of just using MIS.

It sounds plausible, so I'd say it's worth consideration.  That said, I'm still not sold on allowing the RHW-4 to intersect Avenues at-grade (instead forcing people to convert to an Avenue--with TuLEPs, if desired), and there are plans for MIS TuLEPs.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 03, 2012, 08:38:24 AM
Any news on the development/improvement front?;-)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 03, 2012, 08:43:34 AM
Quote from: Gugu3 on September 03, 2012, 08:38:24 AM
Any news on the development/improvement front?;-)

Can't say much because there really isn't much (unless you consider model work, ponies, and INRULs exciting), but there's a little bit for non-RHW highways (which is still model work).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 03, 2012, 12:49:32 PM
I'll confirm what Ganaram said.  We ended up revising the P57 spec (which I'll refer to the new spec as P57-2), which will pay dividends in the long run, including with the planned NWM revamp.  But it's meant much of the original P57 work (which I'll call P57-1) was essentially a learning experience, and isn't usable.  There's a lot of things done for P57-2 already, but we're taking a very methodical and gradual process to reassembly, and that means there isn't a usable build for it at present.  And without a usable build, there's nothing to show.

Likely, the first step of a new P57-2 usable build will be getting all 3 levels of RHW-2 working (which, at present, are basically a complete network in the rebuild process), and go from there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 03, 2012, 02:40:18 PM
P0E, P57 Mark 1, and P57 Mark 2. That's what I would call it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 03, 2012, 05:08:23 PM
So I assume it won't be out within a year from now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 03, 2012, 05:15:00 PM
Quote from: Wiimeiser on September 03, 2012, 05:08:23 PM
So I assume it won't be out within a year from now?

I wouldn't count on it taking that long, but it's been said that it surely won't be out within a month. To the NAM team, I'm looking forward to seeing any development in practical terms, such as the three levels of RHW-2 and any models as soon as they are completed. I'd like to see any new material as soon as it is developed. To oversee a project like this takes grit, determination, and enough patience to see it through to the end. It's taken a while, but I'm as confident as the NAM Team that it will end up being well worth it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 05, 2012, 05:18:54 PM
Okay, just a thought, could the FlexSPUI, in theory, be split in two, for greater modularity(say you make variations of the piece?) and possibly NWM support?(You can drag road over avenue, right?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 05, 2012, 11:41:32 PM
Well, FlexSPUI already kind of is split in two, to allow for the modular center.  And yes, we are planning more variations.  They aren't likely to happen with NAM 31, however.  The FlexSPUI agenda for P57 is basically just to get all the networks working stably with it, and that'll probably be one of the last things we do before release.

And, for the first time in a long while, I actually have something with which to tease--the L1 RHW-2 is mostly working, though before the Pillar Police show up, we're nowhere near the point where that's worth consideration. ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fojg9A.jpg&hash=079f001c85bfcd8cd2ee6656d01e763a8f28be19)

I think this one will get a reaction . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fipd4X.jpg&hash=615f08bb5e84746f79fb5936ac43d3f0fd1241c5)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 06, 2012, 02:57:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F29.media.tumblr.com%2Ftumblr_lltzgnHi5F1qzib3wo1_400.jpg&hash=2ad07b9fa80933c3e142f0ab62952ae9271bcb36)

Now, really, awesome work  :thumbsup: &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 06, 2012, 02:58:10 AM
Hmm... so in the second pic the L1 RHW-2 goes under a L1 RHW-6C? Interesting...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2012, 04:55:49 AM
Quote from: Wiimeiser on September 05, 2012, 05:18:54 PM
Okay, just a thought, could the FlexSPUI, in theory, be split in two, for greater modularity(say you make variations of the piece?) and possibly NWM support?(You can drag road over avenue, right?)

Quote from: Tarkus on September 05, 2012, 11:41:32 PM
Well, FlexSPUI already kind of is split in two, to allow for the modular center.  And yes, we are planning more variations.

I think he meant split the FlexSPUI into four...

-----

Quote from: Tarkus on September 05, 2012, 11:41:32 PM
I think this one will get a reaction . . .

Quote from: io_bg on September 06, 2012, 02:58:10 AM
Hmm... so in the second pic the L1 RHW-2 goes under a L1 RHW-6C? Interesting...

That's not a 6C... And it's not L1... And it's not RHW either... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 06, 2012, 05:58:26 AM
This is looking really good here!  So, it must be a L1 RHW-2 under a L2 RD-6.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2012, 06:01:12 AM
Quote from: metarvo on September 06, 2012, 05:58:26 AM
This is looking really good here!  So, it must be a L1 RHW-2 under a L2 RD-6.

It's not RD-6, either. One, its lines are too far apart, and two, there's a barrier in the way of the yellow lines, and three, there's no sidewalks.

It's an RHW-type network, but it's not RHW...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 06, 2012, 07:14:19 AM
Converted MHW? That's all I can think of...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 06, 2012, 08:04:37 AM
Something like a MHW restyling mod like the one shown by Jaidemn?
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on September 06, 2012, 09:05:26 AM
Quote from: Tarkus on September 05, 2012, 11:41:32 PM
I think this one will get a reaction . . .

You guys are killing me.   :bomb:

happy?   :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Elydion on September 06, 2012, 12:55:49 PM
It looks like a L2 RHW 6S ?Without Shoulder? Passing over a L1 Diagonal RHW 2. Though i don't know if such an RHW6 is in development or whatsoever
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2012, 01:40:57 PM
Quote from: Elydion on September 06, 2012, 12:55:49 PM
Though i don't know if such an RHW6 is in development or whatsoever

I can tell you what RHW networks are ultimately planned: RHW-2, 3, MIS, 4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C, with L0, L1, and L2 variants for all networks, and L3 and L4 variants for RHW-4, 6S, and MIS. That's 39 networks, with at least 33 of them definitely planned for release.

Nowhere on that list is a shoulderless RHW-6S. It is, however, a sort-of side project that many NAM Team Members, including myself, have at least thought about at least once, which two of you guys guessed "rather" close.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 06, 2012, 01:43:10 PM
Definitely like MHW mainly due to lack of emergency lanes, even I can assume that Maarten is involved in these new re-textures. And if it turns out that we are wrong in your assumption that I would say that riddle most closely resembles the L-2 RHW-6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 06, 2012, 01:59:26 PM
Quote from: GDO29Anagram on September 06, 2012, 01:40:57 PM
Quote from: Elydion on September 06, 2012, 12:55:49 PM
Though i don't know if such an RHW6 is in development or whatsoever

I can tell you what RHW networks are ultimately planned: RHW-2, 3, MIS, 4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C, with L0, L1, and L2 variants for all networks, and L3 and L4 variants for RHW-4, 6S, and MIS. That's 39 networks, with at least 33 of them definitely planned for release.

Nowhere on that list is a shoulderless RHW-6S. It is, however, a sort-of side project that many NAM Team Members, including myself, have at least thought about at least once, which two of you guys guessed "rather" close.

So if I'm thinking correctly, it means that the NAM team has decided to replace the RHW-6S with MHW, which would be fantastic, especially if there are splitters between the two highways, and they join together.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 06, 2012, 02:05:34 PM
Given how you worded that, that would be going backwards, so you wouldn't be close, either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 06, 2012, 02:15:22 PM
it's a mhw l2 with 6c inspired textures....
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 06, 2012, 02:41:13 PM
Here is what was developed SA 5 years ago

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F2030%2Frhwfhwmodifiedab5.jpg&hash=0b5c8983e906b7c0f160de2ec8a61e205e71ba84)

and this si now

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fipd4X.jpg&hash=615f08bb5e84746f79fb5936ac43d3f0fd1241c5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 06, 2012, 04:26:46 PM
I'll spill it.  It's part of the MHW revamp you've been seeing, but with my own texture on it (it's actually a narrowed 6S texture).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 06, 2012, 04:36:04 PM
Quote from: Tarkus on September 06, 2012, 04:26:46 PM
I'll spill it.  It's part of the MHW revamp you've been seeing, but with my own texture on it (it's actually a narrowed 6S texture).

-Alex

Very pleasant news for me. Thank you Alex, you are amazing. I ask only that you intended to have splitters between this narrow RHW / MHW and others RHW networks?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 06, 2012, 08:13:53 PM
For the record, ShadowAssassin's mod is representative of the Alpha builds of SimCity 4. The highways were actually meant to look somewhat like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2012, 01:24:56 AM
STR support?  Check.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSh5c9.jpg&hash=6026866a0c4cc8ffec9aba9c5ae18bdb87e7589c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIYBWR.jpg&hash=6830b0e4ac06bb89b95ada81723152c75127d8db)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 07, 2012, 04:39:26 AM
That's amazing!always needed STR support!hope this feature will be extended to other networks...at least the most common ones such as roads,avenues,ecc both for L0 and L1/2 counterparts...
anyway great improvement to the game as always! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: rstarks on September 07, 2012, 07:06:39 PM
So i've been out of the loop for a while and im trying to get back in the hang of the updates.


exactly why is the DDRHW being converted into a non rail based system in the next update and why should i hold of on using it currently?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 07, 2012, 07:43:43 PM
It's being converted to a non-draggable (but overrideable) FLEX system because the trick of using the Rail to increase capacity turned out to actually decrease capacity--severely.  On the "Medium" version of the NAM Traffic Simulator, the Rail network has a capacity of 16000 (compared to 10000 for base RHW capacity), but in verifying a report regarding DDRHW neighbor connection functionality, I discovered that the Rail capacity figure only applies to freight and passenger trains. 

When cars are put onto a network not normally designed to accept them, the game automatically applies the capacity and speed of the Road network instead of the listed capacity.  With the Medium version of the NAM simulator, the per-tile capacity of the Road network (and the DDRHW) is 4000 (again, compared to a capacity of 10000 for the base RHW network).  In other words, converting an RHW-2 to a DDRHW-4 actually decreases the capacity by 60%.  It's a weird and unexpected quirk in the game that didn't show up in testing.

While some people will make the "but I just use it for eyecandy" excuse, we're not in the business of making "anti-functional" content like that, especially when we intended for the network to increase capacity.  The existing Rail-based DDRHW is being scrapped, and won't be supported going forward.  The best we can do on the capacity-increasing front is to use a 1-tile-wide MHW-based "FLEX" piece with a trick CheckType.  The added benefit of this is that it basically eliminates almost all the RUL2 code needed to make the network operate--it can run off MHW INRULs and RUL1, off of just a couple hundred lines of code (rather than tens of thousands) and act in a stable manner.  The downside is that it won't be draggable.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 08, 2012, 04:46:23 AM
Quote from: Tarkus on September 07, 2012, 07:43:43 PM
While some people will make the "but I just use it for eyecandy" excuse, we're not in the business of making "anti-functional" content like that, especially when we intended for the network to increase capacity.  The existing Rail-based DDRHW is being scrapped, and won't be supported going forward.  The best we can do on the capacity-increasing front is to use a 1-tile-wide MHW-based "FLEX" piece with a trick CheckType.  The added benefit of this is that it basically eliminates almost all the RUL2 code needed to make the network operate--it can run off MHW INRULs and RUL1, off of just a couple hundred lines of code (rather than tens of thousands) and act in a stable manner.  The downside is that it won't be draggable.

A FLEX system, eh? If it increases the functionality of the network (and as long as there's a DDRHW-4 network), I'm okay with that. Is the DDRHW-8 still planned to be included?

Quote from: Tarkus on September 05, 2012, 11:41:32 PM
Well, FlexSPUI already kind of is split in two, to allow for the modular center.  And yes, we are planning more variations.  They aren't likely to happen with NAM 31, however.  The FlexSPUI agenda for P57 is basically just to get all the networks working stably with it, and that'll probably be one of the last things we do before release.

And, for the first time in a long while, I actually have something with which to tease--the L1 RHW-2 is mostly working, though before the Pillar Police show up, we're nowhere near the point where that's worth consideration. ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fojg9A.jpg&hash=079f001c85bfcd8cd2ee6656d01e763a8f28be19)

I think this one will get a reaction . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fipd4X.jpg&hash=615f08bb5e84746f79fb5936ac43d3f0fd1241c5)

-Alex

I was going to inquire about whether you had anything new to tease us with. Nice work, especially with the diagonals. "Ultra-stability" is nice, isn't it? As for the MHW revamp, it's obviously a 2-tile network with shrunken RHW-6 textures. I have question - I prefer to use the old-style MHW's on occasion, so will this MHW revamp be an option that we can opt out of? I certainly hope it will be.

Also, are you planning to include the L1, L3, and L4 content in the next release? I think it is planned but I just want to make sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2012, 08:36:29 AM
Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
I have question - I prefer to use the old-style MHW's on occasion, so will this MHW revamp be an option that we can opt out of?

As far as I was planning, it was not to be included in the Monolithic NAM, but be a separate download due to its functionality.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 08, 2012, 08:42:12 AM
As far as what you planned and what everyone else thought about, it was supposed to be four lanes, right?

And the heights were only limited to L0 and L2, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2012, 10:25:56 AM
More cross-linkage going in . . . the "Mark 2" rebuild is picking up pace (albeit largely limited to the L1 RHW-2 still at this point).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCx6tB.jpg&hash=f965c5095a64d0dcb9b4adc05d0ae9ae1813ae38)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzM9xH.jpg&hash=ba759067cf09f83e474e8f18498b56e1bbe86bf8)

Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
Is the DDRHW-8 still planned to be included?

Yes, though it probably won't be until NAM 31 or 32.  It'll most likely be set up using a FLEX method as well.

Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
Nice work, especially with the diagonals. "Ultra-stability" is nice, isn't it?

Thanks, and yes,  it definitely comes in handy. :)  Actually the current L1 RHW-2 rebuild doesn't have a lot of stability in yet, though it's still behaving pretty nicely.  We've been very methodical about putting it together, which should pay off in the long run.

Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
As for the MHW revamp, it's obviously a 2-tile network with shrunken RHW-6 textures. I have question - I prefer to use the old-style MHW's on occasion, so will this MHW revamp be an option that we can opt out of? I certainly hope it will be.

As mentioned by jdenm8, it's most likely to be a separate addon.  That said, if, say, we were to add new MHW functionality, it's most likely going to be for the revamped version only.  It's much more difficult to do things with the original style, and the way the revamp is designed, it can recycle stuff we've done on the RHW side.

Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
Also, are you planning to include the L1, L3, and L4 content in the next release? I think it is planned but I just want to make sure.

Yes.  The RHW-2 and RHW-6C will be gaining L1 versions, the RHW-3, 8S, 10S, and 8C will be gaining L1 and L2 versions, and the MIS, RHW-4 and RHW-6S will be gaining L1, L3, and L4 versions.  We also have some stuff built for the 12S and 10C at L0, L1, and L2, though that's a low priority, and I'm not sure it'll make the release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 08, 2012, 10:28:17 AM
Will there be on-slope transition pieces between all heights of elevated RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2012, 10:55:36 AM
^^ Probably. It seems like a pretty basic function.

One another note, I've been busy the past few days working on this....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fmhw_override_three_level_rab_07.jpg&hash=6a35142eb0fecd4ef0e7ef0ea9b361f3e54bafe0)

... and this one is fully functional. Number of new textures I need to create for this: 0.

For those who wonder, this interchange is build up from five different pieces:
- Two RHW Ramp Interfaces.
- Two MIS height transitions
- and in the center, the new Roundabout piece, part of Project Symphony

It was a lot of modeling work (and trouble) to get this one realised (hence why prefabs are considered as highly labour intensive), but no doubt that this will be a very useful option for these tight, urban interchanges...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 08, 2012, 11:15:48 AM
that is just... omg  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 08, 2012, 11:16:22 AM
Quote from: MandelSoft on September 08, 2012, 10:55:36 AM
^^ Probably. It seems like a pretty basic function.

One another note, I've been busy the past few days working on this....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fmhw_override_three_level_rab_07.jpg&hash=6a35142eb0fecd4ef0e7ef0ea9b361f3e54bafe0)

... and this one is fully functional. Number of new textures I need to create for this: 0.

For those who wonder, this interchange is build up from five different pieces:
- Two RHW Ramp Interfaces.
- Two MIS height transitions
- and in the center, the new Roundabout piece, part of Project Symphony

It was a lot of modeling work (and trouble) to get this one realised (hence why prefabs are considered as highly labour intensive), but no doubt that this will be a very useful option for these tight, urban interchanges...

Best,
Maarten

That is awesome. 

Will that work with all width's of the RHW(like RHW-10)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 08, 2012, 11:47:27 AM
Currently, no. But there are plans to WAVEride this piece (but I don't know how to do it myself)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on September 08, 2012, 12:13:48 PM
That looks amazing! And very Euro too!

Most of the old UK motorway intersections are like this...M62/M60 Simister Island in Manchester springs to mind here!

Well done!
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on September 08, 2012, 12:18:54 PM
Amazing latest development regarding the Mark 2 and your roundabout semi 7.5m (?) interchange, Maarten!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 08, 2012, 12:39:18 PM
Amazing progress guys  :o

Maarten, your roundabout interchange is too perfect  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 08, 2012, 01:16:55 PM
Quote from: Tarkus on September 08, 2012, 10:25:56 AM
Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
Is the DDRHW-8 still planned to be included?

Yes, though it probably won't be until NAM 31 or 32.  It'll most likely be set up using a FLEX method as well.

That's fine with me. I just wanted to know if the previous plans for it were "still in effect". It's factored into some of the long-term plans for my cities and it just makes sense to have a higher-capacity DDRHW-8 to complement the DDRHW-4.

Quote
Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
As for the MHW revamp, it's obviously a 2-tile network with shrunken RHW-6 textures. I have question - I prefer to use the old-style MHW's on occasion, so will this MHW revamp be an option that we can opt out of? I certainly hope it will be.

As mentioned by jdenm8, it's most likely to be a separate addon.  That said, if, say, we were to add new MHW functionality, it's most likely going to be for the revamped version only.  It's much more difficult to do things with the original style, and the way the revamp is designed, it can recycle stuff we've done on the RHW side.

Good. I can keep my MHWs  ()stsfd().

Quote
Quote from: Patricius Maximus on September 08, 2012, 04:46:23 AM
Also, are you planning to include the L1, L3, and L4 content in the next release? I think it is planned but I just want to make sure.

Yes.  The RHW-2 and RHW-6C will be gaining L1 versions, the RHW-3, 8S, 10S, and 8C will be gaining L1 and L2 versions, and the MIS, RHW-4 and RHW-6S will be gaining L1, L3, and L4 versions.  We also have some stuff built for the 12S and 10C at L0, L1, and L2, though that's a low priority, and I'm not sure it'll make the release.

That's what I was thinking, though I wasn't able to find an absolute confirmation until now. Once the P57-era NAM 31 is released along with the muti-height system, I would consider it to be the most revolutionary RHW development in its entire history. The differing heights will enable us to finally (after 7 years) realize the full potential of the RHW.

Quote from: MandelSoft on September 08, 2012, 10:55:36 AM
One another note, I've been busy the past few days working on this....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fmhw_override_three_level_rab_07.jpg&hash=6a35142eb0fecd4ef0e7ef0ea9b361f3e54bafe0)

... and this one is fully functional. Number of new textures I need to create for this: 0.

For those who wonder, this interchange is build up from five different pieces:
- Two RHW Ramp Interfaces.
- Two MIS height transitions
- and in the center, the new Roundabout piece, part of Project Symphony

It was a lot of modeling work (and trouble) to get this one realised (hence why prefabs are considered as highly labour intensive), but no doubt that this will be a very useful option for these tight, urban interchanges...

Best,
Maarten

That will be fantastic. This is supposed to be an MHW revamp version - will your new piece also be able to interface with true RHW freeways (i.e. not the MHW revamp)? Even without that it would add a lot to our freeways. I can finally convert all those old Volleyball interchanges  $%Grinno$%.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on September 08, 2012, 01:21:14 PM
I really like that roundabout interchange. It shows how RHW interchanges will be able to be made relatively compact within the limits of realism.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 08, 2012, 02:12:44 PM
Maarten I will let you announce officially the most awesome and I think it would be a crime if you do not get karma point for that. Since started, development of NAM 31, this intersection is the most spectacular thing shown to the community.
Your growth is enormous and your potential - limitless. Your skills are comparable with those of Alex and Chrism,  and if the Alex is like a Master Yoda, you are Anakin Skywalker :) I hope that with the help of Alex, you will be able to apply far built three storey intersection to operate in wider networks. Would famed if L-0 can pass an extensive network of NWM. I expect to become more interesting and exciting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2012, 07:40:18 PM
Because of the roundabout's dimensions, it's actually impossible to allow networks larger than 6S through it and still have exits. It was designed to carry 2xRHW-4s and the extra tiles needed by RHW-8S/RHW-6C and above will occupy the space that the exits use. Even RHW-6S will be a squeeze without rebuilding the model.

I have suggested breaking up the roundabout's functionality (like FlexSPUI) so it can be used for a ton of other purposes, like general L0 RHW roundabouts, etc.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 08, 2012, 08:24:39 PM
That roundabout was really made for (surprise surprise) Maxis Highways, except that the MHW model is completely replaced with an RHW-based model. It's still MHW in that respect.

It will therefore work specifically for MHW, but considering that RHW-4 can transition to MHW cleanly, it will work for both RHW-4 and RHW-6S, assuming you use D1 ramps when you have 6S.

To accommodate all widths of RHW, you'd need something bigger. Since this is just a giant Roundabout, first let me get into a proposed RA naming scheme:

Quote from: GDO29Anagram
At this very moment, I have a proposed nomenclature for the size and number of lanes for the whole RA itself: RA-(X)-(Y), where X is the diameter of the RA, and Y is the number of lanes. (Hyphens may be omitted, like the FAD's, but they'd like two-digit numbers.)

The constituent tiles that would make the RA itself would be called RATs. Nomenclature for non-connecting pieces (corners, sides, etc) is RAT-(X)-(Y). Nomenclature for "connecting pieces" is (Network name) RAT-(X)-(Y).

Given what already exist in the NAM, they would classify as the following:
- RA-2-1: Two versions already exist in a RUL-2ish fashion: Street and RD-2. Connects to both, and OWR-2. NWM-wise, may theoretically connect to OWR-1. RHW-wise, may theoretically connect to RHW-2.
- RA-3-1: Exists for OWR-2. Connects to Street, RD-2, and OWR. NWM-wise, may theoretically connect to OWR-1, TLA-3, and AVE-2. RHW-wise, may theoretically connect to RHW-2 and MIS.
- RA-4-2: The AVE RA. Connects to AVE-4 and some OWR-2 and RD-2. NWM-wise, may theoretically connect to TLA-5, RD-4, and maybe RD-6 (given RA-4-3 corner pieces). RHW-wise, may theoretically connect to RHW-2, RHW-4, and MIS, unless you want an RHW version of one.

Theoretically,...
- RA-1-1: Probably would connect to only 3-4 Streets. RD-2 version may be viable. 2 would be redundant and 1 makes it look like a cul-de-sac.
- RA-3-2: JD's proposal, designed specifically for ARD-3 connections. [LINK OMITTED] Connects to all the same networks as the RA-3-1. Technically already exists as a TRAM-RA.
- RA-5-2: To take into consideration that some RL RAs are bigger than the 4x4 tile footprint. Perhaps the triple-tiler NWMs can connect to this?

Under that scheme, Maarten's roundabout would be considered an RA-6-2, made specifically for MHW (and RHW); Specific labelling needed still.

Anything to accommodate something like RHW-10S would need to be on the order of a theoretical RHW RA-8-2 Flex-Quadrant, or maybe a 10-2 quadrant piece. Something very close to that already exists and it's called the FlexFly. Have you ever plopped four Flyovers together into a circle and wondered that it looked like a roundabout?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 09, 2012, 12:42:41 AM
Quote from: ivo_su on September 08, 2012, 02:12:44 PM
Your growth is enormous and your potential - limitless. Your skills are comparable with those of Alex and Chrism,  and if the Alex is like a Master Yoda, you are Anakin Skywalker :)
I think you mean Luke Skywalker, because Anakin eventually turned evil (Darth Vader)  :D

As said before this interchange will only work for dual tile networks (MHW, AVE-4, RHW-4, RHW-6S and maybe, just maybe, MAVE-4 and MAVE-6). Wider RHWs require different dimensions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on September 09, 2012, 12:51:44 AM
Quote from: MandelSoft on September 08, 2012, 10:55:36 AM
^^ Probably. It seems like a pretty basic function.

One another note, I've been busy the past few days working on this....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fmhw_override_three_level_rab_07.jpg&hash=6a35142eb0fecd4ef0e7ef0ea9b361f3e54bafe0)

Wow, it looks like this intersection in Oslo, Norway - "Sinsenkrysset" --> http://maps.google.no/maps?q=sinsenkrysset&hl=no&ll=59.937634,10.784808&spn=0.001328,0.005257&sll=59.939128,10.783457&hnear=Sinsenkrysset&t=k&z=18&iwloc=A (http://maps.google.no/maps?q=sinsenkrysset&hl=no&ll=59.937634,10.784808&spn=0.001328,0.005257&sll=59.939128,10.783457&hnear=Sinsenkrysset&t=k&z=18&iwloc=A) <--... I've always had a wish to make it, and now with this i can, without creating tunnels for the North-South road-direction under the RA and West-East road-direction .... except i'd just use RHW 4 and not RHW 6... to make it autentic to my taste, as it's just 4 lanes at "Sinsenkrysset"(like in the pic link) :-D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on September 09, 2012, 04:49:18 AM
MandelSoft what a great surprise. Looks very compact and realistic!

Perhaps you can make some stop signs (dutch, haaien tanden) on the texture on the entree to the roundabout.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on September 09, 2012, 04:55:12 AM
Probably old news but are there gonna be A1-D1 ramps for all the new network levels (MIS-RHW-12 {All levels 0-4})?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 09, 2012, 05:02:03 AM
Quote from: Durfsurn on September 09, 2012, 04:55:12 AM
Probably old news but are there gonna be A1-D1 ramps for all the new network levels (MIS-RHW-12 {All levels 0-4})?

No. There will be A1, B1, D1, and E1 ramps. Remember what happened with the ramp system? It was changed so that the E and F ramps (FARHW ramps) from the old scheme became the C1 and F1. C1 and F1 ramps for all other height levels implies having FARHW for elevated networks, which currently doesn't exist. For the record, it was me who proposed the original ramp changes.

Additionally, think about this: All network widths will be receiving L1 and L2 variations, with only three of the widths receiving L3 and L4. L3 and L4 was more designed to pass over everything else, so that (in my opinion) the chances of having L4 ramps is rather small, especially since the number of L4 networks is also rather small.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 09, 2012, 12:09:36 PM
I wonder whether Ganaram has undertaken the creation of a new periodic(RHW) table. I guess all the new nomenclature will be quite long and confusing. I would love to see this visually with colors - as before. I propose to name the new ramps will be L-x and will appear as L-2 RHW-6C-B2
For me there is a huge uncertainty which platforms will support multi levels. Is the only types A and B, or all, if just  version 1 or a version 2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 09, 2012, 12:59:47 PM
Quote from: ivo_su on September 09, 2012, 12:09:36 PM
I wonder whether Ganaram has undertaken the creation of a new periodic(RHW) table.
For me there is a huge uncertainty which platforms will support multi levels. Is the only types A and B, or all, if just  version 1 or a version 2.

This is his latest creation: http://img43.imageshack.us/img43/9320/rhwptoep57ver1.png


And as others have said, great work Maarten! Ploppable RHW interchanges have been a long time coming, that's for sure!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 09, 2012, 03:12:11 PM
There is a small error with that chart in that I mislabelled the RHW-2 F1 ramp as being available, when it isn't.

As of height variations, there may be potential issues when you get to certain ramps, such as elevated versions of the 8S D1 ramp. That currently isn't accounted for, and I honestly don't expect for any ramp interfaces to be greater than L2, except with the exception of DDRHW, in which it will have L3 ramps.

In other words, it's just L0, L1, and L2 receiving ramp interfaces, with L3 only intended to go over everything else, which is the intention of having L3 and L4 networks for only three different network widths. Unless I go full-blown OCD (when I already have bronchitis) over the small error I have, I will not be revising my chart anytime soon, until the release of NAM 31 and there are new ramp interfaces available to warrant such an update.

Also, it's not exactly a full-fledged prefab that Maarten's got. It's a prefab that's in pieces. Does it go against the zero-prefab philosophy of RHW development? Not if it's in pieces.

Plus, if you were to count how big that thing is, you'll find that it exceeds the 16x16 puzzle piece size limit. For those playing at home, a puzzle piece is given the IID format of 0x5PNNNXYZ, with P being the project number (which would be 7 for RHW), NNN being the network and piece ID, X and Y being the X/Y positions of the puzzle piece's individual tiles, and Z being the zoom level. Since this is all in Hexadecimal, that means the largest possible puzzle pieces would be 256 tiles, spanning a 16x16 square.

The sheer size, as with the size restrictions, is enough to say no to prefabs, though the 6x6 roundabout piece (remember, it's an RA-6-2) can be modular enough for certain network widths, up to RHW-4 and potentially 6S. Everything else comes in in the form of height transitions and ramp interfaces, and that's why RHW is so modular.

Think of Lego pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 10, 2012, 01:02:48 AM
More progress . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVpCed.jpg&hash=81829a3e0f709b9e4e8b2acdaf053eb5885bd1d8)

Edit: and even more . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC29XW.jpg&hash=ddaeae1d5ed736feb4148498a335161b1dc7cd05)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 10, 2012, 05:21:22 AM

Excellent work to all RHW Dev!!  &apls &apls &apls
@Maarten: I concord with Ganaram, it's less dangerous and most useful a 6x6 or 8x8 tiles  FlexFly Roundabout.
I've a question: Is planned, after NAM31, to make other elevated networks (i.e.: rd, ave, rail, el-rail) at L-1? ()what()
Sorry if already asked!! &ops
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 10, 2012, 03:39:03 PM
There are indeed plans for more L1 networks across the board, and there's even been some sporadic work on that.  SA showed some in the NAM: Development thread a couple months back.

Back to the RHW front, it continues . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAFIt6.jpg&hash=dac302ef19f008c5276c935216911da9571601e4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fp8RBU.jpg&hash=3836c03cafca6741f0dc6bf7e09b53dbdb183ff1)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 10, 2012, 04:05:20 PM
Always great to see more project progress around here  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on September 10, 2012, 04:56:41 PM
Haven't popped into this thread for a while. They progress you are making is amazing... the multi-height will definitely come in handy. The options would be... awesome. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 10, 2012, 06:15:27 PM
The progress thus far is just incredible. It makes me almost want to re-create the High Five. Keep up the great work, but most of all, I, as I'm sure others are as well, am awaiting patiently for a high quality product.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on September 11, 2012, 01:04:19 AM
Great work.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on September 11, 2012, 11:01:00 AM
Seeing the progress you guys are making is great, I can't wait! I'm still reading the various SimCity forums from time to time, but with my free time decreasing (school exams, and I mean a LOT!), something's got to give. I'm having to decide whether to play Minecraft with my friends, carry on with SimCity 4, invest in SimCity 5 and related upgrades or something else...  &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2012, 11:55:41 AM
Thanks for all the kind words, everyone! :)

Crosslinking continues . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyjCXh.jpg&hash=e38872af464500192f11bd835a071e15253d23f1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWLuRj.jpg&hash=0f7f34d12f0881d48d8332963f9003366f764b64)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 11, 2012, 02:49:19 PM
Alex I know that probably you have not reached this stage with RUL codes, but I really want to see how they interact HSRP With its broad network ERHW -6C/8C/10S and etc. When you are finished with this process, please show me both orthogonal and diagonal intersection between them. Otherwise, everything seems far more promising. Now I begin to understand how laborious it is to you and how many tons of work waiting for you. But any delay, it will definitely be worth the wait - we still talk about NAM (proven brand)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2012, 03:40:19 PM
You'll definitely be seeing more along those lines as it gets developed. ;)  As development continues to scoot along, I'm going to do my best to keep having stuff to show regularly.  It's been a long development process, and there's still a considerable amount to do before we can think about a release, but hopefully, showing the "nitty-gritty" of the RHW being rebuilt takes some of the edge off of it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 11, 2012, 04:10:19 PM
Euro textures Maarten and Riga (which are fantastic) you will be able to work with 31 or NAM will have to wait for another mod, as always?
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 11, 2012, 11:56:36 PM
When P57 will be nearing completion (no more changes or additions) I think we can start work on converting the textures to the new specification. Maarten might have other plans though, so you'll have to ask him for a definite answer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 12, 2012, 01:11:00 AM
More SAM crosslinking . . . all orientations have been taken into account.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8toJs.jpg&hash=c615669f2fe09180e5d73c6d5021a4ec60d5a99e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F05nsF.jpg&hash=00fd5741073bbff856cc99a8a00acbc18d039af5)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 12, 2012, 02:00:58 AM
Quote from: riiga on September 11, 2012, 11:56:36 PM
When P57 will be nearing completion (no more changes or additions) I think we can start work on converting the textures to the new specification. Maarten might have other plans though, so you'll have to ask him for a definite answer.
I've made some starts with re-indexing and re-fitting Euro Textures for the RHW for P57 (since all textures get re-indexed and quite some re-oriented. Most of the textures will be re-used, but new textures for new pieces will be created too. I also need to work on more NWM-RHW crosslinking (and more on the NWM overall). But this will take some time

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 12, 2012, 04:14:01 AM
Does that mean IIDs are changed and previously built RHWs have to be redragged? Then this might be the right point of time to delete the RUL file from the oneway road arrows reduction plugin to get rid of the the extra RULs needed for it which merely caused trouble.
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on September 12, 2012, 08:07:55 AM
Quote from: MandelSoft on September 12, 2012, 02:00:58 AM
I also need to work on more NWM-RHW crosslinking (and more on the NWM overall). But this will take some time

Does that mean NWM networks crossing RHW networks puzzle pieces or transitioning from RHW to NWM puzzle pieces?  Just curious.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on September 12, 2012, 09:50:25 AM
i know development of new exits will not be in the near future. But I was wondering if there are any plans for exits where the lanes on the right side are wider than the continuing main highway. Ie RHW10s or 8s splits to 4s + 6s instead of 6s + 4s. I got this idea for an interchange from the Dunmore/Throop interchange that i travel on every day. The main 4s continues on in my case as I-81 while the 6s splits again to connect to I-380/84 and route 6.  http://maps.google.com/maps?q=dunmore+throop+interchange&hl=en&ll=41.418083,-75.610834&spn=0.001768,0.004128&sll=41.405413,-75.634768&sspn=0.056588,0.132093&t=h&hq=throop+interchange&hnear=Dunmore,+Lackawanna,+Pennsylvania&z=19 (http://maps.google.com/maps?q=dunmore+throop+interchange&hl=en&ll=41.418083,-75.610834&spn=0.001768,0.004128&sll=41.405413,-75.634768&sspn=0.056588,0.132093&t=h&hq=throop+interchange&hnear=Dunmore,+Lackawanna,+Pennsylvania&z=19) sorry the pic is hard to see the lanes i am talking about since the concrete and the lane markings are very white
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 12, 2012, 10:19:42 AM
Quote from: memo on September 12, 2012, 04:14:01 AM
Does that mean IIDs are changed and previously built RHWs have to be redragged? Then this might be the right point of time to delete the RUL file from the oneway road arrows reduction plugin to get rid of the the extra RULs needed for it which merely caused trouble.

The IIDs are indeed being completely changed.  I have "legacy support" in place in the form of code and a support file, which will prevent old RHWs from disappearing, and allow the user to convert them to the new standards as needed.  The OWR arrow plugin didn't really interfere with the RHW too much, but it did require some extra accommodation with the NWM, which is anticipated to get a similar revamp.

Quote from: epicblunder on September 12, 2012, 08:07:55 AM
Does that mean NWM networks crossing RHW networks puzzle pieces or transitioning from RHW to NWM puzzle pieces?  Just curious.

I'm guessing he means the NWM/RHW intersections and transitions, at-grade, none of which are puzzle pieces.  An NWM-over-RHW piece, if it existed, wouldn't require new textures (it'd reuse existing ones), but that functionality wouldn't be of much use until there's elevated NWM networks, and those aren't likely until the NWM is revamped.

Quote from: chosenreject on September 12, 2012, 09:50:25 AM
i know development of new exits will not be in the near future. But I was wondering if there are any plans for exits where the lanes on the right side are wider than the continuing main highway. Ie RHW10s or 8s splits to 4s + 6s instead of 6s + 4s. I got this idea for an interchange from the Dunmore/Throop interchange that i travel on every day. The main 4s continues on in my case as I-81 while the 6s splits again to connect to I-380/84 and route 6.  http://maps.google.com/maps?q=dunmore+throop+interchange&hl=en&ll=41.418083,-75.610834&spn=0.001768,0.004128&sll=41.405413,-75.634768&sspn=0.056588,0.132093&t=h&hq=throop+interchange&hnear=Dunmore,+Lackawanna,+Pennsylvania&z=19 (http://maps.google.com/maps?q=dunmore+throop+interchange&hl=en&ll=41.418083,-75.610834&spn=0.001768,0.004128&sll=41.405413,-75.634768&sspn=0.056588,0.132093&t=h&hq=throop+interchange&hnear=Dunmore,+Lackawanna,+Pennsylvania&z=19) sorry the pic is hard to see the lanes i am talking about since the concrete and the lane markings are very white

Certainly a plausible setup.  We won't be making one quite as long as that one, but the basic concept is viable.  Not sure on the implementation side yet, as we're looking to do away with standard puzzle pieces on ramps.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on September 12, 2012, 12:15:29 PM
I was wondering, are there plans for a 45°-90°/90°-45° L0-2 (and maybe others) transition ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 12, 2012, 12:50:57 PM
Quote from: chosenreject on September 12, 2012, 09:50:25 AM
But I was wondering if there are any plans for exits where the lanes on the right side are wider than the continuing main highway. Ie RHW10s or 8s splits to 4s + 6s instead of 6s + 4s.

Under proper terminology (Yes, I'm that big on people using the right terms), that would be an RHW-10S A2 Ramp. Yes, there are names for every single ramp that is currently possible.

Scratch that; You're requesting an inverted version of what I said, but what you had in your picture was an inverted 10S D2 and an inverted 6S D1. Once again, implementation is yet to be determined.

http://img43.imageshack.us/img43/9320/rhwptoep57ver1.png (http://img43.imageshack.us/img43/9320/rhwptoep57ver1.png)

Quote from: kj3400 on September 12, 2012, 12:15:29 PM
I was wondering, are there plans for a 45°-90°/90°-45° L0-2 (and maybe others) transition ramp?

If and only if someone makes the models for them first.

-----

Given the new influx of new height levels, I don't think L0-L2 height transitions are even sufficient. L0-L1 and L1-L2, perhaps added into the mix..
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on September 12, 2012, 12:51:56 PM
Is it particularly hard to make models? I was thinking about trying my hand at them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 12, 2012, 02:09:27 PM
Quite so. You need some vertex budgets, 3DS Max and quite a lot of modding experience. So it will take quite some effort.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 12, 2012, 04:09:31 PM
There was a discussion a little while back about "inverted" RHW ramps, where, let's say, a RHW-6S ramp merges with a mainline RHW-4 to create a RHW-10. I actually have a situation where something like that would be useful, as well as the (presumably) forthcoming diagonal ERHW-6. This is the present setup that I have in that situation:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2FDiagram01.jpg&hash=2fe95219e0487d0ef2518f20d67266b62d47659a)

That's the heaviest-duty splitter piece (or in this case merger piece) that currently exists. However, over 15000 cars pass over that 2-lane overpass and it's pretty congested. It got so bad that I had to create an identical overpass further south for the additional 15000 commuters to ride on. If I didn't have two interchanges like that, about 36000 cars would have to ride on it, and that would mean total gridlock.

Being able to have a 3-lane overpass and ramp would alleviate this problem a great deal, and would lead to a higher-capacity interchange (if not in SC4 then certainly by real-world analogy). Unfortunately diagonal functionality for the ERHW-6 doesn't exist yet and neither does the needed network or ramp splitter, namely the RHW-12S Type E3 ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2FDiagram02.jpg&hash=93977a923929b5916ef10a9f6674d91fb3088493)

In less severe situations, like the interchange further south, a setup like this would be much appreciated:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2FDiagram03.jpg&hash=9b27a3a40779fbbc1caa5d2b1043ec67d18ae96c)

This is the ramp type that was discussed earlier, the "Inverted E2" ramp. I have quite a few situations where traffic on the onramp is much heavier than the mainline freeway, so there isn't anything superfluous about such a design. Even more useful would be an inverted version of the RHW-6S Type E1; in my region I actually have a cloverstack variant interchange where that's needed. I realize that these things aren't top priority for the RHW crew at this time, but these new ramp types and networks would be very useful.


On a related note, although I don't have any such situations at this time, I can envision a scenario where a RHW-10 is already packed to the hilt with traffic and more traffic is incoming with a RHW-4 or -6S ramp. In that case the splitter ramp would lead to a new network which would (if I remember my terminology correctly) enter the legendary realm of the "ultra-wides".

The RHW-4/RHW-10 merger would lead to a RHW-14 Type E2 ramp, and the RHW-6/RHW-10 merger would lead to a RHW-16 Type E3 ramp. If I'm not mistaken both of these would end up being 3-tile networks. Both of these ramp types are of course purely hypothetical, and no "Type x3" ramps of any kind currently exist. Ultra-wides (according to the SC4 Wiki and the P57 specs) aren't out of the realm of possibility, but they're currently in the back end of the back burner. I for one am anticipating the eventual release of the Type x3 ramps as a fascinating prospect. Even farther out into the hypothetical realm, there is the possibility of a RHW-16 Type E4 ramp, which would split a RHW-16 into two RHW-8's. Talk about heavy duty.

Of course, I've verged into speculative ramps here, and I'd like everyone here to consider all of this as a tangent, albeit one to consider in the far future of the RHW. As for the hypothetical situation of the packed RHW-10S, one could solve it now with a Multi-RHW collector/distributor configuration, but as we've seen with the previous experiences of Multi-RHW's, a Multi-RHW is a different beast from its combined counterpart, like the classic Multi-RHW vs. the RHW-8S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 13, 2012, 02:01:40 AM
Some very interesting thoughts there, Patricius!  It's definitely interesting considering the post-P57 possibilities. :)

One little development pic before bed.  Not much there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqZS3B.jpg&hash=c9d5df82d7222b028f0cb5feda531390472501d0)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on September 13, 2012, 02:34:42 AM
It may not be much, Alex, but it's certainly great to see. All this diagonal-RHW-over-X teasing is fantastic to see, since for every L1 RHW-2 overpass, I can just imagine being able to do the same with other ERHWs once NAM 31 is released. My hat is off to you, and to the rest of the team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 13, 2012, 04:13:16 AM
Quote from: woodb3kmaster on September 13, 2012, 02:34:42 AM
It may not be much, Alex, but it's certainly great to see. All this diagonal-RHW-over-X teasing is fantastic to see, since for every L1 RHW-2 overpass, I can just imagine being able to do the same with other ERHWs once NAM 31 is released. My hat is off to you, and to the rest of the team!

QFT / Support
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 13, 2012, 04:18:21 AM
Quote from: gn_leugim on September 13, 2012, 04:13:16 AM
Quote from: woodb3kmaster on September 13, 2012, 02:34:42 AM
It may not be much, Alex, but it's certainly great to see. All this diagonal-RHW-over-X teasing is fantastic to see, since for every L1 RHW-2 overpass, I can just imagine being able to do the same with other ERHWs once NAM 31 is released. My hat is off to you, and to the rest of the team!

QFT / Support

+2 from me.  These pics are great to see, elevated diagonal crossings is something that the game has lacked for so long
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on September 13, 2012, 10:05:40 AM
thank you for the replys Anagram and Tarkus. I will try better to use the ramp terminology found in the RHW read-me. It would have helped me explain what i was trying to say in less words too! It is always exciting when any of the NAM team members reply to questions or post their works!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 13, 2012, 10:28:45 AM
Quote from: chosenreject on September 13, 2012, 10:05:40 AMI will try better to use the ramp terminology found in the RHW read-me.

Or you could just use Ganaram Inukshuk's Periodic Table. That's what I use (click for full resolution):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9320%2Frhwptoep57ver1.png&hash=99e06fb49d4fc45953852dd7d801e9baf18042d9) (http://img43.imageshack.us/img43/9320/rhwptoep57ver1.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 13, 2012, 01:00:14 PM
Quote from: Patricius Maximus on September 13, 2012, 10:28:45 AM
Or you could just use Ganaram Inukshuk's Periodic Table.

That would be me. For the record, "Ganaram" (pronounced Gun-arr-rem or Gun-arr-rum) is an anagram of the word "Anagram".

. . .

Let's just say that I'll be making a smaller "pocket version" of my chart, because the one I made is enormous. (Patricius, please... It really is huge.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 13, 2012, 01:50:37 PM
Quote from: GDO29Anagram on September 13, 2012, 01:00:14 PM(Patricius, please... It really is huge.)

$%Grinno$%  I resized it and provided a length to the full resolution version. No problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on September 13, 2012, 05:53:04 PM
Project 57 is going to be awesome!!  :thumbsup:

Does anyone know if Ped-mall over RHW pieces will be included with this release? (Or if they're even possible?)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F6497%2Fgeorgetownapr2292134749.png&hash=76b6e0c22fc565b1f03ce39419871fe0e4a65335) (http://imageshack.us/photo/my-images/29/georgetownapr2292134749.png/)

I was trying to make a pedestrian overpass on the sunken highway and then discovered those pieces don't exist...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 13, 2012, 07:42:01 PM
Split it into RHW-4s and use OWR pieces, if those exist.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 13, 2012, 08:39:55 PM
Quote from: als98 on September 13, 2012, 05:53:04 PM
Does anyone know if Ped-mall over RHW pieces will be included with this release? (Or if they're even possible?)

They're definitely possible and under consideration.  It's not a matter of if, but when.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 14, 2012, 12:55:34 AM
as a biochemist, I have to applaud  :thumbsup: and repreend that periodic table. :thumbsdown:

reasons to  :thumbsup: :
- the idea
- the name lanthactinide and the reason of the name  :D

reasons to  :thumbsdown: :

- periods are the rows, and groups are the columns, not the other way arround as you depicted.  "$Deal"$
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 14, 2012, 01:27:40 AM
Some more interesting stuff . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F44zt6.jpg&hash=308c5cc9d2bde5e685dd8752e52160fcf2a3ae36)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYyRjp.jpg&hash=398906c614c93d3ae580dfb30a08facc762e03d4)

RHW x NWM DxO setups are basically complete on the RUL2 side now for the L1 RHW-2.  OxO setups are nearly complete, and a lot is in place for OxD and DxD setups for single-tile NWM networks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 14, 2012, 01:35:08 AM
fantastic work Tarkus!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: RickD on September 14, 2012, 01:58:52 AM
I am very excited to see that all those crossings are being taken care of. :thumbsup: This will be the most important feature for me in the next release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 14, 2012, 07:43:10 AM
I think anyone involved with this RHW revamp should all get a Karma point or 2(or even more) for dealing with the headaches this is probably causing  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 14, 2012, 08:04:25 AM
Or medication... Does Aleve alleviate the pain or does it make the pain leave? :P

Remember, for those playing at home, the point of getting L1 RHW-2 stuff done first is so that it can be copied to all other 27 elevated networks.

For the record, it's mainly Alex doing the RUL work right now and Jondor with some of the model work; I'm currently involved in a tangential project that's so far, interesting...

As of the idea of a Periodic Table, that came about because I wanted to name all of the ramps that were named splitters. Plus, the old-school RHW-4 C Ramp (6S D1 now) was funny in that it was an RHW-4 ramp, not a 6S ramp. Veteran RHW users will remember the old naming scheme, and when compared to the new scheme, you'll probably find the old scheme is now an absolute mess, and P57's more or less the same deal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 14, 2012, 04:58:31 PM
That's amazing.

Will it be possible to build a stack interchange with the next RHW? Like this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg11%2F7524%2Fstackinterchangesimcity.png&hash=226118e4856c5af47c0a182928aa491f5e30d62d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on September 14, 2012, 05:32:51 PM
Quote from: Kuewr665 on September 14, 2012, 04:58:31 PM
That's amazing.

Will it be possible to build a stack interchange with the next RHW? Like this...

With Tarkus doing all the Ultra stabilising and stuff maybe...

On that note great work Tarkus really nice seing the actual development of the Project.

I was thinking... (I didn't hurt if ur wondering)  $%Grinno$%
What if you were using L1 MIS n flat ground and the ground dropped 7.5 m so that you then had L2 MIS (is that the right level I dunno) ?
Would there be a "On-Slope" for this. I know modelling is an issue but surely with both models done they can't just be put together?
Interesting stuff indeed with post NAM 31/P57 stuff. I wonder what Haljackey can do with this and interchanges...  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 14, 2012, 08:42:44 PM
There already is an L0 to L1 OnSlope transition, it was made with the original L1EMIS implementation my MTG about two years ago.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2012, 02:38:49 AM
Quote from: Durfsurn on September 14, 2012, 05:32:51 PM
Would there be a "On-Slope" for this. I know modelling is an issue but surely with both models done they can't just be put together?

Orthogonal on-slopes are a piece of cake to make.  Suffice to say, you'll see a full lineup there.  Orthogonal "ramp-style" transitions are a bit trickier, but not terribly difficult.  Diagonals are a different story.

On another note . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDEO07.jpg&hash=baf36ed2318bef075345b9bc2e1a657dd55cc50f)

This one required some RUL1 work as well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FuOVT2.jpg&hash=6ebbc18167508ae132a033061c0d67f3b5917709)

Then, just need the DxD crossings and we're covered on NWM crosslinks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 15, 2012, 03:53:34 AM
Excellent progress. I'm pleased.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 15, 2012, 04:40:13 AM
Quote from: gn_leugim on September 14, 2012, 12:55:34 AM
as a biochemist, I have to applaud  :thumbsup: and repreend that periodic table. :thumbsdown:

reasons to  :thumbsup: :
- the idea
- the name lanthactinide and the reason of the name  :D

reasons to  :thumbsdown: :

- periods are the rows, and groups are the columns, not the other way arround as you depicted.  "$Deal"$

Not to mention... and sorry, but my nerdy side is about to come out...  ;D each level of road could be configured similar to how the electron configurations occur. For example, 1 lane A-C could be your 1s group, 1 lane D-F is 1p and 2 lane A-C is 2s, meaning these would be on period 2 (since, in all reality, you need the larger number of starting lanes to complete the D-F), and so on. I'm not sure what the noble gases would be, though.

In all reality, though, I do appreciate the work being done on this "periodic table", regardless of what the format is. It can help me with region planning, as after some of the traffic problems I've had in my cities, I try to plan the road infrastructure first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 15, 2012, 05:48:05 AM
We already have the L2-L3 ramps for RHW-4 and MIS, so those models could just be modified only slightly. Didn't you say if you have one elevation you have them all?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 15, 2012, 05:59:20 AM
Quote from: wschmrdr on September 15, 2012, 04:40:13 AM
Quote from: gn_leugim on September 14, 2012, 12:55:34 AM
as a biochemist, I have to applaud  :thumbsup: and repreend that periodic table. :thumbsdown:

reasons to  :thumbsup: :
- the idea
- the name lanthactinide and the reason of the name  :D

reasons to  :thumbsdown: :

- periods are the rows, and groups are the columns, not the other way arround as you depicted.  "$Deal"$

Not to mention... and sorry, but my nerdy side is about to come out...  ;D each level of road could be configured similar to how the electron configurations occur. For example, 1 lane A-C could be your 1s group, 1 lane D-F is 1p and 2 lane A-C is 2s, meaning these would be on period 2 (since, in all reality, you need the larger number of starting lanes to complete the D-F), and so on. I'm not sure what the noble gases would be, though.

In all reality, though, I do appreciate the work being done on this "periodic table", regardless of what the format is. It can help me with region planning, as after some of the traffic problems I've had in my cities, I try to plan the road infrastructure first.

I haven't seen it that way, pretty neat ^^
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2012, 09:38:42 AM
OK, since I'm planning to redo my chart again anyway (as well as compile a mini version), anyone who wants to "modify" my original chart (or make an alternate chart, for all I care) is free to do so. :P

Don't forget the isotopes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on September 15, 2012, 10:58:24 AM
I've been thinking, you should give each "element" oxidation states, where negative values would make for exit ramps and positive values for entrance ramps. Just a thought. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2012, 12:50:45 PM
Quote from: Bipin on September 15, 2012, 10:58:24 AM
I've been thinking, you should give each "element" oxidation states, where negative values would make for exit ramps and positive values for entrance ramps.

Except it would need to be backwards for LHD, since most users are RHD.

So you're saying that a 6S A1+ would be the on-ramp and the A1- be the off-ramp. It's more like matter and antimatter to me; Have both at the same time and you do nothing but add and lose a lane at once. Do something in between the A1+ and A1- to initiate actual interchanging.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2012, 06:37:47 PM
DxD work on NWM crosslinking . . . still figuring out the triple-tilers, but things are in place for the dual-tilers.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqZe8y.jpg&hash=70f02c329a4f3eff453f55dbda59a15ce66b6044)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9Nvu4.jpg&hash=1eb1f3b5f5158931d5e61b234ccdecaf30ac6f61)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 16, 2012, 02:26:11 AM
And now Tarkus is asking himself. is this about highways and traffic networks or about chemical elements? :O XD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2012, 02:33:40 AM
Hey, nothing wrong with chemical elements--almost became a chemistry major, even.  Not to mention I'm a bismuth fan.

-Alex

Edit: Now it's really on . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAUICr.jpg&hash=44bd858545e389bc802b6c6842c484badf438aeb)

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 16, 2012, 06:49:53 AM
That's amazing alex!!!!now what are you going to work on?rhw4 or mis?
Anyway what you're doing is simply amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 16, 2012, 08:36:41 AM
Quote from: Gugu3 on September 16, 2012, 06:49:53 AM
now what are you going to work on?rhw4 or mis?

My guess: More RHW-2 stuff. I've yet to see an MHW x RHW-2 crossing, because that's needed for one of the side projects.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 16, 2012, 08:41:19 AM
Are you talking about that famous MHW revamp project?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2012, 10:57:31 AM
Actually, I showed an L1 RHW-2 x MHW DxO setup back on Page 518 (http://sc4devotion.com/forums/index.php?topic=990.msg432705#msg432705).  The EMHW-over-L1 RHW-2 setups are basically in place.  GMHW isn't, though it should be pretty easy to get it there (it'll require some RUL1 modification).

The RHW-4 will be next up on the docket, though I'd like to actually get the whole L1 RHW-2 pathed and into a usable alpha build before I get deep into it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on September 16, 2012, 11:45:10 AM
Awesome job Tarkus!  :thumbsup: &apls :thumbsup:

Is it possible to make a FlexFly for a RHW-4? One of my interchanges now is becoming crowded, but contains a FlexFly, so I can't just upgrade that MIS ramp to RHW 4 yet. Will it ever be possible?

Keep up the AMAZING work! I can't wait for P57 to arrive!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 16, 2012, 12:34:27 PM
Nice diagonal triple-tiling Alex  :o

Quote from: als98 on September 16, 2012, 11:45:10 AM
Awesome job Tarkus!  :thumbsup: &apls :thumbsup:

Is it possible to make a FlexFly for a RHW-4? One of my interchanges now is becoming crowded, but contains a FlexFly, so I can't just upgrade that MIS ramp to RHW 4 yet. Will it ever be possible?

Keep up the AMAZING work! I can't wait for P57 to arrive!

I think a lot of people would like RHW-4 FlexFly options, including the people capable of making something like that. Which NAM release it would be a part of has never been announced to my knowledge. I can tell you that discussion about it has indicated it would be a wider-radius piece that wouldn't fit in the same footprint as the current MIS FlexFly.

And speaking of FlexFly, are any changes expected to the existing pieces planned? As in could it pass over an L0 RHW going North-South and an L1 RHW going East-West? Or cross over a diagonal network?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2012, 12:56:58 PM
Technically, while an RHW-4 FLEXFly looks like it would have more capacity, in actuality, there wouldn't be an increase.

The only thing that has recently happened with FLEXFly development was the ground-level FLEXCurve, which was mostly built before Project 57 started.  There's been talk of porting the existing 90-degree FLEXFly to additional height levels besides L0 and L2, but so far, to the best of my knowledge, the only thing that's been completed with respect to those items is the conversion of L2 FLEXFly and L0 FLEXCurve to work with P57. 

There's been no development on additional widths or angles, and I'm not sure that'll happen for NAM 31.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 16, 2012, 05:32:32 PM
What you're doing is indeed awesome work, and it seems to be progressing at a good clip. The triple-tiling work is impressive. I can't wait to see what you're going to do with the RHW-4. I also have a question: once you have a usable build of the L1 networks, is it then simpler to make the other levels?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2012, 05:59:36 PM
Thanks!  And to answer your question, yes, it does get a lot easier once one of the levels is in.  Taking care of the RHW-4 will also essentially take care of the MIS, RHW-3, and RHW-6S.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 16, 2012, 06:33:16 PM
Quote from: GDO29Anagram on September 15, 2012, 09:38:42 AM
OK, since I'm planning to redo my chart again anyway (as well as compile a mini version), anyone who wants to "modify" my original chart (or make an alternate chart, for all I care) is free to do so. :P

Don't forget the isotopes.

You make a fairly good point about isotopes and oxidation states. However, I would think the best way to do oxidation states, especially considering every interchange already has both an entrance and an exit (assuming it truly is an interchange, the folding RHW-2 I do not consider to be an interchange any more than splitting an avenue into two OWRs and pushing them in opposite directions), is to use left and right exits. Granted, I think this would have a little more staying power if RHW did more than 4A1 for an inside exit (although the 6C to the split 4 plus inside 2 is also a great example of an inside exit), but it's at least a good start.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rummtata on September 17, 2012, 03:11:23 PM
Hey guys, I have a question concerning the RHW and railroads. I've been trying to cross one over (or under) the other with almost no success. My only solution so far is to build road/avenue overpasses resp. tunnels and connect them to my RHW on both sides.
I see no way at all to construct a railroad bridge or tunnel crossing my RHW. What are my options? What are you doing with your rails?

cheers! =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 17, 2012, 03:50:34 PM
Quote from: rummtata on September 17, 2012, 03:11:23 PM
Hey guys, I have a question concerning the RHW and railroads. I've been trying to cross one over (or under) the other with almost no success. My only solution so far is to build road/avenue overpasses resp. tunnels and connect them to my RHW on both sides.
I see no way at all to construct a railroad bridge or tunnel crossing my RHW. What are my options? What are you doing with your rails?

cheers! =)
As you can see in your menu for a piece of railway networks which is an overpass for RHW and using the Tab, rotary ring you will find the desired network on which to place your railway tracks.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg805%2F8316%2F69083967.jpg&hash=af9164c853b9ab55013f2fcb72695056d16d35c8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg194%2F6918%2F26758882.jpg&hash=e9a81c12545295bd71f82d4e868db947a68587c9)

Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 17, 2012, 04:23:09 PM
There is also tunnel digging lots(I can't recall who made them) that go down 10 and 15, and also there is a pack of ground lifters and lowers that have 8, 15, 24 up/down as well for making tunnels

EDIT:  http://community.simtropolis.com/files/file/3599-hole-digging-lots/  ( smoncrie's tunnel digging lots)
http://community.simtropolis.com/files/file/27716-extra-lifters/  (rivit's lifters)

EDIT II: Thanks for posting those pics ivo_su, thats the first time I really seen the other form of raised rail, I like the look of those over the default version I always pick
Title: Re: RHW (RealHighway) - Development and Support
Post by: rummtata on September 17, 2012, 04:53:05 PM
Thanks, that already helped alot. I'm really trying to figure out this stuff but there are sooo many puzzle pieces - it's still a bit overwhelming.

I'm also having problems with the NWM and the RHW, but I guess I can always use the digging lots and build tunnels. I will keep experimenting =)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on September 17, 2012, 06:30:35 PM
Continued progress looks great, Tarkus. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 17, 2012, 08:40:04 PM
Quote from: Tarkus on September 16, 2012, 12:56:58 PM
Technically, while an RHW-4 FLEXFly looks like it would have more capacity, in actuality, there wouldn't be an increase.

The only thing that has recently happened with FLEXFly development was the ground-level FLEXCurve, which was mostly built before Project 57 started.  There's been talk of porting the existing 90-degree FLEXFly to additional height levels besides L0 and L2, but so far, to the best of my knowledge, the only thing that's been completed with respect to those items is the conversion of L2 FLEXFly and L0 FLEXCurve to work with P57. 

There's been no development on additional widths or angles, and I'm not sure that'll happen for NAM 31.

-Alex

I'll jump in here and say that there are models created for the L0, L1 and (revamped L2) 90-degree MIS A and B curves, but they are currently a bit out of date and need to have their IIDs altered as well.  There are a mostly complete set of RULs for the L0 curve (they need additional stability regarding crossings directly adjacent to the curve) and as I recall I also ported them to L1 (also in need of CPFR style IID alterations).

I started revamping ALL of the RHW models because I started coming across errors and inconsistencies in them, which in turn led to revamping the textures and while we were at it, some of the IID scheme as well.

As of a couple hours ago, I just furnished the NAM team with a complete set of RHW-4 models for all levels L0-L4 and using that as a base, I'm hoping to be able to write a little Java program that will churn out models for all the rest of the networks.  After which I can finish some texture work and go back to tidying up the FLEXFly and with any luck, be able to have a full set of 90-degree MIS A and B curves ready for the next NAM.

That's my hope anyway.  I'll probably need a little luck to go along with said hope.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2012, 01:41:00 AM
Quote from: rummtata on September 17, 2012, 04:53:05 PM
I'm also having problems with the NWM and the RHW, but I guess I can always use the digging lots and build tunnels. I will keep experimenting =)

Currently, the NWM networks can only interact with the Ground RHW-2, the Elevated RHW-4, and the Ground and Elevated MIS.  Next release (NAM 31), all elevated RHW networks will be able to cross over NWM networks.  The opposite (NWM-over-RHW) will require implementing elevated NWM networks, which probably won't happen until NAM 32, when the NWM is planned to undergo major expansion.

And now, a couple development pics . . . GHSR interacting with the L1 RHW-2:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FO64Oy.jpg&hash=adc7cbe437fb4e4f49a223ff1c86cbc25c2427ff)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVABNT.jpg&hash=8ecbe47cd947ae155606ab5c451b4a3643b55c35)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 18, 2012, 02:44:29 AM
For the heck of it. How close can I get to the traditional Periodic Table...

http://imageshack.us/a/img820/5107/capturerhwriptoe.png

... If I started including the actual RHW networks as being the Noble Gases? (Remember, the previous one I made was based off of the Janet Periodic Table, now known as the ADOMAH Periodic Table. http://www.perfectperiodictable.com/userguide )
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 18, 2012, 03:54:25 AM
Quote from: GDO29Anagram on September 18, 2012, 02:44:29 AM
For the heck of it. How close can I get to the traditional Periodic Table...

http://imageshack.us/a/img820/5107/capturerhwriptoe.png

... If I started including the actual RHW networks as being the Noble Gases? (Remember, the previous one I made was based off of the Janet Periodic Table, now known as the ADOMAH Periodic Table. http://www.perfectperiodictable.com/userguide )

Very nice. If I might make a suggestion, obviously this is on the nerdy side and I completely understand if you wish to decline due to possible confusion, place all of the D1s, E1s, and F1s in the same column, and then the A2s, B2s, etc. on the inside. Then later, the X3s in lanthanoid and actinoid series.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rummtata on September 18, 2012, 04:01:46 AM
Quote from: Tarkus on September 18, 2012, 01:41:00 AM
  Next release (NAM 31), all elevated RHW networks will be able to cross over NWM networks.  The opposite (NWM-over-RHW) will require implementing elevated NWM networks

Sounds like you're working on the right projects. Keep up the good work  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 18, 2012, 05:33:26 AM
Quote from: wschmrdr on September 18, 2012, 03:54:25 AM
Quote from: GDO29Anagram on September 18, 2012, 02:44:29 AM
For the heck of it. How close can I get to the traditional Periodic Table...

http://imageshack.us/a/img820/5107/capturerhwriptoe.png

... If I started including the actual RHW networks as being the Noble Gases? (Remember, the previous one I made was based off of the Janet Periodic Table, now known as the ADOMAH Periodic Table. http://www.perfectperiodictable.com/userguide )

Very nice. If I might make a suggestion, obviously this is on the nerdy side and I completely understand if you wish to decline due to possible confusion, place all of the D1s, E1s, and F1s in the same column, and then the A2s, B2s, etc. on the inside. Then later, the X3s in lanthanoid and actinoid series.

+1 eheh

That periodic table looks nice =P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 18, 2012, 06:05:50 AM
Quote from: Tarkus on September 18, 2012, 01:41:00 AM
Currently, the NWM networks can only interact with the Ground RHW-2, the Elevated RHW-4, and the Ground and Elevated MIS.  Next release (NAM 31), all elevated RHW networks will be able to cross over NWM networks.  The opposite (NWM-over-RHW) will require implementing elevated NWM networks, which probably won't happen until NAM 32, when the NWM is planned to undergo major expansion.

Just the RHW-over-NWM will be a terrific addition. The relative lack of RHW/NWM capabilities is holding me back from using the NWM even more than I am now. I like the sound of "major expansion" for the NWM.

QuoteAnd now, a couple development pics . . . GHSR interacting with the L1 RHW-2:

Ooh...perhaps it would behoove me to drag HSR out of the closet when it has a full complement of RHW crosslinking.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 18, 2012, 02:42:29 PM
Can you tell me what happened with that. Alex had mentioned that he had a problem with his computer and has lost a lot of data. Does this mean that the NAM team is back 10 months ago and started it again? If so, would the disaster that has befallen you is biblical proportions. I sincerely pray that all this work has not gone to hell. I wonder at this point how much the order of rulers have reached, and passed 500 000 or you have not? Also if it is not a big secret, I would love to know what it includes every stages / phase of work on a new product on the NAM. Now they should be around 30 and I really wonder what is being done through them, check them off or whether it shut as chapters?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqXnoD.jpg&hash=57720f2ca6b6a0adb30b8079d7e7df8ff924a12e)        (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfbVFs.jpg&hash=ec5f9e1b8e05b03d9b82ec2feed38423864fac6e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlQRO1.jpg&hash=de73193afc1dae654b9a8cf6cd0d5135ff5234a9)        (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhVGmc.jpg&hash=96e594141c508668dff17772f59bc4c45e49f7f9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkSaUR.jpg&hash=3cdf1ea8c3dcb2779b9fb2f64733f6a0815a3c32)        (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQY6HG.jpg&hash=1adc51c1b75eb77208d9ffa6f9c7276ab64ae01b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6190%2Frhw022520121.jpg&hash=e2d6b3ad4f2bf46adcbbaa360217382eebf5d1f0)


Otherwise, when I think about the 30th NAM rather do his 1st birthday (hopefully not live up to the second) But whatever we say, until now never voiced a better product in the entire career of the team. Achievements that Alex and company did to 15/09/2011 are comparable to those of Michael Phelps and Usain Bolt.
However, the door knocking thing I ruined all come so far, something that will make the 30th NAM seem like Nintendo in the 90s
What is it that ...? I think you all know
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 18, 2012, 03:04:02 PM
Tarkus was able to salvage most of his data from his failed HDD. He has said we have lost nothing NAM Related at all in the failure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2012, 04:07:52 PM
I didn't lose any P57 stuff when my hard drive failed.  It was primarily a boot sector failure, and I've been able to access the drive externally and retrieve things.  By that point, however, I had scrapped much of the work done with P57 prior to mid-July 2012, including about 200,000 lines of RUL2 code, because we found some inconsistencies in the specs that would cause problems later on in development.  We revamped the specs (P57-Mk2) then, and we've been methodically rebuilding the RHW with those new specs.  As a result, there hasn't been a new Alpha Build since Build 03 in early July.

The stuff I've been showing has been the product of that rebuilding process.  There's just one network that's really being developed right now (the L1 RHW-2), but it has more crossings than the previous P57 networks, and once we get that one network solid, the process of putting together the other 30+ networks will fall into place that much easier.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 18, 2012, 08:27:35 PM
At this point in the re-development, we're basically putting together a template.  Once it's solid and finished without errors, it can be copied to the other networks and other heights with mainly the use of the Find/Replace function.  Other minor additions, subtractions, and edits have to be made, especially when the RHW-2 code gets ported to the RHW-4.  Certain changes have to be made to account for the asymmetry, but those changes can carry over to every other asymmetrical network (all of them except the 6C/8C/10C Median).
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 19, 2012, 01:36:26 AM
Quote from: jondor on September 18, 2012, 08:27:35 PM
it can be copied to the other networks and other heights with mainly the use of the Find/Replace function. 

That is very handy! well thought
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 19, 2012, 02:17:26 AM
An intriguing little hint of something . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcGPFW.jpg&hash=c5cf50913abd058e0922783be50cc311066d9a38)

Yes, that's the start of an ortho ground RHW-4 going under a diagonal L1 RHW-2.  Still needs some adjacency stability to carry the RHW-4 override through, but you're looking at a first-of-its-kind setup.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 19, 2012, 03:40:36 AM
Wow Alex!that's amazing!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on September 19, 2012, 09:03:14 AM
Wow.... That's just awesome...


Well want to ask a few things on the development before my ADD starts kicking into gear...

1. About those Flex-Fly ERHW-4 ramps proposed in Page 523, any possibility there will be Flex-Fly ERHW-2 ramps for the upcoming release of RHW / NAM? 'Cause I've ran into, and y'all probally ran into, situations where having those for compact interchanges in dense urban areas would be a blessing.

2. Will there be RHW-6S, RHW-4, MIS, and/or RHW-3 FLUPs in the next version? That way when building some multilayer interchanges, the bottommost RHW network won't have to be slowed down to AVE-4 just for a tunnel section.

3. Will there be any/few more RHW bridges in the next release? Or are we just gonna have to stick with the RHW-2 and RHW-4 bridges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 19, 2012, 10:02:13 AM
Quote from: Monorail Master on September 19, 2012, 09:03:14 AM
1. About those Flex-Fly ERHW-4 ramps proposed in Page 523, any possibility there will be Flex-Fly ERHW-2 ramps for the upcoming release of RHW / NAM? 'Cause I've ran into, and y'all probally ran into, situations where having those for compact interchanges in dense urban areas would be a blessing.

There are no plans for an RHW-2 FLEXFly at this point.  FLEXFly development is going to be focused first on getting the existing MIS 90-degree versions ported to additional heights, and I'd think the MIS 45-degree version would be the next logical step.

Quote from: Monorail Master on September 19, 2012, 09:03:14 AM
2. Will there be RHW-6S, RHW-4, MIS, and/or RHW-3 FLUPs in the next version? That way when building some multilayer interchanges, the bottommost RHW network won't have to be slowed down to AVE-4 just for a tunnel section.

We have some models for new FLUPs portals from Dexter, though there are some implementation details we're working out, which will probably mean they'll be a NAM 32 feature.  And in any case, because the next release will include 3 levels of most networks, and 5 levels of RHW-4, RHW-6S, and MIS Ramps, you won't need to build tunnels to make interchanges with three or more levels.

Quote from: Monorail Master on September 19, 2012, 09:03:14 AM
3. Will there be any/few more RHW bridges in the next release? Or are we just gonna have to stick with the RHW-2 and RHW-4 bridges?

We have an RHW-6S bridge that'll definitely be in there.  There were almost-complete 8S and 10S bridges made awhile ago, but they're going to need to be updated to modern specs.  As we're focused primarily on the base draggable networks and getting them stable at this point, bridge work will probably be quite a bit later in the development cycle.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 19, 2012, 01:23:28 PM
I and I guess many others are disappointed by this turn of affairs, mainly by postponing the development of FlUPS models by Matt and Flex Fly RHW-4. Especially for me these two directions are more important than any other development processes within the NAM, but I have no words for your policy :)
  Others for which I apologize is Alpha Build process. Now you have to Alpha Build 3, but what are the indices and indicators that distinguish Alpha Build 4 of 5? Have you pre-set goals and then achieve them close this time and pass to the next. Example
Step 1 - Design
Stage 2 - textures
Stage 3 - path
Stage 4 - RULs
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on September 19, 2012, 02:33:20 PM
Quote from: ivo_su on September 19, 2012, 01:23:28 PM
I and I guess many others are disappointed by this turn of affairs

Well i'm sure not.  I'll take all the new toys i can get.  Keep up the good work guys!  :thumbsup:

Quote from: Tarkus on September 19, 2012, 10:02:13 AM
We have an RHW-6S bridge that'll definitely be in there.  There were almost-complete 8S and 10S bridges made awhile ago, but they're going to need to be updated to modern specs.  As we're focused primarily on the base draggable networks and getting them stable at this point, bridge work will probably be quite a bit later in the development cycle.

I'm so happy we're getting a 6S bridge!  Cramming a large freeway down to a -4 just doesn't feel realistic.  Does the bit about he -8S and -10S mean you're going to try to get them into this release or don't hold your breath until NAM32?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 19, 2012, 02:42:21 PM
Nice to hear we will finally have the RHW 6s bridge released!!!
regarding the flexy fly..of course having a RHW4 flexy fly would be fantastic but maybe Alex is right...45degree EMIS comes first...
anyway nice to hear about all this implementations ;D
Thank you for what you do guys!SC4 is another game thanks to you!
&apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 19, 2012, 02:58:07 PM
One of the things to account for, especially with the Multi-Height System, is that just saying ERHW or EMIS is completely ambiguous; How tall is it when you have up to four different kinds of tall?

That's why I emphasise the importance of saying the height level, such as L1 RHW-2, or L2 MIS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on September 19, 2012, 03:02:40 PM
Or at least use the heights, like 7.5 m, 15 m, 22 m, and....um...
What are the heights for the multilevel RHW again? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 19, 2012, 03:26:45 PM
That's what L1 through L4 represent: 7.5 meters, 15 meters, 22.5 meters, and 30 meters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 19, 2012, 03:50:20 PM
Quote from: ivo_su on September 19, 2012, 01:23:28 PM
I and I guess many others are disappointed by this turn of affairs, mainly by postponing the development of FlUPS models by Matt and Flex Fly RHW-4.

On the FLUPs side, I think when you see what we have planned, you'll understand the reason for the delay. ;)

Quote from: ivo_su on September 19, 2012, 01:23:28 PM
  Others for which I apologize is Alpha Build process. Now you have to Alpha Build 3, but what are the indices and indicators that distinguish Alpha Build 4 of 5? Have you pre-set goals and then achieve them close this time and pass to the next. Example
Step 1 - Design
Stage 2 - textures
Stage 3 - path
Stage 4 - RULs

The goals depend really on the general trajectory of development.  Because of the revamping of the specs, there hasn't really been cause to release a new build to the Associates.  The goal I have for Alpha Build 04 is to have the L1 RHW-2 in a more or less working/complete state.  That may entail getting the other networks into minimum working condition, so as to test RHW x RHW crossings involving the L1 RHW-2.  The subsequent builds will probably gradually ramp up the other networks into more completed states. 

I'd still say we're looking at about a 20 build process.  We've designed things so that we can have a more controlled and methodical rebuilding of P57, however.

Quote from: epicblunder on September 19, 2012, 02:33:20 PM
I'm so happy we're getting a 6S bridge!  Cramming a large freeway down to a -4 just doesn't feel realistic.  Does the bit about he -8S and -10S mean you're going to try to get them into this release or don't hold your breath until NAM32?

There will be at least something on the 8S and 10S, as well as the RHW-3.  It might be plain (e.g. just porting the standard elevated models over), but it'll get the job done.  6C and 8C will most likely end up being DBE-style, and I'd say those are less certain for this next release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 19, 2012, 05:31:28 PM
Quote from: jondor on September 18, 2012, 08:27:35 PM
At this point in the re-development, we're basically putting together a template.  Once it's solid and finished without errors, it can be copied to the other networks and other heights with mainly the use of the Find/Replace function.  Other minor additions, subtractions, and edits have to be made, especially when the RHW-2 code gets ported to the RHW-4.  Certain changes have to be made to account for the asymmetry, but those changes can carry over to every other asymmetrical network (all of them except the 6C/8C/10C Median).

A 10C network? A freudian slip?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 19, 2012, 05:52:44 PM
Nothing Freudian about it.  We've designed the P57 specs to handle them from the start to support an RHW-12S and an RHW-10C, which share an inner tile with the 8S/10S and 6C/8C, respectively.  I don't know that the 12S and 10C networks will make it into the NAM 31 release, but the groundwork will be in place. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 19, 2012, 08:43:02 PM
This project has become fantastically complicated, at least if you compare it to the 'good old days'. Its becoming a bit of a challenge to keep track of all the stuff you guys are creating.

Excellent work, and keep it up!   :thumbsup:

Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on September 20, 2012, 02:27:55 AM
dunno if this has been asked before, but do we get more flexibility when building diagonal RHW networks? like more transitions and on/offramps for 6, 8, 10?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2012, 02:40:28 AM
There will be further improvements to diagonal functionality, but I'm not sure as to just what we'll have with respect to transitions and ramp interfaces at this point.

A few overpasses knocked out before bed . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHc8Xd.jpg&hash=8493840725e42b05c20e407720611fd677da867f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fqi15Y.jpg&hash=f651e12c79a7dd289d8ed7d037432534e346e34d)

These guys still need to be stabilized a bit, but they're there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 20, 2012, 04:55:57 AM
Quote from: Haljackey on September 19, 2012, 08:43:02 PM
This project has become fantastically complicated, at least if you compare it to the 'good old days'. Its becoming a bit of a challenge to keep track of all the stuff you guys are creating.

Excellent work, and keep it up!   :thumbsup:

I think this is why we have seen creations of "cheat sheets", such as the Periodic Table of Interchange Ramps. You've helped quite a bit, too, as sometimes there are special tiles needed to create the interchange intersections themselves, such as the diverging diamond or the FlexSPUI, as well as the need for the other levels to complete things such as Stack Interchanges.

These pictures are looking good, Tarkus! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on September 20, 2012, 05:52:45 AM
Quote from: Tarkus on September 19, 2012, 03:50:20 PM
There will be at least something on the 8S and 10S, as well as the RHW-3.  It might be plain (e.g. just porting the standard elevated models over), but it'll get the job done.  6C and 8C will most likely end up being DBE-style, and I'd say those are less certain for this next release.

Excellent!   %BUd%

Time to start planning for that in my fresh layouts from here on out.  Even the bare-bones level bridge for any new networks would make me exstatic.   ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on September 20, 2012, 11:48:35 AM
I dunno about anyone else, but I am really looking forward to see how this excellent work is incorporated into peoples cities. It's going to be an interesting time!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 20, 2012, 12:26:37 PM
Great work again Alex  &apls

Quote from: wallasey on September 20, 2012, 11:48:35 AM
I dunno about anyone else, but I am really looking forward to see how this excellent work is incorporated into peoples cities. It's going to be an interesting time!
That is exciting! And one of the best things about the next release is that some of the things that make such a drastically expanded system reasonably manageable should actually make it a lot easier for people to get into than previous, simpler RHWs. Draggable diagonals alone is just huge!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 20, 2012, 01:21:27 PM
Quote from: wschmrdr on September 20, 2012, 04:55:57 AM
I think this is why we have seen creations of "cheat sheets", such as the Periodic Table of Interchange Ramps.

The story behind the Periodic Table of RHW RIs came about because I wanted to name all of the ramps that were named "splitters", and I wanted to display continuity between what are now the A/B/C/D/E/F-1 Ramps with all other ramps. Since then, it's become the standard of how all ramps are named.

Therefore, calling it a cheat sheet is just an understatement: It's how it's done, plus it makes for a great assignment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 20, 2012, 01:24:12 PM
yes indeed, adding the new multi height system and a way stable way to just drag stuff out will make highway constructions way better, simple and easier and also more realistic  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 20, 2012, 05:19:11 PM
I appreciate all the new developments with the overpasses. You're laying a terrific foundation that will, after this relatively more difficult stage, bear fruit with the P57-era EMIS, ERHW-4, and ERHW-6, for L1, L2, L3, and L4. That's a big lineup in and of itself.

I have a question about the RHW-10C. I assume that it is still a 3-tile network, since 4 tiles would make it redundant with the 10S. The RHW-8C already takes up all the space available with 3 tiles, so to keep the 10C within 3 tiles I assume you're going to use an overhang for the shoulder similar to how the RHW-6S is arranged. Could any of you insiders confirm this? I also assume that the 12S would function in the same way, since the 10S likewise takes up all available space.

I like to think about the far future of the RHW, what could be termed "advanced research" when it comes to RHW networks and features. I was thinking that 3-lane ramps (RHW-6S or MIS-3), such as for high-capacity diamond interchanges*, will certainly feature in releases down the road. I for one could use such high-capacity ramps in my own regions. You can have such ramps now, but there are no Type X3 splitter pieces yet, rightly so because only the RHW-12S can support them, barring "inverted" ramp splitters. So, you have to expand a RHW-4 ramp to create one. I've tried to do this and this is one area that really needs to be worked on at some point.

For one, Type X3 ramps and the RHW-12S will be prerequisites. Secondly, to intersect with a surface street (presumably an avenue or wider NWM network), it would have to transition to a OWR-3, and the transition between the RHW-6S and the OWR-3 is rather clunky and just looks weird intersecting with an avenue. Perhaps at-grade intersection capabilities will eventually be given to the RHW-4 and 6S, but in any case TuLEPs will be very useful. Something similar exists for the RHW-6S, in the form of a cosmetic piece for the 6S Type x2 splitter. The only problem for using this for diamond interchange is because it has no left turn markings. So OWR-3 and/or RHW-6S TuLEPs will need to be designed and built into later releases.

So, you can see that a simple 3-lane ramp intersecting with a surface street will need a lot of work. This is also a brilliant example of how the currents of the RHW, NWM, and TuLEPs converge into a harmonious whole. This concept also intersects with the notion of RHW TuLEPs, NWM TuLEPs (as would be needed if RHW-6S met a TLA-7), and if I'm not mistaken "advanced TuLEPs". The whole thing would entail the creation of a brand-new network, brand-new types of ramp interfaces (the Type x3), and advanced TuLEPs for RHW and NWM networks. Wow.

What's required to construct a 4-lane diamond interchange or a 4-lane SPUI (where two lanes feed into the single intersection and two lanes feed out) is even more nightmarish. As a matter of fact if you run down the list of components needed to build such an interchange in SC4, virtually none of them even exist yet, nor do they come close to existing. In theory the components required would be a surface street at least as wide as a TLA-9, a RHW-8S/OWR-4 transition, cosmetic pieces/advanced TuLEPs for the ramps and surface street, a ERHW-8 to overpass the surface street, a RHW-16S network, and a RHW-16S Type E4 splitter. For a SPUI you could dispense with the TuLEPs, but another FlexSPUI piece would have to be created.

*I encountered one of these while traveling earlier this month. There was a three-lane entrance ramp to a road, and there was also a traffic signal, and I never saw so many green arrows in my life (three of them). Anyway, back on topic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 20, 2012, 06:21:56 PM
Quote from: GDO29Anagram on September 20, 2012, 01:21:27 PM
Quote from: wschmrdr on September 20, 2012, 04:55:57 AM
I think this is why we have seen creations of "cheat sheets", such as the Periodic Table of Interchange Ramps.

The story behind the Periodic Table of RHW RIs came about because I wanted to name all of the ramps that were named "splitters", and I wanted to display continuity between what are now the A/B/C/D/E/F-1 Ramps with all other ramps. Since then, it's become the standard of how all ramps are named.

Therefore, calling it a cheat sheet is just an understatement: It's how it's done, plus it makes for a great assignment.

One other big thing it does is provide organisation which can help city planning. Ever since I've been having traffic problems due to the lack of highways, I've took the time on this region to actually plan it out, and although I decided on the 100-block method, I can not only plan what size highways I want, but also what type of exits to use, which has given me the inspiration for SPUI and volleyball-roundabout hybrid.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 20, 2012, 06:28:53 PM
Thanks for all the kind words, everyone!  Glad you're enjoying the new developments, and I should have more to showcase before much longer.

And Patricius Maximus, those are some very detailed thoughts, which I enjoyed reading.  I'd briefly like to respond to a few points:

Quote from: Patricius Maximus on September 20, 2012, 05:19:11 PM
I have a question about the RHW-10C. I assume that it is still a 3-tile network, since 4 tiles would make it redundant with the 10S. The RHW-8C already takes up all the space available with 3 tiles, so to keep the 10C within 3 tiles I assume you're going to use an overhang for the shoulder similar to how the RHW-6S is arranged. Could any of you insiders confirm this? I also assume that the 12S would function in the same way, since the 10S likewise takes up all available space.

Yes, I can confirm that the 10C and 12S are set up exactly that way.  Their current state is that there's textures, models and RULs assembled for the base network, but no paths, and the starter pieces haven't been built.  X3 ramps are on the docket for the 12S.

Quote from: Patricius Maximus on September 20, 2012, 05:19:11 PM
For one, Type X3 ramps and the RHW-12S will be prerequisites. Secondly, to intersect with a surface street (presumably an avenue or wider NWM network), it would have to transition to a OWR-3, and the transition between the RHW-6S and the OWR-3 is rather clunky and just looks weird intersecting with an avenue. Perhaps at-grade intersection capabilities will eventually be given to the RHW-4 and 6S, but in any case TuLEPs will be very useful. Something similar exists for the RHW-6S, in the form of a cosmetic piece for the 6S Type x2 splitter. The only problem for using this for diamond interchange is because it has no left turn markings. So OWR-3 and/or RHW-6S TuLEPs will need to be designed and built into later releases.

The long-term plans have, for years, excluded at-grade functionality for the RHW-6S, and limited it for the RHW-4 (no One-Way Road, Avenue or NWM intersections).  We most likely would have had the RHW-4 intersections in place already if they were on the plans.  However, that part of the plans has been under re-evaluation, and the case you've made about the 6S is intriguing.  The possibility of restricting them to TuLEP situations and not doing draggables also merits consideration, though coupling them with draggables would ease construction. 

Then, there's also things like this [link] (http://maps.google.com/maps?q=OR-99W+Sherwood,+OR&hl=en&ll=45.367383,-122.846686&spn=0.001021,0.002642&sll=39.533271,-119.818252&sspn=0.003148,0.005284&t=h&hnear=Oregon+99W,+Sherwood,+Washington,+Oregon&z=19)--is that an AVE-6, or is it an RHW-6S expressway?  It basically was a semi-rural RHW-4 expressway that, as the town around it grew exponentially in the late-90s, kind of turned into a weird hybrid.  I'd also be really interested in seeing the RL X3 ramp you recently ran across, to study it some. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 20, 2012, 06:30:30 PM
Quote from: Patricius Maximus on September 20, 2012, 05:19:11 PM

I have a question about the RHW-10C. I assume that it is still a 3-tile network, since 4 tiles would make it redundant with the 10S. The RHW-8C already takes up all the space available with 3 tiles, so to keep the 10C within 3 tiles I assume you're going to use an overhang for the shoulder similar to how the RHW-6S is arranged. Could any of you insiders confirm this? I also assume that the 12S would function in the same way, since the 10S likewise takes up all available space.

Yes the 10C will be an overhanging network like the current 6S. The 12S will as well.


QuoteI like to think about the far future of the RHW, what could be termed "advanced research" when it comes to RHW networks and features. I was thinking that 3-lane ramps (RHW-6S or MIS-3), such as for high-capacity diamond interchanges*, will certainly feature in releases down the road. I for one could use such high-capacity ramps in my own regions. You can have such ramps now, but there are no Type X3 splitter pieces yet, rightly so because only the RHW-12S can support them, barring "inverted" ramp splitters. So, you have to expand a RHW-4 ramp to create one. I've tried to do this and this is one area that really needs to be worked on at some point.

3 lane ramps are the maximum width planned for ramp pieces. They will definitely be useful for C/E setups as well as interchanges. If there is a 3 lane ramp connection to a RHW-4, that would indeed be 'inverted' or even be deemed a 'left exit' since more lanes leave the orientation of the highway than stay on.

QuoteFor one, Type X3 ramps and the RHW-12S will be prerequisites. Secondly, to intersect with a surface street (presumably an avenue or wider NWM network), it would have to transition to a OWR-3, and the transition between the RHW-6S and the OWR-3 is rather clunky and just looks weird intersecting with an avenue. Perhaps at-grade intersection capabilities will eventually be given to the RHW-4 and 6S, but in any case TuLEPs will be very useful. Something similar exists for the RHW-6S, in the form of a cosmetic piece for the 6S Type x2 splitter. The only problem for using this for diamond interchange is because it has no left turn markings. So OWR-3 and/or RHW-6S TuLEPs will need to be designed and built into later releases.

I suppose so. Since you can't make intersections beyond RHW-4 (which itself is rather restricted) you would need to transition to another network in order to make a 3-laned connection. A TuLEP that makes two lanes turn left and one turn right or transition to a slip lane would work best in my mind.

QuoteSo, you can see that a simple 3-lane ramp intersecting with a surface street will need a lot of work. This is also a brilliant example of how the currents of the RHW, NWM, and TuLEPs converge into a harmonious whole. This concept also intersects with the notion of RHW TuLEPs, NWM TuLEPs (as would be needed if RHW-6S met a TLA-7), and if I'm not mistaken "advanced TuLEPs". The whole thing would entail the creation of a brand-new network, brand-new types of ramp interfaces (the Type x3), and advanced TuLEPs for RHW and NWM networks. Wow.

Brand new network? I think not. These connections just add to the existing networks, and overall it's just the road network anyway. SC4 considers street, road, avenue, OWR, highway and the ANT as the road network with different speeds and capacities. This new creation would just be a mishmash of the existing networks since a new network cannot be created without modifying the EXE file.

QuoteWhat's required to construct a 4-lane diamond interchange or a 4-lane SPUI (where two lanes feed into the single intersection and two lanes feed out) is even more nightmarish. As a matter of fact if you run down the list of components needed to build such an interchange in SC4, virtually none of them even exist yet, nor do they come close to existing. In theory the components required would be a surface street at least as wide as a TLA-9, a RHW-8S/OWR-4 transition, cosmetic pieces/advanced TuLEPs for the ramps and surface street, a ERHW-8 to overpass the surface street, a RHW-16S network, and a RHW-16S Type E4 splitter. For a SPUI you could dispense with the TuLEPs, but another FlexSPUI piece would have to be created.

To be honest here, why would you ever need a 4-lane interchange? Isn't 3 lanes enough in SC4 to recreate real life designs? Making 4 lanes would mean an additional tile and a lot of additional work as a result. You could use a RHW-8S or OWR-4 splitter piece to separate right and left turning traffic to make the design less complex. RHW-16S remains a 'ultra-wide' network, which is possible with the use of filler pieces but isn't planned at this point. These filler pieces could create very wide RHW networks taking up multiple tiles. Remember the RHW-52S Tarkus posted a long while back? (26 lanes on each side :P)


Anyways hope this helped with your pondering and questions. As I said earlier, the RHW has become fantastically complicated at this point when you compare it to the current and previous releases. Thinking of even more widths and pieces can turn any unknowledgeable person's mind to mush.  $%Grinno$%

Qurlix never lied when he said the RHW had nearly limitless possibilities, that's for sure!  :D




EDIT: Looks like Tarkus got back to you before I did. This is without a doubt an interesting discussion that's for sure!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 20, 2012, 06:49:08 PM
Whats funny is in some of my cities, I have two RHW-10's side by side(making 10 lanes in each direction) and in one Residential city, both are blood red and I am considering making another 10 lanes in each direction to handle the traffic
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on September 20, 2012, 09:45:47 PM
Quote from: mike3775 on September 20, 2012, 06:49:08 PM
Whats funny is in some of my cities, I have two RHW-10's side by side(making 10 lanes in each direction) and in one Residential city, both are blood red and I am considering making another 10 lanes in each direction to handle the traffic
I swear I must be doing it wrong...I've never succeeded in getting even a RHW-6S to max out in capacity, much less two RHW-10's. Too many of my sims must take the train, I guess. :)

BTW, even though I don't post much I do lurk quite a bit. I must say I've been enjoying all the development work being posted and I am definitely looking forward to the stability P57 is going to bring to the table. Like Ivo_su, I must admit I am a bit anxious for those underpass ramps — Dexter's work was absolutely outstanding there — and it's too bad they won't be making it in this time around, but I am confident there will be enough other new toys to more than make up for it.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 20, 2012, 10:56:07 PM
Quote from: Haljackey on September 20, 2012, 06:30:30 PM
Quote from: Patricius Maximus on September 20, 2012, 05:19:11 PM
I have a question about the RHW-10C. I assume that it is still a 3-tile network, since 4 tiles would make it redundant with the 10S.

Yes the 10C will be an overhanging network like the current 6S. The 12S will as well.

I can only guess that you inferred that from current dev or just from the sizes of the shoulders (mentioned somewhere). Ironically, the 12S was slated to not have an overhang, but I personally found the shoulder obnoxiously narrow. If you ask Jondor about it, he'd probably have a similar comment and the actual models.

Quote
QuoteI for one could use such high-capacity ramps in my own regions. You can have such ramps now, but there are no Type X3 splitter pieces yet, rightly so because only the RHW-12S can support them, barring "inverted" ramp splitters.

. . .

QuoteFor one, Type X3 ramps and the RHW-12S will be prerequisites. Secondly, to intersect with a surface street (presumably an avenue or wider NWM network), it would have to transition to a OWR-3, and the transition between the RHW-6S and the OWR-3 is rather clunky and just looks weird intersecting with an avenue.

I suppose so. Since you can't make intersections beyond RHW-4 (which itself is rather restricted) you would need to transition to another network in order to make a 3-laned connection. A TuLEP that makes two lanes turn left and one turn right or transition to a slip lane would work best in my mind.

For the record, a 12S isn't even necessary to have a type-(X)3 ramp. A few people have requested a 10S ramp that splits into two RHW-6S's: The 10S A3 Ramp. And there are examples of this in Arizona, too.

Quote
QuoteWhat's required to construct a 4-lane diamond interchange or a 4-lane SPUI (where two lanes feed into the single intersection and two lanes feed out) is even more nightmarish. As a matter of fact if you run down the list of components needed to build such an interchange in SC4, virtually none of them even exist yet, nor do they come close to existing. In theory the components required would be a surface street at least as wide as a TLA-9, a RHW-8S/OWR-4 transition, cosmetic pieces/advanced TuLEPs for the ramps and surface street, a ERHW-8 to overpass the surface street, a RHW-16S network, and a RHW-16S Type E4 splitter. For a SPUI you could dispense with the TuLEPs, but another FlexSPUI piece would have to be created.

To be honest here, why would you ever need a 4-lane interchange? Isn't 3 lanes enough in SC4 to recreate real life designs? Making 4 lanes would mean an additional tile and a lot of additional work as a result. You could use a RHW-8S or OWR-4 splitter piece to separate right and left turning traffic to make the design less complex. RHW-16S remains a 'ultra-wide' network, which is possible with the use of filler pieces but isn't planned at this point. These filler pieces could create very wide RHW networks taking up multiple tiles. Remember the RHW-52S Tarkus posted a long while back? (26 lanes on each side :P )

Wasn't the 26S just two 13-lane halves? For the record, the El Toro-Y is that wide, but it's subdivided so that there's no real 26S.

Anyway, I had intentionally capped off my Periodic Table at type-X3 ramps because the RHW-6S (or MIS-3) is the widest single-tile single-direction network there is. Any more than that is overkill.

Even when I came along right after Version 4 of RHW, there's still something about the MIS networks that caught my eye: The fact that it was called MIS-1. That implies that at least three different MIS widths were planned: MIS-2 and MIS-3. That's now RHW-4 and 6S. To me, I imagined that the MIS (the system, not the network) would include different widths of MIS network as a turn-lane system.

I wouldn't rule out a MIS-4 just yet (though I ironically won't RUL one in, either), but I will rule out any associated type-X4 ramps for being overkill. My thought on this is that a MIS-4 system (if necessitated) can be used as a type of MIS TuLEP.

Quote from: Tarkus on September 20, 2012, 06:28:53 PM
The long-term plans have, for years, excluded at-grade functionality for the RHW-6S, and limited it for the RHW-4 (no One-Way Road, Avenue or NWM intersections).  We most likely would have had the RHW-4 intersections in place already if they were on the plans.  However, that part of the plans has been under re-evaluation, and the case you've made about the 6S is intriguing.  The possibility of restricting them to TuLEP situations and not doing draggables also merits consideration, though coupling them with draggables would ease construction. 

Perhaps a "MITuLEP System" (Modular Interchange Turn-Lane Extension Piece System) would need to be in order...? Some means to transition the would-be MIS-1, 2, and 3 networks to some sort of turn-lane system with pieces of equal or wider width.

In short, the idea of going beyond type-X3 ramps is not necessary and a lot of work, but just transitioning from 6S to OWR-3 to OWR-4 turn lanes isn't really sufficient.

Perhaps if one would turn their attention to Arizona for a moment https://maps.google.com/maps?hl=en&ll=33.436171,-112.036823&spn=0.001915,0.002642&t=h&z=19 , one can find an application of this MIS-TuLEP hybrid.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 20, 2012, 11:26:42 PM
To quote the figures from the actual models, the 12S has a 1.5m overhang on the orthogonal and just over 0.5m on the diagonal.

The 8C has a 0.25m overhang on the orthogonal and no overhang on the diagonal.  The 10C has a whopping 4.625m overhang on the orthogonal and just over 0.33m on the diagonal.

That orthogonal 10C overhang seems excessive and in fact is just slightly larger than the 6S (4.375m), but it is still mostly shoulder and the paths stay inside the actual tile.  If we were to try and make it a five tile setup, the outer paths would have to be pushed very nearly onto the white line to even be in that outer tile and completely off the road to maintain the same capacity on the diagonal (which very nearly completely fits within the 2.5√2 tile width available; diagonals are complicated beasts).
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 21, 2012, 12:45:18 AM
If I may just ask on a different matter, are there any plans for revisiting the onslope-transitions? What is slightly bothering me, is the false intersection for the L2-RHW as it prevents other networks like road or rail from crossing directly next to the onslope piece. This makes an L2-RHW-4 overpass above railroad look unneccessary large. There aren't any L2-RHW puzzle pieces to circumvent this any more, are there?

I was hoping for something like Flex maybe. I know the actual 1x1 onslope piece will always be needed (unless making use of a radical slope mod), which makes it very hard to accomplish in this setup, as there basically is only one tile available for a possible Flex-Setup. $%Grinno$% Certainly the flags are very rare. Suddenly having felt over-enthusiastic, I have even tried to use rail flags (21–71) which did not work, of course, not even after changing the dirtroad INRULs from RoadRules to RailRules (which seemed to have no effect, at all).

Considering that it is already possible to cross RHW networks below the current onslope transistions, there are probably sufficiently many flags for another onslope transistion neglecting RHW crossings. The false intersection could than be an INRULed one, while intersections with other networks are still possible and could easily be implemented.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 21, 2012, 01:05:20 AM
Now that's a very interesting thought . . .

Sadly, the tests we've done with trying "exotic" INRUL flags (or flat-out bogus ones like 05) haven't panned out for that sort of thing . . . RUL0 and RUL1 don't seem to like them.  That said, I remember smoncrie toyed with some similar stuff long time ago.  He was using 04 (Median) flags, as I recall, though he was using them for the starter rather than the actual on-slope part.  It is worth noting, however, that 04 flags are slope tolerant in many circumstances, so theoretically, it might be possible to use one as the actual on-slope part itself.  As I just assembled the L0-to-L1 RHW-2 Onslope a couple nights ago, it'll make a nice guinea pig.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 21, 2012, 06:21:02 AM
Quote from: Tarkus on September 20, 2012, 06:28:53 PM
Yes, I can confirm that the 10C and 12S are set up exactly that way.  Their current state is that there's textures, models and RULs assembled for the base network, but no paths, and the starter pieces haven't been built.  X3 ramps are on the docket for the 12S.

Thanks for the info. I never doubted that the 12S would have 3-lane ramps. Given the existence of ramp splitters and the fact that the 12S neatly splits into two even 6S networks, it's almost mandatory.

QuoteThe long-term plans have, for years, excluded at-grade functionality for the RHW-6S, and limited it for the RHW-4 (no One-Way Road, Avenue or NWM intersections).  We most likely would have had the RHW-4 intersections in place already if they were on the plans.  However, that part of the plans has been under re-evaluation, and the case you've made about the 6S is intriguing.  The possibility of restricting them to TuLEP situations and not doing draggables also merits consideration, though coupling them with draggables would ease construction. 

The TuLEPs bit is intriguing. There is also the solution of converting 6S ramps to OWR-3 (and RHW-4 ramps to OWR-2), but the transitions would have to be streamlined. It is also possible to let RHW-4 and 6S interact directly with surface streets. But I still think the TuLEPs present the best bet, because with TuLEPs you could get rid of the hard shoulder (which would be realistic on a ramp transitioning to a surface street), but with normal RHW-6S it would continue all the way to the avenue (which would be a little weird).

QuoteThen, there's also things like this [link] (http://maps.google.com/maps?q=OR-99W+Sherwood,+OR&hl=en&ll=45.367383,-122.846686&spn=0.001021,0.002642&sll=39.533271,-119.818252&sspn=0.003148,0.005284&t=h&hnear=Oregon+99W,+Sherwood,+Washington,+Oregon&z=19)--is that an AVE-6, or is it an RHW-6S expressway?  It basically was a semi-rural RHW-4 expressway that, as the town around it grew exponentially in the late-90s, kind of turned into a weird hybrid.

It looks more like an AVE-6 to me.

QuoteI'd also be really interested in seeing the RL X3 ramp you recently ran across, to study it some. 

I would direct you to the location, but it would be rather pointless because none of the satellite pictures nor Google Street View feature it. I'm not privy to that general area's freeway history, but apparently it was just expanded a few months ago.

Quote from: mike3775 on September 20, 2012, 06:49:08 PM
Whats funny is in some of my cities, I have two RHW-10's side by side(making 10 lanes in each direction) and in one Residential city, both are blood red and I am considering making another 10 lanes in each direction to handle the traffic

You need a collector/express system, if only because wider RHW networks don't exist yet. The amount of traffic needed to turn a RHW-10S blood red is enough to boggle even my mind. RHW-6S is usually the widest one that I see turn red under any circumstance, though I have a 10S in one city that is some shade of orange on the map.

Quote from: GDO29Anagram on September 20, 2012, 10:56:07 PM
For the record, a 12S isn't even necessary to have a type-(X)3 ramp. A few people have requested a 10S ramp that splits into two RHW-6S's: The 10S A3 Ramp. And there are examples of this in Arizona, too.

That is true, and that works very well for exit ramps, but for entrance ramps I strongly prefer all the entering traffic to have its own lane and not have to merge immediately.

QuoteAnyway, I had intentionally capped off my Periodic Table at type-X3 ramps because the RHW-6S (or MIS-3) is the widest single-tile single-direction network there is. Any more than that is overkill.

Well, I'd say that almost every ramp you'd need in real-life and SC4 would come in at 3 lanes or less. A 3-lane ramp is already very high capacity when it comes to car traffic. Also, a full complement of x4 ramps would run into the ultra-wide RHW networks, and that combined with the fact that even x3's don't exist yet makes a strong case for capping off your table at x3 ramps.

Quote
In short, the idea of going beyond type-X3 ramps is not necessary and a lot of work, but just transitioning from 6S to OWR-3 to OWR-4 turn lanes isn't really sufficient.

That's what I think. I was laying out some hypothetical situations. However, I could see in the far future of the RHW, when just about every real-world interchange is possible to create (well after P57), that 4-lane ramps could come into the picture.

Hypothetically, if you had a stack interchange that was very heavily trafficked (let's say a huge amount of cars straight through on one road plus two entrance ramps also heavily trafficked), you might want to make the through route an RHW-8, and make all of the ramps on the interchange 2 lanes (RHW-4 in the Multi-Height System). When those two heavily-trafficked ramps come together, they will make an RHW-8 (because instant merging is not advisable for heavy traffic). When it recombines with the main road, which is also an RHW-8, it would make an RHW-16, and would combine with it via a RHW-16 Type D4 ramp.

This is a hypothetical situation where there would be a "legitimate" use for an X4 ramp, without going overkill on the actual ramps themselves (after they split off). Of course in such a situation you could make do just fine with X2 ramps, having one entrance ramp enter via a RHW-12S Type D2 and the next one enter via a RHW-16S Type D2. However, there are legitimate theoretical uses for a 4-lane ramp piece. A 4-lane diamond interchange is overkill and unrealistic, but other uses are possible. It isn't necessary and it's in the realm of far-off speculation, but I'd just like to point that out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 22, 2012, 02:33:20 AM
Still needs stability all around, but it's a start . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGpk4m.jpg&hash=5c3359f2a846b8c91baf62f0310642d2c34e3881)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 22, 2012, 02:38:31 AM
Oh Alex, it looks embarrassing! I believe, however, that you will fix this bug and stability will be really Ultra.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 22, 2012, 03:03:59 AM
ivo_su, there is nothing embarrassing about it. In fact, Alex can be proud of what he is doing. Probably you have no clue of what is involved. You could be grateful, Alex is keeping you up with his current development as much as he is doing, including incompleted pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 22, 2012, 03:37:45 AM
Quote from: memo on September 22, 2012, 03:03:59 AM
ivo_su, there is nothing embarrassing about it. In fact, Alex can be proud of what he is doing. Probably you have no clue of what is involved. You could be grateful, Alex is keeping you up with his current development as much as he is doing, including incompleted pieces.

Okay, I've said what's wrong. Just comment on the photo. Especially Alex knows how much I enjoy when a visualization of development. Comment on what I see and I say that I know that this is a temporary setback. Such things are inevitable in life there are always unforeseen difficulties. I'm glad to see something new every day and do not intend to be rude, but please do not be rude to you and me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on September 22, 2012, 11:06:47 AM
Quote from: memo on September 22, 2012, 03:03:59 AM
ivo_su, there is nothing embarrassing about it. In fact, Alex can be proud of what he is doing. Probably you have no clue of what is involved. You could be grateful, Alex is keeping you up with his current development as much as he is doing, including incompleted pieces.

Yes, I'm also quite interested in seeing these developments, completed or not. Looks like whatever is going to be put out (and whenever), it'll probably top everything else we've gotten so far.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 22, 2012, 11:28:44 AM
Awesome again Alex  &apls

And I'll agree with Willy. The scale of this version is just massive but having the additional stability and long-term preparation that will come with it as well is beyond impressive. Cheers to the whole team for all they've done and are doing and a big tip 'o' the hat to your vision and leadership Alex.

A wag of the finger to those translator hopefully got the best of them  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on September 23, 2012, 05:01:10 AM
Quote from: Tarkus on September 22, 2012, 02:33:20 AM
Still needs stability all around, but it's a start . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGpk4m.jpg&hash=5c3359f2a846b8c91baf62f0310642d2c34e3881)

-Alex

Alex, are those dragged RHWs, or do you have puzzle pieces involved? Is the intention to be able to drag more than two levels?
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 23, 2012, 05:32:15 AM
Quote from: noahclem on September 22, 2012, 11:28:44 AM
Awesome again Alex  &apls

And I'll agree with Willy. The scale of this version is just massive but having the additional stability and long-term preparation that will come with it as well is beyond impressive. Cheers to the whole team for all they've done and are doing and a big tip 'o' the hat to your vision and leadership Alex.

A wag of the finger to those translator hopefully got the best of them  ::)
+1  &apls
Quote from: wschmrdr on September 23, 2012, 05:01:10 AM
Quote from: Tarkus on September 22, 2012, 02:33:20 AM
Still needs stability all around, but it's a start . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGpk4m.jpg&hash=5c3359f2a846b8c91baf62f0310642d2c34e3881)

-Alex

Alex, are those dragged RHWs, or do you have puzzle pieces involved? Is the intention to be able to drag more than two levels?

Nop, I guess it is all dragged ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 23, 2012, 05:38:37 AM
Everything that Tarkus has shown is completely draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Reece202 on September 23, 2012, 10:55:16 AM
How are the different height levels done? I know L0 and L2 have the starter pieces, but will L1/3/4 be draggable from starter pieces as well or will they be puzzle piece only (like the high level networks are now)?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 23, 2012, 11:15:05 AM
Quote from: Reece202 on September 23, 2012, 10:55:16 AM
How are the different height levels done? I know L0 and L2 have the starter pieces, but will L1/3/4 be draggable from starter pieces as well or will they be puzzle piece only (like the high level networks are now)?

All draggable.

-----

Since height is an illusion in transit-network-land, you can currently turn the current L2 networks into an L30 network (insanely high) if you wanted to, simply by moving the models up by an additional 435 meters. Since height is irrelevant, so are the support pillars.

Conversely, L1 RHW-2 is the only network that's currently being given the most stability, so from a model standpoint, you just need to copy the models and move it up 7.5 meters, and from a RUL-ing standpoint, it's mostly copy and paste... To all 43 other networks, assuming you count the inner 8S and 6C median as separate networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 23, 2012, 05:46:03 PM
I'd actually like to see how high L30 would be in game. a BAT or something...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 23, 2012, 05:56:05 PM
Well, each level is 7.5m apart, so 7.5 x Level No. would get you the figure.  L30 would actually be 225m.  In other words, it'd be in between the Washington Monument and the Eiffel Tower.  It'd also get you up about to the 63rd floor of the Burj Khalifa.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on September 23, 2012, 06:03:47 PM
How did you figure out 7.5 meters between each level?  ()what()

L0 (which is ground level-right?) to L1 (which is the first elevated level) is 7.5 meters x 3.2808 = ~24.6 feet. Doesn't this seem a little high to anyone? Most expressway bridges I've seen (at least over other expressways) don't exceed 15 feet.

Besides that, excellent work on this project.  &apls And haha- 63rd floor of the Burj Khalifa!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 23, 2012, 06:09:01 PM
Quote from: als98 on September 23, 2012, 06:03:47 PM
How did you figure out 7.5 meters between each level?  ()what()

L0 (which is ground level-right?) to L1 (which is the first elevated level) is 7.5 meters x 3.2808 = ~24.6 feet. Doesn't this seem a little high to anyone? Most expressway bridges I've seen (at least over other expressways) don't exceed 15 feet.

Because of the way the game's trimetric orthographic projection system works, heights tend to get a bit distorted, and there's a long time practice in the community of scaling up the height of structures by a factor of 1.3 to compensate.  So really, a 7.5m overpass is about 5.76m, or just shy of 19 feet.  The elevated models also have a 1m understory, so the actual "ceiling" over the underpass is 6.5m, which, at the 1.3 factor, would be 5m (16.4 ft).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 23, 2012, 06:10:30 PM
You have to factor in the fact that SimCity 4's camera squashes 13% of the height of any model for no good reason, so the actual height is 87% of your figure.

Also, it is designed around the tallest automata ever made which, if I remember correctly, is Swamper's Heavy Rail car transporters which top out at about 7.2 game metres.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 23, 2012, 06:11:27 PM
Quote from: als98 on September 23, 2012, 06:03:47 PM
L0 (which is ground level-right?) to L1 (which is the first elevated level) is 7.5 meters x 3.2808 = ~24.6 feet. Doesn't this seem a little high to anyone? Most expressway bridges I've seen (at least over other expressways) don't exceed 15 feet.

No, that's 15 feet between the top of the lower road and the bottom of the overpass. You gotta add the thickness of the overpass to get to L2.

Additionally, because of how SC4 does its 3D stuff, things in SC4 have to be about 30% higher than they should be in real-life.


Alex, where were you when I was frantically searching through Google Search for that?

Double ninja all the way across the sky. (Being ninja'd is defined as having someone else post before you.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on September 23, 2012, 06:45:18 PM
Thanks Alex!

16 feet seems a little more realistic than 24...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 24, 2012, 02:56:51 AM
Back to "embarrass myself" . . . er . . . show some more development. :D

Stabilized:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNaZ2u.jpg&hash=2e59fb2740739bd63bf459e371408fbde859810c)

Porting that over to the 10S and friends should be no difficulty now.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 24, 2012, 03:16:41 AM
Now that's embarassing  ::)  Great work buddy  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 24, 2012, 05:53:10 AM
Wow an L30 Highway be perfect for an expressway through cities  :)

Wouldn't want to build a two large city tile on/off ramps for it though, although it would be interesting to see the commute times with L30 highways and roads 

Playing the game last night, I immediately thought of one advantage to these higher networks as well, and thats ending the dreaded "no roads under bridges" that has plagued the game since its release, since now we can have L4 networks that may come off higher land and still be able to have roads/rail underneath them now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 24, 2012, 06:39:36 PM
Those of you who were worried about transitions . . . worry no longer.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FP1Jf7.jpg&hash=b6b890654cb205b2e88fed900ce8e85c508c86f4)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on September 24, 2012, 08:11:37 PM
wow. that's really awesome  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 25, 2012, 01:53:43 AM
Thanks! :)  And now the 10S DxO overpass works.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQFMkm.jpg&hash=a55a3498b0a03a8a8c5c2e8eeef22c99cc50c3ba)

DxO setups will be knocked out once I get the C-types working.  Then it's the OxD setups and DxD setups between two RHWs, and the basic RUL2 code (without the heavy-duty stability) will be done.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 25, 2012, 03:59:38 AM
Rolling along nicely Tarkus. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on September 25, 2012, 07:02:07 AM
Those transition pieces got me thinking. Will there still be L0 to L2 transitions? If so, will they still be 4 tiles long?

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on September 25, 2012, 12:17:10 PM
I don't see any reason for removing the good ol' L0 -> L2 transitions. Though it would be even cooler to have a longer one with the same slope as the L0 -> L1 one. &apls to Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2012, 12:23:24 PM
Quote from: io_bg on September 25, 2012, 12:17:10 PM
I don't see any reason for removing the good ol' L0 -> L2 transitions.

I do. It's too steep. :P  But chances are, you're gonna wanna use more L1 stuff than L2 stuff for two-level interchanging.

Depreciated? Yeah. To be removed? To be determined.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 25, 2012, 12:37:17 PM
I think there are existing from many long time transitions L-0 to L-2. However, L-2 is 15 meters high and 100% identical to the current elevated networks.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg823%2F5480%2Fsimcity4201209252226497.jpg&hash=6be9e6b1774745dfb9cbfc7385a6ce031892e6be)

Alex would like to congratulate you for the wonderful work you are doing and I think that after making DхD and DхO crossings on C-type you will be able to go to Alpha Build 4 - right? Otherwise, far more interesting will be boarding transitions on and off the field L-1 to L-2/3/4, L-0 to L-3/4 and so on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2012, 01:02:42 PM
For the record, all pre-existing height transitions (though it's undetermined if they'll still be available or not) will still continue to work well after NAM 31, so long as you have the necessary legacy support: RHW Version 5.0, minus the RealHighwayMod_Core.dat file. All the stuff for the old L0-L2 height transitions (and everything else) will still be there for the old RHW pieces to reference.

At best, other height transitions such as L0-L3 and L0-L4 (and it's likely that there will be an elongated L0-L2 piece) are yet to be seen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on September 25, 2012, 01:16:33 PM
Quote from: GDO29Anagram on September 25, 2012, 01:02:42 PM
For the record, all pre-existing height transitions (though it's undetermined if they'll still be available or not) will still continue to work well after NAM 31, so long as you have the necessary legacy support: RHW Version 5.0, minus the RealHighwayMod_Core.dat file. All the stuff for the old L0-L2 height transitions (and everything else) will still be there for the old RHW pieces to reference.

At best, other height transitions such as L0-L3 and L0-L4 (and it's likely that there will be an elongated L0-L2 piece) are yet to be seen.

Thanks for the clarification; sounds good to me. I'd figure that if you want to build a three-level stack, you might need to transition directly from L0 to L2 in some cases, and I don't think it'll look good if you need to use first a L0 -> L1 and then a L1 -> L2 piece. So that elongated piece could be crucial for sleek design.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2012, 01:42:32 PM
Here's something to think about: Given 39 different networks (L0, L1, and L2 for RHW-2, RHW-3, MIS, RHW-4, RHW-6S, 8S, 10S, 12S, 6C, 8C and 10C, plus L3 and L4 MIS, RHW-4 and RHW-6S) and four different types of height transitions (L0-L1 and higher, L0-L2 and higher, L0-L3 and higher, and L0-L4), how many height transitions do you think will be needed in the end?
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 25, 2012, 01:52:28 PM
Quote from: GDO29Anagram on September 25, 2012, 01:42:32 PM
Here's something to think about: Given 39 different networks (L0, L1, and L2 for RHW-2, RHW-3, MIS, RHW-4, RHW-6S, 8S, 10S, 12S, 6C, 8C and 10C, plus L3 and L4 MIS, RHW-4 and RHW-6S) and four different types of height transitions (L0-L1 and higher, L0-L2 and higher, L0-L3 and higher, and L0-L4), how many height transitions do you think will be needed in the end?

54. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on September 25, 2012, 02:04:50 PM
Can I ask, if possible, of course, show me a picture of RHW-10C. It would be more than amazing to see how it looks this gem. Otherwise, once I think, the transition from L-0 to L-4 is a huge melting a height of 30 meters, it will take at least six tiles space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2012, 02:11:33 PM
Given how the models for the L0-L1 transition are set up, an L0-L4 transition would only need to be 13 tiles long, and only one tile wide since only three networks would ever need that kind of transition.

And there's currently no starter created for the 10C, though activating its RUL-2 code would be a simple matter of copying what was made for the 6S.

Just imagine two 6S networks with a one-tile gap in the middle that's paved over with lanes, because geometrically, that's (almost) what it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on September 25, 2012, 02:54:40 PM
Quote from: ivo_su on September 25, 2012, 02:04:50 PM
Can I ask, if possible, of course, show me a picture of RHW-10C. It would be more than amazing to see how it looks this gem. Otherwise, once I think, the transition from L-0 to L-4 is a huge melting a height of 30 meters, it will take at least six tiles space.

As Ganaram said, there's no starter created yet and the 10C may not make it into this release cycle, but at the very least the base network models do exist:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F10C-reader.jpg&hash=0b2d95d182c1a26847eed963b669cf29aef82472)
That's a reader shot of the working model I used to create the individual tiles.  The whole thing uses only the orthogonal texture in a manner similar to existing MORPH curves, but with improved UV maps to eliminate artifacts with trilinear filtering.  That allows the model-based pieces to look nearly identical to texture-based pieces at all zoom levels.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 25, 2012, 04:43:08 PM
Those of you wondering about the 4-tile-long L0-to-L2 transitions, they won't be going away, and the plans also include creating 7-tile-long L0-to-L2 transitions.  In fact, here's a breakdown of the current plans for "ramp-style" transitions:

-3-tile L0-to-L1 (and L1-to-L2, L2-to-L3, L3-to-L4)
-4-tile L0-to-L1 (and L1-to-L2, L2-to-L3, L3-to-L4)
-4-tile L0-to-L2 (and L1-to-L3, L2-to-L4)
-7-tile L0-to-L2 (and L1-to-L3, L2-to-L4)
-10-tile L0-to-L3 (and L1-to-L4)
-13-tile L0-to-L4

There might be shorter L0-to-L3 and L0-to-L4 transitions offered as well, though the geometry and size is to be determined.

Now, back to the overpasses--the base code for DxO setups are essentially done.  The code for the 10C overpass exists as well, though as the network itself doesn't have a starter, I can't show it.  The barrier T21s have not been re-added to the C-type medians yet, and that'll be something we'll do later.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fn0ZUw.jpg&hash=c44d9d925f5fd3aba7f43119192f255d01c0f10a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4PYaQ.jpg&hash=b3677af93f66f592b28418e6520c10f0bdc40880)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on September 25, 2012, 05:33:23 PM
Wow Very nice Tarkus.

Also thanks for keeping the  L0 to L2 4 tile transition in the next release. I'm sure this piece has been used alot for many interchanges. This transition can be made more realistic by placing it onslope as shown in the picture below. It has to be the starterless version for it to work

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FL0_L2Transition.jpg&hash=fdc87f47604dc315c02788f6ad4273bfb6ecdfda)

Anyway keep up the good work  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 25, 2012, 07:28:39 PM
Thanks!  And that's a neat trick there, of which I wasn't even aware . . . and it should work even better next version. :thumbsup:

And the OxD setups over single-tile RHW networks are complete already:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGjwoh.jpg&hash=5cc838553a7c422358c90a8edc8e3ba09b457ff4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqjQek.jpg&hash=6647e2310e795d7b08b74a99b935b2ec81cc8ab2)

The multi-tilers will be a bit . . . interesting, but as easily as that went, probably not as hard as the multi-tile DxO setups were (or as hard the multi-tile DxD setups will be).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 25, 2012, 07:39:45 PM
Geesh this project just keeps chugging along. So much compatibility... would never have dreamed about this much a few years back.

Thumbs up, and keep up the great work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 25, 2012, 09:44:28 PM
Speaking of compatibility, it sure would be nice to have an ortho-rail-over-diagonal-6C puzzle piece.

Also...when the 10C does come, any plans for a 10 --> 2+3 exit? I forget what the proper nomenclature would be, but, essentially, a 10C to 4-and-6C. Would help immensely with SPUIs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 25, 2012, 10:17:09 PM
Quote from: dragonshardz on September 25, 2012, 09:44:28 PM
Also...when the 10C does come, any plans for a 10 --> 2+3 exit? I forget what the proper nomenclature would be, but, essentially, a 10C to 4-and-6C. Would help immensely with SPUIs.

Depending on the angle, that would be a 10C D2, 10C E2, or 10C F2. :P

Though I'd personally go for the 10C A/B/C2. Either way, that's a matter of texturing and how to implement it using Flex or not.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on September 25, 2012, 10:29:48 PM
Quote from: GDO29Anagram on September 25, 2012, 10:17:09 PM
Quote from: dragonshardz on September 25, 2012, 09:44:28 PM
Also...when the 10C does come, any plans for a 10 --> 2+3 exit? I forget what the proper nomenclature would be, but, essentially, a 10C to 4-and-6C. Would help immensely with SPUIs.

Depending on the angle, that would be a 10C D2, 10C E2, or 10C F2. :P

Though I'd personally go for the 10C A/B/C2. Either way, that's a matter of texturing and how to implement it using Flex or not.

Well, it's only 10C-A/D2 that would be useful for SPUI interchanges, so...yeah.

Also, 8C-A/D2 would be useful as well.

...I might try texturing these at some point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 26, 2012, 06:13:35 AM
I see that progress on the RHW is proceeding at a galloping pace.

Quote from: Tarkus on September 24, 2012, 06:39:36 PM
Those of you who were worried about transitions . . . worry no longer.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FP1Jf7.jpg&hash=b6b890654cb205b2e88fed900ce8e85c508c86f4)

-Alex

Great. I prefer for my interchange ramps to be taller, like L2, but I have many situations where L1 content would be convenient, all falling under the "simple overpass" or "simple flyover" category. For just one overpass or one flyover ramp (like a suburban partial Y) an L2 ramp just seems a bit too tall.

Quote from: Tarkus on September 25, 2012, 01:53:43 AM
Thanks! :)  And now the 10S DxO overpass works.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQFMkm.jpg&hash=a55a3498b0a03a8a8c5c2e8eeef22c99cc50c3ba)

Looking better all the time....

Quote from: GDO29Anagram on September 25, 2012, 01:02:42 PM
At best, other height transitions such as L0-L3 and L0-L4 (and it's likely that there will be an elongated L0-L2 piece) are yet to be seen.

An elongated L0-L2 piece would be nice to have in situations where we can afford to elongate it, but there are many situations in SC4 where forcing a longer piece just doesn't work. Both the current short piece and the elongated piece should be available.

Quote from: jondor on September 25, 2012, 02:54:40 PM
As Ganaram said, there's no starter created yet and the 10C may not make it into this release cycle, but at the very least the base network models do exist:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F10C-reader.jpg&hash=0b2d95d182c1a26847eed963b669cf29aef82472)
That's a reader shot of the working model I used to create the individual tiles.  The whole thing uses only the orthogonal texture in a manner similar to existing MORPH curves, but with improved UV maps to eliminate artifacts with trilinear filtering.  That allows the model-based pieces to look nearly identical to texture-based pieces at all zoom levels.

It looks good. With the barriers it would look like a classic American-style urban freeway.

Quote from: Tarkus on September 25, 2012, 04:43:08 PM
Those of you wondering about the 4-tile-long L0-to-L2 transitions, they won't be going away, and the plans also include creating 7-tile-long L0-to-L2 transitions.  In fact, here's a breakdown of the current plans for "ramp-style" transitions:

-3-tile L0-to-L1 (and L1-to-L2, L2-to-L3, L3-to-L4)
-4-tile L0-to-L1 (and L1-to-L2, L2-to-L3, L3-to-L4)
-4-tile L0-to-L2 (and L1-to-L3, L2-to-L4)
-7-tile L0-to-L2 (and L1-to-L3, L2-to-L4)
-10-tile L0-to-L3 (and L1-to-L4)
-13-tile L0-to-L4

There might be shorter L0-to-L3 and L0-to-L4 transitions offered as well, though the geometry and size is to be determined.

It looks like a great lineup. Everything should be covered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 26, 2012, 07:14:36 AM
I am simply amazed how this is just rolling along with ease(knocking on wood)

Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 26, 2012, 05:12:48 PM

It's awesome the new developement!! :thumbsup:



I've a question: there's a L1 RHW-2 OxO, DxO, OXD and DxD intersection with GHSR and HSR? ()what()
I hope there's for all heights. ;D

I've a suggestion:
For the straight ramps L0-L1 (L2-L3,L3-L4)=3 tiles, L0-L2 (L1-L3, L2-L4)=5 tiles, L0-L3 (L1-L4)=7 tiles and L0-L4=9 tiles
For the curved ones : L0-L1 (L2-L3,L3-L4)=3x3 tiles, L0-L2 (L1-L3, L2-L4)=5x5 tiles
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 26, 2012, 05:22:35 PM
Quote from: vinlabsc3k on September 26, 2012, 05:12:48 PM
I've a question: there's a L1 RHW-2 OxO, DxO, OXD and DxD intersection with GHSR and HSR? ()what()
I hope there's for all heights. ;D

You can see some of them back around Page 524 (http://sc4devotion.com/forums/index.php?topic=990.msg433795#msg433795).

Quote from: vinlabsc3k on September 26, 2012, 05:12:48 PM
For the straight ramps L0-L1 (L2-L3,L3-L4)=3 tiles, L0-L2 (L1-L3, L2-L4)=5 tiles, L0-L3 (L1-L4)=7 tiles and L0-L4=9 tiles
For the curved ones : L0-L1 (L2-L3,L3-L4)=3x3 tiles, L0-L2 (L1-L3, L2-L4)=5x5 tiles

As the 4-tile version of the L0-L2 is already established, and the more "gradual" scale is going to be a 7-tile long transition, I don't think you'll see a 5-tile long version.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 26, 2012, 08:59:53 PM
A math problem for those playing at home: Given 39 different networks, two different lengths of L0-L1 transitions, two different lengths of L0-L2 transitions, one confirmed length of L0-L3 transitions, and one confirmed length of L0-L4 transitions, and assuming that curved transitions are momentarily disregarded (which should only be for single-tilers), that all "higher" versions of each transition are counted (L1-L2, etc), that on and off transitions are counted as one (S-networks would need two versions, on and off, whereas C-networks only need one), and that asymmetrical C-networks are also disregarded, how many height transitions will there be in the end?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 27, 2012, 12:14:46 AM
Infinity times 5 :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on September 27, 2012, 03:57:54 AM
Quote from: MandelSoft on September 27, 2012, 12:14:46 AM
Infinity times 5 :D

how did you get only times 5?  I get times 6 every time   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 27, 2012, 04:07:54 AM
Isn't it simply
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Ff668e85ee043931d8616fad29128c606.jpg&hash=d7eaf755ddb6b430594d9b31cd31fb84ea1f5911) (http://www.ld-host.de/)
where n = 39? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 27, 2012, 09:43:02 PM
ive been looking around on this thread and i saw an rhw roundabout interchange?! Is this gonna be in the next RHW? Because thats freaking awesome.  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 27, 2012, 09:46:31 PM
Quote from: pagenotfound on September 27, 2012, 09:43:02 PM
ive been looking around on this thread and i saw an rhw roundabout interchange?! Is this gonna be in the next RHW?

Hard to say, because it ISN'T RHW. It's MHW.

My guess: It's not gonna be part of the RHW, but part of something that's remotely related: The MHW to RHW mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pagenotfound on September 27, 2012, 09:50:04 PM
Quote from: GDO29Anagram on September 27, 2012, 09:46:31 PM
Quote from: pagenotfound on September 27, 2012, 09:43:02 PM
ive been looking around on this thread and i saw an rhw roundabout interchange?! Is this gonna be in the next RHW?

Hard to say, because it ISN'T RHW. It's MHW.

My guess: It's not gonna be part of the RHW, but part of something that's remotely related: The MHW to RHW mod.

I see! Ive been away from sc4 for so long. I need to get up to date with everything. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 27, 2012, 10:31:10 PM
Quote from: pagenotfound on September 27, 2012, 09:50:04 PM

I see! Ive been away from sc4 for so long. I need to get up to date with everything. :P

404! Nice to see you back here.

Best way to catch up is to read this: http://sc4devotion.com/forums/index.php?topic=990.0#post_Project0E

That basically explains 'Project 57' which has been the focus for RHW development for the past little while. In a nutshell it will add a new level of stability, flexibility and compatibility to the RHW network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2012, 12:09:08 AM
Jumped ahead to some DxD crossings.  Still not totally stable, but it's almost there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FefrRO.jpg&hash=481f9a5130abf1aa3b85e479c81caee0d2ff481e)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 28, 2012, 05:40:02 AM
Looks good Alex, it's great you've progressed to DxD  :thumbsup:

Quote from: Haljackey on September 27, 2012, 10:31:10 PM
Quote from: pagenotfound on September 27, 2012, 09:50:04 PM

I see! Ive been away from sc4 for so long. I need to get up to date with everything. :P

404! Nice to see you back here.

Best way to catch up is to read this: http://sc4devotion.com/forums/index.php?topic=990.0#post_Project0E

That basically explains 'Project 57' which has been the focus for RHW development for the past little while. In a nutshell it will add a new level of stability, flexibility and compatibility to the RHW network.
Unable to resist a bad pun opportunity (and noting the subject wasn't really covered in the above link) I'll add that in addition to a new level of stability, flexibility and compatibility we'll be getting a more "concrete" set of new levels--specifically 7.5m, 22.5m, and 30m (AKA L1, L3, and L4) for MIS, RHW-4 and RHW-6S, as well as 7.5m and 15m levels for for the other networks. Additionally, the ground is being laid for 10C and 12S though they won't necessarily be involved in the next release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2012, 11:56:53 AM
Quote from: noahclem on September 28, 2012, 05:40:02 AM
Looks good Alex, it's great you've progressed to DxD  :thumbsup:

Thanks, though actually, I skipped over the multi-tile OxD setups to get a head start on the single-tile DxD setups. :D  I've gone back to the former, however:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FD7sV0.jpg&hash=6506335df97f9dfd01c9e26b97981d9a6a96c7b2)

That just needs to be ported over to the RHW-10S (and 12S), then the C-types are the only thing left OxD-wise.  Then, with the single-tile DxD setups basically finished now (just need to port some code around), the Wider S and C-types are the only things left on that side.  And after that, all the L1 RHW-2 x L0 RHW crossings will be done.

Aside from those, the only things that aren't crosslinked at this point are puzzle-based items (e.g. Tram-in-Avenue, etc.).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 28, 2012, 12:34:41 PM
Let's see,...

Tram-in-Road (Tram AVE-2), Tram-on-Road (Tram NRD-4), Tram-on-Street, Tram-in-AVE (Tram AVE-4), ELR over RD (would be rather bizzare...), Rail under Road, puzzle-based Tram (not necessary), Pedmalls, L4 ELR, L4 Monorail, FLUPs (It's more of a misnomer to me), Can-AM.

Quick question: If DDRHWs are being converted to a Flex-Helper setup, how would neighbour connections work if DDRHW-4 can't be draggable? Momentary conversion to RHW and use an RHW+MHW-based connector?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on September 28, 2012, 08:03:17 PM
This is amazing Alex! What is left to do as far as the RHW side of the NAM 31? Is it just the things you listed? It's really incredible what will be possible!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 28, 2012, 08:47:52 PM
Quote from: Durfsurn on September 28, 2012, 08:03:17 PM
What is left to do as far as the RHW side of the NAM 31? Is it just the things you listed?

Aside from the stuff listed above (more diagonal crossings), that should be everything that RHW-2 needs, after which all other networks will have the L1 RHW-2 RUL-2 code copied over to each. That's the proverbial meat on the bone, in my opinion.

That then leaves, well, everything else, such as height transitions, ramp interfaces, and FARHW.

And if I'm lucky, a few more width transitions and some more holes to fill in the RHW PToRI, assuming I don't fall into any more depressions, that I actually get my new computer up and running by the end of the year or earlier, and that I get caught up to what Jondor's making for the new S3D standard.

Quick question: How would you like to have one of these babies in RHW?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg844%2F8445%2Fp57rhw6ctypea2shift1.png&hash=843776da1b7975fdd6b602b8179a8a171ea76fec)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 28, 2012, 09:46:07 PM
I like the dual exit lanes, but reversing it to make dual entry lanes makes me cringe. Having them merge beforehand to into 1 lane before joining the 6C would be better, or have them both enter for a 8C setup on that side with the right lane ending eventually if you want.

Just personal preference though, the piece itself looks great! Very smooth and gradual and cool chevron markings.

(Got nitpicked on the SimCity Reddit for a similar design: http://www.reddit.com/r/SimCity/comments/zr522/the_entrance/c678sdg)




Nice to see progress with diagonal functionality! Will the need for the Diagonal elevated MIS over MIS/RHW-4 puzzle pieces still be needed in the next release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 28, 2012, 10:24:26 PM
Quote from: Haljackey on September 28, 2012, 09:46:07 PM
I like the dual exit lanes, but reversing it to make dual entry lanes makes me cringe. Having them merge beforehand to into 1 lane before joining the 6C would be better, or have them both enter for a 8C setup on that side with the right lane ending eventually if you want.

I had an 8C D2 in mind, but never gotten to texturing it; It'd clearly be more to your taste, and would make for another hole to fill. There is a mirror image of the same piece, which would also make sense for half of the piece... I see the validity of having a merge zone before or further down the line, but...

The most obvious problem with "Shiftling" ramps is that they're hard to modularise to achieve half-and-half setups (half and half 6C A2 Half-Shift and 8C D2 Half-Shift, 6C D1 Half-Shift and 6C A2 Half-Shift). Compared to its S-network brothers, 6S ramps accompanied with 8S ramps are infinitely modular. Currently, there's two Shift-type Ramps available: The 6C D1 Shift and 6C D1 Inner Shift, both of which are perfectly symmetrical in regards of lane count.

To make it all modular, you'd need to "cut up" a bunch of different ramp interfaces, which would quickly lead to the old-school MIS all over again. Of course, if it were a Flex setup, it would be more or less of a cakewalk to modularise and ease the burden of having an excessively large tab ring, but it exceeds the 5x5 INRUL footprint, and would need a lot of RUL-2 code. At best, it's more theoretical than doable right now.

And by the time all of this diagonalisation is done, diagonal crossing puzzle pieces will be totally obsolete. :) Another tab ring gone.

-----

There is something else I wanna point out about the idea of having an RHW-(X)S A2 exit ramp and an accompanying RHW-(X+2) A2 entrance ramps. Disregarding the current complications with C-networks, if you take that idea further to apply to every width of RHW, you'll get the following pairs:

- RHW-4 and MIS
- RHW-6S and RHW-4
- 8S and 6S
- 8S and 10S
- 10S and 12S

However, if you tried to make it so that the 12S has an accompanying RHW-(X+2) network, that would mean a 14S. An Ultra-wide. It almost seems that this is why the "oldspeak" RHW-4 C-ramp was named as an RHW-4 ramp, despite it having a 6S mainline network.

Regarding an Ultra-wide the same way a TuLEP would be, it doesn't sound impossible to integrate, but there would need to be further discussions regarding all other Ultra-wides.

Though if you follow the new PToRI (Periodic Table of Ramp Interfaces), the idea of having the two lanes merge into one lane before it merges with everything else is perfect for the one-lane ramps, which would make setups like this (https://maps.google.com/maps?hl=en&ll=33.915203,-116.605217&spn=0.005387,0.010568&t=h&z=17) make more sense now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 29, 2012, 01:10:42 AM
Inching ever closer . . . still one little instability to fix with this, but we're almost there.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDLB7c.jpg&hash=6ee411aed1c63234ebc2d39361a367f5bc8e5a58)

-Alex

Edit: But wait, there's more . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fpxv9Y.jpg&hash=3026e2b55bf1796c0c1edb3dbfb6148399a01cbc)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 29, 2012, 02:14:25 AM
Quote from: Haljackey on September 28, 2012, 09:46:07 PM
I like the dual exit lanes, but reversing it to make dual entry lanes makes me cringe. Having them merge beforehand to into 1 lane before joining the 6C would be better, or have them both enter for a 8C setup on that side with the right lane ending eventually if you want.

Just personal preference though, the piece itself looks great! Very smooth and gradual and cool chevron markings.

(Got nitpicked on the SimCity Reddit for a similar design: http://www.reddit.com/r/SimCity/comments/zr522/the_entrance/c678sdg)
We see this sort of setups here, but not in that great extend. When I come across one during my driving lessons, I just stick to the right lane. However, there are more setups in the RHW which I consider unsafe, mainly the Type A, B and C style ramps. All of them. Since there is no accelleration lane, you just need to be lucky that nobody is crossing you when merging, or in some setups, you really need to brake fast and you have no buffer capacity if the ramp gets clogged up...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 29, 2012, 08:37:22 AM
Quote from: MandelSoft on September 29, 2012, 02:14:25 AM
However, there are more setups in the RHW which I consider unsafe, mainly the Type A, B and C style ramps. All of them. Since there is no accelleration lane, you just need to be lucky that nobody is crossing you when merging, or in some setups, you really need to brake fast and you have no buffer capacity if the ramp gets clogged up...

Actually these short ramps appear quite often in RL. Some of the older freeways in the United states are loaded with these short ramps that just dump you on the mainline.

Although I don't really have much beef with these as they (at least originally) aim to mimic/replace the ramps for the Maxis highway. Its good for tight setups as well. After all this is a game and you don't have to be super realistic, but the RHW mod enables that if you want to be. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on September 29, 2012, 11:17:14 AM
Quote from: GDO29Anagram on September 28, 2012, 08:47:52 PM

Quick question: How would you like to have one of these babies in RHW?


That would be great! Well done with your work there!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on September 30, 2012, 04:46:09 AM
Quote from: GDO29Anagram on September 28, 2012, 08:47:52 PM
Quick question: How would you like to have one of these babies in RHW?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg844%2F8445%2Fp57rhw6ctypea2shift1.png&hash=843776da1b7975fdd6b602b8179a8a171ea76fec)

I can think of quite a few uses for such a piece.

Quote from: Haljackey on September 29, 2012, 08:37:22 AM
Quote from: MandelSoft on September 29, 2012, 02:14:25 AM
However, there are more setups in the RHW which I consider unsafe, mainly the Type A, B and C style ramps. All of them. Since there is no accelleration lane, you just need to be lucky that nobody is crossing you when merging, or in some setups, you really need to brake fast and you have no buffer capacity if the ramp gets clogged up...

Actually these short ramps appear quite often in RL. Some of the older freeways in the United states are loaded with these short ramps that just dump you on the mainline.

Although I don't really have much beef with these as they (at least originally) aim to mimic/replace the ramps for the Maxis highway. Its good for tight setups as well. After all this is a game and you don't have to be super realistic, but the RHW mod enables that if you want to be. ;)

Exactly. I've encountered quite a few of these "instant-merge" setups in my travels, and it's a common setup in real-life that should remain an option in SC4. I usually prefer acceleration/deceleration lanes, but there are some situations, especially in lower-end arterial and expressway routes, where such ramps are warranted. Tight setups also sometimes necessitate them. I'll also say that although an extended lane is always better, it won't make much of a difference on a very rural freeway where there usually isn't any traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 30, 2012, 06:30:50 PM
QuoteAnd by the time all of this diagonalisation is done, diagonal crossing puzzle pieces will be totally obsolete. :) Another tab ring gone.

I wouldn't call them totally obsolete. They would still have use in situations involving diagonal on-slopes since there aren't as many false intersections for the diagonal networks. And they're still useful for compact setups.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 01, 2012, 01:27:01 AM
Quote from: Shadow Assassin on September 30, 2012, 06:30:50 PM
I wouldn't call them totally obsolete. They would still have use in situations involving diagonal on-slopes since there aren't as many false intersections for the diagonal networks. And they're still useful for compact setups.
That's why Filler pieces should have their own button as I suggested at ST, it would keep all that clutter out of the starters ring which will be used more often now that we have disruptors, and will help categorize pieces that are just for filler (on a related note how about you bring back the intersection puzzle pieces from when MIS wasn't draggable so they can be used with the starterless ramps?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 01, 2012, 01:55:27 AM
Quote from: Wiimeiser on October 01, 2012, 01:27:01 AM
(on a related note how about you bring back the intersection puzzle pieces from when MIS wasn't draggable so they can be used with the starterless ramps?)

That's basically what a Signalized Intersection Piece (SIP) will be.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 03, 2012, 12:27:25 AM
Something new to shoe Alex? ;Dor anyway is everything proceeding in the right way?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 03, 2012, 02:31:24 AM
If we had something to show that wasn't set aside for unveiling closer to release (we want to make sure it it actually works properly first) and therefore drool moppingly awesome, we'd show it pretty quick. We'll have something plain awesome to show off again soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 04, 2012, 04:12:55 AM
Quote from: jdenm8 on October 03, 2012, 02:31:24 AM
If we had something to show that wasn't set aside for unveiling closer to release (we want to make sure it it actually works properly first) and therefore drool moppingly awesome, we'd show it pretty quick. We'll have something plain awesome to show off again soon.

Awesome? I like that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 04, 2012, 04:20:09 AM
Quote from: jdenm8 on October 03, 2012, 02:31:24 AM
If we had something to show that wasn't set aside for unveiling closer to release (we want to make sure it it actually works properly first) and therefore drool moppingly awesome, we'd show it pretty quick. We'll have something plain awesome to show off again soon.

Everything that has been shown already has made me drool, so good luck on topping what has already been shown, which is a good thing  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 04, 2012, 07:42:36 AM
Quote from: jdenm8 on October 03, 2012, 02:31:24 AM
If we had something to show that wasn't set aside for unveiling closer to release (we want to make sure it it actually works properly first) and therefore drool moppingly awesome, we'd show it pretty quick. We'll have something plain awesome to show off again soon.
What now, FlexDDIs? Extra FlexSPUI and DDI variations? Splitting the SPUI into quadrants? That crossover-turns-only piece I've requested a few times?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 04, 2012, 08:18:57 AM
Quote from: Wiimeiser on October 04, 2012, 07:42:36 AM
What now, FlexDDIs? Extra FlexSPUI and DDI variations? Splitting the SPUI into quadrants? That crossover-turns-only piece I've requested a few times?

If it is what you think, do you think we'd show them by now? For the record, none of those things even remotely exist. The most recent thing to happen was some model work for the single-tile networks. What's going on now is this: It's a busy week for some of us in RL. Do you expect much to happen if RL strikes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dossenaandrea on October 04, 2012, 10:00:36 AM
Hi how do I build 8 or 10 lanes bridges(I mean 4 or 5 lanes per direction)?
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 04, 2012, 10:10:29 AM
You can't do that at the moment. Currently there are no bridges publicly available capable of doing that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 04, 2012, 12:00:33 PM
This is a little off topic but worth noting...

As some of you may or may not know I make some timelapse driving videos every now and then. After recently filming a route, I figured out that just about all of it could be built with the current RHW we have now (with the exception of the 8 lane bridge). This brought me to the realization that this mod has worked its way up to the point that it can rival RL creations. By the time P57 and multiple levels are done, we can use it to practically recreate just about anything we see in the world today. Just think about that!

Here's the video if you want to see it. (I've got other driving timelapses on my Youtube account as well)

http://www.youtube.com/v/s2Xmy6K5wUI
http://youtu.be/s2Xmy6K5wUI

This blew my mind, and perhaps yours as well when you come to think of it. Crazy stuff eh?

Keep up the great work guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 04, 2012, 04:24:39 PM
Quote from: Gugu3 on October 03, 2012, 12:27:25 AM
Something new to shoe Alex? ;Dor anyway is everything proceeding in the right way?

At present, no.  Generally, if I have things to show, unless I have a really good reason for keeping it under wraps, I've been pretty open about sharing it this development cycle.  I've been occupied with draconian uni paperwork so far this week so I could register for dissertation credits, which entailed two days of chasing professors around to get signatures (not easy when they don't have a set schedule).  That's done now, fortunately, and I'm just now getting back into things.

I'm still working on the L1 RHW-2-over-C-type DxD setups, which have proven particularly thorny on the RUL side, and started pathing in the meantime (which isn't that interesting to show).  Once those things are done, then things will get quite interesting, but it'll likely be a few days still before I have anything good to show.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on October 04, 2012, 06:27:59 PM
In the land of boring behind-the-scenes-but-essential-to-everything work, I just recently supplied the NAM team with a set of (nearly) complete single tile RHW network models including all overpasses at all heights (aside from a few L0 at grade rail/GLR crossings).  That's MIS + RHW-2, 3, 4, and 6S.

Of course before they can be made useful, the L1-RHW-2 RULs need to be completed and tested, not to mention a boatload of path files.  But it's a big step towards a complete and high quality highway system.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 05, 2012, 02:57:27 PM
Any chance of O-Ave x D-6C making it into the next release?

(Also Road OxD and Oneway OxD for 6C would be awesome too. Diagonal 6C exits as well, since why the heck not?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 05, 2012, 03:07:27 PM
Quote from: Haljackey on October 04, 2012, 12:00:33 PM
This is a little off topic but worth noting...

As some of you may or may not know I make some timelapse driving videos every now and then. After recently filming a route, I figured out that just about all of it could be built with the current RHW we have now (with the exception of the 8 lane bridge). This brought me to the realization that this mod has worked its way up to the point that it can rival RL creations. By the time P57 and multiple levels are done, we can use it to practically recreate just about anything we see in the world today. Just think about that!

Here's the video if you want to see it. (I've got other driving timelapses on my Youtube account as well)

This blew my mind, and perhaps yours as well when you come to think of it. Crazy stuff eh?

Keep up the great work guys!

Cool video, Ryan.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 05, 2012, 03:08:36 PM
Quote from: dragonshardz on October 05, 2012, 02:57:27 PM
Any chance of O-Ave x D-6C making it into the next release?

Depends on which network is being elevated.

If it's the RHW network being elevated, then every possible crossing is being considered and planned to be added in. If it's the non-RHW network being elevated,... That depends; One of the eventual plans is to make elevated Roads/AVEs/OWRs become all draggable, and seeing how that isn't on the docket right now, that'll depend on whether such pieces can be made, if it's decided to even make them.

Even without, can't you just convert the ortho AVE-4 to RHW-4 (the elevated network)? After all, every possible crossing is being added (or at least coded in), and each and every one is draggable. You don't even need a puzzle piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 06, 2012, 11:33:27 AM
Avenue over 6C. Does ERHW4 have an ortho over Diag 6C?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 06, 2012, 01:57:08 PM
Quote from: dragonshardz on October 06, 2012, 11:33:27 AM
Avenue over 6C. Does ERHW4 have an ortho over Diag 6C?

Currently, no, and if it did, it would be a puzzle piece.

P57 will have that crossing, but it's completely draggable, but that once again is subject to clarification; There are four different ERHW-4's slated for inclusion: L1, L2, L3, and L4. Just saying "ERHW" will no longer be sufficient in describing the height level of an elevated RHW network, but in any any case, they're all being considered and included. (Yes, we're going all out on almost every possible diag crossing.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on October 06, 2012, 03:06:58 PM
1 000 000 views  :thumbsup:  &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 06, 2012, 05:00:43 PM
Quote from: ivo_su on October 06, 2012, 03:06:58 PM
1 000 000 views  :thumbsup:  &apls  &apls

Crazy! Never even knew this until now... Quite a popular project I guess :P
-You can add another ~178,000 from the original RHW thread at ST (the one that started it all)

After looking at the forum stats, it won't be long before this thread surpasses 3RR in the view count. That's insane!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 09, 2012, 06:18:15 AM
Congratulations on 1,000,000 views, NAM Team!  :thumbsup:  With all of these multiple levels and new overpasses, it won't be too long before some of the monster interchanges in Dallas can be built, such as the High Five.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on October 14, 2012, 03:21:26 PM
Happy Birthday Tarkus (Alex) - I wish you all the great things that can happen to you. I love you and thank you for everything you do for us. I know that Oregon is not yet October 15, but now in Sofia, is  and if you were here now you would be 27 years.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on October 14, 2012, 10:21:43 PM
Yes Happy Birthday! (I had no idea it was ur birthday %grinno%) looking forward to more development. I know you don't do release dates but are we looking at a 2012 release or don't you know?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 14, 2012, 11:13:17 PM
Quote from: Durfsurn on October 14, 2012, 10:21:43 PM
I know you don't do release dates but are we looking at a 2012 release or don't you know?

I can give you the release date: The release date is the date that it's released. :P

In all seriousness, though, this is what happens when you do give out a release date and you don't fulfil it (http://gameinabottle.com/blog/2011/02/gcl-scheduled-for-release-on-armor-games-17th-of-february/). We simply don't know when it's ready for release.

Most of the stuff you've seen has already been put into the recently-distributed fourth alpha build, so there wouldn't be a whole lot of new things to show you or tease about.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2012, 01:10:47 AM
Obviously, since we've been through a long grind, and you guys have been patiently waiting for a release, we'd like to release sooner rather than later.  But we're not currently in condition to release, and it's very hard to tell when we will be.  Build 04's finally to the Associates, but Project 57 is of a scale we've never done before, and RL's hit a few of us harder than usual in the past year. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on October 15, 2012, 03:11:16 AM
Ahh, anyway sounds like progress is being made so what else can we ask for eh?
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on October 15, 2012, 04:42:28 AM
Look forward to more teaser pics(even mix of previous things combined in crossings and stuff), while waiting to log on and see "New RHW released" on the Lex and info her on the forum pages.

@Tarkus (Alex)
Happy Birthday from Norway, have a wonderful day on your birthday &dance :thumbsup: &apls ;D - Geir
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 15, 2012, 05:28:43 AM
Happy Birthday Tarkus, and take your time on the progress.  I'm anxious for this new stuff, but I can wait, as I would rather have something that is relatively bug free than have something that was rushed out full of errors and issues where you end up spending more time loathing the stuff and not using it at all(like the CTD issue with TE'd lots on the original GLR stations)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bakerton on October 15, 2012, 07:42:58 AM
It has been awhile since I logged on, but I must say with everything I have seen just makes me thing of the things I can do (once it is released). By the way Alex (Tarkus) HAPPY BIRTHDAY from Wisconsin. JKB
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on October 15, 2012, 03:59:31 PM
NAM/RHW Team, here's one for you.

In one of my interchanges, I was trying to make a (small 3x3) MIS curve using this trick:

http://imageshack.us/photo/my-images/196/newcityjan1200135034024.png/ (http://imageshack.us/photo/my-images/196/newcityjan1200135034024.png/)
http://imageshack.us/photo/my-images/651/newcityjan1600135034026.png/ (http://imageshack.us/photo/my-images/651/newcityjan1600135034026.png/)
http://imageshack.us/photo/my-images/16/newcityjan2100135034027.png/ (http://imageshack.us/photo/my-images/16/newcityjan2100135034027.png/)

It usually works just fine, but in this interchange it does this:

http://imageshack.us/photo/my-images/11/stanleydec1103135034034.png/ (http://imageshack.us/photo/my-images/11/stanleydec1103135034034.png/)

And, odder yet, I made the exact same style (model) interchange (it happens do be a diverging parclo) in another city and got this result:
(Image is from same spot in design- nothing is different except its in a different city.)

http://imageshack.us/photo/my-images/163/wellingtondec1804135034.png/ (http://imageshack.us/photo/my-images/163/wellingtondec1804135034.png/)

Does anyone have any ideas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on October 15, 2012, 04:00:54 PM
Oops...  &ops

Apparently I need help figuring out how to embed images too...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 15, 2012, 04:19:41 PM
Easy. In your reply window hit the (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsc4devotion.com%2Fforums%2FThemes%2FWindows7_20RC4%2Fimages%2Fbbc%2Fimg.gif&hash=87470dd1e543650847fe7bdf712774f4d9cce148) and enter the URL inside it.
-SC4D recommends a 1024 width limit for pics but it is not strictly enforced. PNG images are generally not accepted however (but you can link to them).

And yes sometimes fiddling with the MIS ramp and other RHW pieces can establish an override like you've shown. Just keep clicking on glitched sections and they will turn out right.


Oh, and Happy Birthday to Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 15, 2012, 04:45:47 PM
Just keep clicking and the problem should fix itself. Hopefully, this issue will largely be fixed in P5E.

EDIT: Happy birthday Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2012, 05:00:28 PM
First off, thanks to all the RHW fans for the birthday wishes. :thumbsup:

Regarding the small MIS 90-curve, I have redone the code on it for P57.  It's a multi-point override, which requires a little more stability than what was included in RHW 5.0, but the "click-around" technique is very reliable with it in its present state.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on October 15, 2012, 05:18:30 PM
I may be late to the party, but just wanted to leave my happy birthday wishes to our resident transit armadillo!

Hope it was an awesome day, Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: DAB_City on October 16, 2012, 01:13:42 PM
Same here, hope your birthday was good :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shortsonfire79 on October 16, 2012, 06:14:36 PM
Not sure if this is the correct thread for this, but I haven't really been able to find any other QA threads on NAM/RHW.  Is there a way to stretch one way overpasses over >6srhw?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5y8K7.jpg&hash=90bfc9711e026d01321ef8818d9d5fb9c0d892ca)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 16, 2012, 07:56:37 PM
Puzzle pieces (I think thats the term)

go to the road menu and scroll to the bottom and you will see the over RHW puzzle piece.  You have to plop them one at a time
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on October 16, 2012, 11:29:19 PM
You have RHW 8S there so you have to use that piece instead of the 6S that you said.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shortsonfire79 on October 17, 2012, 12:36:59 AM
Oh I see, so I can't just place the floating, non-supported one over an already occupied cell.  I'll have a look in the morning then, thank you kindly. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on October 17, 2012, 03:11:41 AM
Out of curiosity...
It is my understanding that with the next version of the RHW there will be 3 levels of elevated RHW: 7.5m, 15m and 22.5m. If this is so, will it be possible to build elevated RHW at those different levels and have multiple levels overlap on the same tile(s)? That would definitely allow for even more realistic constructions.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 17, 2012, 04:26:49 AM
Quote from: Architect_1077 on October 17, 2012, 03:11:41 AM
Out of curiosity...
It is my understanding that with the next version of the RHW there will be 3 levels of elevated RHW: 7.5m, 15m and 22.5m. If this is so, will it be possible to build elevated RHW at those different levels and have multiple levels overlap on the same tile(s)? That would definitely allow for even more realistic constructions.  ;D

1. It's actually five levels: 0m, 7.5m, 15m, 22.5m, and 30m. All networks (MIS, 2, 3, 4, 6S, 8S, 10S, 12S, 6C, 8C, 10C) will be receiving L0-L2, and only MIS, 4, and 6S will be receiving L3 and L4, giving a grand total of 39 networks. 40 if you add in DDRHW-4.

2. It's theoretically possible, but there are problems of having multi-level overlaps like that:

- The number of overlap crossings would be monstrous. Instead of dealing with OxO, OxD, DxO, and DxD, you need to add OxOxD, OxDxD, DxOxD, OxDxO, DxOxO, and DxDxO for L0-1-2, L0-1-3, L0-1-4, L0-2-3, L0-2-4, L0-3-4, L1-2-3, L1-2-4, L1-3-4, and L2-3-4 for MIS-MIS-MIS, RHW-2-2-2, RHW-4-4-4, and so on. (Give me a while to work up the exact number.)
- Depending on the pathing, there may be cases where the end result is deck-jumping, which is the main issue with same-direction same-network-type double-decker networks.
- It can't be draggable, so it must be in a puzzle piece form. This, coupled with the number of crossings, could make this idea unworkable and impractical to implement for every network.

There were pieces like this back in version 5 development, but they haven't resurfaced as of yet for P57, and if there is, they need to be limited.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on October 17, 2012, 05:15:53 AM
QuoteIt can't be draggable, so it must be in a puzzle piece form.

Hmmm... Well, it does seem logical that it is much easier to have only two different levels on the same tile, i.e.: L2 mis over L0 rhw4 (typical situation). This is done with the draggable method so, in my ignorance, I imagined that maybe multilevel networks would be possible in the same manner.
However, I sure as hell can't even begin to imagine the complexity of having multiple levels on the same tile(s).

If it were merely a matter of modelling the different pieces, I could pitch in to help (I work with 3ds max), but I guess the issues are probably far beyond just modelling the pieces...  &Thk/(

Edit: In any case, it wouldn't necessarily have to be done for every network. The most useful goal in this would be to have multiple MIS crossings over the main HW, like IRL. This alone would be a monstrous task no doubt...
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on October 18, 2012, 11:44:39 AM
Quote from: Architect_1077 on October 17, 2012, 05:15:53 AM

Edit: In any case, it wouldn't necessarily have to be done for every network. The most useful goal in this would be to have multiple MIS crossings over the main HW, like IRL. This alone would be a monstrous task no doubt...

Just my opinion i have no experience at all in modding this game. But perhaps the C network median tile would be good for such a puzzle piece of a 2 mis crossover. i think since the center tile in the 6c,8c and future 10cs are all the same maybe this would be an easy way to introduce this idea. I am sure i am overlooking a reason why this is not possible. so i will just put this out there for the experts to chime in.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 22, 2012, 07:17:02 AM
I have a small problem with the RHW in reguards with the starter pieces. Appearently, the starter piece for the Wide RHW-2 is nowhere to be found.(The RHW-2 that looks like RHW-3 in terms of width, but middle lane is blocked to traffic.) The Wide RHW-2 is missing its starter piece. But it's not missing the puzzle pieces, transition pieces to RHW-3 and RHW-2, and the textures.

Can I please have some help with this "Missing Starter Piece" issue? I've checked all of the RHW sections of the Transportation Menu, and I'm still not able to find that starter piece  >:(   A fix would be appreciated for this problem if someone manages to find and fix the problem.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 22, 2012, 07:21:31 AM
WRHW-2 is not missing anything. WRHW-2 is not a draggable network (It's actually not even considered to be a network in its own right, but merely a filler between RHW-3 and either more RHW-3 or a WRHW-2 to RHW-2 transition) and this is reflected in the capacity tables {It's not listed}) as it's only intended for short sections.

There is a bug with it though, last time I checked, there was a filler piece for it in the tab loops for one of the transitions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: frodo on October 23, 2012, 03:08:33 AM
Hi, I've installed NAMv30, RHWv5, NWMv2, NAM hotfix package 301 and the Euro texture replacement mod for rhw5 by mrtnrln, and there are a lot of bugs with rhw but i don't know why

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg217%2F389%2Fnuovacittjan70013507471.png&hash=7fbf91f42b0ae308269cce37c21592c0b12945b2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg502%2F5345%2Fnuovacittjan30013509398.png&hash=65213b57c349770e796afea23903b9c5d90860fe)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg189%2F2698%2Fnuovacittjan30013509397.png&hash=7c11afb11baaaee10aa1a02f2b79afc285c0be74)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg838%2F695%2Fnuovacittapr40013509376.png&hash=7107364871a6fc115569e823ca2873e0c192650e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 23, 2012, 03:21:19 AM
You haven't uninstalled the old version correctly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: frodo on October 23, 2012, 03:25:59 AM
I've uninstalled rhw3 and 4
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 23, 2012, 03:42:55 AM
Both old versions of the RHW (If present) and old versions of the cosmetic mod. As far as I'm aware, because of naming changes, the old version will mostly load after the new version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: frodo on October 23, 2012, 04:00:35 AM
I used datpacker, maybe the old versions are saved in the NAM plugin compressed file, but can I delete that file without having problems with NAM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 23, 2012, 04:33:45 AM
As long as the backup that DatPacker saved is up to date, then you should have no issues restoring that backup. Just ensure you delete the DatPacked version and:

Do not DatPack any part of the NAM or its Plugins
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on October 23, 2012, 06:40:46 AM
For everyone's information, very wide ramp interfaces aren't necessarily unrealistic. I just found a 5-lane exit ramp in Las Vegas. While it isn't a true x5 ramp (it actually just starts out as one lane), it demonstrates my point that really wide ramps should be in consideration for the RHW's future. This falls more under the OWR-5 category than a MIS-5/RHW-10, but I just want to show it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2FX5ramp.jpg&hash=e5bc8b448055027354d9c24eca7f7d8b2af87d53)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 23, 2012, 07:35:12 AM
Yeah, but still, it's not really that common...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 23, 2012, 08:38:17 AM
Exactly. Just take RHW-4 offramp, transition it to OWR and use NWM transitions to widen it to OWR-4 or 5.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2012, 10:20:45 AM
I've said this a few times before, but the likelihood of something being added to the NAM depends on how common it is in real-life and how practical it is.

If the so-called MIS-5 TuLEP doesn't show up in enough places, it probably won't be added, though I wouldn't deny its validity... Yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 23, 2012, 01:58:30 PM
Quote from: GDO29Anagram on October 23, 2012, 10:20:45 AM
I've said this a few times before, but the likelihood of something being added to the NAM depends on how common it is in real-life and how practical it is.

Based on that statement, I have to express my puzzlement over the planned inclusion of 30 meter overpasses.  I think that more oddball RHW-4 ramps would have been more useful.  But, what's done is done.  One does not simply question the NAM Team.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2012, 02:12:12 PM
Quote from: Indiana Joe on October 23, 2012, 01:58:30 PM
Based on that statement, I have to express my puzzlement over the planned inclusion of 30 meter overpasses.  I think that more oddball RHW-4 ramps would have been more useful.  But, what's done is done.  One does not simply question the NAM Team.

Actually, if you have a legitimate concern or bug report or actual question pertaining to development or usage, one can ask all they'd like.

The intention of 30 meter overpasses should be quite obvious: Multi-level interchanging for up to five levels, with height levels of L3 and L4 being more for going over L0, L1, and L2 networks.

And describe by what you mean by "oddball RHW-4 ramps". Do you mean the ones that are already on my chart or do you mean something that's not even available?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2012, 02:22:46 PM
Additionally, we're currently redesigning the way RHW on/offramps work, so that we can offer more functionality with fewer pieces.  This should improve the user experience quite a bit in the long run, but it's shifted the focus away from "oddballs" for the time being.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 23, 2012, 02:52:50 PM
Not to mention that the changes will mean that the 'oddball' ramp interfaces that e can't convert to the new method (like Diagonal ones) will be much easier to find.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on October 23, 2012, 03:29:58 PM
Quote from: Patricius Maximus on October 23, 2012, 06:40:46 AM
For everyone's information, very wide ramp interfaces aren't necessarily unrealistic. I just found a 5-lane exit ramp in Las Vegas. While it isn't a true x5 ramp (it actually just starts out as one lane), it demonstrates my point that really wide ramps should be in consideration for the RHW's future. This falls more under the OWR-5 category than a MIS-5/RHW-10, but I just want to show it.

picture omitted

unless it's a highway intersection, you'll barely find ramps beyond 2-lanes, let alone 5...
the vast majority of ramps starts out at 1 or 2 and then split to whatever number of lanes deemed necessary, just like your LV example, so I guess what we have now in terms of on/off ramps is just perfect. maybe some more transitions to a wider-than-2 setup but nothing that starts out as such
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2012, 04:09:35 PM
Actually, that ramp's an X1.  If anyone wants to check it out further, it's the interchange between Interstate 15 and Flamingo Road in Las Vegas, Nevada, right next to the Bellagio [link] (http://goo.gl/maps/sYDC7).

It starts as an F1 off an RHW-10S, becomes 2 lanes part way down, then eventually widens out to a five-lane turn lane setup.  Looks like a job for TuLEPs to me--and a mighty fun one at that!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 23, 2012, 05:18:18 PM
Are there any plans to have left handed exits for any of the other RHW lanes besides the RHW-4?

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2012, 05:51:41 PM
Affirmative.  The trick has been getting them to work correctly as FLEXRamps.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2012, 06:26:13 PM
Quote from: Tarkus on October 23, 2012, 04:09:35 PM
It starts as an F1 off an RHW-10S, becomes 2 lanes part way down, then eventually widens out to a five-lane turn lane setup.  Looks like a job for TuLEPs to me--and a mighty fun one at that!

Where does one draw the line between RHW/MIS TuLEP and RHW CP, anyway? Should a MIS TuLEP have its lanes centred about the MIS's own lane (like a MIS-3 TuLEP whose lanes are centred like that of the OWR-3), or would it be in line with all other RHWs?

Right now, CPs are called CPs, but their functionality can be comparable to TuLEPs, and it's possible to mistake them as a TuLEP. Should a more general term be used to describe TuLEP-like CPs? Or would there be a dedicated set of pieces separate from the TuLEP-like CPs?

Given the structure of the MIS network in general, I think the distinguishing feature between RHW LDPs (Lane Division Pieces) and RHW MIS TuLEPs is the absence of the broad shoulder found on most other RHWs.

Worth discussing, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on October 23, 2012, 06:44:22 PM
Quote from: Tarkus on October 23, 2012, 05:51:41 PM
Affirmative.  The trick has been getting them to work correctly as FLEXRamps.

-Alex

Sweet.  Thanks. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 23, 2012, 08:33:36 PM
Quote from: GDO29Anagram on October 23, 2012, 02:12:12 PM
Actually, if you have a legitimate concern or bug report or actual question pertaining to development or usage, one can ask all they'd like.

The intention of 30 meter overpasses should be quite obvious: Multi-level interchanging for up to five levels, with height levels of L3 and L4 being more for going over L0, L1, and L2 networks.

And describe by what you mean by "oddball RHW-4 ramps". Do you mean the ones that are already on my chart or do you mean something that's not even available?

I doubt I'd have to report anything; you guys are usually on top of things as far as double checking and avoiding bugs.  SimCity 4 itself suffers from more bugs than your mods.  Anyway, I was just thinking that 30 meters--100 feet!--is awfully tall; there must be very few real life examples.  With tunnels, you can make 6 level interchanges.  That's a bit ridiculous to me, but I guess it must not have been to hard if you're doing it already...

As for 'oddball': diagonal ramps, ramps that are integrated into curves, FAR ramps, ramps that somehow include tunnels, crossover pieces, cool stuff, and the like...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2012, 08:37:41 PM
Quote from: Indiana Joe on October 23, 2012, 08:33:36 PM
Anyway, I was just thinking that 30 meters--100 feet!--is awfully tall; there must be very few real life examples.

It's called the Dallas High-Five. Highest level is about 120 feet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2012, 12:08:19 AM
If you consider that the game's trimetric orthographic projection graphics have a tendency to make the z-axis seem "squashed", many BATers have a general rule of thumb that the height of game buildings should be multiplied by a factor of 1.3, if you wanted a spot-on replica of the tallest High Five ramps, they'd actually need to be 156ft. above ground (~47.5m).  And if you were to consider the bottom level (US-75) to be a sunken highway, you'd actually have to add another 26 feet/8m.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on October 24, 2012, 04:45:25 AM
Quote from: Tarkus on October 24, 2012, 12:08:19 AM
If you consider that the game's trimetric orthographic projection graphics have a tendency to make the z-axis seem "squashed", many BATers have a general rule of thumb that the height of game buildings should be multiplied by a factor of 1.3
-Alex

something I'll never understand... always looks wrong to me
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 24, 2012, 06:53:07 AM
Quote from: jdenm8 on October 22, 2012, 07:21:31 AM
WRHW-2 is not missing anything. WRHW-2 is not a draggable network (It's actually not even considered to be a network in its own right, but merely a filler between RHW-3 and either more RHW-3 or a WRHW-2 to RHW-2 transition) and this is reflected in the capacity tables {It's not listed}) as it's only intended for short sections.

There is a bug with it though, last time I checked, there was a filler piece for it in the tab loops for one of the transitions.

Thanks for the help, didn't know that it's not a draggable network and it's only a filler. Amazing what stuff you can forget while you're busy with college.


Anyways, I'm just wondering about future transitions. Will there be RHW transitions into OWR-3, OWR-4, OWR-5, or TLA-7/AVE-6 in the future versions? Transitions for freeway endings, not MIS exits/enterances. Freeway endings such as this: http://maps.google.com/maps?hl=en&ll=36.847382,-75.985883&spn=0.001116,0.001737&t=h&z=20&layer=t
This is the Interstate-264 ending/start in my hometown of Virginia Beach, Virginia. This transition in RHW-terms is a RHW-10 transitioning into RHW-6S, then the RHW-6S transitioning into OWR-3.

Or in simpler terms, will there transitions such as: RHW-6S > OWR-3, RHW-6C > AVE-6/TLA-7, or RHW-8S > OWR-4? About the RHW-8S > OWR-4 conversion, will there be a future transition for that; or do we have to stick with placing a RHW-8S > 2RHW-4 splitter, then convert the 2 RHW-4s into OWR-2, then the OWR-2 back into OWR-4?

Quote from: mike3775 on October 23, 2012, 05:18:18 PM
Are there any plans to have left handed exits for any of the other RHW lanes besides the RHW-4?


I was wondering about that as well, will there be any left-sided RHW-6S>2 RHW-4 splitters? I'd like to have some of those while building Y-interchanges or T-interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 24, 2012, 06:58:01 AM
Quote from: Monorail Master on October 24, 2012, 06:53:07 AM
Or in simpler terms, will there transitions such as: RHW-6S > OWR-3, RHW-6C > AVE-6/TLA-7,

Try dragging Road out of the end of RHW-6C or OWR out of the end of RHW-6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on October 24, 2012, 07:06:48 AM
Quote from: jdenm8 on October 24, 2012, 06:58:01 AM
Quote from: Monorail Master on October 24, 2012, 06:53:07 AM
Or in simpler terms, will there transitions such as: RHW-6S > OWR-3, RHW-6C > AVE-6/TLA-7,

Try dragging Road out of the end of RHW-6C or OWR out of the end of RHW-6S.

Ok, I'll try that when I get finished with my classes today.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 24, 2012, 10:47:34 AM
Quote from: Tarkus on October 24, 2012, 12:08:19 AM
If you consider that the game's trimetric orthographic projection graphics have a tendency to make the z-axis seem "squashed", many BATers have a general rule of thumb that the height of game buildings should be multiplied by a factor of 1.3

Never knew that.  Suddenly a lot of things make sense now.  Ty for the education!

While I'm on the topic of overpasses, I'd like to know: what's the planned extent of functionality of the L1 level?  Will it be possible to do all of the crossings that are possible with 15 meters in 4.0?  I would like to be able to use it for all normal 1 level overpasses since I feel that it better represents the average height of overpasses in RL (18 feet using the 1.3 rule).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2012, 11:12:45 AM
L1 will indeed be able to do everything L2 can do.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 24, 2012, 12:09:28 PM
Quote from: Indiana Joe on October 24, 2012, 10:47:34 AM
I would like to be able to use it for all normal 1 level overpasses since I feel that it better represents the average height of overpasses in RL (18 feet using the 1.3 rule).

There's a difference between the height between the ground and the bottom of the elevated network's substructure and the ground to the top of the substructure. In other words, you need to account for the thickness of the elevated network's road deck.

In the case of RHW, the deck is 1 meter thick, so the clearance underneath the deck is 6.5 meters. The 7.5 refers to the clearance plus the thickness of the deck, so when we say 7.5 meter height, that's the height from the ground to the top of the deck. The clearance is the gap between the bottom of the deck and the ground.

If you're walking or driving on an overpass that has a 15 foot clearance underneath, are you really 15 feet above the ground? Not likely. You're more like 18-20 feet off the ground, because the thickness of the deck you're on is added to the height of the clearance.

If it really were 15 feet from the ground to the top of the deck, you'd have this: http://www.youtube.com/watch?v=ZYLKrsmn4Nc (http://www.youtube.com/watch?v=ZYLKrsmn4Nc) Either that, or that overpass would need to be paper-thin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 24, 2012, 05:11:42 PM
Quote from: Tarkus on October 24, 2012, 11:12:45 AM
L1 will indeed be able to do everything L2 can do.

-Alex

Excellent to hear.

Quote from: GDO29Anagram on October 24, 2012, 12:09:28 PM
There's a difference between the height between the ground and the bottom of the elevated network's substructure and the ground to the top of the substructure. In other words, you need to account for the thickness of the elevated network's road deck.

In the case of RHW, the deck is 1 meter thick, so the clearance underneath the deck is 6.5 meters. The 7.5 refers to the clearance plus the thickness of the deck, so when we say 7.5 meter height, that's the height from the ground to the top of the deck. The clearance is the gap between the bottom of the deck and the ground.

If you're walking or driving on an overpass that has a 15 foot clearance underneath, are you really 15 feet above the ground? Not likely. You're more like 18-20 feet off the ground, because the thickness of the deck you're on is added to the height of the clearance.

If it really were 15 feet from the ground to the top of the deck, you'd have this: http://www.youtube.com/watch?v=ZYLKrsmn4Nc (http://www.youtube.com/watch?v=ZYLKrsmn4Nc) Either that, or that overpass would need to be paper-thin.

I always assumed that the height listed was the height to the bottom of the overpass.  Once again, things make a lot more sense now.

But 6.5 meters is 5 meters using that 1.3 distortion rule; which is a 16 foot clearance.  Which seems pretty reasonable for the average overpass.  Not sure if it's different elsewhere in the US (or world), but here on the east coast I've noticed they only post the clearance warning signs if it's under 16 feet.  I still plan on using L1 for most overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 25, 2012, 12:41:54 AM
Here we have special warnings from under 4.0m. Between 4.0m and 4.5m it's only notified and above that it's not even notified.

We came to a level of 7.5m when we looked at the tallest automata, and it turned out to be one of jestarr's train carts, which fit just under a 6.5m clearance....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 27, 2012, 04:42:55 AM
Apparently, the hightest doublestacking standards in the US are 20ft 2in (6.1m), so 6.5m is as good as spot on for modern, high standard overpasses for rail. However, I've always wanted some way to build older, lower standard overpasses like on the NY parkway system. But then I could use L1 to represent that and use L2 to "upgrade" them.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 01, 2012, 03:06:36 PM
In honor of the 6th anniversary of SimCity 4 Devotion, and the 7th anniversary of the first RHW release, the NAM Team will be having a special showcase in the "Of Special Interest This Month" section of the forums, for the whole month of November 2012.  No doubt you'll get to see some fun RHW stuff over there . . . come check it out (http://sc4devotion.com/forums/index.php?topic=15244.0)!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on November 02, 2012, 11:40:18 PM
Are there any plans for an RHW-8S to OWR-4 transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 03, 2012, 12:23:57 AM
Yes.  But we're not in a stage of development where we're thinking about it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on November 10, 2012, 01:45:43 PM
Hi guys.  :) Sorry if it has been already asked, but are there any plans for:
1. Diagonal dashed line cosmetic piece for RHW-2?
2. Junction: RHW-3 -> RHW-2 + MIS? Something like that:
http://wikimapia.org/#lat=50.9076802&lon=20.5758663&z=19&l=28&m=h
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 10, 2012, 02:00:59 PM
Yes and yes.  The latter's been mostly implemented. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on November 10, 2012, 02:16:54 PM
Is there any development decision on networks RHW-10C and RHW-12s
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 10, 2012, 02:26:02 PM
Right now, it's looking like the RHW-10C and RHW-12S will have to wait until a later release, mainly because they'll require a large number of on/offramp pieces to be made.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on November 10, 2012, 02:59:25 PM
Quote from: Tarkus on November 10, 2012, 02:00:59 PM
Yes and yes.  The latter's been mostly implemented. :)

-Alex
Cool!  :)
May I ask just for one another thing? What do you think about pedestrain crossing cosmetic pieces on RHW-2 or WRHW-2? It's very common on polish roads, because many of them goes trough villages or small towns. Huge part of them are equipped in islands.
Examples:
http://maps.google.pl/?ll=50.346479,20.036308&spn=0.000897,0.002642&t=k&z=19&layer=c&cbll=50.346351,20.036205&panoid=KixSq1F1CIAHUiAeYyiznA&cbp=12,28.69,,0,8.68
http://maps.google.pl/?ll=50.143554,19.972769&spn=0.000908,0.002642&t=h&z=19&layer=c&cbll=50.143519,19.972942&panoid=24sXIwJdu7ZNj2TZDm-cKg&cbp=12,120.16,,0,10.78





Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 10, 2012, 06:29:19 PM
Those roads look like RHW-2s, but after locating the speed limit signs, and noticing that they read 70km/h and 40km/h, functionality-wise, they are more like Roads/AVE-2s.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on November 10, 2012, 06:56:05 PM
You have got an eye for that Alex. Wouldn't of thought of looking for that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 11, 2012, 04:17:31 AM
I was wondering if a SPUI piece for AVE-6/TLA-7 is in the works. I've been building an urban area and I'd find it very useful for higher-capacity interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on November 11, 2012, 04:23:25 AM
By the way, double lines do simply mean "no overtaking" in europe. Pedestrian crossings on RHW2s do in my eyes not make sense, as they would be too dangerous in RL. Overpasses and underpasses are the solution.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on November 11, 2012, 06:17:33 AM
Quote from: Flatron on November 11, 2012, 04:23:25 AM
By the way, double lines do simply mean "no overtaking" in europe.

Not quite. If continuous they mean: do not cross this line. If the road is wide enough for traffic to overtake without crossing the line, that is permitted.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on November 11, 2012, 06:46:30 AM
OK, thats true, but the RHW2 is definitely not wide enough for such maneuvres...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on November 11, 2012, 07:17:01 AM
Quote from: Tarkus on November 10, 2012, 06:29:19 PM
Those roads look like RHW-2s, but after locating the speed limit signs, and noticing that they read 70km/h and 40km/h, functionality-wise, they are more like Roads/AVE-2s.

Well, in this case you are right. I didin't think that 70km/h is more like roads, it was always a "RHW with local speed limit" for me. And 40km/h is only due to the sharp bends, not pedestrain crossing.
Thanks for answering!  :)

Quote from: Flatron on November 11, 2012, 04:23:25 AM
By the way, double lines do simply mean "no overtaking" in europe. Pedestrian crossings on RHW2s do in my eyes not make sense, as they would be too dangerous in RL. Overpasses and underpasses are the solution.
Yes it is dangerous. But it's everyday situation, even on 2x2 roads (of course with local 70 in unbuilt-up or 50 km/h in built-up areas).
By the way in Poland double solid divide always opposite directions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on November 12, 2012, 05:09:18 AM
Quote from: Patricius Maximus on November 11, 2012, 04:17:31 AM
I was wondering if a SPUI piece for AVE-6/TLA-7 is in the works. I've been building an urban area and I'd find it very useful for higher-capacity interchanges.

Here is a real-life link to a double-left SPUI... https://maps.google.com/?ll=42.753215,-73.769014&spn=0.003872,0.004823&t=k&z=18

I wouldn't mind something like this either, although to be fair, it is 4-lane outside of this and merely expands, as this used to be a traditional diamond interchange with two left-turn lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 12, 2012, 06:22:25 AM
Quote from: wschmrdr on November 12, 2012, 05:09:18 AM
I wouldn't mind something like this either, although to be fair, it is 4-lane outside of this and merely expands, as this used to be a traditional diamond interchange with two left-turn lanes.

This is the situation that led me to consider the AVE-6/TLA-7 SPUI piece:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2F1-589.jpg&hash=63ec22edd4088e668c521eb723f0dad3cc5b12a8)

Notice that it's an urban TLA-7. It isn't all that heavily trafficked now, but suppose it was (as I'm sure many TLA-7's are). The only interchange option that we have now that doesn't take up a lot of space is the basic diamond configuration. The AVE-6 SPUI is a natural extension of both NWM and RHW functionality, and would improve urban traffic congestion quite a bit (just as the real SPUI does). If anything it would be more useful than the existing SPUI piece. These sort of SPUIs also occasionally crop up in real-life. This (https://maps.google.com/?ll=27.960378,-82.729908) is another example.

Quote from: kbieniu7 on November 11, 2012, 07:17:01 AM
Well, in this case you are right. I didin't think that 70km/h is more like roads, it was always a "RHW with local speed limit" for me. And 40km/h is only due to the sharp bends, not pedestrain crossing.

To me 70 kph seems awfully slow for a RHW-2 type of road (70 kph is more like a "RD-2" (in-game roads)), but I suppose it depends on what you're used to. Worldwide, it's not uncommon for 2-lane rural highways to slow to a 70 kph limit while going through towns. The rural highways I make in SC4 are intended to be unrestricted, but that's just my preference (of course, when those NAM smooth curves come up, so do some advisory signs  :P).

As for the pedestrian crossing in a rural area, there are three basic options:

1. Paint a crosswalk
2. Build a pedestrian bridge
3. Post a 30 kph/20 mph school zone with flashing lights

Sometimes a combination can be used, such as a 10 kph (or 5 mph) reduction in the speed limit along with a crosswalk, but those are the basic options.

I prefer the bridge route myself, and use this often in Simcity. Segregating pedestrians and cars is the most elegant, efficient, and safest way. It's also the most expensive way, and often isn't cost-effective in rural areas. It is worth it IMO in cities, but oddly enough they are rarely used, despite the fact that officials claim to value safety, and there is no option safer than segregating pedestrians. As a bonus, drivers could go as fast as the road permits. Also, most of the time these school zones are devoid of anything trying to cross the road, so there's no need to slow down traffic to begin with.

Anyway, that's my "tangent du jour".
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on November 12, 2012, 06:50:37 AM
Here in my area, all they do is paint a crosswalk, and put a neon yellow crossing sign. They rarely put flashing lights. &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 12, 2012, 11:02:18 AM
I am planning more FlexSPUIs down the road, namely, one for the dual-left turn Avenue TuLEPs, and a couple for the triple-tile NWM networks.  But they're most likely to be done as part of the next development cycle, when we focus more on NWM and TuLEPs-related content.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 12, 2012, 11:09:58 AM
TuLEPs and RHW were meant to be together. The current SPUI setup is an excellent example, that's for sure!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on November 12, 2012, 01:12:22 PM
Quote from: Patricius Maximus on November 12, 2012, 06:22:25 AM
I prefer the bridge route myself, and use this often in Simcity. Segregating pedestrians and cars is the most elegant, efficient, and safest way. It's also the most expensive way, and often isn't cost-effective in rural areas. It is worth it IMO in cities, but oddly enough they are rarely used, despite the fact that officials claim to value safety, and there is no option safer than segregating pedestrians. As a bonus, drivers could go as fast as the road permits. Also, most of the time these school zones are devoid of anything trying to cross the road, so there's no need to slow down traffic to begin with.

Anyway, that's my "tangent du jour".

I must highly disagree with what you wrote. Yes it might seem as the safest way, but surely there is more to what meets the eye. I don't know where you live, but where I'm from (Ljubljana), we have big incetitives for infrastructure more friendly to people, than cars. This means sharper turns on intersections, straighter paths for cyclists and pedestrians, removal of parking spaces from squares and streets in the old city centre, transit roads,... and giving space to the cyclists, public transit and pedestrians, as well as making nicer place for everyone, except the poor car, that has to be parked either in an underground garage, or quite a bit further out. One of the main thing that comes in to play is segregation. The new unoficial textbook on how to make new infrastructure in the city explicitly prohibits segregation. You can only segregate cars from certain places. And believe me the city is flourishing more and more. Use of bicycles rose so much in the past years, that one would be amazed by the change in just 6 years. Not just the bycicles, the ambient of the city is totaly different.
So to get back to the point with the overpasses. If a pedestrian walks in front of you on a highway, what are the chances he lives another day? None. You won't see him. You can't predict he will be there, they aren't allowed there, so you're not aware of them. Yet there are probably thousands of deaths like that every year. Same with segregation on much lower level. Cars should be limited to less than 60km/h in urban areas, especially in denser areas. Because the most important part of urban traffic is the pedestrian. They're the weakest and on the other hand the most favourable. They stop at shops and spend money, but don't take up any space, don't pollute,... Then the cyclists, public transit, cars and of course commercial vehicles. So if you give the right of way to the 4th on the list there must be something wrong with the system.
Besides, if you make an overpass for peds, they will still use the shortest route. You need energy for walking and cycling, cars run ''by themselves''. So if I connect this essay of mine. You still get the peds crossing the road, which means you still need to focus. Which you just don't. I mean come on most people don't even focus when driving on a ped-overcrowded street, let alone somewhere where peds shouldn't be.

I mean just saying... Awesome job on RHW guys!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on November 12, 2012, 04:13:10 PM
I don't know f this has been answered or not, but will there be elevated tranistions, as in ERHW 4 to ERHW 6?

Thanks,
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on November 12, 2012, 08:51:04 PM
Quote from: sunv123 on November 12, 2012, 04:13:10 PM
I don't know f this has been answered or not, but will there be elevated tranistions, as in ERHW 4 to ERHW 6?

Thanks,

I haven't made any models for those yet, but I am working on a plan to implement them as well as additional revised elevated exit ramps (as they use the same sort of s-curvy barriers).  They probably won't make it until NAM 32.

There will be some elevated exits, most likely only the already existing ones from RHW5.0 though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on November 12, 2012, 10:59:22 PM
I have a question: Is it possible to raise the speed limit on RHWs? 100-120 km/h would be great. Same for the Roads, as they are normally only restricted in built up areas. Would it be possible to make the speed depending on if there's zoning next to the road?
OT(strucka): Segregating Pedestrians from cars is horrible I think. It does of course make sense if there's a road/"highway" of a higher class(for instance federal or state roads that don't really run in the built up area, but only tangential) crossing through a small village with only a 70 km/h limit instead of 50 for the real built up areas. By the way, in Bavaria there are some people who have the opinion that the speed limit in built up areas should be 30 km/h, which I find quite useful.Nowadays, everything is 50km/h and 30-zones have to be announced. With the new rule, it would be the other way round.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 12, 2012, 11:04:43 PM
Quote from: Flatron on November 12, 2012, 10:59:22 PM
I have a question: Is it possible to raise the speed limit on RHWs? 100-120 km/h would be great. Same for the Roads, as they are normally only restricted in built up areas. Would it be possible to make the speed depending on if there's zoning next to the road?

You generally don't wanna be tampering with network speeds, because they've already been calibrated to reflect their capacity.

For the record, RHW speed is already higher than that: 150 km/h, or 93 mph. This is so that they overtake the speed of Rail (140 km/h), thereby granting RHW more usage than it would otherwise have.

Additionally, speed is constant, regardless of what's zoned along it, so you can't have a variable-speed road. The only way to make it look like a network has a lower speed is by giving it a lower capacity. The NAM Unified Traffic Simulator does this so that the tiles approaching an intersection have a lower capacity. This is not a bug; It's to simulate the braking you would do in real-life.

For the record, here's the list of speeds, which I conveniently written down on a card:

Street 30, RD/AVE 50, OWR 75, MHW/RHW 150, Rail 140, Subway 105, El Rail 115, Monorail 225.

NAM Team Member Z explains one of the traffic simulator's properties (Congestion versus Speed) here:

Quote from: z on September 06, 2012, 02:13:52 AM
In short, what this property means is that the nominal network speed applies only when the network is exactly at 100% of capacity.  As network usage drops, speed rises, to a maximum of 130% of the nominal speed when the network has essentially no traffic.  On the other end of the spectrum, when network usage rises over 100%, the speed of the network drops, reaching a minimum of 30% of nominal speed when the network is at 250% of capacity.  This 30% is hardwired in by Maxis; we can't make it lower.

I scratched out part of my above comment; Speed can be variable, but it's dependent on capacity, not by what's zoned along it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 13, 2012, 05:19:16 AM
Wow, 140 kmph on railroads? Would love to see RL freight moving at that speed. :D

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on November 13, 2012, 07:24:03 AM
WOW! 150km/h :o So glad you're using the metric system :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 13, 2012, 08:15:02 PM
Quote from: Tarkus on November 12, 2012, 11:02:18 AM
I am planning more FlexSPUIs down the road, namely, one for the dual-left turn Avenue TuLEPs, and a couple for the triple-tile NWM networks.  But they're most likely to be done as part of the next development cycle, when we focus more on NWM and TuLEPs-related content.

-Alex

Good. I also intend to contribute more about pedestrians and traffic calming, but not until tomorrow. Until then, good night.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shinkansen1 on November 13, 2012, 10:45:20 PM
Quote from: GDO29Anagram on November 12, 2012, 11:04:43 PM
For the record, here's the list of speeds, which I conveniently written down on a card:

Street 30, RD/AVE 50, OWR 75, MHW/RHW 150, Rail 140, Subway 105, El Rail 115, Monorail 225.

Well that explains why my OWR-AVE-OWR setup failed to ease congestion on major routes in my cities. ()sad() Or is it because I used avenue roundabouts at intersections instead of actual intersections? I was worried that if I left the roundabouts out, there would be far more traffic accidents occurring.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 14, 2012, 04:37:23 AM
As a pedestrian and cyclist, a bridge or underpass is more attractive to me than negotiating a high-speed road with opposing traffic. I wouldn't be concerned with stupid people, since no design will eliminate stupidity. Car drivers have travel needs as great as pedestrians. Total segregation is impossible, but in my ideal city there wouldn't be crosswalks across arterial roads. I've lived in integrated and segregated cities, and when I was walking or cycling I personally found the segregated paths more useful than negotiating arterial roads, as long as the idea is well-executed. I'm actually a fan of making minor roads more friendly to pedestrians, by using "natural" traffic calming, where slower speeds seem natural and in order, as opposed to forced and inordinate. This (http://upload.wikimedia.org/wikipedia/commons/4/4d/One-lane_chicane_1.jpg) is an example of forced calming, and this (http://upload.wikimedia.org/wikipedia/commons/5/55/New_Road%2C_Brighton_-_shared_space.jpg) is an example of natural calming. See the difference? Only roads like these should have 30 kph limits, since 30 kph is simply too slow of a speed for any kind of major road (80-100 kph is more like it).

My modus operandi is "move traffic faster, shorten trip time, decrease congestion, increase convenience". Any plan that detracts from that moves us backward instead of forward, and I want to move forward. If I'm coming into a big city, I'll first be on a freeway, then I'll exit off to an arterial road, then I'll take a minor street to my destination. Most of the trip time is spent in the freeways and arterials, so partially pedestrianizing such streets will help pedestrians without hurting car drivers. Shared space would slow down traffic too much on arterial roads.

As for parking, I've always been interested in the idea of Underways (http://www.cbrd.co.uk/histories/underways/), be it for London or any other major city. I know it's impractical to actually build (at least at this time), but I still think it's very interesting.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 14, 2012, 06:24:41 AM
Quote from: jondor on November 12, 2012, 08:51:04 PM
Quote from: sunv123 on November 12, 2012, 04:13:10 PM
I don't know f this has been answered or not, but will there be elevated tranistions, as in ERHW 4 to ERHW 6?

Thanks,

I haven't made any models for those yet, but I am working on a plan to implement them as well as additional revised elevated exit ramps (as they use the same sort of s-curvy barriers).  They probably won't make it until NAM 32.

There will be some elevated exits, most likely only the already existing ones from RHW5.0 though.


Is one of the new elevated exits a ERHW-8 - ERHW-4 splitter for the new ERHW-8 in 5.0? I can see that piece coming into good use for ERHW Trumpet/T-bone interchanges and other stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 14, 2012, 10:26:20 AM
We're wandering a bit off topic but I wanted to say very interesting post Patricius Maximus! The underways plan would be the perfect traffic solution for big cities if it wasn't for what I imagine would be an insane price tag. One of the things about segregating motorized and non-motorized traffic is that the motorized traffic usually still has a big impact on the surrounding areas. Unsightly motorway viaducts, dangerous and crime-filled pedestrian underpasses, and neighborhoods divided by traffic are common results. Motorway tunnels avoid these problems and are a solution I try to use in SimCity, though our options are somewhat limited.

I've actually seen underways in real life. Despite having only 70,000 people, Tromso (http://maps.google.fi/maps?q=tromso&hl=en&ll=69.647775,18.953819&spn=0.047523,0.261097&sll=-18.510215,146.396255&sspn=0.259147,0.522194&t=h&gl=fi&hnear=Tromso,+Troms,+Norway&z=13) has an extensive network of tunnels for its thoroughfares and for parking. Almost all are 2-lane and 70km/hour, though there is a 3km stretch of twin 2-lane tunnels going under the fjord. I guess they built them because there's very little flat land for roads and because Norway has an excessive amount of money.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on November 14, 2012, 10:52:40 AM
Munich(1.2Millions), too has put parts of it's "MittlererRing(middle Ringway)", a 4-6 lane inner city highway(though it's mostly 50/60km/h) under ground. This has made the surrounding neighbourhoods more attractive.
I didn't want to say that segregation is useless on arteries or ringroads. The problem is that we have many stroads nowadays, mixtures between street and road, where neither motorized nor pedestrian traffic can flow comfortably.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on November 14, 2012, 11:12:40 AM
Well, I see that my question caused a small minor discussion. May I also add something from myself? :)

I think that segregation in urban areas is the worst thing that could be done for pedestrians (and cyclists). Like Strucka said, pedestrians and cyclists need energy to move. If you are walking you can not just push the accelerate pedal, whole energy comes from your body. Going up and down, no matter if using stairs or ramp is very tiring. In this case there are a lot of situations, where people cross the road illegaly. Furthermore it makes city harder to walk trough, especially for older people.

In my opinion cities should be as most friendly for pedestrians (their citizens) as possible, even when it means restrictions for vehicles. It makes them most liveable (easier moving, lower traffic noise, etc.). To be honest, sometimes I look with envy at eastern-european western-european* cities and their solutions making them real people-friendly. Unfortunately polish traffic engineers, planists and even local government do almost everything to make the space car-friendly anywhere outside the historical Old Town. :( 30km/h zones are implemented with difficulty, and on the great amount of main roads there is 70 km/h and the only way used to fight with the traffic noise are soundwalls, which go trough estates and densely built-up areas. For example, there are new (8-meters-high!) ones planned, by the roundabout in the city centre. Nobody in city hall even consider decreasing allowed speed to 50km/h... That's sick...
And bicycle infrastructure... it's often treated like some groundless claims, or whims. Huge part of trouble spots (intersetction, railway crossing, terrain obstacles, etc.) are solved in accordance with "cyclist could dismount from the bike and walk trough the pedestrian crossing as a pedestrian"... that's sick too...

But it's not the most appropiate threadfor such topics. Maybe we will start a new one, or move to another one if such already exists? :)

* - A mlittle mistake: firstly I wrote "eastern-", but I meant "western-european". Sorry!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 14, 2012, 11:43:32 AM
Well, let me add my two cents.

From my experience, we need to get a good compromise between car traffic and bicycling and pedestrian traffic in cities. In my home city, Zoetermeer, I think it's done quite well: lots of dedicated bike paths, a good main road infrastructure (which allows speeds up to 70km/h and it doesn't cross bike traffic at-grade) and quite some bridges and underpasses with reasonable slopes. But this is mainly because most of this city is build after the 1960s.

In older cities like the Hague, this is less well organised, where people have to share the road with car traffic quite some times. Now these cities actually can't live without cars, but they are not friendly for all road users either. But with separating bike paths from roads, separating traffic types, this improves a lot of the problems. The city may tend to be a bit more to the car-friendly side, but still it is OK for other traffic.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on November 14, 2012, 05:43:21 PM
Quote from: noahclem on November 14, 2012, 10:26:20 AM
We're wandering a bit off topic but I wanted to say very interesting post Patricius Maximus! The underways plan would be the perfect traffic solution for big cities if it wasn't for what I imagine would be an insane price tag. One of the things about segregating motorized and non-motorized traffic is that the motorized traffic usually still has a big impact on the surrounding areas. Unsightly motorway viaducts, dangerous and crime-filled pedestrian underpasses, and neighborhoods divided by traffic are common results. Motorway tunnels avoid these problems and are a solution I try to use in SimCity, though our options are somewhat limited.

I've actually seen underways in real life. Despite having only 70,000 people, Tromso (http://maps.google.fi/maps?q=tromso&hl=en&ll=69.647775,18.953819&spn=0.047523,0.261097&sll=-18.510215,146.396255&sspn=0.259147,0.522194&t=h&gl=fi&hnear=Tromso,+Troms,+Norway&z=13) has an extensive network of tunnels for its thoroughfares and for parking. Almost all are 2-lane and 70km/hour, though there is a 3km stretch of twin 2-lane tunnels going under the fjord. I guess they built them because there's very little flat land for roads and because Norway has an excessive amount of money.

In my area, we're actually going through a similar predicament right now, they're calling it "The I-81 Challenge".

I've been using sunken highways as of late because the bridges are so much easier with on-slope puzzle pieces (thankfully no precip in SC4 so no challenge associated with the highway flooding), but I always had trouble with intersection traffic from it. This sort of traffic is actually one of the reasons I turned to RHW/TuLEP (especially the SPUI). Any sort of highway is a challenge because access is so limited, while using frontage roads isn't all that nice, especially when you consider that OWR does not have a natural neighbour connection (at least in SC4 rush hour, not sure if any of the patches have it), and I'm not sure if traffic will react to a RHW-4 the same way it would a OWR-2. How does that react? I suppose I could just give it a shot, but I don't want to have to build my sunken infrastructure just to have to go back and re-do it, especially considering I have so many neighbour dependencies.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on November 14, 2012, 06:05:08 PM
We have sparked quite a little discussion, and perhaps this can be continued in another thread if this tangent gets too out of hand  :-\.

First off, cars have been a boon to humanity and to human lives, and to hold a grudge against car users goes against the whole point of maintaining a transportation system - namely fast, efficient travel for everyone. Going in the other direction, trying to impede travel, to me sounds more like an opposite world than anything real. As for the traffic noise, I can't blame city hall for actually wanting cars to flow at reasonable speeds. Although I'm not a full-time urbanite and experiences/perceptions differ between individuals, I do visit urban areas regularly, and I don't notice much of a difference between 30 kph and 80 kph traffic - the primary factor is volume. Any heavily trafficked urban road will be noisy, and the only way to eliminate the problem is to bury the roadway like Boston did with the Big Dig. Obstructing travel is what strikes me as sick, and what another poster mentioned about bicycle infrastructure neglect qualifies as obstructing travel. All too often town planners strangulate bicycle travel or strangulate car travel, when both should be well-maintained. Bicyclists should be able to travel fast too, and neglecting to put bicycle infrastructure in place at trouble spots is just asking for headaches from everyone.

Quote from: MandelSoft on November 14, 2012, 11:43:32 AM
Well, let me add my two cents.

From my experience, we need to get a good compromise between car traffic and bicycling and pedestrian traffic in cities. In my home city, Zoetermeer, I think it's done quite well: lots of dedicated bike paths, a good main road infrastructure (which allows speeds up to 70km/h and it doesn't cross bike traffic at-grade) and quite some bridges and underpasses with reasonable slopes. But this is mainly because most of this city is build after the 1960s.

Sounds like a very reasonable approach, and your home city dovetails with what I was talking about.

QuoteIn older cities like the Hague, this is less well organised, where people have to share the road with car traffic quite some times. Now these cities actually can't live without cars, but they are not friendly for all road users either. But with separating bike paths from roads, separating traffic types, this improves a lot of the problems. The city may tend to be a bit more to the car-friendly side, but still it is OK for other traffic.

That perhaps better expresses what I was trying to get across.

Quote from: noahclem on November 14, 2012, 10:26:20 AM
We're wandering a bit off topic but I wanted to say very interesting post Patricius Maximus! The underways plan would be the perfect traffic solution for big cities if it wasn't for what I imagine would be an insane price tag.

Indeed. I've always been very interested in an Underways scheme, and although the price tag may be impractical it was actually not that insane. Estimates vary of course, but such a plan would actually be doable if governments were willing to sink very large amounts of money into it.

QuoteOne of the things about segregating motorized and non-motorized traffic is that the motorized traffic usually still has a big impact on the surrounding areas. Unsightly motorway viaducts, dangerous and crime-filled pedestrian underpasses, and neighborhoods divided by traffic are common results. Motorway tunnels avoid these problems and are a solution I try to use in SimCity, though our options are somewhat limited.

Most of those problems will appear with any major road in a given area, segregated or integrated. As for the unsightliness, it depends on the designers. After all, there is a big difference between the former Boston Central Artery (http://subwaynut.com/mbta/red_line/jfk_umass/jfk_umass19.jpg) and the Golden Gate Bridge (http://upload.wikimedia.org/wikipedia/commons/0/0c/GoldenGateBridge-001.jpg). Infrastructure can be beautiful. All too often it isn't, but that's due to laziness, not the infrastructure itself.

QuoteI've actually seen underways in real life. Despite having only 70,000 people, Tromso (http://maps.google.fi/maps?q=tromso&hl=en&ll=69.647775,18.953819&spn=0.047523,0.261097&sll=-18.510215,146.396255&sspn=0.259147,0.522194&t=h&gl=fi&hnear=Tromso,+Troms,+Norway&z=13) has an extensive network of tunnels for its thoroughfares and for parking. Almost all are 2-lane and 70km/hour, though there is a 3km stretch of twin 2-lane tunnels going under the fjord. I guess they built them because there's very little flat land for roads and because Norway has an excessive amount of money.

Fascinating.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on November 16, 2012, 09:07:35 AM
That's one thing that I think is very important to understand: cities are built around the infrastructure technology and needs of the day. Older cities have somewhat narrow roads, as do cities without NWM. If you can make a plan around your city's needs, for example with Nashville TN (USA), you'll have a much easier time with traffic. Some choose tunneled highways in order to get rid of "barriers" separating different parts of the city, such as walking from a college campus to the downtown commercial district and having to cross under a highway. For volume problems, you see road widening (such as going to a TLA-7), but what are you destroying as a result?

Geography can also play a challenge, and here's a neat little segue into a RHW question: I noticed with the Maxis highways, you can actually have your on-ramp run along a slope, say you want to have access to a frontage road from a sunken highway. Are there any plans to support this with RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 16, 2012, 02:13:49 PM
Used RHW to explain something IRL: http://www.wonderfulwaterloo.com/showthread.php?t=64&page=2&p=40674#post40674
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 19, 2012, 08:26:51 AM
I ran into this problem last week, it seems that there's no puzzle pieces for Pedmall x RHW intersections. Are they in there, but I'm looking in the wrong places? Or do they not currently exist? I know that I have to convert RHW-4 into OWR-2 and RHW-2 into Road for the puzzle pieces, but I can't convert the others.  ()what()

If they do exist, please tell me where I could find them.

If they don't exist, can there please be:

----Ped Mall over RHW-2, 3, 4, etc.

----Ped Mall under ERHW-2, 3, 4, etc.


I hope these can get added for RHW 5.0 if they're not in the current NAM/RHW. It is quite a massive inconvience in urban areas for replacing Ped Malls with roads, with path blockers, just so that they can go either over or under RHW networks. We have overpasses for Road, AVE-4, OWR, and Heavy Rail going over RHW, but unfortunately not Ped Malls.   &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on November 19, 2012, 10:59:06 AM
Quote from: Monorail Master on November 19, 2012, 08:26:51 AM
I ran into this problem last week, it seems that there's no puzzle pieces for Pedmall x RHW intersections. Are they in there, but I'm looking in the wrong places? Or do they not currently exist?

I don't think those pieces exist. I use FLUPs for getting pedestrians across RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2FPedMallxRHW.jpg&hash=22445d9a4b824a2e90a736593877cec44cba3621)
Works quite well.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 19, 2012, 12:58:48 PM
@wthrwyz: Ok...... But what about Pedmall going under the ERHW networks? That's where I'm running into major conflicts to where I have no other option but to use a road with path-blocker lots.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 19, 2012, 02:06:02 PM
New RHW Interchange Guides: How to make a 4-level stack: http://sc4devotion.com/forums/index.php?topic=14076.msg440015#msg440015
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on November 19, 2012, 03:40:04 PM
@Monorail Master: There are el-rail-over-pedmall and rail-over-pedmall pieces, but I don't think there are counterparts to those for any of the road-based elevated networks. One of the NAM team members will have to speak to why that is, but my guess is that it's probably just a case of no one's gotten around to it yet.  :-\

If I had to do something like what you describe, I'd probably do something daft like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2FPedMallxERHW.jpg&hash=d4f54337be7df35e8b32c22ba69c45d1dfa16954)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on November 25, 2012, 12:20:37 AM
Is there a fix for this? Is it possible to fix or does it need to wait for NAM 31?
The problem is ramp lines don't line up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1243.photobucket.com%2Falbums%2Fgg550%2FDurfsurn%2FTywei-Oct24061353831329.jpg&hash=afb66a7e84564a4807c115e7c62c36390408aa30)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 25, 2012, 12:37:36 AM
Quote from: Durfsurn on November 25, 2012, 12:20:37 AM
The problem is ramp lines don't line up.

It's only a visual issue, so you really don't need to worry.

Fixable? Yes. High-priority? Not so much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 25, 2012, 12:45:14 AM
Which one?  The MIS Y-Splitter or the RHW-8C Type E1 ramp interface?  The Y-Splitter is a RUL-related issue, the ramp interface is texture related.  We can't fix the Y-Splitter now, and while the ramp interface textures could be fixed, with the full plate of stuff on which we're working, I don't foresee us doing that one before NAM 31, either.

Going forward, we probably won't be correcting anything RHW-related until the release itself.  P57's pretty much a completely clean slate.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on November 25, 2012, 01:06:30 AM
It was the 8C ramp. The MIS splitter can be fixed by clicking on it repeatedly. Thanks for speedy reply and sorry it wasn't a speedy fix!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on November 27, 2012, 01:12:31 PM
@Wthrwyz: That bites...but thanks for the help


Can we please have ERHW-Pedmall tiles in the next version of RHW? So that we don't have to do what Wthrwyz did in the picture he posted
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 03, 2012, 11:20:56 AM
Any news regarding RHW? $%Grinno$%
cheers
Gugu3
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on December 03, 2012, 12:21:34 PM
I'm working hard to get some extra treats done in time for this release, but I won't spoil anything until I know for certain they'll make it in.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 03, 2012, 12:57:53 PM
Thank you Sir!!!! ;)
I like surprises:)thank you for all the efforts you put into this amazing project! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 03, 2012, 01:49:17 PM
Goodie Goodie! I love surprises! %BUd%

I hope there'll be GingeRHWbread cookies and an ERHWlves!  (Gingerbread cookies and Elves!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 03, 2012, 02:34:28 PM
I should also add that Alpha Build 05 did finally make it out to the team and NAM Associates for their inspection.  I haven't had too much to really show off here as of the past few days, however.  RL's been busy (but very good) the past few days, but I'm slowly plugging away on getting the RUL2 side of things squared away as best I can.  There's probably going to be a lot more NAM Controller builds rather than actual Alpha Builds.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on December 03, 2012, 05:59:53 PM
Ok I know you guys get inundated with requests, and I'm not sure if it's been brought up before, but something that would be extremely useful: more inside entrance/exit pieces. Currently they only exist for RHW-4. It's very useful for creating very complex setups in small spaces (e.g. superlarge airports that need tons of exits/entrances for high volume in a small space). From the tutorial on puzzle pieces it seems like it would take me way more time than I have these days with my job and SCAG projects, especially not having experience with transit modding :( 

Just throwing it out there since I think it has wide appeal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 03, 2012, 06:33:12 PM
Those inside exit/entrance pieces are something that's been planned for a long time.  There are some implementation-related things we're looking into with respect to those.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 04, 2012, 04:02:54 AM
Quote from: Tarkus on December 03, 2012, 06:33:12 PM
Those inside exit/entrance pieces are something that's been planned for a long time.  There are some implementation-related things we're looking into with respect to those.

-Alex

Awesome.  I hate using left sided exits, but they are all over the place in Chicago, and they really would come in handy in the game if you want to build some complex interchanges like this one
(do a google map search for I-94 and Torrence Ave, and then scroll West(left) a little bit to see the I-94, I-294, and 394 interchange.  They recently redid that entire segment when they widened I-94 to 4 lanes and they took a huge traffic nightmare and improved it to the point it no longer has the issues it used to have(like accidents) and my cousin helped design that interchange)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on December 04, 2012, 03:51:17 PM
Awesome news on the progress!


But will there be more RHW bridges? Like Stone Arch bridges for RHW 2 -6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2012, 11:00:23 PM
Quote from: Monorail Master on December 04, 2012, 03:51:17 PM
But will there be more RHW bridges? Like Stone Arch bridges for RHW 2 -6S.

There will be more bridges, but I can't remember what styles.  We should have at least one for each network, except the 6C and 8C, which aren't possible without DBE trickery.

Development is still rolling along . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8qeyC.jpg&hash=31f7f52c19b0770f86aa872da8c2a57a7c6c6883)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 08, 2012, 01:20:38 AM
Yea!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 08, 2012, 01:34:51 AM
Nice Alex!!!with"eveey network except rhw6-8c will have a bridge"you mean that we will have even a mis bridge?
Excellent work with l1rhw4
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 08, 2012, 01:38:53 AM
Quote from: Gugu3 on December 08, 2012, 01:34:51 AM
you mean that we will have even a mis bridge?

Yes.  We have a plain one lying around back. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 08, 2012, 03:03:52 AM
Wonderful!!
Thank you for all this amazing stuff
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on December 08, 2012, 04:43:46 AM
Quote from: Tarkus on December 08, 2012, 01:38:53 AM
Quote from: Gugu3 on December 08, 2012, 01:34:51 AM
you mean that we will have even a mis bridge?

Yes.  We have a plain one lying around back. 

-Alex

When you say a bridge, are you talking like the ones over water, or a viaduct style bridge over land that we've been using? Has traffic been tested on it yet? I remember reading there was this issue when it came to tunnels, but I wasn't sure if the same held true for bridges...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 08, 2012, 04:57:06 AM
Quote from: wschmrdr on December 08, 2012, 04:43:46 AM
Quote from: Tarkus on December 08, 2012, 01:38:53 AM
Quote from: Gugu3 on December 08, 2012, 01:34:51 AM
you mean that we will have even a mis bridge?

Yes.  We have a plain one lying around back. 

-Alex

When you say a bridge, are you talking like the ones over water, or a viaduct style bridge over land that we've been using? Has traffic been tested on it yet? I remember reading there was this issue when it came to tunnels, but I wasn't sure if the same held true for bridges...

A bridge is a bridge, not a viaduct. We refer to the latter as L1/L2/L3. . . If it gets released, it's functional - the NAM doesn't release non-functional things. Tunnels are controlled by the EXE, bridges are not; that's why we can make custom bridges but not custom tunnels.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2012, 11:08:38 AM
^My thoughts exactly.  In official NAM terminology, bridges go over water, viaducts/overpasses go over land.  A lot of users who ask questions, especially about new features, tend to use these terms interchangeably, so whenever someone says "bridge", I usually have to ask if they actually mean "bridge" or if they really mean "viaduct/overpass".  (Similar to how the modern newbie phrase "I'm new to modding" creates confusion as to whether the individual is trying to create or install mods.)

But those are the actual definitions we use.

More work on L1 viaducts (not bridges).  They're coming along swimmingly (but not across water).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcJLAF.jpg&hash=19d46673d8c5f35e157043a1d1584c4ef93f8f76)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 09, 2012, 11:47:43 AM
Hey, pretty nice! Just a quick question, are those overpasses puzzle pieces or just drag, because it looks like drag from my eye. ;)


It seems like a lot of people get those two terms mixed, the new high speed rail system built in china said that it is a "bridge", but I've been on it and it's mostly on land! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2012, 12:00:26 PM
Those are indeed draggable.  You won't need the puzzle pieces anymore, which is especially fortuitous, as if we made puzzle pieces for every combination now possible with the multi-height networking, we'd be looking at several hundred.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 09, 2012, 12:07:05 PM
That's a relief, it won't be like right now, searching through all of those pieces takes a ton of time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 09, 2012, 12:38:46 PM
Quote from: sunv123 on December 09, 2012, 12:07:05 PM
That's a relief, it won't be like right now, searching through all of those pieces takes a ton of time.

All it took was 24 lines of RUL-2 code when it was previously thought it would take tons of INRUL-14 code for a seemingly impossible feat. What I'm talking about is the ability to draw out multiple same-network crossings without it becoming a horrendous mess of orthogonal T-crossings. Try it yourself; It ain't pretty.

-----

Here's a math problem:

There are 11 RHW networks: MIS, 2, 3, 4, 6S, 8S, 10S, 12S, 6C, 8C, and 10C. There are actually technically 13 RHW networks, due to the modularity of the S-networks and C-networks, so it's really MIS, 2, 3, 4, 6S, 8S inner, 8S outer, 10S outer, 12S outer, 6C median, 6C outer, 8C outer, and 10C outer, but for these purposes, there are 11.

There are five height levels of RHW networks: L0, L1, L2, L3, and L4 (Please, I beg you, don't just say ERHW, because that could mean L1 through L4). Every network has an L0, L1, and L2 version, but only MIS, 4, and 6S have L3 and L4 counterparts.

There are four types of crossings: Ortho-ortho, ortho-diag, diag-ortho, and diag-diag. Only in cases where you have the same network width involved for both crossing networks (For example, RHW-2 over RHW-2) would ortho-diag and diag-ortho would be identical.

Additionally, due to how asymmetrical networks work out, they require more pieces than symmetrical networks. For example, diag L1 RHW-4 crossing over ortho RHW-2 requires two pieces, and if the RHW-2 were swapped out for an RHW-4, you may need double the pieces.

The current overpass pieces are cut into two pieces, so that they're just a single-tile puzzle piece each. All non-ortho-ortho crossing takes up two tiles.

With that in mind, had the RUL-2 breakthrough not happened, how many crossing pieces would be needed? Hint: More than 300.
Title: Re: RHW (RealHighway) - Development and Support
Post by: bremner19 on December 09, 2012, 12:43:00 PM
Thanks for your hard work, nonetheless.  Everyday I sign on anticipating the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on December 09, 2012, 03:22:33 PM
Quote from: Tarkus on December 09, 2012, 11:08:38 AM
A lot of users who ask questions, especially about new features, tend to use these terms interchangeably, so whenever someone says "bridge", I usually have to ask if they actually mean "bridge" or if they really mean "viaduct/overpass".

I hear a lot of that stuff where I'm from.  People call overpasses "bridges" regularly, and the "Watch for Ice on Bridge" warning signs which have started popping up recently for the winter season are used on every bridge, viaduct, and overpass with the term "bridge."  Radio traffic reports, however, make a differentiation and warn of icy conditions on "bridges" and "overpasses."

The L1 additions are looking quite nice.  Keep up the good work, Alex.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 09, 2012, 09:32:26 PM
Looking good guys.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on December 09, 2012, 09:45:08 PM
Quote from: GDO29Anagram on December 09, 2012, 12:38:46 PM
Here's a math problem:

<snip>

With that in mind, had the RUL-2 breakthrough not happened, how many crossing pieces would be needed? Hint: More than 300.

Error 01 OVERFLOW.  :P

Well just taking into account the number of networks, level combinations, and directions, I'm calculating nearly 2400 different possibilities. I don't even want to try to wrap my head around the number of individual pieces required for each of those networks. My guess is that it reaches into the tens of thousands if not even the hundreds of thousands, especially if they all have to be sliced up into single-tile units.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2012, 01:49:43 AM
Quote from: Wthrwyz on December 09, 2012, 09:45:08 PM
Well just taking into account the number of networks, level combinations, and directions, I'm calculating nearly 2400 different possibilities. I don't even want to try to wrap my head around the number of individual pieces required for each of those networks. My guess is that it reaches into the tens of thousands if not even the hundreds of thousands, especially if they all have to be sliced up into single-tile units.

The main, merged RHW .dat file I'm working with has about 46,000 subfiles within it at present (it's 63MB uncompressed), and it doesn't include the starter pieces or FARHW content (which are currently in separate .dat files), nor does it have some still in-progress stuff.

And now for a little development pic-age . . . now that's one tall highway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fu5SAQ.jpg&hash=f24ac4098fae667456f5f5f64048bfb22eb1fc87)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on December 10, 2012, 02:04:13 AM
tall but usefull, great work  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 10, 2012, 04:52:01 AM
OMG!!!that is amazing!!!This NAM will be the greatest addition to the game ever released!
keep it up!
Cheers
Gugu3
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 10, 2012, 08:26:10 AM
inb4 Tis the season to be teasin'.

That is all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on December 10, 2012, 08:32:02 AM
Quote from: GDO29Anagram on December 09, 2012, 12:38:46 PM
Here's a math problem:

<interesting stuff>

With that in mind, had the RUL-2 breakthrough not happened, how many crossing pieces would be needed? Hint: More than 300.


Hmm, just for fun I'd like to give it a try, but I'll calculate only the subset for all L0-L1 crossing pieces ...


- There are 13 (=:n) networks, 11 (=:n1) unidirectional and 2 (=:n2) bidirectional (symmetrical) ones.

- Lets define that directions always apply to the lower network.

For unidirectional pieces (dir), there are 4 possible different directions: N,E,S,W, or for diagonals Ne, Se, Sw, Nw.      
Symmetric pieces (sym) have 2 directions: NS and EW (NwSe and NeSw).

- Let's define that we call all possible directions for the upper network variations for a given direction of a lower piece.

Then I can obtain the following modifiers:


ortho x ortho

dir x dir:
- 4 possible directions with 2 variations each, so 4*2 =    8
-> (dd:=8)

sym x sym:
- 2 directions with 1 variation   each   
-> (ss:=2)

dir x sym:
- 4 directions with 1 variation each
-> (ds:=4)

sym x dir:
- 2 directions with 2 variations each
-> (sd:=4)


Now, the actual calculation begins. There are 13 Networks. Each network may overpass any other network, so I use the binomial formula

-> (n1 + n2)2

for all possible crossings and expand it.

-> n12 + n1n2 + n1n2 + n22

Now, I multiply these terms with the before calculated modifiers

-> dd*n12 + ds*n1n2 + sd*n1n2 + ss*n22

to get the total number of different ortho-ortho crossing pieces. The result is 1152 pieces.




The ortho x diag, diag x ortho and diag x diag modifiers all share the same numbers, so I just listed the ortho x diag part below.


ortho x diag

dir x dir:
- 4 directions, 4 variations each            16

sym x sym:
- 2 directions, 2 variations               4

dir x sym:
- 4 directions, 2 variations               8

sym x dir:
- 2 directions, 4 variations               8


I take the new modifiers and evaluate the formula again, which results in 2304. Right? No, I have to multiply the number by 2 as any diagonal overpass actually consists of two pieces, as Ganaram said before. so the total number here is 4608! I multiply this number again by 3 to also cover the diag x ortho and diag x diag setups.

-> I get a grand total of 14976 (3*4608 + 1152) unique L0-L1 crossing pieces needed to fully cover all RHW based networks in any given direction.


How many errors did I make ?  $%Grinno$%



Anyways, you all did and do a massive amount of great work here; for this I congratulate you!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 10, 2012, 09:16:43 AM
Quote from: McDuell on December 10, 2012, 08:32:02 AM
How many errors did I make ?

Well, given this:

Quote from: Tarkus on December 10, 2012, 01:49:43 AM
The main, merged RHW .dat file I'm working with has about 46,000 subfiles within it at present

And the fact that a crossing/overpass piece consists of an S3D, path file, and exemplar, you'd need to divide 46000 by 3, which is about 15000. I'd reckon you're about there, give or take 1000.

Of course, I didn't account for every other network...  ()flamdev()

But there's a reason I didn't: Once you introduce a non-dirtroad (non-RHW) network, it no longer is under the field of INRUL-13 and 14. It's now under RUL-1. Remember that RUL0 to RUL2 controls interactions between two different networks, and that the INRULs control just one network's interactions with itself. This is why you can crisscross multiple adjacent stretches of diagonal Rail with multiple stretches of diagonal Road with no problem, but why it breaks down when you crisscross Road with Road.

It was back in page 400-something that Alex announced he worked around the INRUL problem using only RUL-2 code. You'd think it ain't that big a deal (or worse, you won't get it at all), but it's a really important step towards making things less RUL-0 dependent. There's already a lot of RHW-RHW overpass puzzle pieces already...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on December 10, 2012, 11:10:22 AM
14976 comes pretty close to the total number of models (only base network and crossings, almost no ramps or transitions included in this figure).  Add to the number of models a couple hundred L0 texture-based intersections and you hit the number even closer.  I never actually sat down and counted, but 14976 could only be off by no more than 3%.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 10, 2012, 12:00:52 PM
Quote from: Tarkus on December 09, 2012, 11:08:38 AM
More work on L1 viaducts (not bridges).  They're coming along swimmingly (but not across water).

That just made my evening  :D :D  Sometimes it's the little things in life I guess. Anyway, things are looking great as always  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on December 10, 2012, 01:31:44 PM

Wow Alex, it's great the L4(?) overpass. &apls &apls &apls

Quote from: Tarkus on December 10, 2012, 01:49:43 AM

And now for a little development pic-age . . . now that's one tall highway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fu5SAQ.jpg&hash=f24ac4098fae667456f5f5f64048bfb22eb1fc87)

-Alex

It's very useful for me because I like to build in mountainous maps and often I need to cross a gorge or a narrow valley.

I hope that there's diagonals (L3-L4) and on-slope diagonal (at least L1-L2) too!! &idea

Quote from: Tarkus on December 09, 2012, 11:08:38 AM

More work on L1 viaducts (not bridges).  They're coming along swimmingly (but not across water).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcJLAF.jpg&hash=19d46673d8c5f35e157043a1d1584c4ef93f8f76)

-Alex


Ah, Have you made the OxD, DxO and DxD overpass for rail and GHSR?

PS.: There's a bug on the OxO overpass with GHSR, the carriageways are inverted.


Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 10, 2012, 03:20:34 PM
Now, that's what I call a high-way. :D


Quote from: noahclem on December 10, 2012, 12:00:52 PM
Quote from: Tarkus on December 09, 2012, 11:08:38 AM
More work on L1 viaducts (not bridges).  They're coming along swimmingly (but not across water).

That just made my evening  :D :D  Sometimes it's the little things in life I guess. Anyway, things are looking great as always  &apls

Yes, although in Siilijoki, you'll make these viaducts swimmingly cross water anyway. ;D

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2012, 03:46:30 PM
Quote from: vinlabsc3k on December 10, 2012, 01:31:44 PM
Wow Alex, it's great the L4(?) overpass. &apls &apls &apls

It is indeed an L4.

Quote from: vinlabsc3k on December 10, 2012, 01:31:44 PM
I hope that there's diagonals (L3-L4) and on-slope diagonal (at least L1-L2) too!! &idea

Every height level of every RHW network will have diagonal functionality in the next release.  I'm not sure whether or not we'll have diagonal on-slopes, as none have been made yet on the RHW side.  They're definitely planned.  It's just a matter of "when". 

Quote from: vinlabsc3k on December 10, 2012, 01:31:44 PM
Ah, Have you made the OxD, DxO and DxD overpass for rail and GHSR?

PS.: There's a bug on the OxO overpass with GHSR, the carriageways are inverted.
[/size][/font]

The RHW side of the Rail and GHSR crossings of those is coded, and it's just a matter of porting it to the different RHW networks.  The coding to extend GHSR itself to accept those crossings without deconverting to Monorail hasn't been done yet in most cases.  As far as the "bug" you mentioned, we've gutted all the old code that handles that overpass, so there should be no issue there going forward. 

At this point, we've basically stopped supporting and maintaining Version 5.0 of the RHW, and we will not be addressing any bug reports pertaining to it.  While "Mark 2" of the Project 57 RHW is not ready for release (before anyone asks "when?", I'll add "when its ready"), it's almost to the point of being functional enough to replace Version 5.0 systems.

Quote from: noahclem on December 10, 2012, 12:00:52 PM
Quote from: Tarkus on December 09, 2012, 11:08:38 AM
More work on L1 viaducts (not bridges).  They're coming along swimmingly (but not across water).

That just made my evening  :D :D  Sometimes it's the little things in life I guess. Anyway, things are looking great as always  &apls

Hehe. I'm glad someone caught onto my word choices there. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 11, 2012, 10:13:02 AM
I think it's a good time to reiterate that an L2 Ortho-Ave over L0 Diag-RHW6C would be awesome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 11, 2012, 11:23:24 AM
Quote from: dragonshardz on December 11, 2012, 10:13:02 AM
I think it's a good time to reiterate that an L2 Ortho-Ave over L0 Diag-RHW6C would be awesome.

It would, but the timing is somewhat off doing that now.  The plans are to make the L2 (and L1) Avenue Viaducts draggable around the same time as the NWM revamp for NAM 32.  I'm not sure there's much sense in making hundreds of puzzle pieces that will just become redundant one release later.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 11, 2012, 02:48:52 PM
I think that is a good point. Does this mean viaduct features for Rd, Ave, OWR etc stay the same in terms of functionality this release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 11, 2012, 06:19:38 PM
Quote from: Durfsurn on December 11, 2012, 02:48:52 PM
I think that is a good point. Does this mean viaduct features for Rd, Ave, OWR etc stay the same in terms of functionality this release?

Nope, I needed an overpass to go over something it couldn't, so I made the pieces to do it. You'll be able to cross Single Track Rail with Road Overpasses for the first time.
That's about it though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 11, 2012, 07:26:39 PM
Still good development since this is a RHW based release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 11, 2012, 10:34:16 PM
Quote from: Tarkus on December 11, 2012, 11:23:24 AM
Quote from: dragonshardz on December 11, 2012, 10:13:02 AM
I think it's a good time to reiterate that an L2 Ortho-Ave over L0 Diag-RHW6C would be awesome.

It would, but the timing is somewhat off doing that now.  The plans are to make the L2 (and L1) Avenue Viaducts draggable around the same time as the NWM revamp for NAM 32.  I'm not sure there's much sense in making hundreds of puzzle pieces that will just become redundant one release later.

-Alex

Even if they're being made draggable, the puzzle piece models are still useful and in many cases, are the most time-consuming part of doing the pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2012, 12:34:50 AM
Quote from: Shadow Assassin on December 11, 2012, 10:34:16 PM
Even if they're being made draggable, the puzzle piece models are still useful and in many cases, are the most time-consuming part of doing the pieces.

Most definitely. :)

And speaking of things being made draggable, it's pasta time!  Just in case you ever wanted to elevate your C/D lanes for some reason . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F37KOK.jpg&hash=689b0b7f291b6c41f31d2322d88ec5c3c5e58cf9)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on December 12, 2012, 12:55:20 AM
wow that is amazing! the possibilities will be endless!

I have a question about the DDRHW. I remember in the past you stated that it will become a flex helper piece system. (im not 100% sure what that means but i assume it will not be drag-able) But i was wondering if when the new system is put in place so it has realistic capacity, if it would be still possible to drag a ddrhw bridge across water anymore?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2012, 01:17:54 AM
The details on the new DDRHW implementation are still being worked out.  Standard across-water bridges aren't possible using a FLEX/Helper setup (the only way you could get one across water is a DBE setup), so you'd have to use another network.  The only real workable option would be an RHW-based setup with capacity-boosting paths, which would still result in a slightly lower capacity than the FLEX/Helper-based DDRHW, though still higher than a non-boosted RHW, or the current Rail-based DDRHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 12, 2012, 01:30:08 AM
Alex you have thought of everything in every way to be stable. It would probably take someone who is looking for bugs to find one!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on December 12, 2012, 02:20:38 AM
sorry if it's been asked, i did look back some pages. other than RHW 4, will any other networks have diagonal on/off ramp support in the next release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 12, 2012, 04:50:00 AM
Yep.

6S and 6C will get diagonal FARHW ramps at the very least.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 12, 2012, 12:47:39 PM
Quote from: Shadow Assassin on December 12, 2012, 04:50:00 AM
Yep.

6S and 6C will get diagonal FARHW ramps at the very least.

That's really awesome to hear! I hope there will be type-F ramps available. I've actually been working out the basic geometry of those (and all combinations of ortho-diag-and-FA RHW4-to-2xMIS splitters) during my sauna time lately. I didn't expect anything to come of them soon given my lack of expertise so it's great you're planning these. I'm also very curious what else the Grid Reaper may have up his sleeve--as always  ;D  If it's not imposing too much, I am really hoping for a diagonal 6C to diagonal 8C transition--though if you're planning 8C versions of those awesome 6C FA pieces you made than I'll withdraw that request  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 13, 2012, 06:50:41 PM
QuoteThat's really awesome to hear! I hope there will be type-F ramps available. I've actually been working out the basic geometry of those (and all combinations of ortho-diag-and-FA RHW4-to-2xMIS splitters) during my sauna time lately. I didn't expect anything to come of them soon given my lack of expertise so it's great you're planning these. I'm also very curious what else the Grid Reaper may have up his sleeve--as always  ;D  If it's not imposing too much, I am really hoping for a diagonal 6C to diagonal 8C transition--though if you're planning 8C versions of those awesome 6C FA pieces you made than I'll withdraw that request

Type F ramps haven't been done, but I'm sure it wouldn't take long to do. Diagonal 6C to 8C transitions wouldn't take long either. 8C FA pieces might be in the works, but it really depends on how nice RL is to me. There are a lot of things that I want to do, but time constraints tend to make that a wee bit difficult.

I'll sum up what's available in this upcoming release (what I've given the NAM team so far):
- Diagonal RHW-4 Ramp C1
- Diagonal 6S Ramp C1
- Dual FARHW-4
- FAMIS-FAMIS 138 (I think, can't remember anymore  $%Grinno$%) degree curve
- MIS Ramp C1
- RHW-4 Ramp F1
- RHW-8 Ramp F2
- RHW-8S Ramp C1

Now, tentatively, I should have ready soon-ish:
- Diagonal RHW-6C Ramp C1
- Diagonal RHW-8C Ramp C1
- Diagonal to RHW-6S (this is something that should have been added 2 versions ago!)
- FARHW-4 to FARHW-6 transitions
- Dual FARHW-6

I MAY have these done (low priority at the moment, nice-to-have things but may not even end up in this release):
- Dual FARHW-6S to FARHW-6C transition
- Barriers for FARHW-6C - will require new models
- Split FARHW-6C transition pieces to allow for asymmetric setups
- FARHW-8C
- FARHW-8S
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 13, 2012, 06:54:43 PM
Dem Ramps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 13, 2012, 07:01:28 PM
Quote from: Shadow Assassin on December 13, 2012, 06:50:41 PM
- FAMIS-FAMIS 138

I started calling that one a cloverhook during the very brief moment I played with your FA stuff. Now I kinda want a diagonal version of that... (So that I don't have to sandwich two FA-3 to Diag curves together.)

(Cloverslice? 1/8 circle piece...? I can't think of a name...)

Quote from: Durfsurn on December 13, 2012, 06:54:43 PM
Dem Ramps!

Recall my PToRI. Now you have a lot more gaps filled in.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on December 14, 2012, 12:15:10 AM
Quote from: Shadow Assassin on December 12, 2012, 04:50:00 AM
Yep.

6S and 6C will get diagonal FARHW ramps at the very least.

excellent news. along with the other ramps you mentioned above, this gives more flexibility and will help break the grid a bit more.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 14, 2012, 03:13:23 AM
SA since you are around...I'm probably a bit off topic since this is the RHW development thread and the next NAM is supposed to be focused on RHW but...are you planning to release also your fantastic on slope diagonal transitions for road,avenue and those amazing long ramps you have shown before in the NAM development thread?
cheers
Gugu3
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on December 14, 2012, 04:28:09 AM
I'm overwhelmed by the awesomeness of that list Daniel. There's so many things on it that would be outstanding to have I wouldn't know where to start in which ones I'm particularly looking forward to/hoping for. Thanks!  :party:

One suggestion, since you haven't yet done the dual rhw6S--you might accomplish much of the same thing easier by doing an ortho-RHW6S to FA-RHW6C transition. If I'm grasping my geometry correctly, that piece would be quite a bit smaller and thus easier than FA curves like the 6C has now. Such a piece wouldn't provide for as nice of transitions to dual FA RHW4 though and I suspect there's other benefits to dual FA 6S vs. FA6C that I haven't thought of.

I hope RL is kind to you  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on December 14, 2012, 03:01:56 PM
Are there plans for an RHW Big Dig or RHW FLUP?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2012, 04:03:04 PM
There already are RHW FLUPs--albeit just that RHW-2 portal at present.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on December 14, 2012, 04:22:36 PM
 &apls  :thumbsup: LOVE LOVE LOVE the L4 overpass! Are there any plans for smooth curves for RHW 10S/8S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2012, 05:11:04 PM
Quote from: jcluvzgamez on December 14, 2012, 04:22:36 PM
&apls  :thumbsup: LOVE LOVE LOVE the L4 overpass! Are there any plans for smooth curves for RHW 10S/8S?

Down the road, perhaps.  Probably won't see any this release, however, though the default 8S/10S curves built draggably have been smoothed out.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2012, 02:03:05 AM
Still marching forward . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPieEo.jpg&hash=fc94bc4e659bc91e1261ec46422c1417e93f7faa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyAsHp.jpg&hash=0dc3c4ba9ce0aefc1b0995ac736c95a394932e04)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 16, 2012, 03:10:37 AM
Amazing stuff Alex &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 16, 2012, 06:00:27 AM
Great looking stuff! Will definitely be useful in my city. :thumbsup:

I'm still waiting for those L3 over L2 overpasses. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on December 16, 2012, 12:06:26 PM
Will you be able to drag a L0 RHW underneath the crossing point of the L1 and L2? (For a stack interchange perhaps...)

Either way, awesome development on the different levels!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 16, 2012, 12:23:29 PM
You mean through the diagonal crossing point of them? ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 16, 2012, 12:26:48 PM
Quote from: als98 on December 16, 2012, 12:06:26 PM
Will you be able to drag a L0 RHW underneath the crossing point of the L1 and L2? (For a stack interchange perhaps...)
Quote from: sunv123 on December 16, 2012, 12:23:29 PM
You mean throught the diagonal crossing point of them?

Let's just say that it's just another can of worms that we really don't wanna open for now...

BTW, it's not accounted for in the current IID scheme, so you wouldn't be able to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 16, 2012, 03:37:06 PM
What is the likelihood in the near future to see the new video, with secret weapon # 2 of NAM 31?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2012, 05:02:07 PM
The plan is to have at least one more secret weapon video.  I had some folks complain vociferously about lag on the last one, so I'm experimenting with some ways of compensating for that, which might mean lower resolution (no 720p).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Reform on December 17, 2012, 03:46:46 AM
Quote from: Tarkus on December 16, 2012, 05:02:07 PM
The plan is to have at least one more secret weapon video.  I had some folks complain vociferously about lag on the last one, so I'm experimenting with some ways of compensating for that, which might mean lower resolution (no 720p).

-Alex

Lag in YouTube can be compensated by users by taking part of their HTML5 trial (https://www.youtube.com/html5). It allows faster loading and removes at least most lag from HD videos - often all of it.

Trial has some weird effects - like YouTube asking if you really wanted to watch your videos in full screen - but those are minor annoyances compared to constant lag.

- Ilja
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 17, 2012, 08:28:06 AM
It's more of a recording issue. Tarkus' PC isn't very powerful and, like my old laptop, can't capture 1366x768 video at 60FPS.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2012, 11:12:33 AM
Quote from: jdenm8 on December 17, 2012, 08:28:06 AM
It's more of a recording issue. Tarkus' PC isn't very powerful and, like my old laptop, can't capture 1366x768 video at 60FPS.

Yeah, it's on my end, not YouTube's.  Here's what my pertinent specs look like:

AMD Athlon X2 M320 (2.1GHz)
4GB RAM
ATI Mobility Radeon 4100

It's a 3-year-old laptop.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 17, 2012, 01:43:24 PM
Are you running the 4GB patch for SC4? If not I highly recommend it so SC4 can use all of your RAM (will only use 2GB max without it). Link: http://www.ntcore.com/4gb_patch.php

And yeah your processor is another result for low FPS. SC4 was made for the Pentium 4 Processor which was over 3GHZ, but just one core.




Well since I'm posting here have a look at something I'm working on. It's all done with RHW 5.0 (but the jughandle curves aren't showing... Should be fixed by the next release). Link: http://www.majhost.com/gallery/Haljackey/GTR/bitmdddap.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 17, 2012, 01:44:34 PM
Quote from: Tarkus on December 17, 2012, 11:12:33 AM
It's a 3-year-old laptop.

And I thought MY computer was weak... &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 17, 2012, 02:06:11 PM
SC4 was for Pentium 4? Mine's an Intel CORE i5 processor. Must have been a long time since. :P

Quote from: GDO29Anagram on December 17, 2012, 01:44:34 PM
Quote from: Tarkus on December 17, 2012, 11:12:33 AM
It's a 3-year-old laptop.

And I thought MY computer was weak... &mmm
My old one that I had still been using until a few months ago, I think September, was a Celeron 500MB RAM (depressing, right?) ()sad() and was not 3 years, but 6 years old. I think that that is the weakest. Back then I didn't even use the computer, used a laptop until it somehow broke. &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 17, 2012, 03:08:38 PM
Quote from: Haljackey on December 17, 2012, 01:43:24 PM
Are you running the 4GB patch for SC4? If not I highly recommend it so SC4 can use all of your RAM (will only use 2GB max without it). Link: http://www.ntcore.com/4gb_patch.php

And yeah your processor is another result for low FPS. SC4 was made for the Pentium 4 Processor which was over 3GHZ, but just one core.




Well since I'm posting here have a look at something I'm working on. It's all done with RHW 5.0 (but the jughandle curves aren't showing... Should be fixed by the next release). Link: http://www.majhost.com/gallery/Haljackey/GTR/bitmdddap.png

I'm sure Windows would love SC4 using all of the system's memory.
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on December 17, 2012, 03:15:49 PM
Quote from: jdenm8 on December 17, 2012, 03:08:38 PM
Quote from: Haljackey on December 17, 2012, 01:43:24 PM
Are you running the 4GB patch for SC4? If not I highly recommend it so SC4 can use all of your RAM (will only use 2GB max without it). Link: http://www.ntcore.com/4gb_patch.php

And yeah your processor is another result for low FPS. SC4 was made for the Pentium 4 Processor which was over 3GHZ, but just one core.




Well since I'm posting here have a look at something I'm working on. It's all done with RHW 5.0 (but the jughandle curves aren't showing... Should be fixed by the next release). Link: http://www.majhost.com/gallery/Haljackey/GTR/bitmdddap.png

I'm sure Windows would love SC4 using all of the system's memory.

I've patched mine, and I only have 3 gigs of ram and a 2.6GHz dual core with my 64-bit win7 and I haven't noticed an issue.  Before 4gig patching, alt-tabbing over to task manager said sc4 was eating 1.2gigs of memory and after it eats about 2.2 (out of 3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2012, 03:34:44 PM
The game itself runs fine, even when I have other applications open.  It's the actual capture of the video where things go awry.

Before this devolves too much into a hardware discussion . . . here's some development.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8UcMb.jpg&hash=5d779abb9238746a695b405ee824b76345ab37c9)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 17, 2012, 03:38:36 PM
L3 RHW 8C is what i see there? L anything for 8C is never before seen, plus L2 is the only thing that is available...... dang we're going in for a TON of stuff this year..... or next. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 17, 2012, 03:40:59 PM
I think it's actually a L2 RHW 8s crossing a L1 RHW4...correct me if I'm wrong Alex!
Amazing stuff by the way &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 17, 2012, 03:41:13 PM
Quote from: sunv123 on December 17, 2012, 03:38:36 PM
L3 RHW 8C is what i see there?

It's not... It's L2 8C over L1 RHW-4.

Best to remind everyone of what height levels are planned:

L0 for 2, 3, 4, MIS, 6S, 8S, 10S, 12S*, 6C, 8C, and 10C*.
L1 for 2, 3, 4, MIS, 6S, 8S, 10S, 12S*, 6C, 8C, and 10C*.
L2 for 2, 3, 4, MIS, 6S, 8S, 10S, 12S*, 6C, 8C, and 10C*.
L3 for 4, MIS, and 6S.
L4 for 4, MIS, and 6S.

(Those marked in asterisks may not be included with NAM 31.)

It's also worth pointing out that the IID allocation scheme that has been set for P57 doesn't have room to add in L3 or L4 crossings for anything wider than a single-tile network, and this is related to how many crossing pieces there has to be for every network (asymmetrical networks, flipped/reversed versions, etc).
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on December 17, 2012, 03:48:11 PM
Quote from: sunv123 on December 17, 2012, 03:38:36 PM
...... dang we're going in for a TON of stuff this year..... or next. :thumbsup:

Word.  I hate how much drool I have to wipe off my keyboard because of this thread.  I know you guys have probably answered this before so i kinda hate asking it: but will we have much in the way of exits with the new elevated networks, or just ---A1 and transitions to other networks?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 17, 2012, 04:29:56 PM
Quote from: epicblunder on December 17, 2012, 03:48:11 PM
Word.  I hate how much drool I have to wipe off my keyboard because of this thread.

That's why it's best to have a towel on hand, for accidental peeing or drooling.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 17, 2012, 04:55:52 PM
If you do the HTML5 trial then Firefox users like me won't be able to see it until either Firefox or Ogg Theora is driven to Carol's Addmusic levels of extinction

On another note, I'd personally like to see a bit more variety in the screenshots. At least different camera angles(zoom included)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 17, 2012, 04:58:39 PM
The lineup with respect to exit ramps and transitions for the new elevated networks is likely to remain very limited in NAM 31.  There will, at long last, be Type B1 and D1 ramp functionality for the elevated versions of the RHW-4 and the RHW-2, and there will be a fairly full complement of transitions to connect different height levels of the same width (e.g. L0 RHW-8S to L1 RHW-8S). 

That said, I would not expect transitions between two different widths at the same height (e.g. L1 RHW-6S to L1 RHW-4), or additional elevated exit ramps for this release cycle.  Most of the new elevated networks will likely be limited to overpasses only until a later release. 

It ultimately depends on how the rest of development goes.  Right now, on the RHW side, our threshold for release readiness is getting the base draggable functionality and a few in-progress "secret weapons" reasonably stable.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 17, 2012, 05:28:18 PM
Quote from: jdenm8 on December 17, 2012, 03:08:38 PM
Quote from: Haljackey on December 17, 2012, 01:43:24 PM
Are you running the 4GB patch for SC4? If not I highly recommend it so SC4 can use all of your RAM (will only use 2GB max without it). Link: http://www.ntcore.com/4gb_patch.php

And yeah your processor is another result for low FPS. SC4 was made for the Pentium 4 Processor which was over 3GHZ, but just one core.




Well since I'm posting here have a look at something I'm working on. It's all done with RHW 5.0 (but the jughandle curves aren't showing... Should be fixed by the next release). Link: http://www.majhost.com/gallery/Haljackey/GTR/bitmdddap.png

I'm sure Windows would love SC4 using all of the system's memory.

I have 18GB of RAM... I wish SC4 would take a civ v like chunk of 4-5 gb when playing, I'm sure it would make things easier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 18, 2012, 01:24:37 AM
The worst computer I play SC4 on had 512mb of RAM! Anyway looking really good. The possibilities really are endless...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 18, 2012, 11:41:41 PM
Cruising along with the L2 networks . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoVJ4O.jpg&hash=328d9976dd97738cd166527dcc3c59d0dcc5916c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 19, 2012, 01:51:18 AM
Love it!!!! &apls
just to return on the DJEM for sunken highway Ganaram was mentioning a few pages ago...I think for the moment many players will keep their sunken highways 15m deep...that's because as far as I know succh networks as elevated roads,avenues,,ecc wonn't have 7,5m height in this release,right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 19, 2012, 05:01:51 AM
Actually, I have heard a few words about Roads, Avenues, One way roads, etc. having 7.5 meter overpasses.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2012, 11:03:24 AM
Since sunv123 wanted to see an L3 go over an L2 . . . here you go . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fd9JJs.jpg&hash=f665cf1942b94b8c9dea78ebc57d9da40091b8ff)

And Haljackey, your long-lost friends the "boomerang bend" or "jughandle" pieces for the MIS are back . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fvj7wU.jpg&hash=ac47e92debf8896fea61f04da969097352cd5bb2)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 19, 2012, 11:09:53 AM
I think playing with the new RHW will be good way to get back to the game. Great work, Alex.

Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 19, 2012, 12:39:08 PM
You really are cruising! I think a release is getting closer...
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on December 19, 2012, 12:45:01 PM
A minor question, will it be easy to create visual mods for the new RHW, I'm thinking specifically about the lines and the supports?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 19, 2012, 01:12:19 PM
Yay!!!! It's here! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 19, 2012, 01:40:39 PM
Quote from: TEG24601 on December 19, 2012, 12:45:01 PM
A minor question, will it be easy to create visual mods for the new RHW, I'm thinking specifically about the lines and the supports?

Supports, perhaps.

Texturing? That's actually a lot harder than you think, and it's most concerning when you have something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F8165%2Fcapture10swithreflector.jpg&hash=8d2b12f2e923f74414d95cef7c1c5be2e159e6cc)

This is because the curves and diagonals don't work the same way as they did in the past; They instead use a morph model that doesn't fit with what one may have in mind for a different ideal for line spacing (more dashes in between, and in my case, reflectors).

Jondor, whatever tutorial you have in store for how the geometry on this works, you may need to make it public knowledge...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on December 19, 2012, 03:39:11 PM
Quote from: Tarkus on December 19, 2012, 11:03:24 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fvj7wU.jpg&hash=ac47e92debf8896fea61f04da969097352cd5bb2)

-Alex

Remember the smoothening treatment you gave to the other RHW 45 degree curves?  Are you guys planning to do something similar to MIS as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2012, 04:50:55 PM
There are no plans to change the MIS radii.  The RHW-2 radii will also remain the same.  The RHW-3, RHW-4, and RHW-6S were adjusted slightly to clean up the alignment going into the diagonal, but they still fit in the same footprint.  Here's a look at all of them:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZzAd0.jpg&hash=4dc3c68a547c2f91873a7601347e7f1f747aba37)

And here's how the wider S and C-type networks look:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fk6kO4.jpg&hash=2e1dc66797580d12814b0f49300ee9d557964543)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on December 19, 2012, 05:28:30 PM
Wow this is looking great.  I have been wanting to play SC4 for a bit now, but I may just have to wait longer until this comes out, and just continue playing app games on the iPad  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on December 19, 2012, 05:43:07 PM
great job on the new RHW. I have stopped playing until the new release :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmyers2043 on December 19, 2012, 06:10:15 PM
Quote from: spot on December 19, 2012, 05:43:07 PM
... I have stopped playing ...

What!  :'(  Don't do that. You can still play the game.  :D


- Jim
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 19, 2012, 07:02:00 PM
The wider networks looks a lot smoother. :thumbsup:


Just a quick question, what does the 8C's smoothened turn look like? &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 19, 2012, 07:10:15 PM
Quote from: sunv123 on December 19, 2012, 07:02:00 PM
Just a quick question, what does the 8C's smoothened turn look like?

It already is. (The pic's cut off so it can't show the entire thing, but it'd effectively be the same radius with its ground-level counterpart.)

Quote from: Tarkus on December 18, 2012, 11:41:41 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoVJ4O.jpg&hash=328d9976dd97738cd166527dcc3c59d0dcc5916c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 20, 2012, 04:56:27 AM
Quote from: sunv123 on December 19, 2012, 01:12:19 PM
Yay!!!! It's here! :D

Ummm! What's here? Got my hopes up there for a second  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 20, 2012, 05:10:29 AM
The boomerrang turn is here, that's what. No, not the new release. ;) I'm sorry if i hurt your feelings.... I just get excited for some things.

It comes out sooner than you think though. ;) (I think I should shut up.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on December 20, 2012, 09:58:33 AM
WOW!  :o I had to buy a new laptop because I drooled too much on the LCD screen and keyboard!  $%Grinno$% :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on December 20, 2012, 04:06:45 PM
Quote from: GDO29Anagram on December 19, 2012, 01:40:39 PM

Supports, perhaps.

Texturing? That's actually a lot harder than you think, and it's most concerning when you have something like this:

[image]

This is because the curves and diagonals don't work the same way as they did in the past; They instead use a morph model that doesn't fit with what one may have in mind for a different ideal for line spacing (more dashes in between, and in my case, reflectors).

Jondor, whatever tutorial you have in store for how the geometry on this works, you may need to make it public knowledge...

Rest assured, I'll publish something as soon as I'm done with my current top secret project  ;)

The real trouble with bending such a wide texture around a curve comes down to those dashes.  Do it the easy way and you end up with something like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2F12S_bad_dashes.jpg&hash=5c3dfe74f288e050c0893f7bf94ee67816c8093a)
Notice how the dashes to the inside are much smaller than those on the outside?  It gets even worse with the 8C and 10C.  Easy to retexture, but ugly.

The projection I used is harder to retexture (in terms of features that don't repeat down the entire v-coordinate space), but solves the dash problem as well as certain rendering problems especially apparent on the wider curves.  In game, the above curve was pock-marked with fuzzy spots where the rendering engine made poor texturing decisions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on December 23, 2012, 08:24:36 AM
IS THAT RHW-12S?? :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: jondor on December 23, 2012, 09:46:56 AM
Yes, but i should point out that although models for the base network and overpasses for the 12S and 10C have been created, they will most likely not be available in NAM31.  In order to be a fully functional network, they will also need paths, RULs, starters, transitions and ramps; all of which take time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimCity V6 on December 24, 2012, 09:43:26 AM
OK, sorry for interrupting, but I just wanted to point something out for the FlexSPUI, OK?  &idea

I notice that on many RL SPUI interchanges, the ramp from the freeway starts usually as an MIS (or FAMIS), but then changes suddenly in to a 6S (or FARHW 6S), and at the top SPUI intersection usually splits into 2 left lanes, and a right slip ramp on to the surface street.

On the other hand, the surface street has TULEP ;) type B onto the freeway, while right turn lanes on to the freeway  ???  merge in to the 2 left turn lanes just near the intersection without an acceleration lane as they join together.

The ramp remains 4 lanes, until it narrows to an MIS just short of the freeway, and then joins it.  ()stsfd()

But on the SC4 FlexSPUI, the 4S splits in to 2 MIS' and then joins the surface street, while the surface street's TULEPs are only a single lane, and are only compatible with the Avenue and the TLA-5.

BTW, are you planning capability with TULEP type B, and the AVE-6/TLA-7, and other widths of surface streets, transitions for the ramps like RL SPUI's, more freeway width compatibility, and perhaps - FlexSPUI with surface street on top-ground, and even landscaping pieces  :D? OK, sorry for this long post, I had lots to say, and wish for (It's OK if something is not planned or will come after NAM 31 to me), and sorry I used Comic Sans MS. I hope you all won't mind!


~The Battery Mill

(EDIT 12.24.12 /made the post cleaner)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2012, 10:53:18 AM
There have been plans to add more types of FlexSPUIs since that system came to be, but the new variants won't be part of NAM 31.  I actually still have to rework the code for the existing FlexSPUI, to align with the new specs for the RHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 24, 2012, 12:47:27 PM
Can we expect any surprise from NAM-team for Christmas, as a new video with a secret weapon ...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on December 24, 2012, 01:33:57 PM
Quote from: ivo_su on December 24, 2012, 12:47:27 PM
Can we expect any surprise from NAM-team for Christmas, as a new video with a secret weapon ...

If we told you then it wouldn't be a surprise, would it? :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2012, 06:26:31 PM
There will be no secret weapon video for Christmas.  My main effort on the SC4 realm has been trying to get a new build to the Associates--this next one will be Build 07, and it'll be a fairly big leap forward.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on December 25, 2012, 03:42:32 AM

Merry Christmas
and
Happy New Year!!






I'm waiting the new NAM as a wish for the new year!! ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on December 25, 2012, 11:59:56 AM
Quote from: Tarkus on December 24, 2012, 10:53:18 AM
There have been plans to add more types of FlexSPUIs since that system came to be, but the new variants won't be part of NAM 31.  I actually still have to rework the code for the existing FlexSPUI, to align with the new specs for the RHW.

-Alex

Here's a weird one, not sure if it's a good idea to include, but what the hey, I'll ask:

How about access for a half-SPUI? Here's a real-life example: https://maps.google.com/?ll=42.881908,-73.170608&spn=0.002732,0.004823&t=h&z=18

I'm not sure how difficult it would be; basically the same thing as the normal half-SPUI you have now, except connected to a road instead of an avenue. Of course, the connection to an avenue could be OK, but with just the one side?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 25, 2012, 07:47:54 PM
Had a thought - with the FLEX Height Transition, are the same processes applicable to things such as RHWxRHW overpasses for tight spaces where you can't easily have a stable override?

Such as, you have a L1MISxL0RHW4 pice that you plop down, but dragging L2MIS to the L1 makes it L2xL0, etc.?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wthrwyz on December 25, 2012, 10:00:29 PM
Quote from: wschmrdr on December 25, 2012, 11:59:56 AM

Here's a weird one, not sure if it's a good idea to include, but what the hey, I'll ask:

How about access for a half-SPUI? Here's a real-life example: https://maps.google.com/?ll=42.881908,-73.170608&spn=0.002732,0.004823&t=h&z=18

I'm not sure how difficult it would be; basically the same thing as the normal half-SPUI you have now, except connected to a road instead of an avenue. Of course, the connection to an avenue could be OK, but with just the one side?

I was able to construct something similar to that using existing pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fshauna.eyebright.org%2Fmisc%2Fhalf-spui.jpg&hash=36c1c08d46e47834ca19e9773f034fd4a382b112)
Granted, it's not as small as a SPUI piece, but it's probably more realistic in scale as compared to your example than a half of a SPUI would be.

I would be curious to learn if there are any more RL examples, especially with a freeway that continues past the cross-road. The only place I can think of where a true half-SPUI might even be built would be in an urban or semi-urban corridor outside of a major city, where there might be partial interchanges that only allow access in the direction toward the core city (i.e. inbound entry for morning commuters, outbound exit for evening commuters). However, the only real benefit to such an entity would be the real estate savings to either side of the freeway - the other traffic-flow benefits of the SPUI design would be diminished by the lack of a fourth direction of traffic. Plus, you still incur the added expense of a wider-than-normal bridge structure, which might make the entire idea cost-prohibitive in real life.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 25, 2012, 10:37:45 PM
Quote from: dragonshardz on December 25, 2012, 07:47:54 PM
Had a thought - with the FLEX Height Transition, are the same processes applicable to things such as RHWxRHW overpasses for tight spaces where you can't easily have a stable override?

Such as, you have a L1MISxL0RHW4 pice that you plop down, but dragging L2MIS to the L1 makes it L2xL0, etc.?

In theory, you could.  But in practice, it wouldn't be the best use of resources.

Firstly, if such a piece were to exist, it'd have to be very generalized, or else we'd blow through the allotment of viable "false intersection" triggers for those cases pretty quickly, with all the network combinations we have.  Doing just two levels, by my calculations, you'd be looking at 100 FLEX pieces, if making a network specific setup like you've described. 

Beyond that, you'd be duplicating a setup that can be built through draggable means, whereas the best use of FLEX items and "false intersection" triggers is for things that can't be built through draggable means, but require the flexibility of an override setup.  Additionally, because of the additional FLEX pieces that'll be available, plus advances in override techniques that will allow for some previously very difficult setups to become much more stable, such pieces would quickly devalue within the RHW ecosystem.

Now, with regards to Half-SPUIs, they seem to be a fairly rare occurrence.  Right now, the design of FlexSPUI isn't particularly conducive to making them, so it'd require a little further investigation.

Speaking of FLEX items, while I may not have a video to share, I do have an image of a "Secret Weapon" that is particularly applicable to this discussion.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXDN68.jpg&hash=79603a7daeb734be65ea9c72f395f50c4d92e4ac)

Merry Christmas to all the NAM users out there. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on December 26, 2012, 05:20:34 AM
Fle-Hill-transitions-ex?  $%Grinno$% nice  :thumbsup:

Happy holidays for you too :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on December 26, 2012, 07:27:44 AM
Holy Flex-Transitions - awesome. This will really simplify the building process. Great work!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 26, 2012, 07:51:37 AM
I think you know where this is going.

Fist, the FlexFly, then the FlexSPUI, then the FlexRamp, then the Flex-Height-Tansition, and now the Flex-OnSlope-Transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 26, 2012, 08:10:14 AM
What's next? FlexTunnels? :P Flex must be the "new" word.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 26, 2012, 08:16:27 AM
Quote from: GDO29Anagram on December 26, 2012, 07:51:37 AM
I think you know where this is going.

Fist, the FlexFly, then the FlexSPUI, then the FlexRamp, then the Flex-Height-Tansition, and now the Flex-OnSlope-Transition.

Flex-Transitions? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on December 26, 2012, 08:22:24 AM
I have a suggestion concerning the label of Alex (Tarkus) - I suggest to be replaced by Mr. Puzzle Piece to the Mr. Flex Pice
Otherwise, the pictures look more promising. When everything is ready, it will be really great for us ordinary users.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on December 26, 2012, 11:41:53 AM
 Flex / Alex ?? hmmm this is like the National Treasure movies. there are codes within codes!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 26, 2012, 04:19:23 PM
Quote from: sunv123 on December 26, 2012, 08:10:14 AM
What's next? FlexTunnels? Flex must be the "new" word.

It's more of a new standard; Otherwise, we'd have to make 300+ new puzzle pieces, the majority of which are more or less identical to one another. The idea of FlexRamps has been around probably since Version 5 development, and it's an upgrade from using Version 4's DRIs in that FlexRamps have slope-tolerance and are what I call a "One-size-fits-all" solution (or rather a "one-piece-fits-all" solution).

It's also a lot more elegant than what the old-school ramps needed; Just one FlexRamp type needs only one block of INRUL-14 code, and only a handful of RUL-2 code per network, whereas the old-school ramps needed the same amount of RUL-0 code repeated over and over. Plus, who'd wanna tab through 300+ pieces?

BTW, this principle is theoretically expandable to accommodate for all types of puzzle pieces, except for pieces that need higher levels of intricacy and fine detail (CPs).

And no, tunnels are at best unworkable.

Quote from: Kitsune on December 26, 2012, 08:16:27 AM
Flex-Transitions?

They've been revealed already, but I suspect you mean width transitions. There's currently nothing solid for that yet. Remember, there are three kinds of transitions:

- Height Transitions (Alex calls them Ramp-styled transitions, but I call them Height Transitions to differentiate from Ramp Interfaces.)
- On-Slope Transitions
- Width Transitions
- (There's technically a fourth one, but they're just called Curves; Directional Transition, in case you were wondering.)

Quote from: chosenreject on December 26, 2012, 11:41:53 AM
hmmm this is like the National Treasure movies. there are codes within codes!

inb4 Codeception. All I can say is that the code is very tricky to decipher (there are a LOT of numbers). Besides, the most you'd find are the comments that are left there for reference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 26, 2012, 06:15:32 PM
As in Flex Tunnels, i was sort of pointing to Flups Tunnels. Like the network could have a transparent texture. Now that i think about it, it sort of seems like a useful thing for realism. Then again, you caan't reallyu see what's going on with it, because it's transparent. Just an idea. I don't expect you guys to go all out on this, even more start developing it.

I think that i'll just use Blahdy's Big dig projects. ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 26, 2012, 08:56:50 PM
Quote from: sunv123 on December 26, 2012, 06:15:32 PM
As in Flex Tunnels, i was sort of pointing to Flups Tunnels. Like the network could have a transparent texture. Now that i think about it, it sort of seems like a useful thing for realism.

And the following explains why there are no plans for adding such a network, and why no such network has ever been added:

- Use of an ORN (Override Network) to simulate an underground network, the "above" stuff: First issue is exactly that: You can't see anything. However, take the Big Dig, for example. There's a park directly over the tunnel. To satisfy people who want that to be recreated, there would have to be a transparent network and a non-transparent network.

- Implementation: Second issue is that you need to make one underground network for each network. There are 11 "primary" RHW networks. We've just finalised the entire RHW IID scheme a long time ago, and we can't add in any new networks. Besides, it's already been decided that no new RHW networks are to be added (save for the 12S, 10C, and the ultra-wides).

- UGORN (Underground Override Network) versus FLUPs: You have a network in which you can't see any indication of its presence, and you have a lot of them, versus a multi-purpose underground network puzzle piece set. The FLUPs were specifically designed to work with every network, and because it's all underground (and on top of that, bidirectionally pathed), you don't need to make FLUP pieces for every network (except for the entrance pieces) or even an override network for each network. And yes, it satisfies the condition of having transparent and non-transparent pieces. This is exactly why the FLUPs have long-since overtaken the idea of an UGORN.

- History: Back in RHW's version 1 era, there was such a plan on adding an underground RHW-4, along with DDRHW-4 (although this prototype was RHW-based). That idea was scrapped in favour of using FLUPs instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 27, 2012, 05:28:41 AM
Still, there is a big downside to it, and that is that you can't do anything over it. With the transparent texture, you could do anything over it, no just having a blank space on top of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on December 28, 2012, 03:07:42 PM
FLUPS have a transparent piece and you can do things over them with overhanging models.
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on December 28, 2012, 03:38:50 PM
Hi!
I have an idea for a new junction piece, useful when less space avaible. Well, nothing "brand new", probably more cosmetic. Just a little suggestion for indefinite future :)

[img]http://i443.photobucket.com/albums/qq160/kbieniu7/Beznbsptytu1420u_zps844ee2bd.png[img]



Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 28, 2012, 04:21:25 PM
Quote from: kbieniu7 on December 28, 2012, 03:38:50 PM
I have an idea for a new junction piece, useful when less space avaible. Well, nothing "brand new", probably more cosmetic.

It's essentially a glorified 6S E1 ramp combined with a MIS to RHW-4 transition. The offramp version doesn't fit the ideals of what some want out of an exit ramp, and the onramp version is where the redundancy comes in.

Since it's a 6S E1 ramp combined with a MIS to RHW-4 transition (for the record, the OWR-1 to OWR-2 transition can be used here), it would effectively take up the same space as the proposed piece. The proposed piece is two pieces combined into one, which is redundant to make when the existing pieces to make the same setup already exist.

In short, too specialised and fairly redundant.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Strife on December 29, 2012, 12:31:04 PM
hi

im looking for some advice about making parallel ramps with RHW, i used to make some of them with MHW but now i want to try it with RHW, seems to be an easy way to make connections with these networks since im still new with RHW. i have seen some guides about interchanges or other things for RHW but nothing about parralels. im trying to make something like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2F2nrfvpf.png&hash=bfee6221cd5371e3e648f40809508cd9dad138d3)

but as you can see the connection between the parallel OWR and the ramp isnt smooth at all, is there any mod or something to make those Y intersections with roads smoother, or anyone knows any other way to make parallel entrance/exits with RHW and OWR?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on December 29, 2012, 01:11:37 PM
There's only one way that doesn't look like that and that is by turining the OWR to RHW 4 and making a ramp there. Some cosmetic mods make it a little better, but it can't make it look "smooth" Links to them below.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2589 WINDOWS
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2590 MAC OS

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1526
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 29, 2012, 01:20:55 PM
Quote from: Strife on December 29, 2012, 12:31:04 PM
but as you can see the connection between the parallel OWR and the ramp isnt smooth at all, is there any mod or something to make those Y intersections with roads smoother, or anyone knows any other way to make parallel entrance/exits with RHW and OWR?

The better alternative is to take out a small section of OWR and replace it with an RHW-4 A1 Inside Ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 29, 2012, 02:45:09 PM
Quote from: dragonshardz on December 28, 2012, 03:07:42 PM
FLUPS have a transparent piece and you can do things over them with overhanging models.

  &idea

Now, if only FLUPs had open air pieces, I would really be in business, especially with the space between frontage road and MHW or RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 29, 2012, 02:50:02 PM
Quote from: sunv123 on December 29, 2012, 01:11:37 PM
There's only one way that doesn't look like that and that is by turining the OWR to RHW 4 and making a ramp there. Some cosmetic mods make it a little better, but it can't make it look "smooth" Links to them below.

And then what we need is RHW6S to OWR-3 and RHW8 to OWR-4, and, and, and RHW10S to OWR-5....yeah, I know, NAM32.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 29, 2012, 03:41:21 PM
Quote from: roadgeek on December 29, 2012, 02:50:02 PM
And then what we need is RHW6S to OWR-3 and RHW8 to OWR-4, and, and, and RHW10S to OWR-5....yeah, I know, NAM32.

One of those was NAM 30: 6S to OWR-3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 29, 2012, 04:24:03 PM
I don't suppose the OWR-MIS pieces will be a focus of NAM 32?
Title: Re: RHW (RealHighway) - Development and Support
Post by: SimcityMan123 on December 31, 2012, 09:58:07 AM
Express to Collector and Collector to Express pieces like on the 401. Not basketweave
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 31, 2012, 04:19:32 PM
Quote from: Wiimeiser on December 29, 2012, 04:24:03 PM
I don't suppose the OWR-MIS pieces will be a focus of NAM 32?

It's unclear when we'll do something on that front.  There's implementation matters to work out, and the "Roads Division" of the NAM Team will be focused primarily on NWM development by all appearances.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: smileymk on January 01, 2013, 04:47:25 AM
I regret to inform you of a pathing issue involving the FA-RHW:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F5278%2Ffarhwissue.jpg&hash=d592db92b6a7af474d99f43c1288f0c9ec33bf80)

I'm using the LHD version of the game, NAM and RHW.
Traffic, both cosmetic and UDI, will not pass through the affected section.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 01, 2013, 01:11:37 PM
There has been some discussion about diagonal jagged edges mods in the NAM Team's Super Special Thread for the Month of November (http://sc4devotion.com/forums/index.php?topic=15244.160) related to future L1-RHW networks.

I would like to bring to your mind that, no matter what "MaxNormalYForCliff" you have in use, it is always possible to swap a single terrain polygon's orientation using the puzzle piece trick which had been very common before the introduction of DJE Mods, if I recall correctly. Simply place a diagonal GLR puzzle piece on the specific tile, bulldoze it again and you are done. In a diagonal sunken highway setup, it works best for the bottom tiles, but with a little more trickiness for the upper tiles, too. This way you won't have any changes in the overall appearance of your cliffs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 02, 2013, 12:39:06 AM
Quote from: smileymk on January 01, 2013, 04:47:25 AM
I regret to inform you of a pathing issue involving the FA-RHW:

I'm using the LHD version of the game, NAM and RHW.
Traffic, both cosmetic and UDI, will not pass through the affected section.

We're going to need to completely revamp the 45-degree RHW-4 wide-radius curve pathing to align with the new design of the RHW-4 diagonals, so it'll get taken care of by NAM 31.  We aren't planning on releasing any RHW-related fixes until NAM 31.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 02, 2013, 11:54:40 PM
You know, I have a prediction of when will NAM 31 will be released: NOVEMBER 2013! :P Just joking! Take your time ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 03, 2013, 01:20:53 AM
Quote from: Tarkus on January 02, 2013, 12:39:06 AM
We're going to need to completely revamp the 45-degree RHW-4 wide-radius curve pathing to align with the new design of the RHW-4 diagonals, so it'll get taken care of by NAM 31

Nah, the one he's reporting is an FARHW curve. Clearly either I or ShadowAssassin have messed up the paths.

I might have a go at fixing it, playing through Mass Effect 2 at the moment and a fix (or at the very least a bodge to get it working) will probably come when I'm done with that (Not too long in other words).

EDIT:
I think I've found the issue. When the paths were made, somehow the coords used were completely wrong. I've just about fixed the problem. Traffic will appear to dart to the outside of the road surface when entering the piece (In LHD) or suddenly dart back into the centres of their lanes. To fix that would require me to go through and rebuild all the path files, something I won't consider since it'll all be thrown away in the next build. Fix is attached below.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kergelen on January 03, 2013, 02:07:02 PM
I have problems with the RHW4 to RHW6S transitions. Both the cosmetic piece and the transition have the same problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg687%2F2441%2Fmerkine0001.jpg&hash=72ee2906f595a0e4f17218dad344ad00c2d254ee)

I can't find where is the problem. &mmm
I have instaled Maarten Euro_cosmetic_Re-texture_mod and  Eurotexture for RHW by Maarten and Riga. Also the NAM Hotfix Package 301.

Any idea about what can cause the problem?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 03, 2013, 02:42:00 PM
seems to me that you're using an obselete RHW euro texture!!!seems the one for RHW 4.0...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2013, 02:43:00 PM
As Gugu3 pointed out, you're running the RHW 4.0 version of Maarten and Riiga's mod, which isn't compatible with the current version.  There's been an update to it for RHW 5.0, which can be found on the STEX.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kergelen on January 03, 2013, 03:00:12 PM
Ops!  :-[ Indeed, I had the version for RHW4.0. Too long without updating plugins.

Thanks to both :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 03, 2013, 03:24:46 PM
you're welcome!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 05, 2013, 03:03:25 AM
Any more pictures for the developement  $%Grinno$% :P? If none, what's the update :)!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on January 05, 2013, 06:20:12 AM
Good question... how is the development of NAM 31 coming along?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 05, 2013, 11:19:55 AM
It's coming along swimmingly.  There's not really much new that we can show at the moment.  Most of the items are pathed now (which took over 16,000 path files), and I'm in the process of doing an extensive syntax check on the RUL2 code.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on January 05, 2013, 01:09:05 PM
i have a question about rhw neighbor connections. I cannot seem to get mine to work. i have my rhw4 side by side so i dont use the loop connector like the readme says. just the two rhw4 pieces lined up with the correct colored lines. In the first city my traffic is shown flowing out and over the edge of the map. However when i open my second city i cannot seem to get the traffic flowing into it that was shown in my previous city. I place the neighbor connection pieces at the connection point in both city maps. am i only supposed to place it in the city where the initial connection is made?
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 05, 2013, 01:21:39 PM
Quote from: Tarkus on January 05, 2013, 11:19:55 AM
It's coming along swimmingly.  There's not really much new that we can show at the moment.  Most of the items are pathed now (which took over 16,000 path files), and I'm in the process of doing an extensive syntax check on the RUL2 code.

-Alex

Does that mean that all the hard part is behind you and all RUL2 lines are ready. On, drawing a Path, why are so many assumed (16 00), provided that it is quite easy and everyone can help it. However, the use of Ptath Creator this is a children's game. Is there any progress with the new video of NAM - secret weapon?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 05, 2013, 01:24:41 PM
You are indeed supposed to place the NC pieces in both of the cities that are connected.  There's a number of different reasons why it may not be working.  Sometimes you need some game time to pass for the traffic simulator to factor that route into its calculations.  It may also be that there are easier ways for traffic to reach the other city tile, making the RHW route less desirable for commuters.

Quote from: ivo_su on January 05, 2013, 01:21:39 PM
Does that mean that all the hard part is behind you and all RUL2 lines are ready. On, drawing a Path, why are so many assumed (16 00), provided that it is quite easy and everyone can help it. However, the use of Ptath Creator this is a children's game. Is there any progress with the new video of NAM - secret weapon?

The hard part is not behind us.  Things are progressing, but there's still plenty of challenges.  No word at this point as far as further videos.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on January 06, 2013, 11:35:50 AM
Quote from: Tarkus on January 05, 2013, 01:24:41 PM
You are indeed supposed to place the NC pieces in both of the cities that are connected.  There's a number of different reasons why it may not be working.  Sometimes you need some game time to pass for the traffic simulator to factor that route into its calculations.  It may also be that there are easier ways for traffic to reach the other city tile, making the RHW route less desirable for commuters.

Thanks! got it working. All of the neighbor connections exits for the incoming traffic to my industrial city were fine. However, i did not have a proper return route for the traffic to get back to my Res/Commercial city center. I fixed the on-ramp located near my industrial park and let the game run and all is good now!
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 06, 2013, 07:48:05 PM
Will there be more ramps for the ERHW-6S like the one where it doesn't loose its outer lane? And also, will all the ERHWs have ramp interfaces? Or, (cough) NAM 32 (cough)? And also, Alex, didn't you forget that you made an attachment for the jughandle curves or the boomerang curves? It's maybe on the 420 page mark, somewhere there. I saw an attachment fixing the jughandle curves. If you found that, Haljackey would be proud! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 06, 2013, 08:55:13 PM
chosenreject, glad to hear it's working! :thumbsup:

Quote from: AngryBirdsFan436 on January 06, 2013, 07:48:05 PM
Will there be more ramps for the ERHW-6S like the one where it doesn't loose its outer lane? And also, will all the ERHWs have ramp interfaces? Or, (cough) NAM 32 (cough)? And also, Alex, didn't you forget that you made an attachment for the juglehandle curves or the boomerang curves? It's maybe on the 420 page mark, somewhere there. I saw an attachment fixing the juglehandle curves. If you found that, Haljackey would be proud! :)

As far as more elevated ramp interfaces go, the plans are to have them across the board--it's just a matter of making models, and I don't really know when that'll happen.

And thanks for reminding me of the jughandle/boomerang patch--I had forgotten I had made one. :D  It's actually on Page 445 (http://sc4devotion.com/forums/index.php?topic=990.msg395955#msg395955).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 06, 2013, 11:05:36 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fbe86b398a84377895a34bee37badc2ac.jpg&hash=07559f20831aa187ca06cc6f80c0c4d463aa1dba)

What is possible with the current in-development build, it's reasonably stable and works as intended.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 07, 2013, 12:08:01 AM
Looks OK, though I would've used the Symphony Roundabout interchange here :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 07, 2013, 12:14:06 AM
Hehe . . . we can now play "volleyball" with the RHW.  We're getting ever-closer to my long-term goal for the RHW's modular interchange functionality: the ability to replicate everything in that old classic, Kurumi's Field Guide To Interchanges (http://www.kurumi.com/roads/interchanges/index.html).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 07, 2013, 12:15:42 AM
Quote from: Tarkus on January 07, 2013, 12:14:06 AM
Hehe . . . we can now play "volleyball" with the RHW.

That phrase just made my day. It's ironically nighttime, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 07, 2013, 03:32:32 AM
Quote from: Shadow Assassin on January 06, 2013, 11:05:36 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fbe86b398a84377895a34bee37badc2ac.jpg&hash=07559f20831aa187ca06cc6f80c0c4d463aa1dba)

What is possible with the current in-development build, it's reasonably stable and works as intended.

That is awesome.  And it works as well, even better
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 07, 2013, 04:17:20 AM
While we were admiring Volleyballs...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcloud.steampowered.com%2Fugc%2F903236506397519867%2FC715D6DC8C177CA0C90BFE91325B841920F12AF5%2F&hash=6fa8b3e39778a84cb396a8b8560e645f5fe5810b)

The custom piece is far from finished, but I spent five odd hours on it so I want to show it off :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 07, 2013, 04:25:33 AM
Looks sweet JD! Nice volleyballing everyone  :thumbsup:   ...though I'd agree with Maarten that the Symphony roundabout would be more practical  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 07, 2013, 05:09:48 AM
Well, can you please show a 4 level stack? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 07, 2013, 05:21:41 AM
Quote from: noahclem on January 07, 2013, 04:25:33 AM
Looks sweet JD! Nice volleyballing everyone  :thumbsup:   ...though I'd agree with Maarten that the Symphony roundabout would be more practical  :)

Yeah the symphony does look more practical, but having a ground level version as well would be nice to have as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: packersfan on January 07, 2013, 08:26:29 AM
Are diagonal exits and entrances available for the RHW-6C yet?  I'm trying to use the RHW in my region, but I'm finding the limitations make it impossible to use extensively in my region except for areas where I have a STRAIGHT highway.  Will Project Symphony better address this problem?  I love the realistic look of the RHW, but so far their is still not enough flexibility for my needs (no offense, I understand the amount of time and work it takes).  Keep up the awesome development!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 07, 2013, 08:31:30 AM
That is a thing of beauty. Great job JD!
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on January 07, 2013, 10:20:15 AM
Having my mind blown would be a gross understatement.

I think the true beauty behind the custom volleyball piece (and it's relative advantage over Symphony Roundabout), is that it can be scaled up easily for rural/suburban areas, while the Symphony Roundabout will find it's niche in spatially-restricted urban environments :D both are equally awesome &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 07, 2013, 11:04:43 AM
Quote from: packersfan on January 07, 2013, 08:26:29 AM
Are diagonal exits and entrances available for the RHW-6C yet?  I'm trying to use the RHW in my region, but I'm finding the limitations make it impossible to use extensively in my region except for areas where I have a STRAIGHT highway.  Will Project Symphony better address this problem?  I love the realistic look of the RHW, but so far their is still not enough flexibility for my needs (no offense, I understand the amount of time and work it takes).  Keep up the awesome development!

There will be at least a couple on/offramps for the 6C next release.  We're still primarily focused on getting the base draggable functionality in for all the override networks, but we'll be getting back to the subjects of ramp interfaces and whatnot relatively soon.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 07, 2013, 07:36:01 PM
Quote from: packersfan on January 07, 2013, 08:26:29 AM
Are diagonal exits and entrances available for the RHW-6C yet?

I actually made one back before development on P57 started (Back when it was still RHW 5.2). Thankfully all the textures still line up acceptably with the newly remade diagonals so you can consider a Diagonal RHW-6C Type B1 ramp interface a definite inclusion.
Title: Re: RHW (RealHighway) - Development and Support
Post by: packersfan on January 07, 2013, 08:14:41 PM
Okay...Hopefully that comes soon, haha.  I'm building my freeway but can't build my ramps...so now I have to decide whether to continue building the RHW or build MHW right now and come back later.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 08, 2013, 12:56:38 AM
Right now, I'm further revamping the code to override the screwy same-network OxD and DxD setups, as the original all-RUL2 fix I devised caused issues once it was overridden again by other RHW networks.  I've now gone to a mostly INRUL-based setup, and it's progressing nicely.

There are still some setups I have yet to untangle, however:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8Y4Ws.jpg&hash=a8007d442e707412cc2ccd5277c599500ef5a702)

That would be the base layout for two diagonal RHW-8S networks, separated by 1 tile, crossing two directly adjacent RHW-4 networks, for instance.  As you can see, it's partially fixed, but there's still some wackiness to go.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 08, 2013, 01:43:22 AM
I had already thrown in an article on the Half-Dragging method into the RHW Readme, on the offchance that certain full-dragging setups would end up failing... (Not sure if one would call a 60-page document a Readme...)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FA1GUz.jpg&hash=2a4e449ad0f11fd0723fa1204a442cd1ff7744ca)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 08, 2013, 05:23:53 AM
Not really. The current title of "Users Manual" is more appropriate ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 08, 2013, 05:42:21 AM
I wonder what could be the possible file size: 100MB??!!! :P What could be the size of NAM 31 when it gets released? In my opinion, about 30 - 50MB. What's your estimated file size?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 08, 2013, 09:31:20 AM
 &apls Saying you guys are amazing would be a gross UNDERstatement. Could you show us a L0, L1, L2, L3, and L4 in one picture? That would be neat.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on January 08, 2013, 10:06:44 AM
You might think development is a little slow, but the speed at which stability increases with each build is amazing.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fswm666%2FVarious%2Frhw_4levels.jpg&hash=76da00ffeff2307010f1e66a1f59efe142401407)


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 08, 2013, 10:11:58 AM
Holy wow, that is awesome. You guys never cease to impress... multi-height will certainly transform the way we build interchange.
Thumbs up to the entire crew.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on January 08, 2013, 10:12:32 AM
M.C. Escher plays SC4  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 08, 2013, 11:00:14 AM
How about this? :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F2a4a2a542c43a37a1335229b8e61b52d.jpg&hash=3857e12fee0c1800cc25e3f1a8c3e92f08818cc3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on January 08, 2013, 11:04:11 AM
Okay, you definitely have a different build than I do.


$%Grinno$%


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 08, 2013, 11:09:49 AM
Would you like me to add this "feature"? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on January 08, 2013, 11:17:17 AM
Please do. And then let Ryan make a U-drive-it video with it.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 08, 2013, 11:17:30 AM
Hey, we can even fit in the IID scheme . . . it's an L1-over-L4, so it would be 0x57131D40. ;D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 08, 2013, 11:26:32 AM
:D You must have had this in mind already when coming up with the IID scheme.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 08, 2013, 12:23:03 PM
Ha! Reminds me of the Penrose Staircase:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wired.com%2Fimages_blogs%2Fmagazine%2F2010%2F08%2F2000px-Impossible_staircase.svg_.png&hash=bf9d59057def68b357ee8c82d82dbc1ca9ce812f)

Never ending.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 08, 2013, 12:35:55 PM
Which of course, was the basis of this masterpiece (http://en.wikipedia.org/wiki/Ascending_and_Descending).  Escher and the Penroses designed some pretty cool stuff.

And then there's the auditory equivalent, the Shepard tone (http://en.wikipedia.org/wiki/Shepard_tone).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 08, 2013, 12:55:43 PM
hehe, good stuff  :D   Definitely a trick of many uses   ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 08, 2013, 01:05:27 PM
20% cooler meets 20% more confusing. (Direct links to PNGs.)

http://imageshack.us/a/img685/2094/image3113.png

Oh, and... http://imageshack.us/a/img259/8334/rhwinrulproblemdefeated.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 08, 2013, 01:10:34 PM
Quote from: AngryBirdsFan436 on January 08, 2013, 05:42:21 AM
I wonder what could be the possible file size: 100MB??!!! :P What could be the size of NAM 31 when it gets released? In my opinion, about 30 - 50MB. What's your estimated file size?

Having a decent idea of what's going into the new release, I think it's going to be a rather large file.  30-50MB is probably significantly under what'll end up being.

Quote from: GDO29Anagram on January 08, 2013, 01:05:27 PM
20% cooler meets 20% more confusing. (Direct links to PNGs.)

http://imageshack.us/a/img685/2094/image3113.png

Oh, and... http://imageshack.us/a/img259/8334/rhwinrulproblemdefeated.png

Well, the second one turned into about 200 lines of INRUL-14 code plus 2 lines of RUL2 code.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on January 08, 2013, 02:16:50 PM
Quote from: Tarkus on January 08, 2013, 12:35:55 PM
And then there's the auditory equivalent, the Shepard tone (http://en.wikipedia.org/wiki/Shepard_tone).

-Alex

Never thought I'd see that one ever mentioned in a SC4 thread. I use a trick based on its principles quite often in my songwriting.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 08, 2013, 02:26:14 PM
I've never heard of it before. It reminds me of l'escalier du diable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2013, 12:56:35 AM
Quote from: Swordmaster on January 08, 2013, 02:16:50 PM
Never thought I'd see that one ever mentioned in a SC4 thread. I use a trick based on its principles quite often in my songwriting.

I suppose that's what happens when you have a number of musically-inclined folks involved with development. ;D

In other news, I fixed this.  So we appear to be good to go on the DxD setups now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRXHGB.jpg&hash=5049319a84854623c5c6857b87aa45f1415bc285)

-Alex



Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 09, 2013, 02:12:49 AM
Will the ERHW-6C ERHW-8S and ERHW-10S have diagonal functionality?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 09, 2013, 11:04:53 AM
Quote from: AngryBirdsFan436 on January 09, 2013, 02:12:49 AM
Will the ERHW-6C ERHW-8S and ERHW-10S have diagonal functionality?

Which one? Just saying ERHW isn't enough; There are four different height levels now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2013, 11:19:02 AM
Quote from: AngryBirdsFan436 on January 09, 2013, 02:12:49 AM
Will the ERHW-6C ERHW-8S and ERHW-10S have diagonal functionality?

The L1 and L2 elevated versions of all of those networks will have diagonal functionality.  There's been pics of it all over this thread already.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 09, 2013, 12:55:34 PM
Quote from: GDO29Anagram on January 09, 2013, 11:04:53 AM
Quote from: AngryBirdsFan436 on January 09, 2013, 02:12:49 AM
Will the ERHW-6C ERHW-8S and ERHW-10S have diagonal functionality?

Which one? Just saying ERHW isn't enough; There are four different height levels now.

Presumably, L2, given that's the height most people are used to working with.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 09, 2013, 07:06:24 PM
Well, what about the L3 and L4 RHW-4 and RHW-6S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on January 09, 2013, 07:06:56 PM
Is this legal?

(https://lh6.googleusercontent.com/-9qxSI2Y-Y_M/UO4wGUDORCI/AAAAAAAAAXE/p4VfBQvT3K4/s1131/RHW.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 09, 2013, 07:16:40 PM
Quote from: esto on January 09, 2013, 07:06:56 PM
Is this legal?

It's called a deceleration lane; Of course it's legal... Unless you're referring to something else...

Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on January 09, 2013, 07:30:22 PM
It is an 8C/6C - no tuleps or anything.  Will it network?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2013, 07:32:57 PM
You don't need to use the cosmetic pieces in order for that setup to be functional.  That's precisely why they're called cosmetic pieces.  (They technically aren't TuLEPs.)

Quote from: AngryBirdsFan436 on January 09, 2013, 07:06:24 PM
Well, what about the L3 and L4 RHW-4 and RHW-6S?

Yes.  They'll have diagonals, too, and I'm fairly certain I've shown them around this thread at some point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on January 09, 2013, 07:49:38 PM
I didn't use any cosmetic pieces either
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 09, 2013, 08:32:14 PM
Well, I have 3 questions:

1: Will the draggable FAR be implemented with the RHW?
2: Will there be more costemic pieces with the RHW-6C/8C?
3: This maybe inappropriate to ask, but what is the percent completed for NAM 31?  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 10, 2013, 01:53:26 AM
Quote from: esto on January 09, 2013, 07:06:56 PM
Is this legal?


you are the mayor, you decide whay is legal or not  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 10, 2013, 02:09:15 AM
Quote from: AngryBirdsFan436 on January 09, 2013, 08:32:14 PM
1: Will the draggable FAR be implemented with the RHW?
2: Will there be more costemic pieces with the RHW-6C/8C?
3: This maybe inappropriate to ask, but what is the percent completed for NAM 31?

1. Autoconnect is the main concern that could potentially break draggable FARHW. Until further experiments are done showing how it plays along, there's no way to tell.
2. You're gonna wanna ask the other NAM Team Pony (Maarten)...
3. Can't say; There's no easy way to say how much is done already and how much is left, but at this point, the entire thing is looking to be quite whole, despite all the other holes that still exist.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 10, 2013, 02:50:12 AM
Yes, there will be new cosmetic pieces in the next NAM including extra marking variations, CPs for diagonal RHW-2 and FARHW-2 and RHW-6C and 8C
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 10, 2013, 07:18:19 AM
Regarding the autoconnect I don't think parallel stubs connect in a hairpin...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 10, 2013, 05:36:19 PM
Quote from: Wiimeiser on January 10, 2013, 07:18:19 AM
Regarding the autoconnect I don't think parallel stubs connect in a hairpin...

A number of the FAR components involve adjacent Road stubs. Port that to RHW right now, setup fails.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 10, 2013, 06:16:47 PM
Anyway, will there be a future release that the RHW will no longer autoconnect or it's hardcoded?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 10, 2013, 06:21:26 PM
Quote from: AngryBirdsFan436 on January 10, 2013, 06:16:47 PM
Anyway, will there be a future release that the RHW will no longer autoconnect or it's hardcoded?

Hardcoded. There are pieces that are completely immune to Autoconnect, but the same can't be same with stopping it altogether.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 10, 2013, 06:26:50 PM
In 7 years of RHW development (and about 1-2 with the base network before that), we've not figured out a way to disable auto-connect.  And trust me, we've tried.  It's well-established theory that it's a hard-coded matter.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 12, 2013, 09:19:36 AM
Well, are there anymore events of Teasefest for us to drool again?  :D Or is the Teasefest campaign temporarily suspended by the NAM government?  $%Grinno$% :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 13, 2013, 02:27:45 PM
Not to worry--we're merely preparing the next volley of teasing.  I'm working on some stability improvements at the moment.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 13, 2013, 10:32:41 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDqzTe.jpg&hash=65e20ca3f80b66df645fc6aa7d6500fb384ff4b0)

Not very exciting, but the instructions on how to build this are actually included in the new RHW User's Manual.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 13, 2013, 10:47:23 PM
Pretty basic, but gets the job done. Never really payed much attention to the alternating chevron markings until now... nice attention to detail.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 15, 2013, 02:22:51 AM
Ever thought this would be possible through draggable means?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaRj0K.jpg&hash=1657ad4365069aa743b4c4e610454eca5c720850)

Also, I cleaned up some diagonal T intersections . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwinCf.jpg&hash=7806a6e31f736acb3cb3a3ca14d2596bd1630306)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 15, 2013, 02:44:02 AM
Those are two appealing teasers Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2013, 01:19:39 AM
Had to reinstall an OS today . . . but I'm already more or less back in business.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRwA4K.jpg&hash=7a6122bfbb67b14563395e3fec553f891e7a6f69)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on January 16, 2013, 01:25:37 AM
I can see that RHW is really going to be a drag from NAM 31 on.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 16, 2013, 01:58:37 AM
Ooh! What happened to your computer? Virus?? :P  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 16, 2013, 03:27:54 AM
 Wierd, because my comp crashed a week after I upgraded to Windows 8. I went back to 7, we don't want to go down that road again  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 16, 2013, 03:56:20 AM
Don't even start me on reinstalling OS's...

Keep on truckin' NAM Team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 16, 2013, 04:41:35 AM
Quote from: Tarkus on January 16, 2013, 01:19:39 AM
Had to reinstall an OS today . . . but I'm already more or less back in business.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRwA4K.jpg&hash=7a6122bfbb67b14563395e3fec553f891e7a6f69)

-Alex

That is sweet looking.  Plenty of interchange possibilities with that
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 16, 2013, 05:11:27 AM
Can a ground level cross under the crossing point of crossing L1 over L2? for 3 levels crammed? that would be useful for directional T's so I can reconstruct my trumpets  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 16, 2013, 09:17:31 AM
Quote from: jcluvzgamez on January 16, 2013, 05:11:27 AM
Can a ground level cross under the crossing point of crossing L1 over L2? for 3 levels crammed?

Try doing the math on how many network combinations would be needed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2013, 11:11:48 AM
Quote from: AngryBirdsFan436 on January 16, 2013, 01:58:37 AM
Ooh! What happened to your computer? Virus?? :P  $%Grinno$%

Nope.  I was running the Windows 8 Consumer Preview and it expired. ;)  Managed to recover/rehabilitate my old laptop hard drive and get Windows 7 back up and running.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on January 16, 2013, 11:22:29 AM
Wow... the possibilities will be awesome with the new RHW. It'll certainly be fun to eventually play around with this. ;D
Great work NAM team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 16, 2013, 11:26:40 AM
Quote from: Tarkus on January 16, 2013, 11:11:48 AM
Quote from: AngryBirdsFan436 on January 16, 2013, 01:58:37 AM
Ooh! What happened to your computer? Virus?? :P  $%Grinno$%

Nope.  I was running the Windows 8 Consumer Preview and it expired. ;)  Managed to recover/rehabilitate my old laptop hard drive and get Windows 7 back up and running.

-Alex
Stick to that. I know from first hand experience that Windows 8 is except from start-up performance no better than Windows 7
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 17, 2013, 03:37:26 PM
Anyone please show a 4 level stack in action?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 17, 2013, 03:49:08 PM
The components required are not currently stable enough to attempt to make one.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 17, 2013, 03:50:23 PM
Quote from: jcluvzgamez on January 17, 2013, 03:37:26 PM
Anyone please show a 4 level stack in action?

Additionally, when you use just two-level overpasses, you can't make it very small.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 19, 2013, 05:22:55 AM
Well, nothing really serious about this issue. But look at the paths of the RHW-6S to RHW-4 Type C Transition!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww5.picturepush.com%2Fphoto%2Fa%2F11995888%2F640%2F11995888.png&hash=4652b9295d6260a7d2814e893f4c6cb2072fbaa6)
Hmm... maybe somebody mistakenly copied the paths from the 6S to 4 Type D Transition. Well, I'm just going to expect a fix when NAM 31 comes out!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 19, 2013, 06:05:30 AM
The old pieces don't get fixed in the new NAM, but the new equivalents with P57 IIDs will have revised paths ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 19, 2013, 08:21:54 AM
Well, I mean, I don't expect a fix and I'll just wait for NAM 31. Well, I use that piece rarely so it doesn't bug me. But a fix would be greatly appreciated! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: hkboondoggle on January 20, 2013, 06:24:51 AM
Hey guys, just to report a constant vanishing of AI automata & UDI vehicles at the circled locations (here (http://i528.photobucket.com/albums/dd322/hkboondoggle/SC4/Vanishing_zpsb32a26c6.png)) of RHW4, as if the vehicle has been driven into a transit-enabled lot that has a dead end.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Architect_1077 on January 20, 2013, 01:19:23 PM
Quote from: mike3775 on January 16, 2013, 04:41:35 AM
Quote from: Tarkus on January 16, 2013, 01:19:39 AM
Had to reinstall an OS today . . . but I'm already more or less back in business.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRwA4K.jpg&hash=7a6122bfbb67b14563395e3fec553f891e7a6f69)

-Alex

That is sweet looking.  Plenty of interchange possibilities with that
I'm drooling just thinking about it!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 20, 2013, 08:26:52 PM
IS IT TRUE?? NAM 31 will be released on March 1?? :o CAN'T WAIT!! But the only problem: I live in the Philippines so it will be March 2 when it will released. Will it be March 1, 12:00AM? Or February 28, 11:59:59PM? :P :D $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2013, 08:38:02 PM
We don't know the exact time on 3/1 that it'll be released--we haven't planned the release date down to the exact minute. :D  I've done the uploading the past three releases, and I'm 16 hours behind you (it's UTC-8 here in the Western US, and UTC+8 in the Philippines), so unless I upload it just after midnight my time, it'll probably be early 3/2 for at least part of the Asia-Pacific region.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on January 21, 2013, 02:09:31 AM
so most likely I will only get it on 2nd May :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 21, 2013, 02:59:41 AM
Oh, that's great, we east coast guys will have it on February 28th!

If something or a bug pops up, you might need extra help.

EDIT: Fixed the dumb "February 31st" thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 21, 2013, 05:26:48 AM
I don't care what time it gets released on that day, I just cannot wait to be able to finally build RHW-10's over other RHW-10's and not have to narrow the highways and build 4 bridges to make an interchange.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 21, 2013, 05:01:20 PM
Lol Februrary 31! Feb only goes to 28/29th :P this is. Amazing news though NAM team. My full congratulations on the release!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 21, 2013, 05:09:30 PM
Yeah, i was acting really stupid. &smrt Hey, it was 5 AM! Used to waking up at 6! Guess i was a little tired. :P

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2013, 05:17:31 PM
And actually, assuming I did upload it right around midnight my time, as the eastern US is three hours ahead, it'd be 3am on 3/1.  The only way you could get it on 2/28 in that case would be if you were in Alaska, Hawaii or some remote Pacific islands.  And because places like New Zealand are on UTC +13 (and others still on +14 right now), they'd be getting it on 3/2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 21, 2013, 05:26:55 PM
Alex, if somebody had said six years ago that there would be a date in your life, that date looks from around the globe, from all continents and countries will expect an effect yours, would you believe him? Do you realize how gigantic your camp? Perhaps only the international space station does not monitor the occurrence of NAM31, but who knows?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on January 21, 2013, 06:05:41 PM
Quote from: sunv123 on January 21, 2013, 02:59:41 AM
Oh, that's great, we east coast guys will have it on February 28th!

If something or a bug pops up, you might need extra help.

EDIT: Fixed the dumb "February 31st" thing.

Not only February 31st, you went 3 hours in the wrong direction. Midnight LA = 3AM NY.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 21, 2013, 06:28:05 PM
Quote from: Tarkus on January 21, 2013, 05:17:31 PM
And actually, assuming I did upload it right around midnight my time, as the eastern US is three hours ahead, it'd be 3am on 3/1.  The only way you could get it on 2/28 in that case would be if you were in Alaska, Hawaii or some remote Pacific islands.  And because places like New Zealand are on UTC +13 (and others still on +14 right now), they'd be getting it on 3/2.

-Alex

Actually, 20 hours ahead would get it at 8 PM on 3/1... I see you are beating the release date of the new Sim City 5 by about 4 days. I suspect this a factor in why we know the release date, in addition to the fact that the release date shares the enumeration with the release number...I can hardly wait. Should be great!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 21, 2013, 06:39:38 PM
Quote from: roadgeek on January 21, 2013, 06:28:05 PM
Actually, 20 hours ahead would get it at 8 PM on 3/1

You're right.  The scenario I mentioned would only apply if I were right next to the International Date Line (UTC-12).  Of course, there's still no guarantee as to the exact time.

It's also worth noting--I actually added the release date into the RHW FAQ two days before the announcement (and into the NAM FAQ the day before that), and no one noticed. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on January 21, 2013, 06:43:57 PM
Im curious. Hows that new dragging method works with slopes? Especially when its replacing puzzle pieces like curves and S turns etc. Are we still able to have a smooth curve going gradually down the slope?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 21, 2013, 06:58:10 PM
Quote from: spot on January 21, 2013, 06:43:57 PM
Im curious. Hows that new dragging method works with slopes? Especially when its replacing puzzle pieces like curves and S turns etc. Are we still able to have a smooth curve going gradually down the slope?

There's currently no draggable RHW curves at the moment. If you're looking for Draggable FAR, then you're kinda in the wrong section. (And yes, it's all slope-tolerable.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 22, 2013, 01:35:42 AM
Now, we're cooking . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxHB8hR9.jpg&hash=f6ad0d5af17e002527d4483d47b15b3e63f359e2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZHir4EX.jpg&hash=023c221e9756200b772a5234a33d574205d67002)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 22, 2013, 01:38:20 AM
Anyway, will NAM 32 also have a release date? Or is it going to be like the old school "We like to surprise people" format?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 22, 2013, 01:43:30 AM
Quote from: AngryBirdsFan436 on January 22, 2013, 01:38:20 AM
Anyway, will NAM 32 also have a release date? Or is it going to be like the old school "We like to surprise people" format?

Let's put it this way: Whenever we try to plan, or even predict, out even one version in advance during a dev cycle, our predictions don't come true.

Example: Project 57 was supposed to be RHW Version 6.0 was supposed to be RHW Version 5.0 was supposed to be RHW Version 4.2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 22, 2013, 02:54:31 AM
RHWception! Cooking with the heat turned way up Alex :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 22, 2013, 04:40:59 AM
IIRC, NAM 32 is more NWM related correct?

All I have to say about NAM 31 is that the NAM team have once again made what the develops consider an obsolete game much much better than they probably could ever have imagined, and I am thankful there is a group of dedicated players who strive to make the game even better, 10 years after the fact
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 22, 2013, 09:55:11 AM
Quote from: AngryBirdsFan436 on January 22, 2013, 01:38:20 AM
Anyway, will NAM 32 also have a release date? Or is it going to be like the old school "We like to surprise people" format?

Maybe, maybe not. We like to surprise people.

Quote from: mike3775 on January 22, 2013, 04:40:59 AM
All I have to say about NAM 31 is that the NAM team have once again made what the develops consider an obsolete game much
much better than they probably could ever have imagined, and I am thankful there is a group of dedicated players who strive to make the game even better, 10 years after the fact

I wouldn't call SC4 obsolete. There is yet to be a successor to this game, and since SC13 is going in a different direction, there won't be for some time. There is still way more than a 'cult' following for the game and it's third-party development projects as well.

Speaking of development projects, you'll notice that this RHW development thread has surpassed 3RR in terms of replies and will soon do so in views. That goes to show you there is still a heavy interest in not only playing the game, but expanding it as well.

http://sc4devotion.com/forums/index.php?action=stats

Although it can be stated that projects like the NAM have kept the game and the community much more active than the game alone, not that we have a problem with that.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on January 22, 2013, 02:15:45 PM
Hello

In the futur NAM , the barriers for RHW are include in concrete and in steal ?

Symphony project it's well done  &apls , it's a good idea !

Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 22, 2013, 04:35:55 PM
Quote from: Haljackey on January 22, 2013, 09:55:11 AM
Quote from: AngryBirdsFan436 on January 22, 2013, 01:38:20 AM
Anyway, will NAM 32 also have a release date? Or is it going to be like the old school "We like to surprise people" format?

Maybe, maybe not. We like to surprise people.

Quote from: mike3775 on January 22, 2013, 04:40:59 AM
All I have to say about NAM 31 is that the NAM team have once again made what the develops consider an obsolete game much
much better than they probably could ever have imagined, and I am thankful there is a group of dedicated players who strive to make the game even better, 10 years after the fact

I wouldn't call SC4 obsolete. There is yet to be a successor to this game, and since SC13 is going in a different direction, there won't be for some time. There is still way more than a 'cult' following for the game and it's third-party development projects as well.

Speaking of development projects, you'll notice that this RHW development thread has surpassed 3RR in terms of replies and will soon do so in views. That goes to show you there is still a heavy interest in not only playing the game, but expanding it as well.

http://sc4devotion.com/forums/index.php?action=stats

Although it can be stated that projects like the NAM have kept the game and the community much more active than the game alone, not that we have a problem with that.  ;)

I agree that to us, it is not obsolete, but to Maxis/EA it is obsolete though.  If you have issues with the game, can you go to the simcity 4 site and get support?  Nope.  The site sends you to the NEW GAME's facebook page where there is no mention of SC4 at all.  So to me, they do not even consider SC4 worth discussing.  You want technical help, you have to go to fan sites like this place to get help, so that means the game is obsolete to the developers(I just realized that I had a typo in my earlier post).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2013, 01:42:30 AM
A little crosslink action . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fu9Y4QLK.jpg&hash=97617d105e86c7a2aaa11b1955c4b07907610a2c)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 23, 2013, 04:51:08 AM
Now that is pretty awesome.  It is definitely going to be nice to be able to use many other features of the game in combination with RHW finally.

Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 23, 2013, 05:26:10 AM
Quote from: mike3775 on January 22, 2013, 04:35:55 PM
Quote from: Haljackey on January 22, 2013, 09:55:11 AM
Quote from: AngryBirdsFan436 on January 22, 2013, 01:38:20 AM
Anyway, will NAM 32 also have a release date? Or is it going to be like the old school "We like to surprise people" format?

Maybe, maybe not. We like to surprise people.

Quote from: mike3775 on January 22, 2013, 04:40:59 AM
All I have to say about NAM 31 is that the NAM team have once again made what the develops consider an obsolete game much
much better than they probably could ever have imagined, and I am thankful there is a group of dedicated players who strive to make the game even better, 10 years after the fact

I wouldn't call SC4 obsolete. There is yet to be a successor to this game, and since SC13 is going in a different direction, there won't be for some time. There is still way more than a 'cult' following for the game and it's third-party development projects as well.

Speaking of development projects, you'll notice that this RHW development thread has surpassed 3RR in terms of replies and will soon do so in views. That goes to show you there is still a heavy interest in not only playing the game, but expanding it as well.

http://sc4devotion.com/forums/index.php?action=stats

Although it can be stated that projects like the NAM have kept the game and the community much more active than the game alone, not that we have a problem with that.  ;)

I agree that to us, it is not obsolete, but to Maxis/EA it is obsolete though.  If you have issues with the game, can you go to the simcity 4 site and get support?  Nope.  The site sends you to the NEW GAME's facebook page where there is no mention of SC4 at all.  So to me, they do not even consider SC4 worth discussing.  You want technical help, you have to go to fan sites like this place to get help, so that means the game is obsolete to the developers(I just realized that I had a typo in my earlier post).

I echo all this.  The problem I see with SC13 is one is not able to develop in between cities like SC4 lets you.  The only other problem with SC4 is one is restricted to the "graph paper" feel IRT laying out your city.  However, with all the WONDERFUL and AWESOME upgrades, it is really breaking the "graph paper" restrictions feel barrier.  Keep up the great work and I truly look forward to more and great features that SC4 can offer that SC13 cannot.

Don
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 23, 2013, 12:24:29 PM
Awesome development with the overpasses :thumbsup: and I hope that 3/1 is going to be released NAM 31!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 23, 2013, 04:10:51 PM
crosslinking awesomeness!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 23, 2013, 06:47:36 PM
Now, can someone tell me how many RHW-GLR crossing pieces there will be?

Hint: At least one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 23, 2013, 07:57:46 PM
A lot?

Also will this be fixed in NAM 31?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1243.photobucket.com%2Falbums%2Fgg550%2FDurfsurn%2FHowser-Apr29001358843785_zps950d432d.png&hash=ce8a7e2ac888a7e4d4b0a96a46cd08eec5e757f8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 23, 2013, 08:15:15 PM
Quote from: Durfsurn on January 23, 2013, 07:57:46 PM
Also will this be fixed in NAM 31?

Unfixable. This is because Puzzle Pieces and Flex Items are two different things, and PPs get in the way of Flex Items because of their inability to override.

In other words, you can't have FLUPs going under a FlexFly, it simply won't work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2013, 08:19:49 PM
I'm surprised you were even able to build that.  The only way we could fix it would entail FLEXing the FLUPs, which isn't planned for NAM 31.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 23, 2013, 08:38:47 PM
Just place the FLEX-Fly first and it works! :P Breaking RHW like a boss.

Will FLUP's eventually be Flexed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 23, 2013, 08:40:09 PM
FLUPs work perfectly fine given their intended functionality at the moment.

EDIT: Dammit. I read that as "Fixed" not "Flexed"
Probably not in the near future.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 24, 2013, 06:09:50 AM
The only limitation with the FLUPs is that there's basically only RHW-2, other RHW networks were done by Dexter (and we have the models)... but they haven't yet been added into the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 24, 2013, 07:01:51 PM
Well, for NAM 31, even the MHS has been introduced, 4 level stacks still can't be built because of stability issues? :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2013, 07:37:25 PM
Quote from: AngryBirdsFan436 on January 24, 2013, 07:01:51 PM
Well, for NAM 31, even the MHS has been introduced, 4 level stacks still can't be built because of stability issues? :(

The current build does not have the stuff in place to do it.  But that's in part because the only height transitions in place are L0-L1 and L1-L2 FlexHTs and L0-L1 FlexOSTs.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 24, 2013, 09:00:35 PM
So in the final release, will it be possible to build a 4 level stack or *cough* NAM 32 *cough*?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 24, 2013, 09:21:33 PM
Quote from: AngryBirdsFan436 on January 24, 2013, 09:00:35 PM
So in the final release, will it be possible to build a 4 level stack or *cough* NAM 32 *cough*?

You could, but the footprint will have to be fairly large.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 25, 2013, 04:49:45 AM
We can easily build directional T's without left exits in NAM 31, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 26, 2013, 05:59:25 PM
What could be the estimated file size of NAM 31? 130MB? 80MB? 50MB?? Or 1GB? :P :D $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 26, 2013, 06:13:37 PM
Quote from: AngryBirdsFan436 on January 26, 2013, 05:59:25 PM
What could be the estimated file size of NAM 31? 130MB? 80MB? 50MB?? Or 1GB?

It's somewhere between three and a half nibbles and 427 million exabytes. :P :D $%Grinno$%

(Real answer: Definitely more than 20MB; That's the STEX's filesize limit.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 27, 2013, 02:03:13 AM
To give you a more proper estimation range. It will be larger than 100MB, but smaller than 1GB.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 27, 2013, 02:10:18 AM
Yeah, that's the problem when you merge sister mods into the NAM Core. It will quadruple the size of the NAM core. It will be even larger when the NWM gets merged into the NAM Core. Presumably about 150+MB to 200+MB. I would rather download separate packages rather than waiting for 30 to 60 minutes for downloading the entire package. (I have a slow internet connection :()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2013, 02:25:57 AM
Well, given that you appear to be an avid NAM user who is going to be downloading most of them, you're going to spend the same amount of time.  It's possible you may actually spend less time with the combined package, as the compression algorithm on our installer package should be more efficient on a single package rather than several separate packages.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 27, 2013, 03:16:46 AM
And I was actually talking about the uncompressed size. No idea how good the compression is to the filesize, so, who knows...
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on January 27, 2013, 05:44:09 AM
This is probably when the new Mega cloud storage service comes in handy, no? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on January 27, 2013, 06:39:09 AM
One thing I noticed, at least with the FlexSPUI, is that U-Drive doesn't work properly when the SPUI is at a higher level than L0. I don't know if any consideration will be brought to this (or if it's something that could even be addressed), but it's something to keep in mind, especially if you want your city to have a spaceport, as you can't get the spaceport by conventional means on the easy level.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 27, 2013, 04:28:25 PM
Quote from: teddyrised on January 27, 2013, 05:44:09 AM
This is probably when the new Mega cloud storage service comes in handy, no? :)

I hope not because I absolutely refuse to install their software which is required from what I read
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on January 27, 2013, 05:00:52 PM
Quote from: mike3775 on January 27, 2013, 04:28:25 PM
Quote from: teddyrised on January 27, 2013, 05:44:09 AM
This is probably when the new Mega cloud storage service comes in handy, no? :)

I hope not because I absolutely refuse to install their software which is required from what I read
Sorry for going a bit off topic here - but I don't think Mega requires you to install anything, other than the latest stable release of Chrome because of webkit's HTML5 support.

On another note, excellent work, NAM team :D you guys are totally rocking &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 27, 2013, 05:05:33 PM
Quote from: teddyrised on January 27, 2013, 05:00:52 PM
Sorry for going a bit off topic here - but I don't think Mega requires you to install anything, other than the latest stable release of Chrome because of webkit's HTML5 support.

You do realise that you're forgetting the BSC LEX, right? The NAM's always been available there, and chances are, it may still be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on January 27, 2013, 05:09:23 PM
Quote from: GDO29Anagram on January 27, 2013, 05:05:33 PM
Quote from: teddyrised on January 27, 2013, 05:00:52 PM
Sorry for going a bit off topic here - but I don't think Mega requires you to install anything, other than the latest stable release of Chrome because of webkit's HTML5 support.

You do realise that you're forgetting the BSC LEX, right? The NAM's always been available there, and chances are, it may still be.
Ah, my bad. I thought I read about a file size limit on LEX, and realized that was about STEX :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 28, 2013, 04:18:05 PM
Quote from: teddyrised on January 27, 2013, 05:09:23 PM
Quote from: GDO29Anagram on January 27, 2013, 05:05:33 PM
Quote from: teddyrised on January 27, 2013, 05:00:52 PM
Sorry for going a bit off topic here - but I don't think Mega requires you to install anything, other than the latest stable release of Chrome because of webkit's HTML5 support.

You do realise that you're forgetting the BSC LEX, right? The NAM's always been available there, and chances are, it may still be.
Ah, my bad. I thought I read about a file size limit on LEX, and realized that was about STEX :P

I also misread it  :)

Incidentally, even having to install just chrome, is not something I would do to get a file.  If Mega doesnt work with what I use(Firefox), I won't use Mega.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 28, 2013, 05:26:09 PM
It's stuff like this that make me really excited about NAM 31.

As always from me, click for full size.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDwHmQ91.jpg&hash=51cc468deead3ea0892e9378de346dc0b45f7aef) (http://i.imgur.com/DwHmQ91.jpg)

-Level 0 (ground level) road
-Level 1 (7.5m) RHW-8C
-Level 2 (15m, or the standard 'elevated' level) RT.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 28, 2013, 05:35:23 PM
Beautiful photo Halyatskey and congratulations for your membership in the NAM team. I wish now we are on February 28th.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on January 28, 2013, 07:30:08 PM
Quote from: mike3775 on January 28, 2013, 04:18:05 PM
Quote from: teddyrised on January 27, 2013, 05:09:23 PM
Quote from: GDO29Anagram on January 27, 2013, 05:05:33 PM
Quote from: teddyrised on January 27, 2013, 05:00:52 PM
Sorry for going a bit off topic here - but I don't think Mega requires you to install anything, other than the latest stable release of Chrome because of webkit's HTML5 support.

You do realise that you're forgetting the BSC LEX, right? The NAM's always been available there, and chances are, it may still be.
Ah, my bad. I thought I read about a file size limit on LEX, and realized that was about STEX :P

I also misread it  :)

Incidentally, even having to install just chrome, is not something I would do to get a file.  If Mega doesnt work with what I use(Firefox), I won't use Mega.

Mega works BEST with Chrome, ie, most completely, but also works with Firefox and IE to an extent.

Anyway, getting back on track, looking forward to NAM 31!
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on January 28, 2013, 09:24:15 PM
I know this probably won't be included in the next NAM, considering all the ground-breaking developments, but would it be possible to include a RHW10 to RHW8 and RHW4 F-2 exit. I'd like to make an eight-lane freeway, but any two lane exit I make leaves me with only a six lane highway left. There's RHW8 to RHW6 and FARHW4 but none like what I described above (nor is there any like the RHW6 to RHW4 & C2 exit for RHW8 or 10).

So maybe for NAM 32? Anyways, those draggable diagonal networks look great. And the monolithic NAM will be nice, since when I first started downloading the stuff it wasn't really clear to me why everything was separate and what everything did.

Looks Good.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on January 29, 2013, 07:08:39 AM
Will the GLR under/over RHW be included in the new NAM? Because all you are showing us here are the old maxis networks interacting with the RHW. Is that just such a choice of pictures, or is that because GLR are that much harder to get ready and are not really as stable yet? And the same question also stands for NWM. Will it be in the NAM 31 or will we have to wait for those interactions until the NAM 32?

Great job otherwise, my downtown area really needs L1+ RHW6+ networks to run around it and through it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2013, 11:09:07 AM
Quote from: APSMS on January 28, 2013, 09:24:15 PM
I know this probably won't be included in the next NAM, considering all the ground-breaking developments, but would it be possible to include a RHW10 to RHW8 and RHW4 F-2 exit. I'd like to make an eight-lane freeway, but any two lane exit I make leaves me with only a six lane highway left. There's RHW8 to RHW6 and FARHW4 but none like what I described above (nor is there any like the RHW6 to RHW4 & C2 exit for RHW8 or 10).

Actually, I believe that particular ramp design would be an RHW-10 Type C2, as one of the lanes is an option lane, which continues on but allows exits.  We're still working out some base network stability right now, so we haven't really looked at what we'll have for on/offramps next release, plus we're transitioning toward the FLEXRamp paradigm, so that makes it a little hazier still.

Quote from: strucka on January 29, 2013, 07:08:39 AM
Will the GLR under/over RHW be included in the new NAM? Because all you are showing us here are the old maxis networks interacting with the RHW. Is that just such a choice of pictures, or is that because GLR are that much harder to get ready and are not really as stable yet? And the same question also stands for NWM. Will it be in the NAM 31 or will we have to wait for those interactions until the NAM 32?

I've coded for GLR crossings on the RHW side.  You haven't seen many most likely because most of the code handling the GLR side of those over/underpasses hasn't been written yet.  Whenever two override networks interact, there needs to be code for both networks to handle the crossing.  This is why crosslink setups are so difficult.

As far as the NWM goes, it'll at least be partially supported.  The extant transitions between RHW and NWM networks (no RHW-8S-to-OWR-4 or RHW-10S-to-OWR-5 right now, before anyone asks) have already been ported over to work with P57 RHWs, and are functioning.  Intersection/overpass-wise, here's how things look to be headed:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on January 29, 2013, 12:48:23 PM
I know there's going to be 5 levels of RHW (including ground level), but how many levels of default network viaducts will there be?  There will at least be 7.5m right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 29, 2013, 12:53:43 PM
Quote from: Indiana Joe on January 29, 2013, 12:48:23 PM
I know there's going to be 5 levels of RHW (including ground level), but how many levels of default network viaducts will there be?  There will at least be 7.5m right?

1. Just 7.5 and 15 meters.
2. It's nowhere in our NAM 31 plans.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on January 29, 2013, 04:59:45 PM
What happened to L-3 and L-4? I thought those would be released too  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2013, 05:05:56 PM
Ganaram was referring to the Road, One-Way Road, Avenue, and Railroad viaducts.  The RHW-4, RHW-6S, and MIS are still planned to include L3 and L4 versions in NAM 31.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 29, 2013, 05:58:08 PM
Just a quick question, will there be different height level FLEXfly Ramps? Like L1 and L3? They would come in handy in some situations. Oh, that brings up another question, if there are, can you put different levels on top of each other?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 29, 2013, 06:31:25 PM
So what? L3 and L4 RHW-6S, RHW-4 and MIS won't be included in NAM 31?   :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2013, 06:33:20 PM
Quote from: AngryBirdsFan436 on January 29, 2013, 06:31:25 PM
So what? L3 and L4 RHW-6S, RHW-4 and MIS won't be included in NAM 31?  :'(

Re-read my post.  I just said they would be included. ;)

Quote from: sunv123 on January 29, 2013, 05:58:08 PM
Just a quick question, will there be different height level FLEXfly Ramps? Like L1 and L3? They would come in handy in some situations. Oh, that brings up another question, if there are, can you put different levels on top of each other?

As far as FLEXFly goes, you'll have to wait to see. ;)  By different levels on top of each other, what exactly do you mean?

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 29, 2013, 06:40:49 PM
As in crossing them. Seems like it's a little over the top but it might be possible. Not expecting it to be in NAM 31 though. ;)

Wish I could show you a pic of what I mean, but I'll be on mobile for awhile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 29, 2013, 06:46:27 PM
Oh, I just misread your post! They're indeed going to be in NAM 31!  :-[ Well, are their more teasefest on our way before 3/1? I want to see a stack interchange in action! SO EXCITED I can't wait for 3/1!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2013, 07:13:03 PM
Quote from: sunv123 on January 29, 2013, 06:40:49 PM
As in crossing them. Seems like it's a little over the top but it might be possible. Not expecting it to be in NAM 31 though. ;)

You mean like an L4 crossing over an L3?  If so, that's definitely in the cards.

Quote from: AngryBirdsFan436 on January 29, 2013, 06:46:27 PM
Well, are their more teasefest on our way before 3/1?

Yes, you can be sure we'll have more teasers before release.  It's been quiet recently because we've been occupied with some RL, and the more technical aspects of the development process, which don't lend themselves to teasers.  I suspect it'll be quiet for a little while longer, while we pick up steam again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on January 29, 2013, 08:56:08 PM
A felxfly crossing another flexfly?  That would be freakin awesome.  Would probably take quite a few intersection models, though.  I think I'll file that one away in "speculation for NAM 33..."
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 29, 2013, 09:51:33 PM
Quote from: Indiana Joe on January 29, 2013, 08:56:08 PM
A felxfly crossing another flexfly?  That would be freakin awesome.  Would probably take quite a few intersection models, though.  I think I'll file that one away in "speculation for NAM 33..."

I was thinking he was just meaning the levels themselves, not FLEXFly-over-FLEXFly at those levels.  Yes, I'd file that one away for now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 29, 2013, 10:24:46 PM
Somepony compute for me the number of possible ways that a FlexFly can be stacked with another, then explain why that would be very very difficult.

If it's just FlexFly over/under standard RHW, that'll be fine and dandy; Just a matter of copypasta-ing pre-existing RUL-2 code and making new models and paths. The next problem is meeting our own deadline, in which case if it doesn't, it's for NAM 32.

Oh, and additionally, somepony try to create a diagonal RD-4 crossing with a diagonal RHW-2 and see if that's any easy, and then explain why something like that won't be added this time around. Though I should mention that it's a simple matter of going into RUL-1 and fiddling with the Road-Dirtroad crossings so that a DxD like that can be made possible, like with all crossings... Ever.

And for those curious as to why it's only RHW-4, RHW-6S, and MIS that's being given L3's and L4's, have you ever seen anything wider than those being elevated in real-life? And no, bridges (and I mean bridges over water and wildly uneven terrain) don't count.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 30, 2013, 01:09:06 AM
From what he have in development, P57 is uncompressed 151MB already, of which 75.4 MB is FlexFly alone. That's a very heavy component already...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 30, 2013, 01:22:50 AM
wow dat FLEX-Fly!
Title: Re: RHW (RealHighway) - Development and Support
Post by: kody_organmaster on January 30, 2013, 02:01:40 AM
I am about ready to burst with excitement !!!  :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 30, 2013, 05:16:06 AM
Yeah, too far. :D

Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 30, 2013, 06:30:24 AM
So there are going to be L1, L3 and L4 FlexFLYs, right? And also, another question, will the on-slope transitions of the ERHWs have "automatic slope" feature? Where the transition will elevate a certain part of the terrain to 7.5 M/15 M, etc. It would be useful because we don't have a 7.5 M ground lifter, hole digging lot. Also the same for L3 and L4! Although, I'm not really expecting an on-slope transition for L3 and L4!  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 30, 2013, 08:45:14 AM
Please, everyone, this is getting a bit too probing, in my opinion. Everything that is going to be in the NAM has been said. If there was something that has not been revealed, there are reasons for it. Just imagine we would announce a feature which turns out to be unable to be completed in time. You will have to wait and see.

And no, AngryBirdsFan, it has not been said that L1, L3 and L4 FlexFLYs are going to be implemented. Reread the last posts. If you know how to implement the "automatic slope" feature you described, we would be more than happy to integrate it, but I am afraid, according to current knowledge, it is impossible. 7.5m ground lifters are possible though and will be available in time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 30, 2013, 10:06:44 AM
Just sit tight guys. We'll release a list of what's going into NAM 31 a few weeks before release. That should give us enough time to ensure these components work right and play nice with one-another.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2013, 11:42:22 AM
memo, thank you--my thoughts exactly.  I don't think we'll really know all of what's going in until much closer to release, and even then, there will be some things that we'll keep a surprise.  Since we spoiled everyone by giving out a release date, we still have to have something with which to surprise people.  Also keep in mind that because we're dealing with a hard and fast release date, if something's not ready, we'll remove it from the release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 30, 2013, 01:57:59 PM
I was meaning in your thoughts for the future. Not NAM 31. It's way too close to have anything happen right now. I know that. Just asking so that I can have an idea of what you can or cannot do so that i know what's coming or not.

I'm not asking for anything right now. It's way too close to the release date.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on January 30, 2013, 02:31:07 PM
Well, a year ago draggable diagonal crossings, diagonal bridges, multiple water levels, and viewing RHW from your region map were all "not possible."  So asking what they could include, and what they can't, isn't easily answered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on January 30, 2013, 03:21:10 PM
Congratulations NAM team!
I am pleased to tell you today that the theme of Real Highways development is number one in every category. Since that time it has the most posts and most visited. With 1083080 reads, Highways Real managed to winnow, Three River Region dedgreen. I had long ago predicted that the pace which moves Real Highway will pass TPP before NAM 31 and behold it happened.
Sorry to bother with such minor things, but I think this is a significant achievement and an indicator of the interest that this topic causes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: teddyrised on January 30, 2013, 03:24:00 PM
If there's anyone who can describe what is going through my mind when reading this forum lately, memo has nailed it.

Let the NAM team do things at their own pace. Stop pushing. Plus, what are surprises when you know everything before the latest version of NAM is released?

Let's also not forget that the NAM team members, while developing and testing the pre-release version feverishly, have real life commitments, too. Keep up the good work, folks &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 30, 2013, 03:52:19 PM
I think it's also important to mention that we all have lives too and may not necessarily always have time to work on the NAM. No matter how much we may want to work on the mod, real life has to come first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 30, 2013, 04:19:22 PM
Quote from: ivo_su on January 30, 2013, 03:21:10 PM
I am pleased to tell you today that the theme of Real Highways development is number one in every category. Since that time it has the most posts and most visited. With 1083080 reads, Highways Real managed to winnow, Three River Region dedgreen.

*Checks

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJnegSeZ.jpg&hash=14ddd095a20c577a3c5a334966f05eec9daf85b1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlGocFsk.jpg&hash=98b0a8ec3cd5c901e99a0dfd9d83f58d12ea896c)

*Confirms

Technically we're now #2 but whatever... Still a nice miletone!  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on January 30, 2013, 05:22:40 PM
You are #1 on modding Haljackey.

Oh and congratulations on the promotion, well deserved

I agree with memo, I am thankful there are nam members who have kept plugging away at this game for years now and continually improving it.  But I do get sick of seeing the same posts over and over saying what about this, what about that, when will it be released, etc and honestly, I am amazed at the patience the nam members seem to have, because I have wanted to call out the ones who keep pushing it over and over and tell em to knock it off, but don't because I rather stay a member of this site. 

I love surprises, and I can't wait to see what surprises they have in store, and honestly, I wouldn't care if they not release any more teasers, and anymore youtube videos either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 30, 2013, 08:33:04 PM
Quote from: mike3775 on January 30, 2013, 05:22:40 PM
I do get sick of seeing the same posts over and over saying what about this, what about that, when will it be released, etc and honestly, I am amazed at the patience the nam members seem to have, because I have wanted to call out the ones who keep pushing it over and over and tell em to knock it off, but don't because I rather stay a member of this site. 

This is something that has been going on forever and I don't see it stopping anytime soon. Try treating these with a different perspective... Thinking positively about them may spark a new idea or a new way of doing things.

Heck when I was new I was practically barking on the NAM threads requesting for stuff, although that may be a bit of an exaggeration :P. I didn't always get what I wanted, but I did manage to get them to think a bit on what I was saying, and that led to progress as perhaps they never thought about something that way before.

Quote
I love surprises, and I can't wait to see what surprises they have in store, and honestly, I wouldn't care if they not release any more teasers, and anymore youtube videos either.

These are sort of a nicety, but they are definitely good for publicity! The good thing with videos is that they can double as a way to describe the functional front of the network... Very useful for those who want to learn how to use the features described.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on January 30, 2013, 09:09:22 PM
Anyway I hope that NAM 31 will have integrated Hole Digging Lots/Ground Lifters because of there's no 7.5 m version of that. Also for 22.5 and 30 m! Will the L3 and L4 have on-slope transitions? Or those are rare in RL? :))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2013, 10:28:59 PM
You'll just have to wait to see.

Edit: Something you won't have to wait to see . . . progress on stability.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMoWXS3T.jpg&hash=3135b723400c1f9de7972cc63254741f0506afaa)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 31, 2013, 01:36:46 AM
Well it's unlikely that i'll use that particular setup but nevertheless nice work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on January 31, 2013, 01:42:25 PM
Adding even more and more consideration of a region-wide collector/distributor highway.

Great job guys, even with RL and the unexpected trpubles of it, you do so much for us.

%BUd%
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 01, 2013, 06:15:22 PM
WOOHOO! Just 1 month to go! Can't wait to see the new features of NAM 31 and the RHW! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 02, 2013, 12:59:16 AM
Now, let's say you wanted those giant C/D lanes to go diagonally . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FashoneP.jpg&hash=af8c8ec45c4dc61f7ee20591f46ff8e9cec3afcc)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 02, 2013, 02:29:51 AM
OMG Alex!!!that's truly amazing &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 02, 2013, 04:37:19 AM
 Well that's just silly  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 02, 2013, 05:11:44 AM
WOW! I'm just drooling now! But I just want to see this in NAM 31:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9605%2F28467559ld0.gif&hash=c9c3c22a1364564147e384ca6b00135defbef27a)
Yes, this is the one from the Haljackey Archive thread, but I hope to see this stuff in NAM 31. It's more space saving than having to lane shift the RHW!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 02, 2013, 05:50:41 AM
For most of us RHW fans March 2013 in the world of Simcity will see us exploring the new features of Project 57 and the Multi-Height System. During February I'm going to occupy myself with exploring the limits of the current version. This system of collector/distributor roads demonstrates what's possible with RHW 5.0. The current feature set is quite limited compared to what's coming in less than a month, and if we can build junctions like this with the current version, I wonder what will be possible in the next version...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2F3-1729.jpg&hash=f7a4bdbbbc906886e2f2ecf0bc105ddd3bb22fa9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2F4-189.jpg&hash=d00b2713aab6711d6b6e4dc794c4ca81c9bc15d3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 02, 2013, 10:30:43 AM
Just one question... Are the wider bridges going to be included in the next release ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 02, 2013, 01:08:36 PM
I'm not a NAM member, but I'm fairly sure that 6s and (maybe) 8s bridges are going to be released.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TheAttendee on February 02, 2013, 01:28:06 PM
I have a feeling that a few weeks after NAM 31 comes out, we'll all be looking back at our old RHW intersections and go "What was I thinking?". I can't wait to see how drasticaly different the RHW interchange guides are going to be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 02, 2013, 01:38:57 PM
Oh, be sure to watch that thread......... ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on February 02, 2013, 03:07:35 PM
Quote from: TheAttendee on February 02, 2013, 01:28:06 PM
I have a feeling that a few weeks after NAM 31 comes out, we'll all be looking back at our old RHW intersections and go "What was I thinking?". I can't wait to see how drasticaly different the RHW interchange guides are going to be.

oh yes i have big plans in my region. one of the interchanges i am planning on will be pretty unique to solve the problem that i currently have with my beltway/expressway joining with a major highway in my commercial district. i never posted pics on here but i will be sure to provide some when i start my projects in march.   :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 02, 2013, 04:12:17 PM
Quote from: AngryBirdsFan436 on February 02, 2013, 05:11:44 AM
WOW! I'm just drooling now! But I just want to see this in NAM 31:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9605%2F28467559ld0.gif&hash=c9c3c22a1364564147e384ca6b00135defbef27a)
Yes, this is the one from the Haljackey Archive thread, but I hope to see this stuff in NAM 31. It's more space saving than having to lane shift the RHW!
Just make inside narrow exit lanes and the problem solves itself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 02, 2013, 04:44:44 PM
Hate to be the icebreaker, but there's six more weeks of winter four more weeks until NAM 31 gets released. It means we're nearing the point where we have to stop all development (called a Feature Freeze) and focus on getting NAM 31 prepared for release.

Whatever you might to have added, at this point, it probably won't be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 02, 2013, 07:27:54 PM
Quote from: Wiimeiser on February 02, 2013, 04:12:17 PM
Quote from: AngryBirdsFan436 on February 02, 2013, 05:11:44 AM
WOW! I'm just drooling now! But I just want to see this in NAM 31:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9605%2F28467559ld0.gif&hash=c9c3c22a1364564147e384ca6b00135defbef27a)
Yes, this is the one from the Haljackey Archive thread, but I hope to see this stuff in NAM 31. It's more space saving than having to lane shift the RHW!
Just make inside narrow exit lanes and the problem solves itself.

Yes, but I need to lane shift the C/D to one tile. That piece is efficient for C/D because it's more space saving!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 02, 2013, 07:54:40 PM
No, I meant the overplop pieces plopped over the DRI ones. If inside versions were made you probably wouldn't even need such a limited piece, it would be more modular.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 02, 2013, 07:55:48 PM
Then you'll just have to wait until NAM 32 or whatever comes out next. Just wait and it might come. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 04, 2013, 03:45:27 AM
Anyway will an RHW-6S plain bridge be included by default in NAM 31?
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on February 04, 2013, 09:42:57 AM
Quote from: AngryBirdsFan436 on February 04, 2013, 03:45:27 AM
Anyway will an RHW-6S plain bridge be included by default in NAM 31?

asked that question about 40 29 pages ago and the answer was yes....

edit:  http://sc4devotion.com/forums/index.php?topic=990.msg433932#msg433932 (http://sc4devotion.com/forums/index.php?topic=990.msg433932#msg433932)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2013, 08:53:13 PM
So, um, yeah . . . you can connect RHWs into Avenue Roundabouts now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHDRT1Si.jpg&hash=23c45207934c0fa9c45b54f5dbfd45deb3bd6f14)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 05, 2013, 09:23:45 PM
Nice compatability
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 05, 2013, 10:04:08 PM
It's simply RUL-2 (or RUL-1) trickery here, nothing too too special.

Why stop there, what about a MIS connection? There's plenty of leeway...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 06, 2013, 01:17:51 AM
Awesome! We were missing that functionality ;)

And while you're on it, is it feasable to make it compatible for the RD-4 and 6 and TLA-5 to connect to the AVE-4 roundabout?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 06, 2013, 01:48:22 AM
Quote from: MandelSoft on February 06, 2013, 01:17:51 AM
And while you're on it, is it feasable to make it compatible for the RD-4 and 6 and TLA-5 to connect to the AVE-4 roundabout?

Though it'd just as easy to use the proper to-AVE transition, there's also a clever trick that can be used using TIA and GLR, though that only kinda sorta works with the TLA-5.

-----

Also (and before anypony else asks), there's a bit of prevent code in the NWM (why are we talking NWM now?) that keeps a "half-crossing" with AVE and TLA-5, RD-4, and RD-6(?) (and chances are, anything with more than three lanes) from being drawn by preventing a Road half-crossing with AVE to come in contact with a TLA-5/RD-4/RD-6 override.

And because of a funny thing called INRULs, the tiles you connect an AVE to an AVE roundabout are actually (technically) orthogonal AVE, just not in a recognisable form. This also makes the AVE RA Flex piece number 0, with the Diagonal Street Helpers as Flex Piece number -1 (assuming we keep regarding the FlexFly as the first Flex item, even though there were two that predate it).

Long story short, remove the small bit of prevent code (if it can be found) and you can make a TLA-5 connect to a Roundabout. I kinda knew this issue already, and that's the problem: Finding the bit prevent code in a big block of code that's planned to be redone in the coming years, especially when I had already proposed for a similar treatment (which I had tested and lost) to be done with the OWR RAs connecting to TLA-3, AVE-2, and OWR-1.

Unless you wanna go down the RaBET hole, which for the record, nearly none of us are ready for... :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 06, 2013, 04:18:42 AM
RaBETs for sure. It'll give NAM 33 a focus.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 06, 2013, 07:58:24 AM
Quote from: Wiimeiser on February 06, 2013, 04:18:42 AM
RaBETs for sure. It'll give NAM 33 a focus.

I don't think so. Planning that far ahead will never go as planned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 07, 2013, 12:17:59 AM
Besides, there may be some things that don't make it into NAM 31 that get pushed in to NAM 32.  That March 1st date is a hard cutoff.  If a feature isn't ready for public consumption, it doesn't go into the release.  We're not in a state in which "is this possible?" questions ("ITPs", which, often times, are simply probing requests, or "requestions") are really readily answerable.

I can, however, show you a little bit more of what P57 can do, now that RUL2 has surpassed 1,000,000 lines of code (1,000,083 in my build at this minute, to be precise).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDdJrGXJ.jpg&hash=bfa8c9979e724a37c4b6b5edb322c99097003231)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 07, 2013, 01:52:42 AM
We've reached a milesone! 1 million lines of RUL2 is a lot of work :o Great work, Alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 07, 2013, 02:21:18 AM
Wow, thanks for all the dedication and effort that got RUL2 to a million lines Alex  &apls   Is this one of those times where we say "and here's to a million more"?   :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on February 07, 2013, 05:09:43 AM
 &apls I can simply applaud and tip my hat to you Tarkus an dwell everyone else that is actively involved in the project. I don't have any idea of how much a million lines is, but judging by the complexity RHW has reached from the first releases to now, I'd say it's a worthy million. Great work!

Is it possible to get a Flexfly L4 RHW-12C long curve (15x60 tiles) in this NAM?


No just joking with the last one ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 07, 2013, 05:29:17 AM
Good luck with the testing, guys. I thank all of you for your effort on creating the best mod on earth.

Great job guys. :thumbsup:

(and please no probing, please. They don't have enough time, they are humans.)

PS, It's the feature freeze moment right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 07, 2013, 06:01:58 AM
 :thumbsup: great work, omg 1M lines of code, and its organized, that is a masterpiece! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 07, 2013, 06:55:28 AM
FEATURE FREEZE TIME! Just 21 days to go and NAM 31 will land on the SC4Devotion International Airport! :D What time will it arrive? :P $%Grinno$% :D (BTW this is my 100th post!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 07, 2013, 07:23:13 AM
Hey, they still need something to surprise us with.  ;D  Since they've gone above and beyond standard procedures and revealed a date, I'm not sure I even want to know a time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 07, 2013, 08:10:40 AM
Quote from: AngryBirdsFan436 on February 07, 2013, 06:55:28 AM
FEATURE FREEZE TIME!
Erm, the feature freeze date has not been reached. Currently, we have two dates for that:
- February 12: Soft Feature Freeze. This is our preferred Feature freeze date, but some thing may not be final at this date, because thing often turn out differently than planned
- February 19: Hard Feature Freeze. This is the utmost final date. We need to get every feature ready at this point or it won't make into the next NAM. From this point, testing and bug-fixing only...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on February 07, 2013, 09:33:29 AM
I am just completely consumed in excitement for March 1st!  :o 1,000,000 lines of code? That has to break some form of record. Unbelieveable. Spectacular. Amazing. Wtg NAM team, keep it up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on February 07, 2013, 02:08:20 PM
  :) ;) ;D :-\ :satisfied:  builds in excitement... here is the dance of anticipation  &dance &dance &dance   :D ... and a hearty well done to Tarkus and Mandelsoft and the entire NAM-Team for their dedication and 1M+ lines of code...   &apls &apls &apls ...  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on February 07, 2013, 03:32:12 PM
Quote from: strucka on February 07, 2013, 05:09:43 AMI don't have any idea of how much a million lines is

It's a million times this:

0x57188240,0,1,0x57187A00,2,1=0x57188240,0,1,0x57188205,2,1


Which for most people is just gibberish, but for Alex. . .


Quote from: Tarkus on July 20, 2011, 06:43:44 PMPersonally, I actually enjoy RUL2 stuff a lot (. . .) and it's not uncommon for me to crank out a thousand lines of code in a night.


What he said. It's the only instance you find when searching "enjoy RUL2" on the interwebs. At this point I expect Tarkusian Nights to be Stephen King's next horror novel.


Great work man! &apls



Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 07, 2013, 05:45:01 PM
Thanks for the kind words, everyone.  The scary part is, it'll probably balloon to about 1.5 million (at least) for release, once the stability's copied over.

Quote from: Swordmaster on February 07, 2013, 03:32:12 PM
0x57188240,0,1,0x57187A00,2,1=0x57188240,0,1,0x57188205,2,1

Which for most people is just gibberish, but for Alex. . .

Even scarier, I know exactly where that code belongs, and what it does, even isolated and out-of-context like that. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 08, 2013, 08:27:34 AM
Quote from: Tarkus on February 07, 2013, 05:45:01 PM
Even scarier, I know exactly where that code belongs, and what it does, even isolated and out-of-context like that. :D

Hmm...that is scary. Joking aside, I sincerely thank you for all of your hard work and determination in completing Project 57. I'm sure that you're looking forward to the March 1 release as much as the rest of us. I also imagine that P57's completion will open the floodgates for more advanced RHW features in future releases.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mave94 on February 08, 2013, 10:05:54 AM
Wow, 1 million lines of RUL-code! :shocked2: That seriously is a milestone indeed! Thanks for the amazing work on P57. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 08, 2013, 04:47:08 PM
What exactly does that code do, might I ask?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 08, 2013, 05:37:31 PM
1,000,000 RULS?? :o The greatest mod of all time! Not only in SimCity 4, but also in the entire world of gaming! Thank you NAM Team for the great work! &apls &apls &apls 1,000,000 RULs is a huge milestone!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on February 08, 2013, 08:01:54 PM
Quote from: Wiimeiser on February 08, 2013, 04:47:08 PM
What exactly does that code do, might I ask?

Exactly? It changes the combination of textures 0x57188240 and 0x57187A00 into the new combination 0x57188240 and 0x57188205, in the specific rotations and mirrors mentioned. That's probably not what you want to know ;D

If I'm correct, it's part of a diagonal overpass override. I had to look it up of course, I'm not pretending anything here :D


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 08, 2013, 09:31:41 PM
Well Done everyone and Alex if you enjoy RUL-2 coding at night well you gotta love something right :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2013, 09:58:48 PM
Quote from: Swordmaster on February 08, 2013, 08:01:54 PM
If I'm correct, it's part of a diagonal overpass override. I had to look it up of course, I'm not pretending anything here :D

Indeed it is.  It's for diagonal L1 RHW-6C (outer) over orthogonal L0 RHW-12S (outer), from the vantage point of the L0 RHW-12S.  That code carries the 12S from the outermost tile of the diagonal 6C to the outer-side center.  (I can tell this by the start of the IID--0x5718, indicating L1 RHW-6C, and the piece ID of 82, which indicates DxO over an RHW-12S, and the suffixes of 40 and 05, which indicate the outer part of a 6C, crossing over an L0 network.)

And before anyone asks, while I've been coding everything on the 12S on the RUL2 side, the 12S won't be available in NAM 31.  There won't be any ramp interfaces or transitions for it done by then, so there's really no utility for it until then.

And the RUL2 count has already grown to 1.01 million.  Cranked out about 12,000 lines last night (mostly just copy-pasted stability code for the L1 RHW-4).  Copy-pasting huge chunks of stability code results in absurdly high line count increases.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 08, 2013, 10:07:09 PM
So NAM 32 will have RHW-12S and 10C, right?  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 08, 2013, 10:25:49 PM
Maybe. It depends on whether we have ramp interfaces available for them. It's too early to have a definite answer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 09, 2013, 03:43:26 AM
Well, are there going to be Secret Weapon videos before 3/1? :P :D $%Grinno$% ;D  Or it's going to be "We'll find out when it's released" thingy? Well, it's only 2 weeks before NAM 31 gets released so I won't expect one! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 09, 2013, 05:04:07 AM
I think that I'll let this go.

Don't you feel spoiled enough with the release date? Then there was 2 videos for symphony. To me, they are working their butts off with NAM.

I wouldn't expect it, but it might happen. Just wait to see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jmdude1 on February 09, 2013, 01:30:50 PM
i agree. enough with the questions, and you're already starting with nam 32? dang. as mentioned before, and in other threads, let's have some patience.
we're all anticipating the next release. the NAM team does great work so let us let them do it in peace.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 09, 2013, 01:39:32 PM
Yes, calm down please! We first need to finish and distribute the NAM 31 first, and that's at this point still a heck of a job to do, not to mention the testing, ironing out the bugs in the NAM most of you don't get to see ever (yes, alpha versions of NAM releases are filled with stupid bugs). We need to iron that out first...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 09, 2013, 02:01:45 PM
Quote from: sunv123 on February 09, 2013, 05:04:07 AM
Don't you feel spoiled enough with the release date? Then there was 2 videos for symphony. To me, they are working their butts off with NAM.
Quote from: jmdude1 on February 09, 2013, 01:30:50 PM
i agree. enough with the questions, and you're already starting with nam 32? dang. as mentioned before, and in other threads, let's have some patience.

^ This. And if I may add...

There's currently heavy scrutiny and last-minute dev going on right now (and it's not even the freeze date), and some going on as early as 3 AM Pacific Time (Keep in mind that some of us are in the US, such as myself, Tarkus, Jondor, and Z, so that's really late at night).

So please, please refrain from asking for anything specific for NAM 31, 32, or whatever. That includes specific features, how things work, or anything for the successive versions of the NAM. There simply is no way to conveniently answer such questions, and attempting to do so will not only delay development (to the point where, dare I say, we actually miss our own deadline), but the accuracy of that information will be short-lived and won't hold up to even the dev cycle of the next NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 09, 2013, 02:18:11 PM
So please, stop the questions. Do you really need to know? Is it a life or death question? Nope, just calm down. How'd you feel if you were a NAM member?

Besides, everybody here is a HUMAN, not robots. Nobody is perfect, even the NAM team. We all have lives and RL is unpredictable, so not everything can be be just what you like.

Please, no more. Anyways, don't you love surprises?

Plus, don't make them think about locking it. :thumbsdown:

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 09, 2013, 05:37:23 PM
Quote from: sunv123 on February 09, 2013, 02:18:11 PM
Plus, don't make them think about locking it. :thumbsdown:

We actually have had to do that a couple of times.  This thread spent a few days locked just before the RHW 3.0 release, and the NWM thread spent several months (yes, months) on lockdown.  We're generally happy to show stuff and answer reasonable questions or tech support matters, but when the ITPs/"requestions" get overwhelming (particularly in the weeks directly before a release), it takes the fun out of it for everyone.

Besides, I probably have another 500,000 lines or so of RUL2 code to crank out for release. ;D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 09, 2013, 11:06:04 PM
OKAY! OKAY! OKAY! I'll stop asking questions! As Patricius Maximus said on the PS thread, I'll just chill out and remain inactive on this board until 3/1/13. Take your time, NAM Team and please make it really functional, stable, and of course, AWESOME!  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 10, 2013, 01:17:11 PM
Quote from: AngryBirdsFan436 on February 09, 2013, 11:06:04 PM
Take your time, NAM Team and please make it really functional, stable, and of course, AWESOME!  &apls &apls &apls

Has any NAM work ever been different? :p they were all Awesome and this will be for sure Awesome  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on February 10, 2013, 08:49:58 PM
Please note that this isn't a request, but rather a testament to the great work that goes on behind the scenes--Although we won't have the 12S RHW for NAM 31 (or even NAM 32) I think I can sleep soundly knowing that, unlike Maxis, you guys won't code something and then leave it undone (like the ANT or the sewage exemplar for the water treatment plants).

So, in short, here's to dependability (and some 1.6 million lines of code). I think we can all agree that you've been very dependable in delivering stuff we didn't know we could do (and to think that EA got paid for what they left SC4 with!).

Just my thoughts. Can't wait for March.

P.S. Actually, I guess it's a good thing Maxis left so much stuff undone. Where would we be if they'd finished the ANT and left us with only the MHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on February 10, 2013, 09:22:48 PM
Quote from: APSMS on February 10, 2013, 08:49:58 PM
here's to dependability

*Raises glass*
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 10, 2013, 09:51:05 PM
Quote from: APSMS on February 10, 2013, 08:49:58 PM
P.S. Actually, I guess it's a good thing Maxis left so much stuff undone. Where would we be if they'd finished the ANT and left us with only the MHW?

<Parallel universe mode>

Sooner or later, an RHW will be made, but it would be made using puzzle pieces that use the MHW network instead. Granted, the RHW advances would come more slowly, that is, until the day that it becomes possible to create starters for two-tile networks. The RHW, however, would be called the Highway Widening Mod, because it widens the entirety of the MHW, and uses MHW.

Dirtroad is used as a dirtroad at first, but then a starter network (we'll call it Rural Road) for it gets made, like how GLR is made from ELR. It's essentially an asphalt version of the Dirtroad, but the intended functions of both the Dirt Road and Rural Road will begin to conflict with each other. A balance would eventually be found, and the Rural Road gets integrated with the HWM as a starter-based network called the PIN (Primary Interchange Network).

The first version of the HWM would only consist of puzzle pieces of the HWM-4 and then the HWM-6, initially based off of the MHW models. The HWM-4 is a two-tile network that has its two carriageways conjoined. The idea of having a split carriageway was unheard-of, though the Multi-MHW idea would then be taking off at this time. Diagonals weren't fully researched, either.

HWM-6 would be a two-tile network whose paths would take up only one tile. This is because the development of overhangs was not researched yet.

The initial HWM would include prefabs, but over time, simplicity would be sought out, and the HWM-4 and HWM-6 would be made simpler and simper to model, and prefabs would later fall out favour. The PIN would then be integrated at this point, along with the very first Ramp Interface. This will mark the beginning of Version 2.

It is at this point that further development on the HWM would be further outweighed by convenience; After all, who would wanna plop tons of puzzle pieces? The HWM would fall into a developmental slump. Where that extra developmental power goes is beyond me. (Perhaps the NWM?)

Years after a hiatus, the HWM comes out using starter-based networks, when it was previously unheard-of to create starter networks for two-tile networks. Helper pieces are introduced for the diagonals, as well as helper pieces for one-tile-wide HWM networks, enabling the creation of HWM-4 networks with split medians. More Ramp Interfaces are introduced, and elevated HWMs are also created.

There wouldn't be a P57 for the HWM, because its long hiatus provided plenty of time to reorganise the entire IID scheme. It would likely be the NWM that needed reorganisation, and P57 would instead refer to the NWM, not the HWM/RHW.

The HWM would eventually receive a P57-type treatment, except it's called P5E. That's when the idea of the Multi-Height System would come into play, and the HWM would then be expanded further to new heights. Unfortunately, the only network that will be forever left out would be DDHWM. This is due to the forever-secret development of the forever-secret network involving Rail as a base for DDHWMs. Because it would be kept under wraps for so long, the fundamental flaw with DDHWMs would be caught and DDHWMs would be permanently scrapped.

So in other words, there still would be an RHW, except that it'd be in the same developmental slump that the NWM was back in 2007-2010, it would only be limited to the features of RHW version 3, but the ability to create networks would still be there, except it would be quite limited compared to the RHW.

</Parallel universe mode>

So as an overview...

All of the RHW would be HWM-4, HWM-6, HWM-8, HWM-10. Only the HWM-6 and up would be able to have a variable-width median until the development of helper pieces comes along that enables the HWM-4 to also have variable-width medians. There would be no S or C networks. The MIS would be more evolved, and would come in three widths: PIN-1, PIN-2, and PIN-3. There would be no DDRHW/DDHWM networks due to capacity issues, and (probably at this point), the NWM would be nearing completion of P57, featuring its own Multi-Height System.

I always find alternate history to be a fun exercise, because it demonstrates how two of the same exact things would evolve over time given that the circumstances were a bit different. Here, instead of the Dirtroad being undeveloped, Dirtroad is a fully-integrated network. That's all it took.

But it's important to remember that the development of RHW hinged on the discovery of the Dirtroad network. It's only a big stroke of luck that such a network was even there from the beginning. It could've been deleted entirely from the game's files. (Road-based PIN?)

NAM History's extremely important here, and the original discoverer of the Dirtroad just so happen to post his thought on the RHW over at ST a few weeks ago. It's like stepping into a time machine...

-----

EDIT: OK, it's a bit of an overly optimistic alternate future, but the other alternate is that the Highway department of the NAM would exhaust itself from making MHW prefabs, and pretty much fizzling out long before 2011, leaving us with no RHW/HWM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 10, 2013, 11:27:53 PM
Now that was fun to read ;). Although, there is another option in that parallel universe: we may have used the DirtRoad anyway as our base network for the RHW, since the use of the dirt road may not have been spectacularly high. In that way, we still would a RHW, which may have turned out to be more useful in the end than the dirt road, which has been ported over to the SAM. Same thing seems to go for Symphony at this moment, and for some people, GLR vs ELR, HSR vs Monorail or BTM vs Monorail. However, a more difficult alternate history (let's say we didin't fully use the dirt-road network) is more interesting to read. Maybe we would've went for the UHW approach too, but that would in the end turned out to be too labour intensive..
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 11, 2013, 05:23:40 AM
I have to say, you guys have given us things that we wanted... and didn't even know we wanted! Back when RHW wasn't even in our minds, you guys gave a big bundle of fun and creation, not expected from anybody. After ahwile, we all wanted another one badly, just because of you guys. We really didn't know that we wanted it, but now we do, badly. The only way that that happened was because of your labor, trying your best to make NAM as good as it can, even with RL and other things that get in your way in life.

So really, you guys have transformed the game in many ways, making the "I guess i'll play" to "Oh, I've got to play".

So thanks to ALL of you for making this happen, so let's see something that will be amazing. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 13, 2013, 11:21:18 AM
A stabilizing we go . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F78zbeCj.jpg&hash=2bebe33bec01c0624e197bb7f2ae39713d77ec6f)

Edit: Now we're really cooking . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZpLIhaF.jpg&hash=c844a1b7ab27114710222554f923f51bf6fb1ac4)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 13, 2013, 10:12:11 PM
*drool* soooooo many lanes *drool*
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 14, 2013, 01:00:46 AM
More L1 RHW-10S goodness . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fu7Ykni4.jpg&hash=22d525a2ecfe56b97219c147c85b579b93bd2cd4)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 14, 2013, 01:02:20 AM
Gotta Have that!
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on February 14, 2013, 01:21:40 AM
good stuff
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 14, 2013, 01:38:18 AM
a complete new level :o  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 14, 2013, 05:18:28 AM
It looks like this is the end of having to split the wider RHWs into multi RHW-4s for overpasses.  Nice.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on February 16, 2013, 08:32:17 AM
Quote from: metarvo on February 14, 2013, 05:18:28 AM
It looks like this is the end of having to split the wider RHWs into multi RHW-4s for overpasses.  Nice.  :)

That is the best part IMO.  Finally be able to make interchanges without having to narrow the highways at all will be awesome
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 16, 2013, 01:10:14 PM
Who would have seen this coming?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSqJVTTr.jpg&hash=1d4c3001526c14facb38462af2aadfc5a0dee515)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 16, 2013, 02:04:30 PM
Well after 100000000000000 years maybe! Thats awesome (and draggable i assume)
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on February 16, 2013, 03:53:27 PM
i love the low height over passes. One thing that always bothered me with the current NAM
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 16, 2013, 04:07:27 PM
Quote from: Durfsurn on February 16, 2013, 02:04:30 PM
(and draggable i assume)

Indeed it is. :)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 16, 2013, 04:13:16 PM
Oooh, draggable. :satisfied:

OOh, and L1 diagonals... that can cross diagonally...

Just gotta be happy. ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 16, 2013, 08:02:17 PM
If you take a look at downtown Dallas, TX on Google Maps, one thing you'll notice right away is all of the diagonals.  Woodall Rogers Fwy. is diagonal for pretty much all of its length, crossing several diagonal side streets.  R.L. Thornton Freeway has its fair share of diagonality as well, including a nearly 45° interchange with Central Expressway and — you guessed it — I-45.  ;D  So, the inclusion of multi-width, multi-height diagonal overpasses is making the recreation of this city that much more viable.  I'll probably use the 7.5 m overpasses most of the time since they're more in tune with the average RL overpass.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 17, 2013, 01:44:51 AM
in RL diagonal can also be straight and everything else is diagonal just some food for thought
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 17, 2013, 03:30:02 AM
Quote from: Durfsurn on February 17, 2013, 01:44:51 AM
in RL diagonal can also be straight and everything else is diagonal just some food for thought

Except we have a name for un-diagonal: Orthogonal, and no, it doesn't mean perpendicular. It means "In line with Simcity 4's grid", which, for the record, is north-south-east-west.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on February 17, 2013, 05:05:36 PM
Exactly.  Just to clarify, the "diagonal interchange" I referred to earlier was in fact a perpendicular interchange of a NW-SE freeway with a NE-SW one.  A DxD interchange, as I've heard them called in NAM-style terminolgy.  There are plenty of OxD's in Dallas, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 18, 2013, 01:44:32 AM
YAY! 1 week to go and we will party out loud on NAM day 3/1! Here's my comments (or pseudo slogans :P) of the past RHW releases
1. RHW V12/13: The first rural highway. Perfect for rural cities!
2. RHW 2.0: First incarnation of MIS and wider RHWs
3. RHW 3.0: First incarnation of ERHW and EMIS and first release of true-wide RHWs (RHW-6C, RHW-8S and above)
4. RHW 4.0/4.1: The most buggy RHW release ever! (A.K.A: 404 Texture Not Found release) :P :D $%Grinno$% ;D Actually it was awesome! First release of FlexFly, DRI, pre-fab-ish SPUI, RHW-8C, cosmetic pieces, and FARHW.
5. RHW 5.0: Best RHW release before P57. :thumbsup: It has DDRHW-4, diagonal wider RHWs, more cosmetic pieces, ramp interfaces for AVE-4 and stability changes.
6. P57/NAM 31: This is going to be AWESOME! &apls :thumbsup:
Are you NAMbies ready for 3/1? Just 1 week to go! &hlp &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 19, 2013, 04:27:06 AM
Do I remember word about a feature freeze date coming up? Will there be a final list of features on this date? (Sorry if this seems hassling but I am just askin')
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on February 19, 2013, 10:36:11 AM
I don't think anyone wants to spend too much time making a list of features. Right now it's crunch time to get it ready for release. Besides, we still want to surprise you ;)


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 19, 2013, 11:33:24 AM
There won't be a list until the release itself.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on February 19, 2013, 05:20:08 PM
Quote from: Tarkus on February 19, 2013, 11:33:24 AM
There won't be a list until the release itself.

-Alex

And thats the way it should be
Title: Re: RHW (RealHighway) - Development and Support
Post by: bremnertx on February 21, 2013, 09:44:44 AM
Im so excited for the release.  A week after my birthday.  Such a nice gift from the NAM team.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 21, 2013, 01:16:11 PM
Anyways... It's (almost) a week from the release date...

Get your streamers and party hats ready guys. :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on February 21, 2013, 01:24:01 PM
I don't have a steamship. Also isn't that a bit excessive? :P

Still, I'm looking forward to the release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 22, 2013, 07:05:10 AM
Are we going to expect the good ol' "imminent" word from Alex on our way to the release? :P :P $%Grinno$% :D Or it's no longer needed because the release date was announced? :D :P $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 22, 2013, 11:33:25 AM
I'm too busy with RL and trying to get the last bit of stabilization in to bother with "imminent".  There's still so much to do.  And as we reiterated many times in the wake of announcing the release date (which, I should add, we may not continue doing), stuff's going to get cut from the feature set (which is also why we won't release a feature list).  There will probably be some P57 stuff that won't be stabilized until a later release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on February 23, 2013, 01:09:09 PM
Take heart Tarkus and the entire NAM-Team...

as your labors are not in vain nor unappreciated...

the anticipation is growing and crunch time can be vexing -yet for all that, trust you guys have a great game plan on how to manage it all and releasing what when...

try to not let the noise bug you all too much, just stick to the plan you guys have chosen... and then, after the 'break-in' period, the use and merits of announcing dates can be revisited...

Trust all is good despite the challenges being faced and that everything originally intended and planned, the things that gotta be included will be and with time to spare...

Thank-you all again for your collective dedication  :)   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on February 23, 2013, 02:46:10 PM
What he ^ said!   

I am always left speechless when i look at what you guys do.  The fact that you guys have so much love for the game and for modding that you put so much time and effort into this. 

All I can say, Thank You.  You've changed (and continue to change) Sim City more then any game developer could ever imagine. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 23, 2013, 05:48:04 PM
This might take your mind away from the release date...

I did a SC4 stream today where I talked about NAM 31 and SC13 while putting the finishing touches on a major highway / interchange made with RHW 5.0.

http://www.youtube.com/v/PJxvPLj71mk
http://youtu.be/PJxvPLj71mk

Alternate/higher quality link: http://www.twitch.tv/haljackey/b/370569187

Ya I know it's long, but its just something to keep in the background.


It's an exciting time in the SimCity community :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 24, 2013, 05:12:44 PM
There's only 5 days left until the release date (plus or minus a few hours). Don't break down in the home stretch. I've built quite a few freeways and expressways with RHW 5.0 in the past month and I must say I'm quite satisfied with the results, taking into account what I have to work with. The new features will help quite a bit come March 1.

As for the features that will not be included in NAM 31 due to time constraints, I think it's safe to assume that those features will be included in the next release. For the record I admire the NAM Team's dedication to their promised release date - this world would be a better place if more people had that kind of dedication.

EDIT: I don't just use RHW for expressways and freeways. I've also used it for ordinary arterial roads and two-lane rural roads. I wonder how many other people use the RHW in this fashion... (as the go-to network, I mean).
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on February 25, 2013, 09:18:12 AM
Guilty as charged, I mean initially it was rural, I liked using those in the fields, instead of the regular curbed and black pavement, I did not so much when I was within city limits, but that changed when it was made more into a suburban interstate interchange system.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on February 25, 2013, 09:39:55 AM
Time for something light-hearted in this thread. Try to do this with RHW 5.0:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fswm666%2FVarious%2Flots_of_dxo_and_dxd.jpg&hash=f1db0f0c0273d8973430e58ef0f4ccb0dd0fc227)


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: six9nc on February 25, 2013, 08:10:49 PM
EDIT: I don't just use RHW for expressways and freeways. I've also used it for ordinary arterial roads and two-lane rural roads. I wonder how many other people use the RHW in this fashion... (as the go-to network, I mean).

Yeah I do for rural roads.  I try to recreate small to medium sized cites that have 2 lane state roads(highway like NC 24) that lead to them.  Once the highway reaches the outskirts of town it turns in to either a 4 lane divided or a 4 lane ave-boulevard depending on how big the town or city is.  Once the road(highway) leaves the city it reverts back to a 2 laner if the city is isolated or not part of a metro region.  Sort of like the many small cities that that dot eastern North Carolina.  It makes the game fun trying to build a continuous network of 2 lane rural, 4 lane rural, 4-6-8 lane expressways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on February 25, 2013, 08:32:17 PM
Quote from: six9nc on February 25, 2013, 08:10:49 PM
EDIT: I don't just use RHW for expressways and freeways. I've also used it for ordinary arterial roads and two-lane rural roads. I wonder how many other people use the RHW in this fashion... (as the go-to network, I mean).

I do.  In cases where a major arterial has few intersections and ought to have a high speed limit (say, 45-50 mph) I use RHW and then convert it to avenue TuLEPs for the intersections.  If the opportunity ever arises to do it, I would use a RHW-6C and AVE-6 TuLEPs the same way, though it would be odd in real life to have that concrete barrier in those situations.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on February 25, 2013, 09:39:27 PM
i like using it where i dont want sidewalks. Pretty much everywhere except downtown and the neighborhoods. Building it american :).

That said, wish i had the option of no sidewalks on tulep pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 26, 2013, 09:36:05 AM
Quote from: itsacoaster on February 25, 2013, 08:32:17 PMI do.  In cases where a major arterial has few intersections and ought to have a high speed limit (say, 45-50 mph) I use RHW and then convert it to avenue TuLEPs for the intersections.

I do that often myself, though I use 2-lane roundabouts in lieu of intersections about 95% of the time.

QuoteIf the opportunity ever arises to do it, I would use a RHW-6C and AVE-6 TuLEPs the same way, though it would be odd in real life to have that concrete barrier in those situations.  :D

Many of my arterial roads are 6 lanes, and often they are made into RHW-6C expressways, occasionally downgrading to AVE-6 for intersections or when the concrete barrier isn't desirable. Although it's certainly unusual, I've driven on one arterial road with concrete barriers, and I didn't find them to be strange or bad at all. However, I've never seen concrete barriers for more than 2 miles or so, and the arterial was close to expressway status (only a couple of driveways on the 2 mile stretch).
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on February 26, 2013, 10:29:28 AM
Quote from: Swordmaster on February 25, 2013, 09:39:55 AM
Time for something light-hearted in this thread. Try to do this with RHW 5.0:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fswm666%2FVarious%2Flots_of_dxo_and_dxd.jpg&hash=f1db0f0c0273d8973430e58ef0f4ccb0dd0fc227)


Cheers
Willy

that's actuality one of my most common layouts for residential areas :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 26, 2013, 07:27:06 PM
Quote from: itsacoaster on February 25, 2013, 08:32:17 PM
Quote from: six9nc on February 25, 2013, 08:10:49 PM
EDIT: I don't just use RHW for expressways and freeways. I've also used it for ordinary arterial roads and two-lane rural roads. I wonder how many other people use the RHW in this fashion... (as the go-to network, I mean).

I do.  In cases where a major arterial has few intersections and ought to have a high speed limit (say, 45-50 mph) I use RHW and then convert it to avenue TuLEPs for the intersections.  If the opportunity ever arises to do it, I would use a RHW-6C and AVE-6 TuLEPs the same way, though it would be odd in real life to have that concrete barrier in those situations.  :D

Erm, you forgot to convert mph to km/h! :P The NAM Team understands more of metric units than US customary units.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 26, 2013, 09:10:10 PM
Quote from: AngryBirdsFan436 on February 26, 2013, 07:27:06 PM
Erm, you forgot to convert mph to km/h! :P The NAM Team understands more of metric units than US customary units.

That's not entirely true.  I knew exactly what he meant, and I suspect just about every non-US/non-UK NAMite understood as well.  There's no standard here in this thread.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 27, 2013, 03:52:12 AM
Interestingly, the American budget sequestration goes into effect on March 1, the same day as the NAM 31 release. We only have 36 hours or so before both occur.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 27, 2013, 05:07:31 PM
Well, it's February 28 in my time. (Philippine Time/UTC+8) In my prediction, NAM 31 will be released tomorrow afternoon or evening (In my time of course). Any idea what time will it be released? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2013, 05:11:09 PM
Nope.  All we're going to give is a rough timeframe of March 1st on Pacific Standard Time (UTC-8).  It'll be released when it's released, on that day.  We will not answer any questions asking about more specific details.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on February 27, 2013, 05:17:53 PM
Oh by the way, did we ever mention the NAM team is following the Julian calendar?

QuoteConsequently, the Julian calendar is currently 13 days behind the Gregorian calendar, so that, for instance, 1 January in the Julian calendar is 14 January in the Gregorian.

I hope you can all wait another two weeks.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on February 27, 2013, 05:50:03 PM
I thought we were using the Mayan calendar... Don't worry, I updated to the 13th baktun, to avoid any B13 problems.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2013, 06:33:26 PM
And while we're at it, why don't we also observe Howland Island time (UTC-12)?

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 27, 2013, 06:43:22 PM
Or how about the Nirn calendar? Or the Modern Nirn calendar? (which more realistically has 409 days instead of the 365 Bethesda uses)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on February 27, 2013, 09:58:52 PM
Quote from: Swordmaster on February 27, 2013, 05:17:53 PM
Oh by the way, did we ever mention the NAM team is following the Julian calendar?

QuoteConsequently, the Julian calendar is currently 13 days behind the Gregorian calendar, so that, for instance, 1 January in the Julian calendar is 14 January in the Gregorian.

I hope you can all wait another two weeks.


Cheers
Willy
Erm, this is a joke, right? :P :D ;) $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 27, 2013, 10:23:08 PM
You'll just have to wait to see.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: coffianapolister on February 28, 2013, 06:33:26 AM
Quote from: Swordmaster on February 27, 2013, 05:17:53 PM
Oh by the way, did we ever mention the NAM team is following the Julian calendar?

QuoteConsequently, the Julian calendar is currently 13 days behind the Gregorian calendar, so that, for instance, 1 January in the Julian calendar is 14 January in the Gregorian.

I hope you can all wait another two weeks.


Cheers
Willy

If this is a joke, it is not funny at all.
If this is not a joke, well, ***** ***.

Very unnecessary.  Robin - Admin.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on February 28, 2013, 06:43:07 AM
Quote from: coffianapolister on February 28, 2013, 06:33:26 AM
Quote from: Swordmaster on February 27, 2013, 05:17:53 PM
Oh by the way, did we ever mention the NAM team is following the Julian calendar?

QuoteConsequently, the Julian calendar is currently 13 days behind the Gregorian calendar, so that, for instance, 1 January in the Julian calendar is 14 January in the Gregorian.

I hope you can all wait another two weeks.


Cheers
Willy

If this is a joke, it is not funny at all.
If this is not a joke, well, ***** ***.
How very nice of you.  :thumbsdown:
Title: Re: RHW (RealHighway) - Development and Support
Post by: rooker1 on February 28, 2013, 06:55:21 AM
I understand everyone is on the edge of their seats waiting for the release of the NAM, but we have had two unecessary rude comments so far today directed to the NAM.  I can tell you for sure that the NAM Team are still working very hard and these rude comments are uncalled for.  Try showing some appreciation instead!!  The next person may not only get thier post edited but something more drastic.

Positive comments from now on please.

Robin - Admin
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 28, 2013, 07:40:23 AM
Quote from: rooker1 on February 28, 2013, 06:55:21 AMI understand everyone is on the edge of their seats waiting for the release of the NAM, but we have had two unecessary rude comments so far today directed to the NAM.  I can tell you for sure that the NAM Team are still working very hard and these rude comments are uncalled for.  Try showing some appreciation instead!!  The next person may not only get thier post edited but something more drastic.

It was a bad joke. However, I have confidence in them. The NAM Team don't strike me as the sort of people who would set a release date and not hold to it, and the members do not have a history of lying. I'm certain that if you and the other NAMites say that you're working on it, then you are working on it; I'm also certain that if you and the other NAMites say it will be released on March 1, then it will be released on March 1.

Assuming, of course, that a global catastrophe doesn't happen that devastates the internet, or that the NAM Team doesn't wink out of existence just before midnight tonight due to unknown quantum effects  :P. Worse yet, Simcity 4 or all of humanity could cease to exist at 00:00 UTC on March 1. Or worst of all, a vengeful SC4D user from the future could sabotage the millions of lines of code that Tarkus has created, thereby altering the timeline $%Grinno$%.

Anticipation and worrying aside, I seriously think those are the only scenarios that could prevent a release as scheduled. The last one is especially implausible, unless temporal psychosis is involved (that happened once in a Star Trek episode).
Title: Re: RHW (RealHighway) - Development and Support
Post by: jgehrts on February 28, 2013, 10:42:11 AM
I appreciate the NAM team's levity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: A Nonny Moose on February 28, 2013, 10:51:47 AM
Chuckle.  I am in no rush.  I will avoid the jam over the coming weekend and download it when I think it might happen in a reasonable amount of time.

Bless you all, and my Llenderlon look kindly upon you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 28, 2013, 11:00:29 AM
And here's to another teasefest image...

(//)

Yup, that's our cover of our 120 page RHW manual. It's pretty detailed. However, only the RHW and Symphony have these manuals. The other components will follow in the next versions.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 28, 2013, 11:43:53 AM
Quote from: MandelSoft on February 28, 2013, 11:00:29 AM
And here's to another teasefest image...

It is just like Christmas  :D.

QuoteYup, that's our cover of our 120 page RHW manual. It's pretty detailed. However, only the RHW and Symphony have these manuals. The other components will follow in the next versions.

A 120-page manual? That will no doubt be detailed and intriguing. For perspective, the Simcity 4 Deluxe User's Manual was 92 pages long.

Meanwhile, it's now past midnight March 1 in India, Central Asia, and points east. In Kiritimati it's already past 9 AM. At the same time, in parts of the Arctic Ocean it's still 11 hours away from starting March 1. No wonder the NAMites have to say which time zone they're using.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 28, 2013, 01:00:51 PM
I'm not seeing the image...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 28, 2013, 01:11:12 PM
Quote from: Wiimeiser on February 28, 2013, 01:00:51 PM
I'm not seeing the image...

It's no longer showing up, and 3 minutes after I posted my message Tarkus edited MandelSoft's post. Most curious.
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on February 28, 2013, 01:23:13 PM
someone is getting spanked behind the curtains :P
I saw the image and im excited !
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on February 28, 2013, 01:37:48 PM
The link is blank for me for the image. Anyway I'm sure it's great and can't wait another ~12-24 hours!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 28, 2013, 02:11:50 PM
Turns out I was a bit too fast with the teasing. Anyway, you won't have to wait much longer, since you'll see the manual at the release ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on February 28, 2013, 02:19:53 PM
Quote from: spot on February 28, 2013, 01:23:13 PM
someone is getting spanked behind the curtains :P
I saw the image and im excited !

Don't get too excited, it may not end up being in the release.

One thing that must be considered is that we've only had two months to clean up, fix and prepare a year and a half worth of development assets and completely rethink how we distribute, install and manage the NAM's components.

We've got a whole new installer thanks to Z, an entirely new codebase for the RHW thanks to Tarkus, remastered RHW viaducts thanks to Jondor, a significant replacement of two of the most underused networks in the game and we've integrated a ton of third-party content, some of which required lengthy modding processes so that they're integrated correctly and work in the most efficient fashion.

In addition, we've also added a few new things. I'm not going to let the cat out of the bag, but it'll give you more options for getting your cities looking exactly how you want them to look, allow more people to use the NAM in their native text and fix some oversights that the devs made back in 2003.
All of this is new and while we've done the best we can to fix bugs and get as much in as we can, not everything can make it in, or has had the attention it normally would have received.

EDIT: De-mobile phone-ified.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 28, 2013, 03:54:02 PM
Quote from: jdenm8 on February 28, 2013, 02:19:53 PM
One thing that must be considered is that we've had a whole of two months to clean up, fix and prepare a year and a half worth of development assets and completely rethink how we distribute, install and manage the NAM's components.

And those two months hit right while while many of us were dealing with heavy-duty RL--in my case, writing my dissertation.  It's been a mad dash to say the least, and we're having to put in a superhuman effort in order to get things into decent enough shape for tomorrow.  Hence why those images for that mysterious feature went bye-bye--it's not going to be in the release.

Given all that, I don't think you'll be seeing us announce release dates ever again.  There were special circumstances that necessitated having one this time (no release in 18 months, and with the new game coming out Tuesday, we wanted to make sure people knew the flagship SC4 mod was still alive and kicking), but it's been truly insane.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: The Last Citybuilder on February 28, 2013, 04:09:17 PM
Guys?! What the heck? It already is 1:01 AM, and I see no NAM 31?! What the heck?!!

Hah, just kidding. I appreciate all the effort you all have put into this project very much. And if the thing Willy said on the previous page about the Julian calender turned out to be true, I wouldn't mind. I can(well, can and can't at the same time..) imagine how immens the project is to fix every line, hunt down every bug, polish every little thing..

If it would take another two weeks, it would be a big bummer, but if the time is needed, you should take it. Do not publish what you do not like :) If it turned out to be a big joke, I am glad the weekend is near. haha! I didn't yet fully went back to playing sc4, and my pinpoint for starting again was NAM31. So this weekend gon b gud!


Thanks in advance, ladies (I do not know if there are any women in the NAM team actually) and gentlemen!

By the way, Tarkus, 1.5 million lines of RUL2, how much is that translated into coffee and/or caffeïne drinks?


-Quinten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on February 28, 2013, 04:15:28 PM
Quote from: Durfsurn on February 28, 2013, 01:37:48 PM
The link is blank for me for the image. Anyway I'm sure it's great and can't wait another ~12-24 hours!

As MandelSoft said, we'll find out soon enough.

Quote from: jdenm8 on February 28, 2013, 02:19:53 PMWe've got a whole new installer thanks to Z, an entirely new codebase for the RHW thanks to Tarkus, remastered RHW viaducts thanks to Jondor, a significant replacement of two of the most underused networks in the game and we've integrated a ton of third-party content, some of which required lengthy modding processes so that they're integrated correctly and work in the most efficient fashion.

Indeed. This has been an extremely long development cycle, but in light of the extremely intensive job the team has had to do, the long wait is justified.

QuoteIn addition, we've also added a few new things. I'm not going to let the cat out of the bag, but it'll give you more options for getting your cities looking exactly how you want them to look, allow more people to use the NAM in their native text and fix some oversights that the devs made back in 2003.

Interesting. I guess we'll find out what those options are come March 1.

Quote from: Tarkus on February 28, 2013, 03:54:02 PMHence why those images for that mysterious feature went bye-bye--it's not going to be in the release.

Mysterious feature? I didn't notice any new RHW features on the manual cover. Unless you're talking about the manual itself  ()what().

QuoteGiven all that, I don't think you'll be seeing us announce release dates ever again.  There were special circumstances that necessitated having one this time (no release in 18 months, and with the new game coming out Tuesday, we wanted to make sure people knew the flagship SC4 mod was still alive and kicking), but it's been truly insane.

It seems to have put a lot of stress on everyone involved, though it's been nice to have this new experience of anticipating a NAM release date.

Quote from: The Last Citybuilder on February 28, 2013, 04:09:17 PM
Guys?! What the heck? It already is 1:01 AM, and I see no NAM 31?! What the heck?!!

There is still plenty of time left, seeing as it's still February 28 in the Pacific Time Zone  :P.

QuoteHah, just kidding. I appreciate all the effort you all have put into this project very much. And if the thing Willy said on the previous page about the Julian calender turned out to be true, I wouldn't mind.

I am confident that the hour is at hand for NAM 31's release. Transformation is in the air in the world of Simcity.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on February 28, 2013, 04:22:29 PM
I think it would be enough to power one of Willy's big deisel trains. ;)

PS, the day starts at 12:00 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on February 28, 2013, 05:11:48 PM
One of my very first stretches of RHW, still kicking around after all these years...

Click for full size!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2Fphotos%2Fsudbury-jan._15__141362100100.jpg&hash=a9e9364dc350dedd881d2eb3966ed45e15008f9a) (http://www.majhost.com/gallery/Haljackey/photos/sudbury-jan._15__141362100100.jpg)

There are only a few remaining users that have the first version of the RHW in their cities, and NAM 31 still has legacy support for them! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 28, 2013, 05:40:02 PM
Quote from: Haljackey on February 28, 2013, 05:11:48 PM
There are only a few remaining users that have the first version of the RHW in their cities, and NAM 31 still has legacy support for them! :)

That's one thing I've made a personal mission whenever we've had to make massive changes to the underlying structure of a plugin--make sure existing instances remain more or less in tact.  It's very reassuring seeing that really old RHW remain functional.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 01, 2013, 12:02:38 AM
Is NAM 31 being uploaded now? :P :D $%Grinno$% $%Grinno$% $%Grinno$% $%Grinno$% :D $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: RepublicMaster on March 01, 2013, 01:03:32 AM
Give them time. I expect they are ironing out the final details right now. Plus the timer still has 23 hours or so left :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 01, 2013, 01:06:16 AM
Quote from: RepublicMaster on March 01, 2013, 01:03:32 AM
Give them time. I expect they are ironing out the final details right now. Plus the timer still has 23 hours or so left :P
Erm, "The actual release may occur before it reaches zero", and I'm just joking! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 01, 2013, 01:11:49 AM
What's NAM 31?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 01, 2013, 01:27:32 AM
Who's the NAM Team?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 01, 2013, 03:34:32 AM
Hm...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F920130273887519810%2FAB490D454B231F7F97C7E1BB578053B06711A757%2F&hash=c883bce621d9394b02cfa18f162340166bd8686a)

(Please note that this picture was taken in testing configuration, that is without any other mods)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 01, 2013, 04:33:42 AM
DROOL. That looks amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on March 01, 2013, 05:31:02 AM
LOOKS Awesome &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on March 01, 2013, 09:25:06 AM
First thing I'm doing when i get this installed: 8 way interchange.
Second thing: rebuild it without tunnels.   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on March 01, 2013, 09:44:31 AM
Hello ,

I have a problem with alignement with my piece and the RHW. Look this here :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa34.casimages.com%2Fimg%2F2013%2F03%2F01%2F130301062659687820.png&hash=14901651c600d8e93b46e40e161799aab59035b7) (http://www.casimages.com/img.php?i=130301062659687820.png)

The space between the border of square and my piece it's of 1.75 . But the space between rhw piece and border of square , what is the dimension ?  &mmm

I'have need of this dimension , it's for a project of toll both for rhw.

Thanks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 01, 2013, 03:52:42 PM
Well, it's March 2nd here in the Philippines and STILL no NAM 31! What the heck, NAM Team?
Just kidding, take your time to pack everything up so that there's no single glitch so it's AWESOME!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 01, 2013, 04:34:34 PM
Quote from: AngryBirdsFan436 on March 01, 2013, 03:52:42 PM
Well, it's March 2nd here in the Philippines and STILL no NAM 31! What the heck, NAM Team?
Just kidding, take your time to pack everything up so that there's no single glitch so it's AWESOME!!!!

On Ganaram-Jondor-Tarkus-Z Time (a.k.a. Pacific Time) it's still March 1, and there's still 6 hours left in the day. Also, in the latest time zone (UTC -12, observed in the Arctic Ocean and certain parts of Antarctica), there's still 12 hours left in March 1.

I'm willing to bet that a few people here have gotten an education in time zones because of the NAM Team's release date  :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 01, 2013, 05:35:35 PM
Those poor Antarctic scientists!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on March 01, 2013, 08:52:00 PM
Quote from: Patricius Maximus on March 01, 2013, 04:34:34 PM
Quote from: AngryBirdsFan436 on March 01, 2013, 03:52:42 PM
Well, it's March 2nd here in the Philippines and STILL no NAM 31! What the heck, NAM Team?
Just kidding, take your time to pack everything up so that there's no single glitch so it's AWESOME!!!!

On Ganaram-Jondor-Tarkus-Z Time (a.k.a. Pacific Time) it's still March 1, and there's still 6 hours left in the day. Also, in the latest time zone (UTC -12, observed in the Arctic Ocean and certain parts of Antarctica), there's still 12 hours left in March 1.

I'm willing to bet that a few people here have gotten an education in time zones because of the NAM Team's release date  :D.

And on the Julian calendar, too. You did enjoy that one, didn't you?  ;)


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 02, 2013, 12:35:39 AM
Well, the countdown expired and STILL no NAM! Are you still finalizing? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: RepublicMaster on March 02, 2013, 12:50:50 AM
They said it'll be released when it is still March 1st somewhere in the world. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on March 02, 2013, 12:54:51 AM
Calm down guys! Patience is a virtue! Don't you prefer having to wait a little bit more and having a stable bug-free release to having it now with a few unpolished details? ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on March 02, 2013, 01:35:17 AM
that's right, better to wait a few more hours (how knows days) to have a full and clean NAM than having one rushed now and have to get hotfixes latter  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 02, 2013, 03:07:17 AM
Hey, the NAM download page, along with all of its components, is locked! Are we getting closer to the actual release?? &hlp &hlp &hlp &hlp &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 03:13:18 AM
It is locked for me too. Hopefully thats a good sign. I think it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on March 02, 2013, 03:33:46 AM
Quote from: AngryBirdsFan436 on March 02, 2013, 03:07:17 AM
Hey, the NAM download page, along with all of its components, is locked! Are we getting closer to the actual release?? &hlp &hlp &hlp &hlp &apls &apls &apls &apls

::) I think someone needs some new pants and a new keyboard right now cause F5 doesn't work anymore. Funny that some people go insane for a mod. Why don't you just relax? Lean back, have some tea (coffee isn't a good idea to come down) - maybe prepare a new region in sc4 or go for a walk. Would be better than acting like a live ticker %wrd

Should I mention what happened with Duke Nukem Fornever - err Forever? ;D

Edit: It reminds me on this: https://www.youtube.com/watch?v=EdS2kCUGvfo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 02, 2013, 03:40:19 AM
I was certainly expecting it by now. We like to surprise people, indeed  ::). It should be noted that it is still 21 minutes until midnight March 2 on the UTC -12 time zone  $%Grinno$%. The locking is a good sign, though. It won't be long now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 02, 2013, 03:44:21 AM
It depends on my upload speed.  The birds on Howland Island (http://en.wikipedia.org/wiki/Howland_Island) may yet get to play with NAM 31 on 3/1. ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 03:48:05 AM
Quote from: Tarkus on March 02, 2013, 03:44:21 AM
It depends on my upload speed.  The birds on Howland Island (http://en.wikipedia.org/wiki/Howland_Island) may yet get to play with NAM 31 on 3/1. ::)

-Alex
Does that mean you're uploading it now?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 02, 2013, 03:51:32 AM
Quote from: jcluvzgamez on March 02, 2013, 03:48:05 AMDoes that mean you're uploading it now?

The machinations of the Transit Armadillo are most inscrutable, but since it is locked and since it is 9 minutes until midnight on UTC -12, it is possible that the uploading is truly imminent.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 02, 2013, 04:48:41 AM
Its up well done NAM team and get a good nights rest
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 02, 2013, 04:50:29 AM
NAM 31 is HERE! At long last, the new RHW will be in my clutches!  &apls  &apls  &apls  &apls.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 06:13:49 AM
I cannot find the Filler Pieces anymore :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 02, 2013, 06:23:10 AM
They are disabled, because they were totally broken...
Title: Re: RHW (RealHighway) - Development and Support
Post by: TJ1 on March 02, 2013, 06:33:19 AM
Quote from: MandelSoft on March 02, 2013, 06:23:10 AM
They are disabled, because they were totally broken...
Really? And I was going wild to find them. But will there be a workaround for this, or a fix?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 06:41:30 AM
Aw, man. Those were nice to have. Oh well. Fantastic job anyways guys! &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 02, 2013, 06:44:35 AM
Quote from: TJ1 on March 02, 2013, 06:33:19 AM
Quote from: MandelSoft on March 02, 2013, 06:23:10 AM
They are disabled, because they were totally broken...
Really? And I was going wild to find them. But will there be a workaround for this, or a fix?

I'm pretty sure there will be a fix soon.
You can use the old workaround; for example if you want to create a smooth curve yet you are unable to add diagonal filler pieces, first drag the corners normally. Then, place the smooth curve on top of the dragged curve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 06:48:11 AM
The MIS to OWR-2 Transition is broken. So is the MIS ending on to a Maxis AVE T-Intersection. Lots of bugs, but still great. just minor annoyance.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 02, 2013, 07:14:20 AM
Quote from: jcluvzgamez on March 02, 2013, 06:13:49 AM
I cannot find the Filler Pieces anymore :(

They were disabled deliberately because we didn't have the time to diagnose their problems and will be fixed in a future update.


Quote from: jcluvzgamez on March 02, 2013, 06:48:11 AM
The MIS to OWR-2 Transition is broken.

This one is a known issue and will be fixed in a future update.


Quote from: jcluvzgamez on March 02, 2013, 06:48:11 AM
So is the MIS ending on to a Maxis AVE T-Intersection.

I think I know what you mean, but may we please have a screenshot for clarification?
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on March 02, 2013, 07:19:35 AM
Was the download link disabled? I'm on the site and am not able to download it. Hopefully it doesn't have some OS detector, because I use WINE to play...
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 07:20:07 AM
I don't know how to post a picture, but I can say this, I am trying to make a half diamond. When I ended the MIS onto the Avenue, half the intersection was missing (no texture). So I figured I could just transfer it to OWR. That is when the transition broke. (again, no texture). So I came up with a workaround. Have an MIS to RHW-4 trans. and convert it to OWR. That is what worked. I am having so many bugs its not even funny. Random missing textures, RTL plugin not working, so having to plop TuLEPS at every road intersection, which is very tedious. Still looking great, just needs a little work

-JC
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 02, 2013, 07:22:15 AM
Quote from: wschmrdr on March 02, 2013, 07:19:35 AM
Was the download link disabled? I'm on the site and am not able to download it. Hopefully it doesn't have some OS detector, because I use WINE to play...

You can download it from here if you're logged into the LEX: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851

Quote from: jcluvzgamez on March 02, 2013, 07:20:07 AM
I don't know how to post a picture

You can take a screenshot by pressing 'Print Screen', then paste it into Paint or any other image editing software. Save that image, and upload it to http://majhost.com or http://imageshack.us , then give us the link to the image from there :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 02, 2013, 07:23:43 AM
Quote from: jcluvzgamez on March 02, 2013, 07:20:07 AM
I don't know how to post a picture, but I can say this, I am trying to make a half diamond. When I ended the MIS onto the Avenue, half the intersection was missing (no texture).

Thanks, now we know exactly which one it is and have added it to the list.


Quote from: jcluvzgamez on March 02, 2013, 07:20:07 AM
Random missing textures,

Could we please have examples?


Quote from: jcluvzgamez on March 02, 2013, 07:20:07 AM
RTL plugin not working, so having to plop TuLEPS at every road intersection

Ah yes... That's a new feature that hasn't been documented properly.
Plop a 1x1 square of Heavy Rail on the intersection tile and the turning lanes will be drawn.

This was largely a code simplification measure so that it's easier to make the NWM networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: firefighter57 on March 02, 2013, 07:25:20 AM
Anyone else have double icons in their highway menus?  For some reason I have a duplicate icons for a lot of the RHW stuff.   
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 07:34:11 AM
Like when trying to cross an straight L-1 MIS ramp over a diagonal RHW-6C the texture came up blank. But other times it worked. Sometimes it works, sometimes it doesn't. And on one of the FAR pieces, the new FAR-MIS curve to FAR-MIS, kinda like a smooth jughandle curve, says "###Intersection Placement String Missing###". It also keeps freezing my game. I never had freezes before now they are constant. Load times or 5x longer. I just don't know whats up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 02, 2013, 07:42:49 AM
Quote from: firefighter57 on March 02, 2013, 07:25:20 AM
Anyone else have double icons in their highway menus?  For some reason I have a duplicate icons for a lot of the RHW stuff.   
Ensure you have no duplicate files inside your Plugins/Network Addon Mod folder.

Quote from: jcluvzgamez on March 02, 2013, 07:34:11 AM
And on one of the FAR pieces, the new FAR-MIS curve to FAR-MIS, kinda like a smooth jughandle curve, says "###Intersection Placement String Missing###".
There may be a few of these "## Intersection.." descriptions, if you notice any more, please let us know. The piece should work correctly, however.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 02, 2013, 07:45:21 AM
Quote from: jcluvzgamez on March 02, 2013, 07:34:11 AM
Like when trying to cross an straight L-1 MIS ramp over a diagonal RHW-6C the texture came up blank. But other times it worked. Sometimes it works, sometimes it doesn't.

Found it and confirmed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQ1vbZQh.jpg&hash=f6f171a071b05334e451d1256f2b294e5dd04668)

It's a RULing bug, meaning it's a bug that can't be fixed without updating the Controller.

Everything else sounds like a missing path/texture/model/string bug, which can be fixed by just adding the missing stuff.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on March 02, 2013, 07:53:51 AM
How does the override system work?  Every time I try to go from an L0 to L2 RHW-10 this is what I get

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2FBajor-Feb3001362238885_zpsfb2d9bb9.jpg&hash=f90ae41e7525be6618cc6edd0f69778bfca0f17f)

I used the proper transition and drug it all the way through, and for some reason, it never connects properly
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 02, 2013, 08:01:27 AM
http://imageshack.us/photo/my-images/838/bridgevilleapr240013622.png/ I found another bug... This picture speaks for itself...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 02, 2013, 08:09:17 AM
A notification for everyone: NAM 31 bugs should be posted here: http://sc4devotion.com/forums/index.php?topic=15649.msg452637#msg452637
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on March 02, 2013, 08:17:00 AM
Quote from: mike3775 on March 02, 2013, 07:53:51 AM
How does the override system work?  Every time I try to go from an L0 to L2 RHW-10 this is what I get

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2FBajor-Feb3001362238885_zpsfb2d9bb9.jpg&hash=f90ae41e7525be6618cc6edd0f69778bfca0f17f)

I used the proper transition and drug it all the way through, and for some reason, it never connects properly

The L1 version works properly. Apparently code for L2 didn't make it in on time.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on March 02, 2013, 09:25:14 AM
Quote from: Swordmaster on March 02, 2013, 08:17:00 AM
Quote from: mike3775 on March 02, 2013, 07:53:51 AM
How does the override system work?  Every time I try to go from an L0 to L2 RHW-10 this is what I get

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi17.photobucket.com%2Falbums%2Fb99%2Fmike3775%2FBajor-Feb3001362238885_zpsfb2d9bb9.jpg&hash=f90ae41e7525be6618cc6edd0f69778bfca0f17f)

I used the proper transition and drug it all the way through, and for some reason, it never connects properly

The L1 version works properly. Apparently code for L2 didn't make it in on time.


Cheers
Willy

Thanks.  I never attempted L1 but will now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 02, 2013, 10:22:20 AM
Quote from: mike3775 on March 02, 2013, 09:25:14 AM
Thanks.  I never attempted L1 but will now.

The FLEX Transition pieces are designed to work like this: you plop one FLEX piece, and then place the two-tile starter next to it, and then the one-tile transition becomes a two-tile transition. I haven't tried the on-slope pieces yet, but I think your method is incorrect.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 02, 2013, 10:25:59 AM
Quote from: Patricius Maximus on March 02, 2013, 10:22:20 AM
The FLEX Transition pieces are designed to work like this: you plop one FLEX piece, and then place the two-tile starter next to it, and then the one-tile transition becomes a two-tile transition. I haven't tried the on-slope pieces yet, but I think your method is incorrect.

Nope, you must place two FLEX Transitions side by side for dual tile networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on March 02, 2013, 10:32:12 AM
Quote from: Patricius Maximus on March 02, 2013, 10:22:20 AM
Quote from: mike3775 on March 02, 2013, 09:25:14 AM
Thanks.  I never attempted L1 but will now.

The FLEX Transition pieces are designed to work like this: you plop one FLEX piece, and then place the two-tile starter next to it, and then the one-tile transition becomes a two-tile transition. I haven't tried the on-slope pieces yet, but I think your method is incorrect.

Actually, FlexTransitions (and FlexRamps) are designed to work without starters at both ends. They should take the override along with them. This functionality is not present yet, though.

Mike's method was correct, it works perfect for L1.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 02, 2013, 11:05:12 AM
Thanks for the info, Swordmaster. Meanwhile, here's some eyecandy - a fully-functional three-level Semi-Directional T. I'm really loving the RHW 8S F2 ramp:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi408.photobucket.com%2Falbums%2Fpp163%2FPatricius_Maximus%2FA-3.jpg&hash=2bbe741d2b5f65e73014dec345ec8531c14e7925)

And although the bugs that have been noted are a bummer, I fully understand and support the decision to release it as soon as was possible, since there is so much functionality that is working just fine. I'll certainly be looking forward to the "NAM 31 updates".
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on March 02, 2013, 12:57:33 PM
NAM team: just wanted to say I'm loving all the new toys, especially the FARs, L0-Flexfly, and new RHW bridges.   ;D 
Thanks a ton for all your hard work.   :thumbsup:   &apls   &apls   &apls   &apls   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on March 02, 2013, 03:25:57 PM
Where it's possible to find the tunnel for RHW please in new nam menu ?  &mmm

Thansk for help  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 02, 2013, 03:31:30 PM
There are no tunnels for the RHW system!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 02, 2013, 03:42:35 PM
Quote from: pierrebaptiste on March 02, 2013, 03:25:57 PM
Where it's possible to find the tunnel for RHW please in new nam menu ?  &mmm

Thansk for help  :thumbsup:

Quote from: strucka on March 02, 2013, 03:31:30 PM
There are no tunnels for the RHW system!

Please read FAQ #8 on the first post on the first page of this thread.

Speaking of the first page, it could use some updating.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on March 02, 2013, 05:28:59 PM
The US center turn lane arrows for the TLA-5 and the TLA-7 are flipped the wrong way. Also dragging a 45 degree curve for the elevated 8C takes a while to load but it seems it does work. I also noticed that dragging a diagonal section of ground level project symphony spawns an orthogonal maxis highway signs. It disappears after clicking around but I thought it should be mentioned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 02, 2013, 09:35:29 PM
Marteen, there are errors on the RHW-6S Cable Stayed Compact Bridge. It was built instead as a RHW-6S Regular Compact Bridge! This also happens to the Steel Arched Bridge. Will you be releasing a fix for the two bridges? Here's a pic for reference: Note thas I am selecting the 6S Cable Stayed Bridge but it was built as a Regular 6S Bridge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs24.postimage.org%2F576iv4b3p%2F6_SERROR.jpg&hash=fcfbada512c380533bbea5c451b8046a0635c238)
And also, I can't seem to find the legacy support file for networks built during RHW 5.0! Is it already integrated to the RHW option? And another bug that happens with the dual/compact RHW bridges:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F27x1f9v.jpg&hash=162f5278788c345a1265876ba36275d01758d637)
Despite all of these bugs, thank you NAM Team for the great work, effort and skill for this mod! Looking forward for a fix!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 02, 2013, 10:31:52 PM
Quote from: AngryBirdsFan436 on March 02, 2013, 09:35:29 PM
Marteen, there are errors on the RHW-6S Cable Stayed Compact Bridge. It was built instead as a RHW-6S Regular Compact Bridge! This also happens to the Steel Arched Bridge. Will you be releasing a fix for the two bridges? Here's a pic for reference: Note thas I am selecting the 6S Cable Stayed Bridge but it was built as a Regular 6S Bridge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs24.postimage.org%2F576iv4b3p%2F6_SERROR.jpg&hash=fcfbada512c380533bbea5c451b8046a0635c238)
And also, I can't seem to find the legacy support file for networks built during RHW 5.0! Is it already integrated to the RHW option? And another bug that happens with the dual/compact RHW bridges:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F27x1f9v.jpg&hash=162f5278788c345a1265876ba36275d01758d637)
Despite all of these bugs, thank you NAM Team for the great work, effort and skill for this mod! Looking forward for a fix!

Those are issues #64 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/64) and #45 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/45). Issue #45 was fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 02, 2013, 10:48:20 PM
Were the defective 6S Bridges made by Maarten or Blue Lightning? :-[ Well, I found the legacy support file already! It was with the RHW option already!!! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on March 03, 2013, 06:19:50 AM
How do you build the RHW bridges?  Even with all of them installed, all I ever get offered is the RHW-2 and RHW-4 options for bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on March 03, 2013, 06:28:18 AM
Quote from: mike3775 on March 03, 2013, 06:19:50 AM
How do you build the RHW bridges?  Even with all of them installed, all I ever get offered is the RHW-2 and RHW-4 options for bridges.

Wider RHW bridges are actually Maxis Highway bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 03, 2013, 06:45:18 AM
I must be very honest and I really hate to say this, but I REALLY, REALLY, REALLY was looking forward to the new NAM and with all the bugs with RHW, I was forced to uninstall the new NAM.  There are features that I was SO looking forward to and I am so dis-appointed I cannot load by old cities with the old NAM with the new NAM and all the bugs makes the RHW un-usable.  When a serios Hot Fix comes out, I look forward to re-visiting the new NAM again.  Sorry to say this, but I have reverted back to the old NAM and my game is funtioning great.  I really don't want to get the new Sim City 2013 as SC4 has features the new game just does not such as NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on March 03, 2013, 07:06:21 AM
And with the RHW, I cannot build the "RHW Dual-Tile Cosmetic Puzzle Pieces, here I have got a green arrow, but if I click on it, nothing happens

Also the RHW FLEXRamps: If I try to build the FLEXRamps I get a red arrow and nothing happens, thats the things wich I found until yet
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 03, 2013, 07:34:46 AM
Quote from: dyoungyn on March 03, 2013, 06:45:18 AM
I must be very honest and I really hate to say this, but I REALLY, REALLY, REALLY was looking forward to the new NAM and with all the bugs with RHW, I was forced to uninstall the new NAM.  There are features that I was SO looking forward to and I am so dis-appointed I cannot load by old cities with the old NAM with the new NAM and all the bugs makes the RHW un-usable.  When a serios Hot Fix comes out, I look forward to re-visiting the new NAM again.  Sorry to say this, but I have reverted back to the old NAM and my game is funtioning great.  I really don't want to get the new Sim City 2013 as SC4 has features the new game just does not such as NAM.
No offence taken, I can see your reasoning here. Some discussion is going on to re-enable the NAM 30 temporarily, since it's actually the last stable release. The NAM 31.1 would be the next stable release that will follow soon.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on March 03, 2013, 08:46:32 AM
Ok, I dont mean to sound like Im trying to be a pain in the a** to you guys... but, how long does a fixup take? cause I made a backup of my previous NAM version, the 30... and then I took the one on my plugins folder out, so basically installed NAM31 from scratch... So I "could" go back to NAM30 but I gotta say... I would love to keep this one... so how long approx??  ::)


Title: Re: RHW (RealHighway) - Development and Support
Post by: mike3775 on March 03, 2013, 08:51:57 AM
Quote from: samerton on March 03, 2013, 06:28:18 AM
Quote from: mike3775 on March 03, 2013, 06:19:50 AM
How do you build the RHW bridges?  Even with all of them installed, all I ever get offered is the RHW-2 and RHW-4 options for bridges.

Wider RHW bridges are actually Maxis Highway bridges.

Ahh ok, I feel dumb  lol
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 03, 2013, 11:23:33 AM
Quote from: cmdp123789 on March 03, 2013, 08:46:32 AM
Ok, I dont mean to sound like Im trying to be a pain in the a** to you guys... but, how long does a fixup take?

As a wild guess, I'd give them a week or so. NAM 31 was just released yesterday, and the bugs are being resolved at a decent clip.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 03, 2013, 02:27:02 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F3369%2Ftable1d.png&hash=e8cfcf02859c3339df492edac91860d07f458efe)

This is a table of all of the crossings and at-grade intersections that should theoretically be possible with all of the RHW-related networks, including Symphony and double-decker networks. Each square represents crossings between two networks. This doesn't include the combinations of orthogonal/diagonal setups, networks next to each other, or possibly the directions of the networks!

I've meant to use it to find out which kinds of crossings are not supported in this release, but the great number of crossings possible has discouraged me. It would be nice for me to at least have a table similar to this set up for a website or someplace, with each square linking to particular crossing setups and which ones are not possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 03, 2013, 04:15:48 PM
Quote from: Kuewr665 on March 03, 2013, 02:27:02 PM
This is a table of all of the crossings and at-grade intersections that should theoretically be possible with all of the RHW-related networks, including Symphony and double-decker networks. Each square represents crossings between two networks. This doesn't include the combinations of orthogonal/diagonal setups, networks next to each other, or possibly the directions of the networks!

I've meant to use it to find out which kinds of crossings are not supported in this release, but the great number of crossings possible has discouraged me. It would be nice for me to at least have a table similar to this set up for a website or someplace, with each square linking to particular crossing setups and which ones are not possible.

Yes, I considered doing that some time ago--even started a little on it.  It would be very useful.  But like you, I got overwhelmed with just how many setups there are, and distracted with trying to code them. ;D  If you include all the intersection situations we've tried to deal with--all the orientations (OxO, OxD, DxO, DxD), T-intersections, special situations, and involve all other Maxis and NAM Override Networks, you're looking at close to 20,000 cases.  It's completely insane. :D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: solovinodelmal on March 03, 2013, 04:40:28 PM
Great work with the new NAM guys, I have a question, in this pic the flexfly curve MIS ramp, is that a bug or it just can't work with the L1RHW-4 over L0 RHW-4?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHJW7NbG.jpg&hash=8ffc38618963a95b3ad02af7ca6f4dcc9b4a16ab)

Also, wouldn't it be nice to have those loop ramps going from L1 to L0 and viceversa instead of just L2 to L0???  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on March 03, 2013, 04:58:00 PM
Flexyfly can't go over any intersection tiles.  Only 2 networks can cross over any given tile.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 03, 2013, 05:50:25 PM
There was discussion about including intersection tiles in FlexFly, but it was decided that it would be better to leave it out, as it would have resulted in a seriously insane number of possibilities that would have simply been too much to code, resulting in millions of lines of RUL code. FlexFly over one network is already complex enough as it is.

Quote from: Patricius Maximus on March 03, 2013, 11:23:33 AM
Quote from: cmdp123789 on March 03, 2013, 08:46:32 AM
Ok, I dont mean to sound like Im trying to be a pain in the a** to you guys... but, how long does a fixup take?

As a wild guess, I'd give them a week or so. NAM 31 was just released yesterday, and the bugs are being resolved at a decent clip.

Roughly a week is about right, but give us time. More bugs are popping up, and it's better for everyone involved if we're left to fix them. More reports are welcome, and the more bugs that are fixed, the more stable things become. NAM 31 has had a significant change in architecture, so there naturally will be teething issues.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 03, 2013, 06:27:22 PM
Quote from: Kuewr665 on March 03, 2013, 02:27:02 PM
This is a table of all of the crossings and at-grade intersections that should theoretically be possible with all of the RHW-related networks, including Symphony and double-decker networks.

There are a couple of kinks with your table, other than the obvious exclusion of the T-crossings and crossings with non-RHW networks, the main one being that certain networks are actually two networks and that you forgot two more networks. Multi-tile networks are composed of modular subsections, and there's still the 12S and 10C.

The chart should really include:

L0 RHW-2, L0 MIS, L0 RHW-3, L0 RHW-4, L0 RHW-6S, L0 RHW-8S Inner, L0 RHW-8S Outer, L0 RHW-10S Outer, L0 RHW-12S Outer, L0 RHW-6C Median, L0 RHW-6C Outer, L0 RHW-8C Outer, L0 RHW-10C Outer, L1 RHW-2, L1 MIS, L1 RHW-3, L1 RHW-4, L1 RHW-6S, L1 RHW-8S Inner, L1 RHW-8S Outer, L1 RHW-10S Outer, L1 RHW-12S Outer, L1 RHW-6C Median, L1 RHW-6C Outer, L1 RHW-8C Outer, L1 RHW-10C Outer, L2 RHW-2, L2 MIS, L2 RHW-3, L2 RHW-4, L2 RHW-6S, L2 RHW-8S Inner, L2 RHW-8S Outer, L2 RHW-10S Outer, L2 RHW-12S Outer, L2 RHW-6C Median, L2 RHW-6C Outer, L2 RHW-8C Outer, L2 RHW-10C Outer, L3 MIS, L3 RHW-4, L3 RHW-6S, L4 MIS, L4 RHW-4, L4 RHW-6S, DDRHW-4.

Additionally, things get bewildering when you try to create diagonal crossings, mainly because almost all of these networks are classified as asymmetrical and would therefore need multiple variations of the same crossing, and that each diagonal crossing between any two networks (and under this scheme, they would be all considered single-tile) would take up two tiles instead of one.

Why else do we do orthogonal first?
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on March 03, 2013, 07:30:28 PM
Quote from: Indiana Joe on March 03, 2013, 04:58:00 PM
Flexyfly can't go over any intersection tiles.  Only 2 networks can cross over any given tile.
Is that true that only 2 networks can cross over one given tile? In the RHW User Manual section 7.7.4. shows 3 level overpasses.  I've been trying to get them to work but they really won't as you can see in the screenshot below. Are these types of interchanges possible?  Great work NAM team!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2F3levelInterchangeIssues.jpg&hash=ce0622c8f954a98a417f10dc8d6ddfcf3ff696eb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 03, 2013, 07:36:28 PM
Well, I still have the RHW 5.0 installer in my hard drive and I'm planning to revert to back to RHW 5.0 due to the bugs. But I have a question: is RHW 5.0 backward compatible with NAM 31? Don't worry, I'll go back to the new version when the new version is out! ;) Still, I apprieciate the NAM Team for their hard work and effort to make the greatest (despite buggy) release of NAM!  &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 03, 2013, 07:38:27 PM
Quote from: AngryBirdsFan436 on March 03, 2013, 07:36:28 PM
is RHW 5.0 backward compatible with NAM 31?

No. Can't mix and match different versions of the NAM and its plugins, and the Monolithic NAM is supposed to keep it from happening.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 03, 2013, 08:14:15 PM
Quote from: the7train on March 03, 2013, 07:30:28 PM
Is that true that only 2 networks can cross over one given tile? In the RHW User Manual section 7.7.4. shows 3 level overpasses.  I've been trying to get them to work but they really won't as you can see in the screenshot below. Are these types of interchanges possible?  Great work NAM team!

That was why the RHW Users Guide was not supposed to be included.  That functionality is not available.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 03, 2013, 09:13:19 PM
Not strictly RHW talk but why is there 7.5m viaducts without ramps? Am i missing something here or was this not supposed to be included?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 03, 2013, 09:32:24 PM
Quote from: Durfsurn on March 03, 2013, 09:13:19 PM
Not strictly RHW talk but why is there 7.5m viaducts without ramps? Am i missing something here or was this not supposed to be included?

What is currently available is not complete, but it is functional. I had RL issues when doing the viaducts so I couldn't finish them in time. They will be included in the next NAM release. Use the on-slope transitions for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on March 03, 2013, 09:40:55 PM
Quote from: Tarkus on March 03, 2013, 08:14:15 PM
Quote from: the7train on March 03, 2013, 07:30:28 PM
Is that true that only 2 networks can cross over one given tile? In the RHW User Manual section 7.7.4. shows 3 level overpasses.  I've been trying to get them to work but they really won't as you can see in the screenshot below. Are these types of interchanges possible?  Great work NAM team!

That was why the RHW Users Guide was not supposed to be included.  That functionality is not available.

-Alex

Thanks Alex! Didn't realize it wasn't meant to be included
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on March 04, 2013, 02:14:52 AM
Hello

With new RHW i don't arrive to find this  ()what() :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F3438%2Frhw4a.jpg&hash=9927ee218a8ab72dd0bc47adcff2a47e4c08f6a2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F9350%2Frhw6ca.jpg&hash=14950bd6009ece952200f9f12d197f3d4730e540)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7350%2Frhw6sa.jpg&hash=cb2ae086f3537f1ce8b9db9d8bde65208be3372f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F1145%2Frhw8a.jpg&hash=3bf299d6182fc79b3d6664158be90f35f3726a40)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F8683%2Frhw8ca.jpg&hash=ae9ce4216ce3750add0382ca1c1a305a4cf8d17f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F7968%2Frhw10a.jpg&hash=caa5b1753d006858d2033bbf501c6ca5624fd01e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F4036%2Fmisad.jpg&hash=1c328a2d3d7d07bf3d4951c6977b1ac71f2e58c6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F632%2Framp3.jpg&hash=44f391d6c10096208909f21648fe7dcf849841ab)

May be it's for an other moment with an other patch ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 04, 2013, 02:27:37 AM
They'll be coming in NAM 32. We simply didn't have the time to implement them properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: rockstar54 on March 04, 2013, 03:53:48 AM
Wow, I'm overwhelmed with the amount of new puzzle pieces that are now available. My problem now is, I can't seem to find the 7.5m (L1) over other RHW's. I believe there is a dedicated tab for 7.5 Avenues and Roads but I can't seem to find the ones that go over RHW. Did I miss something during installation or am I looking for it in the wrong places?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 04, 2013, 04:00:36 AM
There were some unexpected issues with them just before release, so they haven't been enabled yet. They will be next release.

I've been busy with RL things, so I haven't been able to work on the L1-over-RHW content. There were also supposed to be 7.5m avenue over RHW pieces, but they haven't been done yet for logistical reasons (IIDs need finalising).
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 04, 2013, 04:23:02 AM
Oh, will the full 7.5 viaduct set be available for the NAM 31.1 release (NAM 31 bug fixes) or NAM 32?
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 04, 2013, 04:26:54 AM
One question, I seem to recall seeing (o)MIS under (d)L2-RHW and stuff like that. I can't seem to recreate those intersections. Are they possible, or have been sacked, or did I imagine things yet again?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 04, 2013, 11:37:00 AM
You most likely saw the L1 versions.  The L2 and higher networks are generally less stable right now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 04, 2013, 04:14:59 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 04:23:02 AM
Oh, will the full 7.5 viaduct set be available for the NAM 31.1 release (NAM 31 bug fixes) or NAM 32?

NAM 32. It's a substantial addition, so it can't really go into the bugfix release, as that is what it's meant for - fixing severe bugs. It'd be nice to have them, but there are more important things to worry about in the NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 04, 2013, 08:03:17 PM
Why not have large curves for RHW-6S, RHW-8S, and RHW-10S? Will they have FARHW, and FARHW to diagonal pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 04, 2013, 08:06:02 PM
Quote from: Kuewr665 on March 04, 2013, 08:03:17 PM
Why not have large curves for RHW-6S, RHW-8S, and RHW-10S? Will they have FARHW, and FARHW to diagonal pieces?

It's a matter of having to make them, and that's currently not in our plans right now. The priority right now is bugfixing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 04, 2013, 10:04:23 PM
Through some investigation it seems that the non-DRI ramps have not been migrated to the 57###### range yet. Are the ramps going to be converted to the 57###### range or are they going to stay in their current range?

I'm just curious
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 04, 2013, 10:23:13 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???

For the fifty-seven billionth time, yes.

Quote from: eggman121 on March 04, 2013, 10:04:23 PM
Through some investigation it seems that the non-DRI ramps have not been migrated to the 57###### range yet. Are the ramps going to be converted to the 57###### range or are they going to stay in their current range?

I'm just curious


The long-term goal is to eventually convert as many ramps over to DRI/FLEXRamp setups as possible, potentially rendering the "pre-P57" versions of many of them functionally obsolete.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 05, 2013, 01:12:17 AM
Quote from: Tarkus on March 04, 2013, 10:23:13 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???

For the fifty-seven billionth time, yes.

Quote from: eggman121 on March 04, 2013, 10:04:23 PM
Through some investigation it seems that the non-DRI ramps have not been migrated to the 57###### range yet. Are the ramps going to be converted to the 57###### range or are they going to stay in their current range?

I'm just curious


The long-term goal is to eventually convert as many ramps over to DRI/FLEXRamp setups as possible, potentially rendering the "pre-P57" versions of many of them functionally obsolete.

-Alex
Well, how about those Accel/decel exits? Will be converted to FLEXRamps? :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 05, 2013, 01:24:33 AM
Quote from: AngryBirdsFan436 on March 05, 2013, 01:12:17 AM
Well, how about those Accel/decel exits? Will be converted to FLEXRamps?

There's been plenty of teaser images that have to do with what you're asking, and more. The problem is, they're all bugged.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 05, 2013, 01:39:18 AM
^^ Continuing on the previous post: if you want to know how bugged they are, try to imagine this:
- Very, VERY instable RUL overrides
- Almost ALL of the ramps are missing paths
- some of the ramps miss overhangs.


In short, the whole set of Type D1 and E1 ramps were so unworkable and in such a crude state that we cancelled them from this release, and it's highly probable that they won't make it in the NAM 31.1 either. They require too much work on them, on top of every other bug that has been reported. There were also diagonal type B1 FLEXRamps planned, which were also cancelled because they didn't work... in all thinkable ways.

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 05, 2013, 02:12:54 AM
So, will there be "temporary" puzzle pieces for the Type D1 and E1 converted to P57 spec?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 05, 2013, 02:16:53 AM
Quote from: AngryBirdsFan436 on March 05, 2013, 02:12:54 AM
So, will there be "temporary" puzzle pieces for the Type D1 and E1 converted to P57 spec?

No offence, but whats wrong with the D1 / E1 puzzle pieces we already have? They work just fine...
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 05, 2013, 02:19:16 AM
Quote from: jcluvzgamez on March 05, 2013, 02:16:53 AM
Quote from: AngryBirdsFan436 on March 05, 2013, 02:12:54 AM
So, will there be "temporary" puzzle pieces for the Type D1 and E1 converted to P57 spec?

No offence, but whats wrong with the D1 / E1 puzzle pieces we already have? They work just fine...
Welp, the difference between the P57 spec ramps and the not converted ramps (RHW 5.0) is that they have chevron markings. The DRI ramps have chevron markings as well as the FlexRamps. But not the old puzzle pieces. (Still in their old RHW 5.0 form) [NOTE: I am talking about the American textures. Not the European textures which have chevron markings in all ramps. Even the old puzzle piece ramps. ;)]
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 05, 2013, 02:28:23 AM
Quote from: AngryBirdsFan436 on March 05, 2013, 02:12:54 AM
So, will there be "temporary" puzzle pieces for the Type D1 and E1 converted to P57 spec?

Let me ask you nicely: Read the threads before asking questions whose answers are too obvious (and too overly repeated or already answered) to even say. If it's a question that's not been answered, then we'll answer it. If not, then... :bomb:
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 05, 2013, 03:45:17 AM
Quote from: AngryBirdsFan436 on March 05, 2013, 02:19:16 AM
Welp, the difference between the P57 spec ramps and the not converted ramps (RHW 5.0) is that they have chevron markings. The DRI ramps have chevron markings as well as the FlexRamps. But not the old puzzle pieces. (Still in their old RHW 5.0 form)

About chevron markings: we have bigger problems to cope with. We may have broke the "no release date" rule once, but we still keep to our "functionality first" policy. Missing chevrons on old ramps are the least of your problems now...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on March 05, 2013, 04:55:22 AM
Look at it this way: if the pre-57 spec ramps still work, chances are they won't be migrated in their current form to Project 57 specifications. Generally, they will eventually become Flex Ramps.

As for chevrons and no chevrons, we have more important things to worry about right now. I'd rather get everything working before looking at trivial things like that, and everyone else on the NAM team will agree with me.

As for FARHW and wide radius curves for wider RHWs, they will come. Just not in 31.1.


It's all about priorities. We're not adding in new content in this bug-fix release. The filler pieces are a little different as they were included but disabled because they were not yet ready for release. This is something that was in previous versions and needed to be re-added.

That's the most important thing to remember: we want Project 57 to have and exceed functionality of previous versions of RHW. That means we have to fix elements that were released in NAM31, and it's also why the old puzzle piece ramps haven't been updated to 57 spec, because 1. they still work, 2. they are going to be converted to a FlexRamp setup, but that takes time, and the existing pieces still work, and 3. we have more important things to worry about than chevrons!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Elydion on March 05, 2013, 05:43:54 AM
Hey NAM team! incredible work that you've done! too bad about the bugs, but that proves to me that the 'no realease date' policy works.
All the bugs i have encountered are already listed here, but is there anyway i can help?

Ely
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 05, 2013, 05:45:47 AM
Quote from: Elydion on March 05, 2013, 05:43:54 AM
but is there anyway i can help?

Find as much bugs as you can that haven't been pinpointed down?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Monorail Master on March 05, 2013, 06:13:54 AM
I'm so glad it's out! Can't wait to try out NAM 31 as soon as I get home from college class today. College/School really does make time fly by....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on March 05, 2013, 07:33:10 AM
Quote from: Tarkus on March 04, 2013, 10:23:13 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???

For the fifty-seven billionth time, yes.
-Alex

I thought it was only 57,000,000 ? Are you telling me you've managed to add digits to the hexes? :D


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 05, 2013, 07:43:10 AM
Quote from: Swordmaster on March 05, 2013, 07:33:10 AM
I thought it was only 57,000,000 ? Are you telling me you've managed to add digits to the hexes?

It was a matter of trying to respond to someone who asked infinitesimally many questions about things that we've answered already. I'll spare the oddball analogy for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 05, 2013, 09:32:21 AM
Quote from: Swordmaster on March 05, 2013, 07:33:10 AM
Quote from: Tarkus on March 04, 2013, 10:23:13 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???

For the fifty-seven billionth time, yes.
-Alex
I thought it was only 57,000,000 ? Are you telling me you've managed to add digits to the hexes? :D

Quote from: GDO29Anagram link=topic=990.msg453353#msg453353
It was a matter of trying to respond to someone who asked infinitesimally many questions about things that we've answered already. I'll spare the oddball analogy for now.

Any way I look at it, this response makes me laugh out loud.  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: puzzled5543 on March 05, 2013, 03:17:16 PM
Quote from: Swordmaster on March 05, 2013, 07:33:10 AM
Quote from: Tarkus on March 04, 2013, 10:23:13 PM
Quote from: AngryBirdsFan436 on March 04, 2013, 08:49:24 PM
Well, will the filler pieces return in the NAM 31.1 update? ???

For the fifty-seven billionth time, yes.
-Alex

I thought it was only 57,000,000 ? Are you telling me you've managed to add digits to the hexes? :D


Cheers
Willy

57 billion is a decimal number (billion doesn't exist in hex, nor do commas).
Title: Re: RHW (RealHighway) - Development and Support
Post by: AngryBirdsFan436 on March 05, 2013, 03:31:03 PM
Quote from: GDO29Anagram on March 05, 2013, 07:43:10 AM
Quote from: Swordmaster on March 05, 2013, 07:33:10 AM
I thought it was only 57,000,000 ? Are you telling me you've managed to add digits to the hexes?

It was a matter of trying to respond to someone who asked infinitesimally many questions about things that we've answered already. I'll spare the oddball analogy for now.
Well, it's because I'm too lazy to read through this thread. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on March 05, 2013, 03:47:04 PM
Quote from: AngryBirdsFan436 on March 05, 2013, 03:31:03 PM
Well, it's because I'm too lazy to read through this thread. :P

Watch out, or they'll get too lazy to answer your questions   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 05, 2013, 05:06:44 PM
Quote from: AngryBirdsFan436 on March 05, 2013, 03:31:03 PM
Well, it's because I'm too lazy to read through this thread. :P

But you're not too lazy to re-ask the same questions that we've already replied to you regarding.  Or re-post insulting comments that another staff member removed.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on March 05, 2013, 05:56:04 PM
And just to make people feel better, I finished all the L0 filler pieces yesterday. I'll be tackling the other height levels this week as school permits.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on March 05, 2013, 07:42:10 PM
Just to confirm - are there ramps for L1 RHW-10S? Specifically, A-style ramps - the FLEXramps don't seem to be overriding correctly if that's what I'm supposed to use.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on March 05, 2013, 08:06:12 PM
Quote from: puzzled5543 on March 05, 2013, 03:17:16 PM
57 billion is a decimal number (billion doesn't exist in hex, nor do commas).

It can exist in hex (It's D4576FA00 and 57000000000 is a valid 96-Bit hex number) and numbers are generally represented without commas anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 05, 2013, 08:52:43 PM
Quote from: dragonshardz on March 05, 2013, 07:42:10 PM
Just to confirm - are there ramps for L1 RHW-10S? Specifically, A-style ramps - the FLEXramps don't seem to be overriding correctly if that's what I'm supposed to use.

The only elevated (L1 and above) RHWs that have ramps are the RHW-2 and RHW-4--Type A1 and Type B1 are available as FLEXRamps for both, though I can't vouch for their stability.  We will not be adding additional L1+ ramps as part of our "fix" operations for NAM 31.1.  There's a lot of modeling that would need to be done.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on March 06, 2013, 01:38:07 AM
Quote from: Tarkus on March 05, 2013, 08:52:43 PM
Quote from: dragonshardz on March 05, 2013, 07:42:10 PM
Just to confirm - are there ramps for L1 RHW-10S? Specifically, A-style ramps - the FLEXramps don't seem to be overriding correctly if that's what I'm supposed to use.

The only elevated (L1 and above) RHWs that have ramps are the RHW-2 and RHW-4--Type A1 and Type B1 are available as FLEXRamps for both, though I can't vouch for their stability.  We will not be adding additional L1+ ramps as part of our "fix" operations for NAM 31.1.  There's a lot of modeling that would need to be done.

-Alex

That's unfortunate, I was really looking forward to making ramps for elevated RHW-10.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mat on March 06, 2013, 10:51:23 AM
Hello there,

At first, simply my thanks and congratulations for all the job you've done so far. NAM (and co) is simply huge, and I can feel the lot a work it involves.

I wanted to share my feelings about the release 31.
This time, you broke the no 'deadline rule', and after the release, some react about instability issues.
This quite amuses me, because we read a lot of 'I need this now' posts few time before...

Someone wrote before, 'hey, that an huge live beta', and... in fact, there is some truth.
But please take no offense. Everyone measure how challenging NAM is, and I won't discuss on your skills to provide 5 stars content in terms of quality and creativity.
(on your free time, and without remuneration)
I'm sure that many people have fun with the new NAM, and maybe some simply downgraded.

To get the point, I am just wondering: why not a NAM beta?
I just humbly think, that it might be profitable for everyone:

- Impatient players have the new stuff early, and are happy to play with.
- Of course, they also get the bugs, that's the deal. So, it implies less testing for the NAM team. Because beta players should fill the bug tracker.
- End users may prefer wait a few months later, and get a stable release. 

In fact, many software developments are based on this cycle.
BUT, i don't know how easy it will for you to manage two branches (stable / testing), and their respecting releases.

Anyway, wish you the best :)

.mat
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 06, 2013, 03:21:00 PM
Quote from: mat on March 06, 2013, 10:51:23 AM
why not a NAM beta?

Because traditionally, the NAM releases are the betas. Our dev cycle goes like this:

- Alpha (Always closed alpha)
- Release Candidate
- Full release (Beta)

NAM's in a state of continuous beta development, or at least that's been the perception all this time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on March 06, 2013, 05:26:56 PM
Yeah, every release has had bugs.  And they're always adding new stuff in a quite non-linear fashion.  (Personally I think it'd be easier if they made much more frequent, smaller releases with only a few new features added at a time to make bug tracking faster, and to keep impatient people happier, but that's just me.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 06, 2013, 05:31:08 PM
That's the direction we're headed, actually.  The scope of some things we were trying to do (P57, namely) kind of slid things into the crazy development cycle we just went through.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 06, 2013, 07:59:01 PM
Quote from: Tarkus on March 06, 2013, 05:31:08 PM
That's the direction we're headed, actually.  The scope of some things we were trying to do (P57, namely) kind of slid things into the crazy development cycle we just went through.

-Alex

That's great to know.

Where are the RHW over tram-dual networking pieces? Were they excluded from this release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 06, 2013, 08:27:05 PM
Quote from: Kuewr665 on March 06, 2013, 07:59:01 PM
Where are the RHW over tram-dual networking pieces? Were they excluded from this release?

The one item I did show (L1 RHW-2 over GLR-in-AVE) did make it into the release.  But it's not a puzzle piece. ;)  There's a whole hidden side of the new NAM that no one has found yet.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 07, 2013, 12:34:20 AM

It's a dragable el-rail over avenue? ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on March 07, 2013, 03:00:31 AM
Quote from: Tarkus on March 06, 2013, 08:27:05 PM
There's a whole hidden side of the new NAM that no one has found yet.

%wrd

(https://dl.dropbox.com/u/44259299/Uploads/ave.JPG)

Edit: Nope, It's not this one :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on March 07, 2013, 03:21:17 AM
Quote from: Tarkus on March 06, 2013, 08:27:05 PM
The one item I did show (L1 RHW-2 over GLR-in-AVE) did make it into the release.  But it's not a puzzle piece. ;)  There's a whole hidden side of the new NAM that no one has found yet.

That's a good one. I can't believe I myself have just search through all the menues for it, when suddenly... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 07, 2013, 03:22:27 PM
Quote from: memo on March 07, 2013, 03:21:17 AM
Quote from: Tarkus on March 06, 2013, 08:27:05 PM
The one item I did show (L1 RHW-2 over GLR-in-AVE) did make it into the release.  But it's not a puzzle piece. ;)  There's a whole hidden side of the new NAM that no one has found yet.

That's a good one. I can't believe I myself have just search through all the menues for it, when suddenly... :D

Oh wow. I just did the same thing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on March 07, 2013, 03:48:26 PM
Quote from: Tarkus on March 06, 2013, 08:27:05 PMThere's a whole hidden side of the new NAM that no one has found yet.

Holy crap, that is awesome.  I would never have been able to find it without a certain, uh, hint on this page, but I'll leave it for others to discover on their own.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jeremyp1223 on March 07, 2013, 04:14:47 PM
I found it thanks to the "hint" and it is superb! Great work nam team members.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 07, 2013, 04:58:21 PM
I think you guys are missing something...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXg49P0r.jpg&hash=cbe137a8d37ac714df75bbde6aa15978d3eb20c8)

And the point.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jcluvzgamez on March 07, 2013, 06:54:49 PM
I can't figure out how to get the RHW to work in the little Easter egg.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 07, 2013, 07:02:14 PM
To those who found the Easter egg--glad you're enjoying it. :)  It'll be expanded quite a bit in future releases--and there's actually quite a bit more it can do now.

Quote from: jcluvzgamez on March 07, 2013, 06:54:49 PM
I can't figure out how to get the RHW to work in the little Easter egg.

Run an L1 RHW-2 right up to the edge of one of the new draggable GLR-AVEs.  It'll create an override.  Drag the RHW network on the other side, and it'll continue as L1 RHW-2.  Other intersections work in a similar fashion.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on March 07, 2013, 08:22:38 PM
I can't figure it out. It's not the draggable GLR is it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 07, 2013, 08:48:13 PM
If you haven't figured out the trick yet, it's simple.  Place an El-Rail stub directly over an Avenue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 07, 2013, 10:43:22 PM
Quote from: Wiimeiser on March 07, 2013, 08:22:38 PM
I can't figure it out. It's not the draggable GLR is it?

http://www.youtube.com/watch?v=0TXByD0XOe8
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on March 09, 2013, 02:51:33 PM
I'm loving NAM31, and the updates to RHW (and project symphony).  I'm just having two minor issues.  The 1st is that I don't appear to be able to make curves on my own on my RHWs anymore.  The textures all turn white.  And the second is that I don't appear to have any filler pieces.  No menu item, no nothing.  Any thoughts?
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on March 09, 2013, 03:03:31 PM
There weren't any filler pieces included in NAM 31.
Title: Re: RHW (RealHighway) - Development and Support
Post by: TEG24601 on March 10, 2013, 09:01:59 AM
Quote from: sunv123 on March 09, 2013, 03:03:31 PM
There weren't any filler pieces included in NAM 31.
OK, that explains that.  I was reading over the manual and it said that there were some, and I didn't see it reported on the previous pages.

TEG
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on March 10, 2013, 12:26:18 PM
Quote from: sunv123 on March 09, 2013, 03:03:31 PM
There weren't any filler pieces included in NAM 31.
Was that done on purpose? Or is it a mistake and they will be included in the future? I certainly hope they will be in the future releases.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 10, 2013, 12:38:25 PM
We dropped them temporarily, as they were a mess of Pre-P57 components that didn't quite work with the new RHW, and many of them would have been essentially unusable had we left them enabled.  They're still not entirely fixed yet, but that'll be one of the main things we'll do before releasing NAM 31.1.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on March 16, 2013, 06:04:59 AM
The new NAM is great but how can i build a RHW-8S viaduct?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F8570%2Fviaducts.jpg&hash=886b13087425c9c5ee3ba78e4dd08c5395bbd7d0)

I have use the RHW2 overwrite viaducts pieces.

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 16, 2013, 06:14:35 AM
We are working on that. We expect the next version (31.1) to be ready very soon...
Title: Re: RHW (RealHighway) - Development and Support
Post by: ivo_su on March 16, 2013, 07:47:27 AM
Maarten I have one request to you and the whole team of us, but do not know whether it is possible for you to realize it. I very much like your Euro textures for NWM and for RHW, but really I would be happy if they are able to combine textures euro so as not to interfere with standard Maxis road. Just me I love the double yellow line and I want to keep it, and at the same time use the euro and textures.
As for the new NAM 31 he is really great and I congratulate you sincerely for it. It is normal to have some errors, bugs, etc. but I've never doubted in you guys and I know you can fix this without much difficulty. Thank you for that date were announced for a pre-deadline.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 16, 2013, 10:12:43 AM
Well, about mixing up the Euro textures and the US textures: that's probably a no-go for now. The crux of the problem is the crosslinkage between Euro x Non-euro items. This will require extra texturing work, something that takes time I don't have at hand right now...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on March 16, 2013, 11:29:19 AM
I've held off on upgrading to wait for stability in 31.1. Will I be able to upgrade from 30 directly to 31.1?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on March 16, 2013, 11:48:06 AM
Yes, 31.1 will be the same as 31, but improved. We were first considering calling it 32, but there won't be much new content, therefore 31.1.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 16, 2013, 04:57:53 PM
Please don't give u a release date this time though NAM Team! :P Anyway get it right and take your time ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2013, 05:08:11 PM
Quote from: Durfsurn on March 16, 2013, 04:57:53 PM
Please don't give u a release date this time though NAM Team! :P Anyway get it right and take your time ;)

That's precisely what we're doing.  The release date for the original NAM 31 was a one-off deal, brought on by special circumstances--we wanted people to know that both the NAM Team and SimCity 4 were still alive and kicking in 2013.  That's been accomplished.  Now we're just refining things, based upon what the community's reported, and once we have that in top-notch shape, we'll start adding new content again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on March 17, 2013, 02:21:32 PM
Is there an EL RHW 10 to Ground RHW 10 transition? I can't find one anywhere
thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 17, 2013, 02:52:07 PM
There is no dedicated puzzle piece for a Ground-to-Elevated RHW-10S transition.  (I should also add--there's two different Elevated RHW-10S networks--Level 1 and Level 2.  To which one do you refer?)  All newer RHW networks use the Flexible Height Transition (FLEX-HT) and Flexible On-Slope Transition (FLEX-OST) systems to achieve height transitions, whereby dragging the lower of the two networks into the bottom of the FLEX transition will convert the whole thing to the new network.

The RHW-10S ones may be a bit unstable at the moment.  This will be fixed for NAM 31.1

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mike1973 on March 18, 2013, 04:20:10 AM
 :thumbsup:The NAM is in my own language.

goodluck with the fixes dudes.
And tnx for the dutch translation.
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on March 22, 2013, 06:36:04 PM
In the new NAM I am looking for these pieces:

-  a transition between 7.5 RHW and 7.5 avenue intersection
-  7.5 avenue over RHW - 4

Thank you
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on March 22, 2013, 06:41:34 PM
Quote from: esto on March 22, 2013, 06:36:04 PM
In the new NAM I am looking for these pieces:

-  a transition between 7.5 RHW and 7.5 avenue intersection
-  7.5 avenue over RHW - 4

Thank you

Neither exist, and neither are at the top of their list for future creations.  I've already bugged them about this; 7.5 m default networks (road and avenue) were a last-minute inclusion and we should be happy we have them at all.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on March 23, 2013, 07:09:13 AM
Hi, is it just me, or are there no more filler pieces?
(diagonal MIS especiallly)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on March 23, 2013, 07:51:16 AM
Quote from: Flatron on March 23, 2013, 07:09:13 AM
Hi, is it just me, or are there no more filler pieces?
(diagonal MIS especiallly)

Did you not see every other post on this thread? They already said they weren't included in NAM 31.  &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on March 23, 2013, 07:56:18 AM
Oh, sorry, I forgot to read first :(
Nevertheless thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 24, 2013, 05:02:27 AM
Here is a thought...if you want a feature so bad, there is a button labelled Support Us. Maybe if enough people did that, the team could hire a full-time developer who wouldn;t get bogged down with RL. Imagine what these guys could accomplish!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 24, 2013, 05:17:14 AM
Quote from: Flatron on March 23, 2013, 07:09:13 AM
Hi, is it just me, or are there no more filler pieces?
(diagonal MIS especiallly)

Filler pieces are not included in NAM 31 because they were not ready for inclusion, but they will be included in the NAM 31.1 (an "update" as I call it).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Flatron on March 24, 2013, 06:20:51 AM
Thanks a lot :D
It was of course not meant as an offense and I apologize for not reading the last pages(*slaps himself with a medical encyclopedia*). I really appreciate what the NAM-team does and would never come up with the idea to say they didn't do enough (especially as they are already doing too much). I just wondered because these pieces were already there in the previous NAM.
anyroad, the new NAM is great!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 24, 2013, 06:50:17 AM
Quote from: roadgeek on March 24, 2013, 05:02:27 AM
Here is a thought...if you want a feature so bad, there is a button labelled Support Us. Maybe if enough people did that, the team could hire a full-time developer who wouldn;t get bogged down with RL. Imagine what these guys could accomplish!
Hiring such a developer (who probably doesn't even know how to handle the modding of SimCity 4 nor that he knows what we want to achieve and how roads and rails work, so he doesn't know our specs) probably costs more that running this site itself! Besides, we were never planning to do this anyway...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 24, 2013, 09:58:49 AM
Quote from: MandelSoft on March 24, 2013, 06:50:17 AM
Hiring such a developer (who probably doesn't even know how to handle the modding of SimCity 4 nor that he knows what we want to achieve and how roads and rails work, so he doesn't know our specs) probably costs more that running this site itself! Besides, we were never planning to do this anyway...

I think that raising enough money for the existing NAM Team to be able to mod full-time would be a better bet than getting new people on board. The cost would be astronomical compared to the costs of the current "operation" however, so I'm not sure it would be worth it. This is assuming that enough money could be raised to begin with, which is a big question in and of itself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 24, 2013, 10:02:41 AM
Well, there's one reason why that is not going to work either: Real Life plans. Quite some NAM members are of college age (so they have studies to do) or already have jobs. I think full-time work for the NAM is not only not feasable, but also quite demotivating (it can get boring quite some times).
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on March 24, 2013, 12:48:16 PM
(https://lh4.googleusercontent.com/-oedOeyjWGB4/UU9X7VSBZ8I/AAAAAAAAAYM/crZFPAZlFlo/s1157/NAM31.jpg)

Keep having this issue - re-dragging the appropriate networks doesnt work.

Is this just a graphical issue?  Or does it prohibit the network?

cheers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 24, 2013, 02:01:09 PM
Most likely, the override is just unstable.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 25, 2013, 12:52:20 AM
Placing a starter in the middle solve this issue!! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on March 25, 2013, 01:29:41 AM
I get these a lot on different networks, what helps in 99% is to select the drag tool klick some tiles down to road where it happens
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 25, 2013, 07:10:35 PM
Quote from: MandelSoft on March 24, 2013, 10:02:41 AM
Well, there's one reason why that is not going to work either: Real Life plans. Quite some NAM members are of college age (so they have studies to do) or already have jobs. I think full-time work for the NAM is not only not feasable, but also quite demotivating (it can get boring quite some times).

You are thinking too small! You are assuming you cannot raise needed funds, but I have seen very little fund-raising efforts on this site.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 26, 2013, 01:10:45 AM
Well, the thing is that it's not like that we don't have the money; money is not a problem; it's more that time is an issue. Can you buy more physical time? No. Besides, quite a few of us have to think about our future outside of SimCity 4 (I for instance am studying Civil Engineering at university level at the TU Delft, and I'm intending to complete the bachelor phase in the nominal 3 years). Besides, if you hire someone, it means that we have to teach him all the ins and outs of the game, which is hugely time-consuming, time which we don't have.

The only really useful thing what we can do with money is buy server capacity, but since both SimTropolis and SC4D offer that, we don't have to necessary fund it ourselves. To that respect, fund raising for this site has more effect on the NAM Team than fund raising for the NAM Team itself...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tropod on March 28, 2013, 06:55:10 PM
Quote from: MandelSoft on March 24, 2013, 10:02:41 AM
Well, there's one reason why that is not going to work either: Real Life plans. Quite some NAM members are of college age (so they have studies to do) or already have jobs. I think full-time work for the NAM is not only not feasable, but also quite demotivating (it can get boring quite some times).

Yeah I can attest to that (the boring bit), as I'm sure many others here can too. RL mostly got the better of me, if it weren't for that I'd probably still be NAM'in ;). Spend my free time now programming  ()testing() but it's certainly by no means a living.

Can just imagine ordering a meal at local StarTrek cafe: "Would you like a side order of time with that sir"  :D. Maybe we should ask Tarkus for a time-plugin :D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 28, 2013, 08:02:25 PM
Quote from: MandelSoft on March 26, 2013, 01:10:45 AM
Well, the thing is that it's not like that we don't have the money; money is not a problem; it's more that time is an issue. Can you buy more physical time? No. Besides, quite a few of us have to think about our future outside of SimCity 4 (I for instance am studying Civil Engineering at university level at the TU Delft, and I'm intending to complete the bachelor phase in the nominal 3 years).

Wow your doing Civil Engineering. I was studying Civil Engineering before I became unwell. It pretty tough and there is a lot of work involved and I'm surprised that you have time to work on the NAM at all! All universities in Australia mandate 4 years for a degree. I hope it all goes well for you Mandelsoft  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on March 29, 2013, 10:43:26 PM
Well, since this is about highways, and time travel is on the table with civil engineering, what they don't seem to tell you in these movies though, is how much different it is to drive on the roads in your city before you were born, than then driving on them present day. I almost didn't know where I was, if not for most of the street name signs. The amount of speed limits that used to be higher, but have since been lowered.

I was shocked driving down Commons, discovering back in time it was fourty mph when it was nice open farmland, but since it was rerouted and converted to a long stretch of houses, that no longer. The former missile silo that is now a soccer field. So much vaccated roads not overbuilt to upscale greed in the past than in comparisson to the development now a days, and it's also sad the shopping malls so nice and how lively in bloom they were on-foot in the past, but coming back to present, trying to revisit those places now, so much is no longer, if not abandoned since thanks to a bad ecconomy, so many stores out, in comparisson to that time warp. Driving on the old rural highway back in time, I found out, my city used to have a mini-golf! I never got to do that growing up by the time I moved in during childhood! But it's not like I could stop and ask, "oh hi, I'm from 2013, and your golf course doesn't exist then, so can I try it while I'm still standing on it in 83?"  :bomb:

I mean, I can't stress enough, going to visit my RL city back in time and really finding what I missed, to come back, without being able to prove or redo that random experience, is so aggrivating like you won't believe. The one thing that stuck to my mind about the past, was how back then, those traffic lites had yellow poles everywhere, and how much more visually appealing the overhung signal pole styles were, and 3M square traffic signals were the thing. It is so akward the amount of roads that have all been rerouted since being incorporated and built over, the area is unrecongizable. I wish I could say where, but I just can not share, so knowing makes this very difficult. I am posting this here, because I really, really felt the need to share, which easy to do as a complete stranger, but if I ever were known to share this via my mouth, I will be sent to get my head examined. Sorry for the outburst, but I have been bottling this up for some time.  &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 31, 2013, 10:37:47 PM
Kramerica Industries is really off their mark this year...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEYExiOZ.jpg&hash=e5b8ce04850b160b57f5054d4c42d08f53a0d8cb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoWNUptO.jpg&hash=5144fd59e018918b97b7c4553b98e35988ae086b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9zkPDih.jpg&hash=87d30521ac5e748090fdcd8568bc6980727936b6)

At least they were able to get one stretch paved to spec:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvlYEnJG.jpg&hash=5e37970254916aefbae806e49a493518b22a22db)

:D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 01, 2013, 01:02:41 AM
You really thought Kramerica (in a co-venture with Tarkusian Moddage) would let you down? (http://community.simtropolis.com/files/file/26050-arthur-berkhardt-expressway-project-windows/) ::)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 01, 2013, 09:35:02 AM
Quote from: Tarkus on April 01, 2013, 01:02:41 AM
You really thought Kramerica (in a co-venture with Tarkusian Moddage) would let you down? (http://community.simtropolis.com/files/file/26050-arthur-berkhardt-expressway-project-windows/)

lol, of course not. Looks like they stepped up their game  ()stsfd()
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSlv0YlZ.jpg&hash=8102585be9b3eac83c977608504d00853426bfe5)

Is that Newman's truck?  $%Grinno$% (http://www.youtube.com/watch?v=Hki37NCesLE&NR=1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMFXmNxG.jpg&hash=749a5f08eee78a09fd9758e5955e4792f8fa966f)

Looks like I need to replace my signs :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on April 03, 2013, 07:40:40 AM
Hi guys,

just a technical question: should be possible to have an additional extended (and i think more realistic) transition L0-L2 for RHW-4/MIS (or a flexible one) in the NAM 31.1? There's a version for avenues and i'm thinking it would be useful also for RHW network. :)

Thanks in advance for the infos and for your awesome work with the NAM.  ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 03, 2013, 07:53:51 AM
Quote from: Carny on April 03, 2013, 07:40:40 AM
just a technical question: should be possible to have an additional extended (and i think more realistic) transition L0-L2 for RHW-4/MIS (or a flexible one) in the NAM 31.1?

It's pretty much already there already, but it's... Horribly broken...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Carny on April 03, 2013, 10:09:52 AM
Quote from: GDO29Anagram on April 03, 2013, 07:53:51 AM

It's pretty much already there already, but it's... Horribly broken...

Hi GDO29Anagram, sorry for my poor english but i'm not sure if i understood correctly what you mean.
Do you mean you already created that transition but you need to make it functional?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on April 03, 2013, 08:45:07 PM
The transition is there, it's the L0 - L2 Flex one. The problem is that only RHW-2 works properly with it in NAM30.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Strife on April 03, 2013, 11:01:32 PM
hi guys, im experiencing a small problem here while making a T interchange, following the instructions from here http://sc4devotion.com/forums/index.php?topic=6843.msg362557#msg362557 (http://sc4devotion.com/forums/index.php?topic=6843.msg362557#msg362557) "Section 14.1: Standard Directional-T Interchange"

when im dragging an orthogonal RHW-4 under an elevated diagonal RHW-4 the bridge of the elevated RHW-4 gets destroyed and sometimes the network becomes a normal RHW-2:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Foi47.tinypic.com%2F4f67c.jpg&hash=dc3d5f472f6e9d6a519ede98adf9e01bf0fc8f06)

also happens when i try to drag the elevated RHW-4 first, or when i drag a diagonal ground lvl RHW under an orthogonal elevated RHW-4, like when trying to connect those in the yellow lines, i tried for many hours to do that interchange but after many tries i gave up, maybe im doing something wrong or is it a bug with the NAM 31?

EDIT: here is another pic

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Foi45.tinypic.com%2F6gasjp.jpg&hash=d0554eb79171582a6f9d70071060ea5894238f15)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Barendz on April 04, 2013, 10:46:54 AM
The concrete barrier between the lanes of 6c and 8c highways is missing in my game, as well as the concrete sides of the lanes. I have the latest version of the NAM and no prior installation of the RHW mod. I've searched for other solutions but couldn't find anything. Anybody know what might cause this? Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on April 04, 2013, 11:51:00 AM
Quote from: Barendz on April 04, 2013, 10:46:54 AM
The concrete barrier between the lanes of 6c and 8c highways is missing in my game, as well as the concrete sides of the lanes. I have the latest version of the NAM and no prior installation of the RHW mod. I've searched for other solutions but couldn't find anything. Anybody know what might cause this? Thanks!

I have that too, it's a bug and I'm pretty sure they've addressed it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 08, 2013, 07:33:02 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe676e3163551f3cc10c4af53c0880da8.jpg&hash=4724a61fd47ee5c59f360f5c70f96aa000484245)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on April 08, 2013, 07:53:38 AM
WOW!!!Shadow Assasin waht's that weaving road in the middle of the fields??? &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 08, 2013, 08:42:13 AM
Ah yeah, I forgot the close-up

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fe02d796008b1a972c9ee04f318db0e72.jpg&hash=da8ce2a0ca0e2a2da328ed331f3079371b299b4b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on April 08, 2013, 08:52:04 AM
Simply stunning work  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 08, 2013, 10:29:28 AM
Ah, great stuff from the land of FAR, FARHW away :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: io_bg on April 08, 2013, 04:26:23 PM
Are these smooth FARHW curves? They look awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on April 08, 2013, 05:34:25 PM
That looks like... FA2RHW-2.  I already have a place picked out for it.  ;D  Good job!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 08, 2013, 06:03:55 PM
I assume you found a draggable workaround? Autoconnect shouldn't interfere with that footprint?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on April 08, 2013, 07:09:22 PM
It's FLEX-based, so you plop the curves and then drag the FA sections out. It's a hybrid approach but it's one that's stable without any Autoconnect interference. Autoconnect won't kick in on Flex-based pieces unless you really try hard, and it's quite rock-solid.

You can plop two curves adjacent to each other, and Autoconnect won't care. It'll try and connect parts of the (draggable) FA segments if they're adjacent to each other, but there's additional RUL2 code in there that accounts for that, so you can drag out a dual carriageway without worrying about Autoconnect.

It requires a hell of a lot of RUL2 code, though, when the override networks are being done. Not too bad for just straight FA RHW-2 though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on April 08, 2013, 10:56:08 PM
Im not sure if this is a bug or i am just not doing it right. I am trying to make ultra compact embankment overpasses that are demonstrated on page 53 of the RHW guide. To be more specific, i am trying to make a L1 rhw8s over a road using the setup shown in the guide but i just cannot get it to work. when i delete the stub piece using the rail the bridge will not build over the road that i lay down, instead i get a L0 rhw2 intersection with the road. I will make pics if you need them, thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 09, 2013, 09:05:48 AM
WOW SA!!!! u r amazing! :thumbsup:
FlexDrag FARHW, it that was missing!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 09, 2013, 07:06:31 PM
So...I have absolutely no clue how to drag the 6S bridges that use the MHW, and the readme does a rather poor job of explaining their use. Can someone just give me a really quick tutorial on their use?

I ask because I think I may not have installed the bridges at all/properly since no RHW bridges save those built by the RHW network itself are showing in my bridge dialogs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Phlogiston on April 10, 2013, 12:15:13 PM
thanks for the hard work NAM team! :D


Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on April 14, 2013, 04:45:00 PM
Quote from: dragonshardz on April 09, 2013, 07:06:31 PM
So...I have absolutely no clue how to drag the 6S bridges that use the MHW, and the readme does a rather poor job of explaining their use. Can someone just give me a really quick tutorial on their use?

I ask because I think I may not have installed the bridges at all/properly since no RHW bridges save those built by the RHW network itself are showing in my bridge dialogs.

You build the bridge using MHW, demolish all but one tile of MHW to the bridge, then connect it with RHW. Currently, there is a bug that reverts the RHW going onto the bridge to an RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 15, 2013, 11:51:59 AM
Quote from: Kuewr665 on April 14, 2013, 04:45:00 PM
Quote from: dragonshardz on April 09, 2013, 07:06:31 PM
So...I have absolutely no clue how to drag the 6S bridges that use the MHW, and the readme does a rather poor job of explaining their use. Can someone just give me a really quick tutorial on their use?

I ask because I think I may not have installed the bridges at all/properly since no RHW bridges save those built by the RHW network itself are showing in my bridge dialogs.

You build the bridge using MHW, demolish all but one tile of MHW to the bridge, then connect it with RHW. Currently, there is a bug that reverts the RHW going onto the bridge to an RHW-2.

Yes, I understand the concept, but all the bridges look like your usual MHW even after I do that.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 15, 2013, 11:52:40 AM
The MHW bridges don't get converted. The bridge itself needs to be a special RHW bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 16, 2013, 05:21:54 PM
Quote from: MandelSoft on April 15, 2013, 11:52:40 AM
The MHW bridges don't get converted. The bridge itself needs to be a special RHW bridge.

Right, and none of those bridges show up in the bridge selection window after I drag the MHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 16, 2013, 09:02:57 PM
Quote from: dragonshardz on April 16, 2013, 05:21:54 PM
Quote from: MandelSoft on April 15, 2013, 11:52:40 AM
The MHW bridges don't get converted. The bridge itself needs to be a special RHW bridge.

Right, and none of those bridges show up in the bridge selection window after I drag the MHW.

Have you selected the additional RHW bridges in the installer? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 16, 2013, 09:08:34 PM
Quote from: vinlabsc3k on April 16, 2013, 09:02:57 PM
Quote from: dragonshardz on April 16, 2013, 05:21:54 PM
Quote from: MandelSoft on April 15, 2013, 11:52:40 AM
The MHW bridges don't get converted. The bridge itself needs to be a special RHW bridge.

Right, and none of those bridges show up in the bridge selection window after I drag the MHW.

Have you selected the additional RHW bridges in the installer? ()what()

Eeyup.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 17, 2013, 11:57:11 PM
Have you done an overwritten or a clean installation? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on April 18, 2013, 03:06:55 AM
Decided to do a clean install of 31.1 instead of overwriting my 31.0 install. We'll see.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wizard4k on April 18, 2013, 11:16:09 AM
Well hello there,
first of all I am very much unsure if this is the right place to post my question. Please excuse my mistake if it is not and feel free to move it to the right spot :).
So I tried to build the aforementioned interchange as seen in the first post of this thread: http://sc4devotion.com/forums/index.php?topic=14058.0.
Everything seemed to be working out, except one thing: cars driving on the Avenue could not turn left onto the ramp leading onto the RHW. Is this intended or did I miss something?
I attached an image of the partially finished interchange for you to look at. I hope you can help me out!

http://imageshack.us/photo/my-images/259/20130418184612.png/

Note: I already posted this here: http://sc4devotion.com/forums/index.php?topic=15814.new#new
I assume that was wrong - sadly I am unable to remove it myself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on April 18, 2013, 11:34:08 AM
Quote from: Wizard4k on April 18, 2013, 11:16:09 AM
Well hello there,
first of all I am very much unsure if this is the right place to post my question. Please excuse my mistake if it is not and feel free to move it to the right spot :).
So I tried to build the aforementioned interchange as seen in the first post of this thread: http://sc4devotion.com/forums/index.php?topic=14058.0.
Everything seemed to be working out, except one thing: cars driving on the Avenue could not turn left onto the ramp leading onto the RHW. Is this intended or did I miss something?
I attached an image of the partially finished interchange for you to look at. I hope you can help me out!

http://imageshack.us/photo/my-images/259/20130418184612.png/

Note: I already posted this here: http://sc4devotion.com/forums/index.php?topic=15814.new#new
I assume that was wrong - sadly I am unable to remove it myself.

Hey there....

You need to use the Avenue On-Slope TuLEP to produce a left turn lane for the elevated SPUI.  Let me install NAM 31.1 and maybe I can produce a picture for you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on April 18, 2013, 11:54:58 AM
Here you go.  The Avenue On-Slope TuLEP can be found in the TuLEPs tab ring by pressing Shift+Tab once.  Raise the land with the included land-raisers, rotate to line up the double center line with the TuLEP, and plop.  Then add the Avenue TuLEP piece to complete the turn lane transition.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa113%2Fitsacoaster%2Fsc4%2Felevatedspui.jpg%3Aoriginal&hash=0f07fb7eac34a6ef629c753a97adc75bea9a2bf2)

The only other comment I have is that I ought to install a slope mod.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wizard4k on April 18, 2013, 04:53:21 PM
Oooh, I didn't even notice the unconnected turning lane, now it all makes sense! Thanks a ton for your quick and very helpful reply :). Here is a picture of my completed intersection: http://img507.imageshack.us/img507/513/20130419014922.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on April 18, 2013, 05:00:44 PM
It looks even better with a slope mod!  :D &apls  Nice job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on April 19, 2013, 05:19:41 AM
Quote from: itsacoaster on April 18, 2013, 11:54:58 AM
Here you go.  The Avenue On-Slope TuLEP can be found in the TuLEPs tab ring by pressing Shift+Tab once.  Raise the land with the included land-raisers, rotate to line up the double center line with the TuLEP, and plop.  Then add the Avenue TuLEP piece to complete the turn lane transition.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa113%2Fitsacoaster%2Fsc4%2Felevatedspui.jpg%3Aoriginal&hash=0f07fb7eac34a6ef629c753a97adc75bea9a2bf2)

The only other comment I have is that I ought to install a slope mod.  ::)

So now I can create the turn lane end on the slope? Sweetness! Now I can actually have a full frontage road! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: boobzilla on April 20, 2013, 06:47:20 AM
are you guys aware of the glitch on one lane "MIS" roads when making diagonal intersections?

its really the only thing that still makes the maxis highway attractive to use.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wizard4k on April 20, 2013, 09:51:35 AM
Hey guys! I've been trying to implement narrow exit lanes into my network, but have stumbled across a problem: it doesn't quite work for me. As you can see in the picture, I can sometimes plop the pieces and even plop them correctly on a ramp as shown on the right, but often I get this weird "intersection placement string missing" error, turning the piece invisible and disfunctional. At other times it just destroys the ramp, as shown on the left.
I installed the latest version of NAM and the latest hotfix. Any ideas? :(

http://img853.imageshack.us/img853/6928/20130420184602.png
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 20, 2013, 10:28:46 AM
I've looked at your issues and I've replicated the issue that you can't plop the Style B1 Ramp Overplops at the proper position. We need to look at the RUL0 footprint again, probably it's still mirrored.

I can't replicate the "intersection placement string missing" bug however. Can you check which version of the NAM you run one? If it's right, it should be version 31.1 with controller version 180
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wizard4k on April 20, 2013, 11:14:08 AM
How can I check my NAM version? At the bottom of the Highway interface, it says "Network Addon Mod Controller v169 (March, 2013). Is that an outdated one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on April 20, 2013, 11:24:45 AM
That is exactly how you check your NAM version. Controller 169 is the one included in NAM 31.0. If you are using NAM 31.1, it should be Controller 180, as MandelSoft said. So your issue may actually be already fixed in NAM 31.1.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wizard4k on April 20, 2013, 03:46:10 PM
I promptly downloaded NAM 31.1 and it works perfectly now! Thank you very much for your help :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on April 21, 2013, 11:01:44 AM
 &apls  &apls Many many thanks for the new NAM!  &apls  &apls

I try out the new nam today, and I dont find some useful parts, wich I would like to use during my experiences:

-) L0 to L1 MIS and RHW2 transition pieces

-) L0 to L4 + L1 to L4 transition pieces

-) L1+L2+L3+L4 Exit/Entrance ramps ortho and diagonal

-) Wide curve puzzle pieces for L1+L2+L3+L4

regards DJSun
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 21, 2013, 11:25:36 AM
Quote from: DJSun1981 on April 21, 2013, 11:01:44 AM
I try out the new nam today, and I dont find some useful parts, wich I would like to use during my experiences:

-) L0 to L1 MIS and RHW2 transition pieces

-) L0 to L4 + L1 to L4 transition pieces

-) L1+L2+L3+L4 Exit/Entrance ramps ortho and diagonal

There isn't a direct L0-to-L4 or L1-to-L4 transition, but transitions between all levels are possible using the FLEX OnSlope and FLEX Height Transitions--there aren't static puzzle pieces for them like the ones that have existed for some time for the L0-L2 transitions.  The RHW-4 and RHW-2 also have ramp interfaces (Type A1 and Type B1) at all heights, using Draggable Ramp Interfaces/FLEXRamps.

Quote from: DJSun1981 on April 21, 2013, 11:01:44 AM
-) Wide curve puzzle pieces for L1+L2+L3+L4

We haven't made those.  Probably won't see them for some time still.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 22, 2013, 08:20:36 AM
Quote from: Tarkus on April 21, 2013, 11:25:36 AM
The RHW-4 and RHW-2 also have ramp interfaces (Type A1 and Type B1) at all heights, using Draggable Ramp Interfaces/FLEXRamps.


I can't built a Dragable/Flex Ramp B1 for L2 RHW2 or RHW4, only on L1. :'(
I've dragged or plopped the ramp many times, but it revert to L0 RHW2 B1.  >:(
Clicking on the adjacent network tiles doesn't work. ()sad()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 22, 2013, 12:55:52 PM
Today I put ultra-stabilization to the test. I was impressed.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQUXD1L4.jpg&hash=da17facb62f136631a6913674b5ad2d6b7e32b0e)

Zoom-out of the junction I'm working on.

Click for full size:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2FInterchange%2Fhurrrr-aug._11__051366659841.jpg&hash=06107669f80dcd886f018e3b002c18109a9082dc) (http://www.majhost.com/gallery/Haljackey/Interchange/hurrrr-aug._11__051366659841.jpg)

Inspired by this junction: http://goo.gl/maps/B3y3H
Title: Re: RHW (RealHighway) - Development and Support
Post by: westamastaflash on April 23, 2013, 06:32:54 PM
Just wondering, are there any plans in the works for MIS Flexfly height transitions? It would be very convenient to be able to go from L2 to L1 on a curve, to reduce the space needed for the ground transitions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on April 24, 2013, 05:12:32 AM
Quote from: westamastaflash on April 23, 2013, 06:32:54 PM
Just wondering, are there any plans in the works for MIS Flexfly height transitions? It would be very convenient to be able to go from L2 to L1 on a curve, to reduce the space needed for the ground transitions.

For a curved and gentle height transition you can use the Project Symphony one (270 degrees L0-L2 startless) ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on April 24, 2013, 07:57:24 PM
Thanks for all the hard work with the new NAM!
Am I trying to do something that is too compact and impossible with the RHW? I can't seem to get the RHW2 to change to what I want no matter how much I click around. Are there any guidelines for how tight we can make interchanges/overpasses?  I could not find much about this in the user manual. Thanks for your help!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2F3LevelInterchangeIssue.jpg&hash=e494a19b2b9c1cf9d8d7a608991b03db80689737) (http://s822.photobucket.com/user/the7train/media/3LevelInterchangeIssue.jpg.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on April 24, 2013, 08:16:46 PM
It looks like you're trying to cross three RHW networks over the same tile at once, which is not supported (way, way too many possible combinations). Some more shots of the interchange would help if that's not the case.

You'll probably just have to make it less compact, though. The RHW mod is not known for its compactness, just it's options (and realism).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 25, 2013, 01:04:48 AM
We can only hope that one day it will become feasible to add 3 networks on one tile without years of coding :/
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 25, 2013, 02:09:40 AM
Quote from: Durfsurn on April 25, 2013, 01:04:48 AM
We can only hope that one day it will become feasible to add 3 networks on one tile without years of coding

RUL-bound limitations dictate that a tile can only ever contain two networks at once, but there's nothing against making it look like it has a third...

Hint hint, this: http://www.youtube.com/watch?v=0TXByD0XOe8

If those three network are all RHW,... It technically falls under a different jurisdiction (the RHW INRULs), but requires RUL-2 stuffs to make the overrides work... But that's three different RHW widths on one tile; How do you manage that?

Quote from: the7train on April 24, 2013, 07:57:24 PM
Are there any guidelines for how tight we can make interchanges/overpasses?

Under certain circumstances, you can bisect a starter (see the section on starter bisection) so you can have a starter snugly fit under an overpass, or in your case, try adding more starters where the overrides break.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 25, 2013, 09:40:55 AM
Quote from: GDO29Anagram on April 25, 2013, 02:09:40 AM
Quote from: Durfsurn on April 25, 2013, 01:04:48 AM
We can only hope that one day it will become feasible to add 3 networks on one tile without years of coding

RUL-bound limitations dictate that a tile can only ever contain two networks at once, but there's nothing against making it look like it has a third...

Either that or puzzle pieces can be used. For example, a true 4-level stack interchange could be made if a puzzle piece existed for the central point, allowing all 4 levels to intersect. Functionality first, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on April 27, 2013, 01:46:26 PM
I would like to ask if there are any rhw 6s S-curves or a way to shift the lane one tile over. I cannot do this by dragging it and i have run into a problem in my one city that might require me to redo an entire sunken highway without this piece.  I might just be looking in the wrong menu, thanks for any tips or tricks to make this happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 27, 2013, 02:55:32 PM
Quote from: Haljackey on April 25, 2013, 09:40:55 AM
Quote from: GDO29Anagram on April 25, 2013, 02:09:40 AM
Quote from: Durfsurn on April 25, 2013, 01:04:48 AM
We can only hope that one day it will become feasible to add 3 networks on one tile without years of coding

RUL-bound limitations dictate that a tile can only ever contain two networks at once, but there's nothing against making it look like it has a third...

Either that or puzzle pieces can be used. For example, a true 4-level stack interchange could be made if a puzzle piece existed for the central point, allowing all 4 levels to intersect. Functionality first, though.

Would that be a serious possibility for NAM 32? I like the idea of just centre pieces for stacks so that it doesn't go outside the puzzle piece size limitations and cuts the amount of work you do if we just connect the dots so to speak! Great idea Hal!
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on April 27, 2013, 03:23:21 PM
Quote from: chosenreject on April 27, 2013, 01:46:26 PM
I would like to ask if there are any rhw 6s S-curves or a way to shift the lane one tile over. I cannot do this by dragging it and i have run into a problem in my one city that might require me to redo an entire sunken highway without this piece.  I might just be looking in the wrong menu, thanks for any tips or tricks to make this happen.

This isn't an ideal solution, but if you're looking for a "quick fix", you can convert RHW-6S to OWR-3 and back by dragging.  You can do your lane shift just by dragging the OWR-3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on April 27, 2013, 03:26:17 PM
Quote from: itsacoaster on April 27, 2013, 03:23:21 PM
Quote from: chosenreject on April 27, 2013, 01:46:26 PM
I would like to ask if there are any rhw 6s S-curves or a way to shift the lane one tile over. I cannot do this by dragging it and i have run into a problem in my one city that might require me to redo an entire sunken highway without this piece.  I might just be looking in the wrong menu, thanks for any tips or tricks to make this happen.

This isn't an ideal solution, but if you're looking for a "quick fix", you can convert RHW-6S to OWR-3 and back by dragging.  You can do your lane shift just by dragging the OWR-3.

Thanks! didn't think of that! it isnt ideal since the highway will look odd but i can use that work around until i can come up with another solution or such a piece is made



Also, i would like to share this photo. i think i already brought up the flex fly issue a while back, but also in this picture is a small flaw in the cosmetic transition piece i believe

(https://imageshack.us/scaled/medium/829/staricapr23591367096355.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 29, 2013, 01:19:03 AM
Out of curiosity how would 3 networks on one tile coding work? Is it the unlikely matter of just rewriting
ID1xID2xID3 refer to TEXTURE1 or the more likely matter of complicated coding.

Also out of curiosity how many NAM members and associates are there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on April 29, 2013, 02:26:39 AM
A quick search in the members list on SC4D says that there are 46 NAM members and associates on this site, although not every one of them is currently active.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on April 29, 2013, 08:44:56 PM
Quote from: GDO29Anagram on April 25, 2013, 02:09:40 AM

Quote from: the7train on April 24, 2013, 07:57:24 PM
Are there any guidelines for how tight we can make interchanges/overpasses?

Under certain circumstances, you can bisect a starter (see the section on starter bisection) so you can have a starter snugly fit under an overpass, or in your case, try adding more starters where the overrides break.

Thanks for your help, I was able to make this work by rearranging to make it slightly larger and adding in more starters. I don't think I had 3 networks on 1 tile in any case, they were just too close with not enough starters (at least I think). Wish I had more time to play because the NAM rocks!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi822.photobucket.com%2Falbums%2Fzz141%2Fthe7train%2F3LevelInterchangeWorks.jpg&hash=b49d555ad18ce6bc99712b0f3e4d9ca57090972f) (http://s822.photobucket.com/user/the7train/media/3LevelInterchangeWorks.jpg.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 29, 2013, 10:28:44 PM
^Wow.  That's a nice interchange.  As RL's kept me limited, and most of the recent RHW pics I've seen lately are bug reports, it's really refreshing and rewarding to see someone being able to build a true modular multi-level interchange with the new version.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 30, 2013, 05:15:29 AM
Just made this one tonight. Another one with all 4 height levels!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1243.photobucket.com%2Falbums%2Fgg550%2FDurfsurn%2FMxM3-24Nov131367323185.png&hash=a2cf4d1cfeb56b3ecbd24acc1c9fbbd0ebe47cc4)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Uzil on April 30, 2013, 08:12:12 AM
 :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2013%2F16%2F1366475569-simcity-4-2013-04-20-18-29-18-74.png&hash=39445021e3885565279cc4d5a9fe0eb9f559753c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 30, 2013, 08:57:32 AM
Quote from: Tarkus on April 29, 2013, 10:28:44 PM
^Wow.  That's a nice interchange.  As RL's kept me limited, and most of the recent RHW pics I've seen lately are bug reports, it's really refreshing and rewarding to see someone being able to build a true modular multi-level interchange with the new version.

-Alex

Tarkus:Tarkus:Tarkus:

Click for full size:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2FInterchange%2Fnew_city-sep._12__221366605128.jpg&hash=56b42ced6e3b2b4c391d1a2fe2e2cedab33f6f7b) (http://www.majhost.com/gallery/Haljackey/Interchange/new_city-sep._12__221366605128.jpg)

http://www.youtube.com/v/JrB9qcCMGDw
http://youtu.be/JrB9qcCMGDw


My largest SC4 pic ever:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2F401%2F401403410.jpg&hash=8a6834ad133daaf05858ca33cd1275f09295e1cb) (http://www.majhost.com/gallery/Haljackey/401/401403410.jpg)

http://www.youtube.com/v/a7in5F-YHtE
http://www.youtube.com/watch?v=a7in5F-YHtE

NAM 31.1's RHW is a beaut. Yes there still are some bugs but all things considered it's probably the biggest improvement to the mod since RHW 2.0.
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on April 30, 2013, 12:23:41 PM
@the7train- very interesting concept and has your name hints, you have the BQE, LIE and Throngs Neck interchange has a RL setup for examination.
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on April 30, 2013, 09:08:53 PM
Thanks guys, appreciate the compliments and glad you enjoy. I'll try to post more to the show your intersections section. Great job to you all creating realistic interchanges! I really love the new draggable FAR/Curves for roads, seeing that for RHW would be amazing to further help the realism, particularly for elevated RHW where the curves aren't as smooth.
@k808j: It is similar to the BQE, LIE interchange but it has access in all directions, I don't think there is access to the LIE Eastbound from the BQE Westbound (really southbound there). Ironically, this similarity was a complete coincidence and was what fit for me in this space  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on May 01, 2013, 10:05:22 AM
WOW Haljackey, that first interchange you posted a pic of is very similar to a setup i was trying to accomplish in my city but i have failed at every attempt. I will be using this post as a reference for my next attempt at joining two major highways in my region   :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 01, 2013, 08:15:01 PM
Hal, you've outdone yourself again. :thumbsup:

Quote from: Haljackey on April 30, 2013, 08:57:32 AM
NAM 31.1's RHW is a beaut. Yes there still are some bugs but all things considered it's probably the biggest improvement to the mod since RHW 2.0.

And that's quite a compliment--thank you. :)  (Of course, I still see 3.0 as being a big upgrade from 2.0--you still had to use workarounds for RHW x RHW crossings with 2.0.)

I actually was thinking about where the RHW is headed next, now that P57 is implemented.  The fact is that with the new networks mostly implemented (I'd say the 12S and 10C are off the table for now), and the groundwork is in place for many future areas of expansion, it's looking like we've come to a point where a steady, incremental development process is actually going to be a reality for the RHW.  While I think the RHW will still be a project that really drives innovation, we've gotten things future-ready, and we're not going to have to re-invent the wheel again, which is going to be a huge burden off our shoulders.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 02, 2013, 11:20:22 AM
Quote from: Tarkus on May 01, 2013, 08:15:01 PM
I actually was thinking about where the RHW is headed next, now that P57 is implemented.  The fact is that with the new networks mostly implemented (I'd say the 12S and 10C are off the table for now), and the groundwork is in place for many future areas of expansion, it's looking like we've come to a point where a steady, incremental development process is actually going to be a reality for the RHW.  While I think the RHW will still be a project that really drives innovation, we've gotten things future-ready, and we're not going to have to re-invent the wheel again, which is going to be a huge burden off our shoulders.

Yes, P57 is a huge plus. If you ask me about new content other than new networks like 10C and 12S, they would be:
-Dual RHW-6S split from RHW-10S. Most likely a Fractional-angle piece. (The middle lane of the 10S can either go straight or split off) Good for major highway-highway exits or collector-express splits.
-RHW-4 Flex-fly
-Flex-fly for other levels
-Central puzzle pieces for major interchanges to include multiple levels of RHW crossing over one-another. Ex. a 4x4 tile for the centre of a stack interchange)

Those would be very welcomed additions to the mod, but I think we have enough stuff from NAM 31 to play around with for now ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 02, 2013, 11:52:52 AM
Quote from: Haljackey on May 02, 2013, 11:20:22 AM
Yes, P57 is a huge plus. If you ask me about new content other than new networks like 10C and 12S, they would be:
-Dual RHW-6S split from RHW-10S. Most likely a Fractional-angle piece. (The middle lane of the 10S can either go straight or split off) Good for major highway-highway exits or collector-express splits.
-RHW-4 Flex-fly
-Flex-fly for other levels
-Central puzzle pieces for major interchanges to include multiple levels of RHW crossing over one-another. Ex. a 4x4 tile for the centre of a stack interchange)

Those would be very welcomed additions to the mod, but I think we have enough stuff from NAM 31 to play around with for now ;)

You forgot the ramps and on-slope puzzle pieces for RHW/NWM FLUPs!! ;)


P.S.: Is in the ToDo List the change of draggable ramp texture from cement to the default one?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 02, 2013, 03:58:39 PM
Quote from: vinlabsc3k on May 02, 2013, 11:52:52 AM
You forgot the ramps and on-slope puzzle pieces for RHW/NWM FLUPs!! ;)

lol, this is just my own list, not NAM-priority :P

I'm not much of a FLUP user anyway. Besides, with all the new height levels the RHW now has in NAM 31, you can just dig a trench under the network instead.




EDIT:

Quote from: chosenreject on May 01, 2013, 10:05:22 AM
WOW Haljackey, that first interchange you posted a pic of is very similar to a setup i was trying to accomplish in my city but i have failed at every attempt. I will be using this post as a reference for my next attempt at joining two major highways in my region   :D

After seeing this, I decided to make a high-res pic of this junction as well. Hope it helps!

Click for full size! (3670x2890)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FHaljackey%2FInterchange%2Fcustom_interchange.jpg&hash=2a2a0ac64fbb4401941f85144ee3d05fffcd9a92) (http://www.majhost.com/gallery/Haljackey/Interchange/custom_interchange.jpg)

Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on May 03, 2013, 11:16:50 AM
Thanks Haljackey, some of those curves are the 90 degree curved ramps and not the flex fly correct? perhaps some 45 degree ramps would be helpful in the future (hint hint) i just kidd. you guys have so many projects it must be hard to prioritize them all. thanks again for the high res! i will be trying this interchange on the weekend
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 04, 2013, 11:39:41 AM
Did the textures just derp? Did I make a texturing error?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_01.jpg&hash=b12b5a5acf56ec179668181a217fc911441041ab)

No! This is the new Irish/South African texture set, with yellow lines on the outside and white on the inside. It's still in the starting stages, but this is what I got so far:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_02.jpg&hash=6e8504c5cf1377b1ef56e505ec04753cb8d34914)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_03.jpg&hash=27c268f4e431cbbc71b91e666229b7eae83fb5be)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_04.jpg&hash=1a645313d4d4005ec45a4223848ef44590529b26)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_05.jpg&hash=093f3fb5a2dfb1ff9de04a541b822621fd0feba5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_06.jpg&hash=0bcffbb5c8bd4f24cec942d44aab24f444b3a54f)

Still a daunting task ahead of me to convert all ±5000 textures from the RHW to this format...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 04, 2013, 02:09:03 PM
In Italy these are the old paintmark for suburban, freeway and highway!
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on May 06, 2013, 04:12:49 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg40%2F8291%2Fstaricnov15591367874415.png&hash=64e9742d2c13977cf1c4d4b9bf106a3e961821be)

sorry the picture quality is poor. i have to figure out what went wrong that the photo wasn't a higher res. This is the interchange I came up with using Haljackeys, photo. the only problems i came across were:
1. i wanted to maintain 8S and 6C thru lanes at all times so i could not have my on and off ramps in 4s collector lanes and certain transitions made it larger than the footprint i was working with. I will re-do that part when the 12s and 10c ramps are released :D
2. i painted myself into a corner when i got to the last interchange which is Westbound access to the Northbound 8s. when i play the game i generally respect my sims private property and do not acquire and tear down existing properties. making a cloverleaf type loop would have taken out  several industrial buildings in the process and at the moment  other ramps could not be moved due to other obstructions off camera. I'm sure this will work if there is a L1 flex fly or other advancements that make for more compact transitions in the future. Luckily further south there is a diverging diamond interchange that can be used as a detour/u-turn for the time being.

Next up is adding shrubs and trees and some Signs and lighting perhaps? i need to download some of these things since i currently do not have any :D suggestions for some generic (non specific to a certain city) us style signs would be greatly appreciated.

I will post my T interchange soon i and very happy with how compact and smooth it worked out
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 06, 2013, 04:40:58 PM
Mandelsoft can I please have a link to the fantastic NAM wallpaper you posted before I cannot find it. Thanks!

Also great work on the textures and Hal you are seriously the master of RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: old joe on May 07, 2013, 04:59:55 PM
RHW is awesome! :thumbsup:
i just can't figure out - how can i ramp-off my traffic from 2nd level of RHW10-s to the ground?? is there any possibility?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 08, 2013, 01:59:05 AM
Quote from: Durfsurn on May 06, 2013, 04:40:58 PM
Mandelsoft can I please have a link to the fantastic NAM wallpaper you posted before I cannot find it. Thanks!

Also great work on the textures and Hal you are seriously the master of RHW.
By all means ;)
http://www.majhost.com/gallery/mrtnrln/OtherStuff/nam_neon_wallpaper.jpg

Quote from: old joe on May 07, 2013, 04:59:55 PM
RHW is awesome! :thumbsup:
i just can't figure out - how can i ramp-off my traffic from 2nd level of RHW10-s to the ground?? is there any possibility?
You mean, you want to build a ramp or a height transition? Currently, only a few networks do have ramps on the elevated levels. Functionality is still limited there..
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on May 10, 2013, 03:34:24 AM
Hmm, I am missing RHW over RHW bridge fillers in NAM 31.1
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 10, 2013, 06:29:15 AM
You shouldn't need fillers. You should be able to drag, although it's a bit unstable...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on May 10, 2013, 08:08:46 AM
anybody know how to fix this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2F976%2FKarasem%2FTeaser%2Ftrick.jpg&hash=b642cef5aca8b279bdf4d70d21c76f2d5b20118a)

I can't just simply intersect mis with OWR-2 diagonally
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2013, 03:36:32 PM
The reason you can't do that is because you have an orth-diag curve going into that intersection.  There's no stability code to support that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on May 10, 2013, 07:04:49 PM
Just how difficult would it be to eliminate the one tile of space necessary between orth-diag transitions and RHW?  (Mainly for overpass purposes).  That's the one thing that makes me miss the old filler pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on May 10, 2013, 08:37:48 PM
This might sound really stupid, but... are there any video tutorials on using the FLEX ramps?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 10, 2013, 08:57:27 PM
Quote from: wschmrdr on May 10, 2013, 08:37:48 PM
This might sound really stupid, but... are there any video tutorials on using the FLEX ramps?

Refer to section 7.4.6 in the RHW User's Manual.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nanami on May 10, 2013, 09:36:56 PM
Quote from: Tarkus on May 10, 2013, 03:36:32 PM
The reason you can't do that is because you have an orth-diag curve going into that intersection.  There's no stability code to support that.

-Alex
oh.... is there anyway I can make this exit?
http://goo.gl/maps/GueV1

thanks anyway for the explaination.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 10, 2013, 09:52:58 PM
Quote from: Indiana Joe on May 10, 2013, 07:04:49 PM
Just how difficult would it be to eliminate the one tile of space necessary between orth-diag transitions and RHW?  (Mainly for overpass purposes).  That's the one thing that makes me miss the old filler pieces.

If you're talking about overpasses, quite a lot.  It's simple, but easy to screw up code.  The fillers were re-enabled in NAM 31.1, albeit there are some issues with the upper level ones (this has been fixed on our end for 31.2), though I don't think they'd really be helping out here (unless you're meaning the RHW x RHW diag pieces).

Quote from: 976 on May 10, 2013, 09:36:56 PM
oh.... is there anyway I can make this exit?
http://goo.gl/maps/GueV1

thanks anyway for the explaination.

It's a little hard to see it up close, as the satellite imagery is a bit grainy.  It looks like it's basically a Collector-Distributor/frontage road that's making an inside exit onto the mainline.  If you were to use the Type C1/F1 (fractional angle) ramps off the mainline, switch the OWR to an RHW-4 briefly, and use an RHW-4 Type C1 Inside ramp, you could effectively accomplish that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on May 13, 2013, 04:28:23 AM
Sorry for turning this into the request outlet, but one thing I noticed is that there really isn't compatibility with L2 Road/OWR/Ave and L1/L3/L4 RHW yet. Is this something possibly being considered for the future? I know right now it's in puzzle piece format so it'd get a bit tedious, unless for some reason I'm missing a trick.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 13, 2013, 06:44:46 AM
Quote from: wschmrdr on May 13, 2013, 04:28:23 AM
Sorry for turning this into the request outlet, but one thing I noticed is that there really isn't compatibility with L2 Road/OWR/Ave and L1/L3/L4 RHW yet. Is this something possibly being considered for the future? I know right now it's in puzzle piece format so it'd get a bit tedious, unless for some reason I'm missing a trick.

If you want go under or above an L2 Rd/OWR/AVE convert them in L2 RHW 2-4 so you have a RHWxRHW! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on May 14, 2013, 04:51:10 AM
Quote from: vinlabsc3k on May 13, 2013, 06:44:46 AM
If you want go under or above an L2 Rd/OWR/AVE convert them in L2 RHW 2-4 so you have a RHWxRHW! ;)

Here's the trick, though: It's not just a straight bridge; I'm doing a complex volleyball-roundabout hybrid interchange, and need to be able to connect those up. There isn't much room available for RHW-style exits, MAYBE some slip lanes at the maximum.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 14, 2013, 08:00:41 AM
Quote from: wschmrdr on May 14, 2013, 04:51:10 AM
Here's the trick, though: It's not just a straight bridge; I'm doing a complex volleyball-roundabout hybrid interchange, and need to be able to connect those up. There isn't much room available for RHW-style exits, MAYBE some slip lanes at the maximum.


Then convert to L0 Rd/OWR/AVE the interchange. &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on May 16, 2013, 12:01:18 PM
I thought I'd put this here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2FSamerton%2FSC4%2Fdarktextures1.jpg&hash=06037d591a852e0abb6e6e274fcb4b81a92703f5)

A darker US-style RHW set, suggested by Haljackey.

Still in very early stages though :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 18, 2013, 06:45:55 AM
Well, well, well, what do you have here?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-6s_smooth_curves_preview01.jpg&hash=3b19cf08eb43ef192d91827be4f589d17d4253cc)

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on May 18, 2013, 07:30:27 AM
Finally! Great job.
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on May 18, 2013, 09:48:53 AM
Lots developing through a wall? :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on May 18, 2013, 11:42:25 AM
It's here! :D

Great work guys :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: the7train on May 19, 2013, 08:59:15 PM
Quote from: MandelSoft on May 18, 2013, 06:45:55 AM
Well, well, well, what do you have here?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-6s_smooth_curves_preview01.jpg&hash=3b19cf08eb43ef192d91827be4f589d17d4253cc)

Best,
Maarten

Are those RHW 6S smooth curves? They look awesome! How do they work? Are they puzzle pieces like 4S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 20, 2013, 02:34:05 AM
Yes, they are smooth curves and yes, they are puzzle pieces. However, they have a different footprint than the RHW-4 curves. They are slightly bigger so they have a more realistic curve radius. A quite neat side effect of that is that I don't need to mod a double curve, because the inner curve fits in precisely into the outer curve!
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on May 20, 2013, 03:24:43 AM
Would it be possible to be placed on a slope, and fits right, like the RHW-4 S turn, some of the FARs, and the RHW-6S to RHW-6C transition pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 20, 2013, 04:35:19 AM
It should be possible if the slope is not too steep ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on May 20, 2013, 08:18:03 AM
I know it's not in the NAM policy and i don't want to make pressure but...when do you plan to release this amazing new stuff?there will be a small release for that or it will be included in a future "big release"?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 20, 2013, 09:11:52 AM
Well, it's not ready yet. We honestly don't know ourselves when it's ready. The RHW-6S curves for instance still miss pathing (due to a little screw-up during testing the installer). Besides I have more neat stuff coming up ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on May 20, 2013, 01:59:22 PM
That's good to hear Maarten!we should expect great things from you :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on May 21, 2013, 07:17:57 PM
Quote from: MandelSoft on May 18, 2013, 06:45:55 AM
Well, well, well, what do you have here?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-6s_smooth_curves_preview01.jpg&hash=3b19cf08eb43ef192d91827be4f589d17d4253cc)

Best,
Maarten

It looks like RHW-6S smooth curves. Just what the doctor ordered  &idea.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on May 23, 2013, 02:37:14 AM
I like your work Mandelsoft  :thumbsup: Can't Wait to see more!!!

Here Is a FARHW ramp that I made later today.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FFARHWRamp_zps28180631.jpg&hash=cea9ce920235c695a89d1510214877f06c0e7a79) (http://s245.photobucket.com/user/Eggman121/media/FARHWRamp_zps28180631.jpg.html)

What do others think? Should I continue?

eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 23, 2013, 03:30:11 AM
It looks OK, but the FARHW has been realigned, so I should tweak the ramp a bit ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 23, 2013, 04:24:59 AM
Someone would have to confirm it with him, but I think ShadowAssassin may have already covered it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 23, 2013, 05:57:25 AM
Quote from: eggman121 on May 23, 2013, 02:37:14 AM
What do others think? Should I continue?

Type F please  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 24, 2013, 10:55:38 AM
Teaser time...




JackeyHal Concepts has parterned with SoftMandel Design to create SC4's first 3 lane ramp!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRZd0kDm.jpg&hash=f62a92dfc227c772bdbedc113923f30728a74800)

It will enable us to make some pretty intense ramp setups with the RHW Network like these:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJqcdTbf.jpg&hash=58e52a483fdae930816cd464a7ac44ccfc983b87)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBhpQP7K.jpg&hash=9894d1f6cb00077b33616ab72133ce233fbfb829)

Technical name is RHW-10S C3. A FARHW-6 splits from a RHW-10S and a RHW 6S continues on the mainline (middle lane splits or goes straight).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on May 24, 2013, 11:48:33 AM
Erm. . . that's just Maarten's picture from the private boards. Not sure where the Haljackey part of input can be found here. . .


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: catty on May 24, 2013, 05:19:32 PM
Quote from: Swordmaster on May 24, 2013, 11:48:33 AM
Erm. . . that's just Maarten's picture from the private boards. Not sure where the Haljackey part of input can be found here. . .

Haljackey has permission to post this picture and thanks for your patience in this matter   :thumbsup:

guys something to remember for future postings, if you are going to post someone's else picture make sure that it is clear in the post that you have the other person's permission to do so

-catty
Global Moderator
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on May 24, 2013, 06:10:41 PM
I saw in the RHW manual that there was a D1 and E1 flex, but couldn't find it when trying to build it. Am I missing a trick?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 24, 2013, 06:11:22 PM
Quote from: wschmrdr on May 24, 2013, 06:10:41 PM
I saw in the RHW manual that there was a D1 and E1 flex, but couldn't find it when trying to build it. Am I missing a trick?

Not available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 24, 2013, 09:24:48 PM
I had a fair bit of work done on them, and they were in the build until shortly before release, but I pulled them as they weren't ready for prime time.   (Actually, there is still a way to access them as a DRI, but if you manage to find it by accident, don't expect it to function.)  The FLEXRamps area is one that we'll be gradually expanding further in the future, as the goal is to make it possible to build most ramp interfaces for the various networks just using a small handful of pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 24, 2013, 10:07:30 PM
Obviously certain pieces will still need those, like the RHW-6 to RHW-2+2RHW-4...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 28, 2013, 08:40:58 AM
Well, I completed this set today ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_07.jpg&hash=3632ff2c7a79fa293ac08a7556ce7e5ec1deeb80)
Neat, eh?

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on May 28, 2013, 09:14:22 AM
They are Inside ramps?
Title: Re: RHW (RealHighway) - Development and Support
Post by: TS007 on May 28, 2013, 09:14:55 AM
I am totally speechless...Great job guys... :thumbsup: &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on May 28, 2013, 10:29:22 AM
Quote from: spot on May 28, 2013, 09:14:22 AM
They are Inside ramps?
No, this is the Irish/South African RHW texture set. Like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs0.geograph.org.uk%2Fgeophotos%2F01%2F73%2F79%2F1737920_353107fe.jpg&hash=febcf54e5dda14fc77ea84c2916b48ae1e0bd87e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 28, 2013, 11:35:54 PM
It's an awesome feeling when the creation you just made starts to work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZy9C9MX.jpg&hash=4c79a052fde8dcc7f28a1b610f040927a039747e) (http://i.imgur.com/OoDo2fN.jpg)

This interchange was made with the flex on-slope transitions and the 7.5m overpasses (L1 RHW).

NAM 31's a beaut, especially the RHW.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 29, 2013, 12:40:41 AM

@Maarten: These ramps would useful!! :thumbsup: Where did you find the Light Mod?

@Haljackey: I love this interchange, :thumbsup: but it's the wrong section. :P Sorry I didn't read the other topic!! :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: [Delta ²k5] on May 29, 2013, 05:16:33 AM
Quote from: Haljackey on May 28, 2013, 11:35:54 PM
It's an awesome feeling when the creation you just made starts to work. [...]

Nice one! But... the MIS layout should be... well... censored  :-\

I need to be in a new relationship soon...


Really nice work on everything here &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: k808j on May 29, 2013, 03:34:10 PM
Someone slipped us a fast one  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on May 29, 2013, 03:35:38 PM
might want to consider a second on ramp in the bottom right or make that ramp a RHW-4. Looks like you've got a jam!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 02, 2013, 08:18:20 PM
Bringing a RHW overpass to NAM 31 specs.

15m (L2) overpass with on-slope RHW 6C transitions from the RHW 5.0 era:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtvGMc4V.jpg&hash=b2a54721a7c3d96d65147daf8358948c871efeaa)

Replaced it with a 7.5m (L1) overpass with the Flex on-slope transitions
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPdjviUe.jpg&hash=03b97dc0ea9d0ab0301e5de0b2989b0f8a9deac6)

Looks much better eh? NAM 31 makes things much more realistic.

EDIT: ...Oh, and the traffic will come back. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: sim_link on June 03, 2013, 07:48:20 AM
Haven't been following development recently, I must say some of this is looking amazing. ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on June 06, 2013, 10:27:20 AM
NAM 31.2 was released on June 3, and although I'm late to the party I have to give a big thank you to the NAM Team for coming up with many features for this release that I will find very useful, such as the first x3 ramps and smooth curves for RHW-6S. Finally the capabilities of the RHW-6S are comparable to RHW-4  :). I'm loving these more frequent releases of NAM content.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2013, 08:50:18 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCbvWwT9.png&hash=185397f9a76071a51ef3496c2ccbf0c498db4b48)

Think about it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: kj3400 on June 07, 2013, 01:19:49 PM
I thought. I processed. I stopped thinking. :o

Great work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 07, 2013, 05:04:54 PM
Wow! Great work! Avenue TuLEPS in conjunction with the RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 07, 2013, 07:09:20 PM
Now we need one with no turn lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 07, 2013, 09:22:12 PM
It looks like the current farrhw-4 avenue tulep piece...
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on June 07, 2013, 11:44:41 PM
type B tulep correct?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 08, 2013, 01:54:15 AM
Quote from: kj3400 on June 07, 2013, 01:19:49 PM
I thought. I processed. I stopped thinking.
Quote from: Durfsurn on June 07, 2013, 05:04:54 PM
Wow! Great work! Avenue TuLEPS in conjunction with the RHW?
Quote from: Kitsune on June 07, 2013, 09:22:12 PM
It looks like the current farrhw-4 avenue tulep piece...
Quote from: chosenreject on June 07, 2013, 11:44:41 PM
type B tulep correct?

Well, the original proposed name is FAD-64B, or Fractional-Angle Diamond FARHW-6S/Avenue Type B, and like the original FAD piece, it's supposed to connect with TuLEPs.

But there's some TuLEP renaming going on (refer to: http://sc4devotion.com/forums/index.php?topic=8460.msg461314#msg461314), so it may become something like FAD 6S/Avenue Type 220.

By the way...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fzxg6TV8.jpg&hash=0992b79c8eebdf1c5acb9b30a5cf2a055bb90c04)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 13, 2013, 08:44:54 AM
Mandelsoft Engineering Inc., sponsored by Jackey Hal Industries, has developed a new type of pavement that will give your RHW network a new look!

Click images for full size!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJWv9KLs.jpg&hash=f0b4dcf28a7497c76201990daa4fd35d26e6b540) (http://i.imgur.com/6ihy31j.jpg)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fxf1yBu8.jpg&hash=94ffb79953c61267f06afa59669012372c8051be) (http://i.imgur.com/VzVaUFX.jpg)


Officially the Ontario Texture Mod, also known as Darkphalt or 'Eumerican' textures since it is essentially the Euro texture mod with a yellow inside line.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 13, 2013, 08:46:49 AM
Nice in-situ test, Hal! :thumbsup: I think this will become a popular alternative texture set ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on June 13, 2013, 10:45:18 AM
Looks like home to me.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 13, 2013, 10:28:06 PM
What happened to the really really dark darkphalt texture?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 14, 2013, 01:46:03 AM
That one never really got off the ground, as far as I remember...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 14, 2013, 02:33:52 AM
Sad to hear that :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 14, 2013, 05:57:28 AM
How come we've seen two brand new sets so fast? I thought transit textures were very time consuming...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 14, 2013, 06:05:49 AM
I have my templates, lots of time on my hands and most of the complex images were vector-based. A lot of copy-paste was involved, too...

If I would start from scratch again, it will take three or four months to complete a set.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on June 20, 2013, 09:04:34 PM
I have a question:

It was possible to build a draggable MIS - crossroad L0 (single lane) ortho and diagonal with NAM version 30. Why I cant build this crossroad with NAM 31.2

It was very useful
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on June 20, 2013, 09:53:01 PM
DJ, were you saying that you can no longer build the 1 lane Street based section in between RHW-4?

While, it allowed traffic both ways on one lane unlike the MIS, I don't know why this RHW override no longer would appear.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on June 20, 2013, 10:28:03 PM
It has appeared for me. I suspect you used the RHW tool to drag the intersection. I was crossing a RHW-4 with street and was unaware of this functionality. I was quite surprised (pleasantly).

In short, make sure you are using the STREET tool to draw the intersection, not the RHW tool instead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on June 21, 2013, 12:03:11 PM
Hello

Here is the serie of toll booth for RHW 6S :

RHD :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa34.casimages.com%2Fimg%2F2013%2F06%2F21%2F130621013848109150.png&hash=1e6061df9a429ecf9f4f43e83963a63ce0564ebf) (http://www.casimages.com/img.php?i=130621013848109150.png)

LHD :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa33.casimages.com%2Fimg%2F2013%2F06%2F21%2F130621013906132159.png&hash=519bf557bbc7fcc1602fb9c8aa5abda836933b9e) (http://www.casimages.com/img.php?i=130621013906132159.png)

[img]http://nsa34.casimages.com/img/2013/06/21

link : part 1 : http://community.simtropolis.com/files/file/28791-toll-booth-for-rhw-6s-part-11/ , part 2 : http://community.simtropolis.com/files/file/28792-toll-booth-for-rhw-6s-part-12/ (http://www.casimages.com/img.php?i=130621013913177739.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on June 21, 2013, 07:17:44 PM
You know... I tried it... but its not transit enabled... or Im doing something wrong... so what's the deal??
Title: Re: RHW (RealHighway) - Development and Support
Post by: cowcorn on June 22, 2013, 04:34:50 AM
pierrebaptiste: for some reason your link redirects to a photo instead of the file's page.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 22, 2013, 05:55:33 AM
Quote from: pierrebaptiste on June 21, 2013, 12:03:11 PM
link : part 1 : http://community.simtropolis.com/files/file/28791-toll-booth-for-rhw-6s-part-11/ , part 2 : http://community.simtropolis.com/files/file/28792-toll-booth-for-rhw-6s-part-12/
Fixed. But they're both gone...
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on June 22, 2013, 08:04:23 AM
Quote from: Wiimeiser on June 22, 2013, 05:55:33 AM
Fixed. But they're both gone...
The uploads violated STEX rules.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CityMaster563 on June 22, 2013, 01:55:02 PM
Where can I get a streetlight mod for RHW? I tried the lights and barriers mod, but RHWs still have no lights or barriers. Are there any mods available anywhere that put streetlights and/or barriers on my highways? (Don't like dark highways)
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 22, 2013, 02:18:48 PM
These mods are incompatible with the new RHW mod, since the IID Scheme has changed, and therefore the references of the T21 files are are broken.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on June 22, 2013, 06:17:05 PM
Quote from: riiga on June 22, 2013, 08:04:23 AM
Quote from: Wiimeiser on June 22, 2013, 05:55:33 AM
Fixed. But they're both gone...
The uploads violated STEX rules.

Aaaand what's the reason why it violated the STEX rules? Was it copied from someone else? ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on June 22, 2013, 07:17:52 PM
He included dependency packages (like BSC textures and such) in his download, which made the toll station a whopping ~150 MB in size. I think the lot file was only a few megabytes, and the thing (as far as I could tell) wasn't even transit enabled.

The file, to be honest, violated all rules of using copyrighted material as he didn't gain permission before redistributing, not just the STEX or LEX rules. I think any other Sim City website would have similar issue with the file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cdpferde on June 23, 2013, 01:02:36 AM
Sorry if i Interrupt here.

I hope i am in the right thread here  ::)

After a long break with this nice game and the really fantastic community here (Thanks for your hard work over the last years), i start to setup a new little bit more realistic region (called Bavaria - or the beer Country  ;))

However after few tests (Terrain etc.) i get a challenge with the RHW 6c Highway i try to setup a large curve (or an s-curve) with the higway (move from south to east or west) but i cant do.
I try to connect any 6c puzzle on the Picture below, but it is not possible for me. What iam doing wrong?

Thank you very much in advance for your answer  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 23, 2013, 02:19:53 AM
These pieces have no starters. These ends should be at an existing stretch of RHW-6C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cdpferde on June 23, 2013, 02:55:47 AM
Thanks for the fast feedback, but sorry Mandelsoft, i am not sure i understand you right. Maybe i have an wrong thinking.

I had started with an 6 c starter then a little bit straight forward i connect to  "FARHW-6c to RHW-6c short curve" and then i connect to "FARHW-6c>RHW-6c Diagnoanl Curve Piece" and then i cant connect anymore.....

I try to Setup a large curve go from south to west or east with the RHW 6c

Or i am completely on the wrong way...., the thinking behind was to get an smooth large 6c curve ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 23, 2013, 07:06:43 AM
Unfortunately, it's very tricky to make two smooth curves of RHW-6C or 8C close to each other. There needs to be a long enough diagonal stretch to keep the override stable (note: we need to take diagonal C-network fillers)...
Title: Re: RHW (RealHighway) - Development and Support
Post by: cdpferde on June 23, 2013, 10:24:44 AM
Many Thanks i will try...
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on June 25, 2013, 10:15:05 AM
I mean this crossroad:

It was build with a version before Nam 31.2 was happend:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ff5fLyPV.jpg&hash=227718495c673211a1eab491dfa3c14d3aa00be7)

I cant build this with Nam 31.2
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 25, 2013, 11:58:50 AM
You haven't reported a bug, you've reported a success.  The only intended MIS x MIS intersections are the Y-splits and the W-split--the particular crossing you've shown is something we didn't want people to be able to build.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 25, 2013, 12:22:11 PM
On another note, what you see there is a RHW texture mod for version 4.0, Pitti's Autobahn textures, which is greatly outdated. It's highly recommended to delete that one...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 25, 2013, 07:29:03 PM
I don't see why that can't work...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on July 07, 2013, 02:14:45 AM
Here's a bug I found on the RHW-10S Inner Smooth Curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2zfitxu.jpg&hash=bec16934538207c580d511ab8fd0edafe2260dc8)
Fixable by attachment? :/
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 07, 2013, 11:05:33 AM
Already was by Maarten after the first time you reported that, IIRC.  But I'm not sure where the patch is (which is the problem with fix-by-attachment).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on July 12, 2013, 06:48:28 PM
Needs a Filler
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimcity%2520Stuff%2FRHW%2520Ideas%2FBugneedsfiller_zps5524bbb6.png&hash=084b6ff7355b6a3e9bb35fba2cf433179d0aca95)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2013, 11:40:19 PM
The wide-radius curve pieces are meant to be plopped after a drag-out of non-wide-radius curves, thereby mitigating the need for fillers.  Fillers probably could have utility for those situations, but after the NAM 31.x releases (and the experiences of the pre-draggable wider RHW diagonals), I've sworn off touching the RHW fillers.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 13, 2013, 12:56:31 AM
Hopefully this question is in the right thread...

After downloading and extracting the Road Texture Database from somewhere (I think it was here on the LEX), I got an itch to make a concrete RHW mod to make the freeways like Southern California. The problem that I'm currently having (and I just started; I figured if I was going to save time and energy I'd better ask now), is that all of the textures appear to be fragmented by tile, which makes it extremely difficult for me to make any of the diagonal or WRC pieces. Assuming that I make it that far, of course.

Is there anyplace where the original geometry of the curve in its entirety can be found? Or do I just need to combine the pieces in Photoshop and work from there?

And how does Maarten manage to make all of those texture replacements so effortlessly? (I know he has originals, but dividing and then splicing them into the existing files seems ridiculously tedious w/o automation.) If there is a tutorial on this, I'd appreciate direction. I couldn't find any with the search function here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 13, 2013, 02:34:47 AM
Well, regarding the diagonals and the curves, I've done something pretty neat that did put most of the effort on our end; Jondor converted all small curves and diagonals from all RHW networks but the L0 RHW-2 and L0 MIS to models, MORPH curves to be exact. I've turned all Smooth Curves and FARHW curves to MORPH curves too. The RHW-8C to 8S transitions are MORPHED too and all dragable RHW networks too, and so is most of Project Symphony.

How does this work? Well, instead of making an individual texture for each tile of a curve (which we did in the past, which is tedious), we just bend the model and the texture co-ordinates too. This means you only need one simple straight texture for all the curves of that network.

For instance, take this curve:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Fpreview_rhw-2_curve_dashed.jpg&hash=9323ea63567e1d10cbbc457662c1d3d98947f1a6)

It uses the same texture instance as it's totally straight variant...

Here is an example picture of how the texture wrapping actually works (ignore the rightmost one, that one was bugged at the time):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FOtherStuff%2Frhw-4morphcurveproblem_03.jpg&hash=c24bdbf55fdf28425e138b3e06f6ed7abd95dd93)

When applying the regular texture to it, you see the simple brilliance of this method come to live:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FOtherStuff%2Frhw-4morphcurveproblem_solved_01.jpg&hash=7a2389c75b31611d47aee872479d744cf793b70e)

The same principle is applied here on all these curves, putting all the effort on my end, and making the life of a re-texturer easier:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Fwider_rhw_s_type_smooth_curves.jpg&hash=f7ae37d6abe44a67a388ce33164ddda16a5fa9e2)

The textures in the Database are all you need. There are at the moment simply no more textures than this (other than one or two new ramps perhaps).

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 13, 2013, 05:03:33 AM
I wonder how long it would take to make a set with neon pink surface, blue innermost and outermost lines (the ones that are yellow in some sets) and green middle lines(the ones that are always white)...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on July 13, 2013, 07:26:08 AM
Quote from: Tarkus on July 12, 2013, 11:40:19 PM
The wide-radius curve pieces are meant to be plopped after a drag-out of non-wide-radius curves, thereby mitigating the need for fillers.  Fillers probably could have utility for those situations, but after the NAM 31.x releases (and the experiences of the pre-draggable wider RHW diagonals), I've sworn off touching the RHW fillers.

-Alex

See... the issue though is that when going tight (making a lane shift), it converts to rhw-2..
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on July 13, 2013, 11:24:06 AM
Maarten, that is a really neat development with Morph curves and textures. It is really elegant when less (need for fewer new textures) produces more - a range of curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 13, 2013, 02:58:28 PM
Well done Maarten!!! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 13, 2013, 03:13:57 PM
And the best thing, this is all included in then NAM 31.2 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 13, 2013, 07:47:06 PM
Did anyone read my suggestion?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2013, 09:17:16 PM
Quote from: Wiimeiser on July 13, 2013, 07:47:06 PM
Did anyone read my suggestion?

Yes, all 40 times that you've posted something to that effect.  The NAM Team will not be taking you up on it.  But you're more than welcome to do so on your own.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 13, 2013, 10:29:26 PM
Quote from: Wiimeiser on July 13, 2013, 07:47:06 PM
Did anyone read my suggestion?

It just doesn't make a whole lot of sense to add abstract texture mods to the agenda--it's already overcrowded enough as it is.  But I encourage you as Alex did to give it a go.  Texture modding is the easiest part of what these guys do.  It gets easier all the time as new tricks with image-editing software are discovered.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on July 14, 2013, 02:32:13 AM
It takes more effort and time then you think. I can make my new texture sets in a week, but that's because I use a similar base and I already have the right vector images ready and most of the time I only have to change the style or colour of a line. If I have to start over from scratch again, expect that it would take several months. This is especially true with your very odd colour combination set, which would mean I have to start over again with all intersections...

Besides, I can work like mad on texture mods, so it takes less time that I can complete a set than most other people do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 30, 2013, 12:50:33 AM
It might have been asked for before but are diagonal starters possible? Or are they too impossibly unstable to work with? It would also be nice to have starters on each of the ends of smooth curves (however I believe this was answered before).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2013, 02:04:22 AM
They are possible, and in fact, the actual false intersections have been in place for the RHW-4 and MIS since RHW 2.0, and are applied to some of the old-style static Type B and E ramp interfaces. 

We decided back in the RHW 2.0 and 3.0 days that we were not going to put starters on the ends of the smooth curves, because the starters interfere with slopes (read: any sort of bump or incline in the terrain, and you wouldn't be able to build a smooth curve) and complicate the otherwise simple process of mirroring the curves.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 30, 2013, 05:10:57 AM
I knew there was a reason for not having them on slopes. Would it be possible to add them as a standalone starter in the next nam?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2013, 11:25:02 AM
It's certainly under consideration.  It would require a little "letting go" on the part of the "if X exists, how about Y" people.  The issue, of course, is that we don't yet know whether or not it's possible to make starters for the multi-tile diags (e.g. 8S, etc.).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 30, 2013, 08:32:03 PM
I've been thinking for a while...
Maybe the issue with the FlexTrans instability is of priority? As in, which starter override is taking priority over the others. Just a thought.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2013, 11:01:17 PM
That's definitely a large part of it.  But controlling that priority is a handful, as it really depends on where you click. 

-Alex

Edit: Here it is behaving, rock solidly.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQOCz38j.jpg&hash=cd0cc8e12a864eb382fc09eee4b2b8f5e823cee0)

Took code to handle the adjacency of the on-slope to both the possible + and T-intersections on the ground RHW-4, and overriding the potential for the L1 RHW-4 to deconvert to either an L1 RHW-2 or an L0 RHW-2.  Suffice to say, it took going at it from 4 angles.  It'll get messier with higher levels, but as long as I can remember to copy the appropriate code over to all the various possibilities, we're on the way to showing what FLEX-HT, FLEX-OST, and the like can do when they're fully in place.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on July 31, 2013, 07:39:23 AM
On the diagonal starters front, I've been getting by with building the aforementioned diagonal ramps so that the starter will be placed where desired (i.e. near a wide curve piece or intersection) and bulldozing everything except the starter.  It comes in handy when there must be an intersection (or driveway for RCI access) in between two wide curves.  A pure diagonal starter would simplify this method, but the current one is fine by me for now.

Nice work on the overpass/on-slope adjacency, Alex.  :thumbsup:  This reduces the necessary ROW for the lower RHW, while adding space for development or frontage roads on top.  It looks like stability is in style.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tman on August 14, 2013, 08:06:11 AM
Hey there guys. I'm trying to troubleshoot a small yet frustrating issue with bridges.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FobP7KAI.jpg&hash=543890584a2a1c9ef73fe58b051290973c6eb5ba)

I can't seem to get that piece (which is in the on the opposite side of the bridge, just in the other direction) to change. I've tried fillers, starter pieces, playing with the terrain... nothing seems to work. Any suggestions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 14, 2013, 08:34:10 AM
Which version of the NAM do you use? It should work fine in the NAM 31.2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tman on August 14, 2013, 08:36:26 AM
I'm using NAM 31.2, actually. I just went through a process of updating SC4 just to get it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on August 14, 2013, 08:45:51 AM
Have you just tried to click on the stretch somewhere with the RHW tool. Sometimes that helps...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tman on August 15, 2013, 12:14:42 PM
Yeah, I tried and that didn't work either. I ended up getting it to work though! I deleted the bridge, removed the NAM folder in my plugins, reinstalled it, and did it and it worked fine. I have no idea why after I had already tried that it decided to work... oh well. Thanks for the help man!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 15, 2013, 12:37:51 PM
It sounds like you might have still had a piece of an old NAM release around before your deletion/reinstall.  Glad to hear you've gotten it cleared up now, though!

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on August 17, 2013, 08:16:52 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fogmlvp.jpg&hash=bdc7809ecb7770676de154bc7a19167f8e0d6387)
Happens with the RHW-10S too. Guess I'd have to wait of NAM 32 for this to be stabilized...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2013, 02:43:18 AM
Quote from: Geometry123 on August 17, 2013, 08:16:52 AM
Happens with the RHW-10S too. Guess I'd have to wait of NAM 32 for this to be stabilized...

It's not a stability issue, but rather, a wrong IID in the code.  That part's fixed on this end now.  The ML Shinkansen deconverting to Monorail is a different issue entirely, and it'll entail having to rebuild the entire RHW crosslink of that plugin (as it was built to pre-P57 specs), which is a project I won't be tackling for awhile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on August 22, 2013, 06:05:19 AM
Okay... but will the fixed version of the Monorail/El-Rail (it happens with the El-Rail too) X RHW-8S/10S link (at least without the BTM crossing) be attached or we'll have to wait for NAM 32 or a hotfix? If I have to wait for NAM 32 or a hotfix, it's okay. There are thousands of workarounds for that problem! ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on August 22, 2013, 08:42:17 AM
An in-the-meantime workaround is to reduce the RHW to segments of 6 lanes or smaller and convert it to a corresponding section of NWM.  Then your monorail will cross it fine.  It'll look less than ideal and obviously wont carry as much traffic but it's a decent stopgap measure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 22, 2013, 08:50:14 AM
This is a RUL error, so it needs to wait for the next major release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 22, 2013, 10:49:09 PM
I was bored tonight and this randomly popped up in my head. Decided I may as well make a post of it before I forget.

RHW Networks by release without looking anything up (I wonder how right I am ::))

ANT:  RHW-2 (with standard road texture)
RHW 1 (12, 13, 13a, 13b): RHW-4
RHW 2 (20): RHW-6S, MIS
RHW 3 (21): RHW-8S, 10S, 6C
RHW 4: RHW-8C
RHW 5:  RHW-3
NAM 31: RHW-4C (so-called name of Project Symphony)
NAM 32: ?

Planned: RHW 12S, 10C
Conceptual: 'Ultra-Wide' (3 lane filler tiles)

In the pre-RHW 1 days there was also a modified ground highway network with no side walls that was being considered to be the RHW network. The ANT network was (thankfully) chosen because it could be separated by empty tiles creating a more realistic rural highway (the original name of the project)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 23, 2013, 12:54:13 AM
You've got it as far as the ground-level networks go.  If you expand to include elevated content:

RHW 3: L2: RHW-4, MIS
RHW 4: None
RHW 5: L2: RHW-2, 6S, 6C; DD: RHW-4
NAM 31: L1: RHW-2, 3, 4, 6S, 6C, 8S, 8C, 10S, 10C, MIS; L2: RHW-3, 8S, 8C, 10S; L3: RHW-4, 6S, MIS; L4: RHW-4, 6S, MIS

As far as the future goes, NAM 32 won't be adding any additional RHW networks.  In fact, for the foreseeable future, that lineup of networks is likely to remain constant.  The 10C and 12S are on indefinite hold, and it's unlikely they'll be added anytime soon. 

For those who are wondering why, there's a couple reasons for that.

1) Controller strain.  The RHW RUL2 code is, by several orders of magnitude, the largest component in the NAM Controller.  The reason for this is RHW-over-RHW crosslinks.  When you have 33 networks--which is the case at present, without the 10C and 12S--there's a lot of crosslinking to handle.  Rough math comes to 4 · (33)2 = 4536 situations.  (The 4 is to account for OxO, OxD, DxO and DxD).  Also add in the fact that in order to have more compact setups, where you have RHW-over-RHW-next-to-RHW-over-RHW setups, they require adjacency stability code, and that causes things to grow very quickly (and it becomes easy to screw up things).  Adding those new networks means more crosslinks, and, had we included the L0, L1, and L2 as originally planned for the 10C and 12S, we'd be at 39 networks, which would mean about 34% more crosslinks on the whole.  Unless there's a huge developmental breakthrough or other paradigm shift, whereby we can shed a few hundred thousand lines of code and still have a satisfactory level of stability for those situations, there's not much sense in adding to the current repertoire of networks.

2) Shifting focus toward other aspects of the RHW.  As you can kind of see by the overall trajectory of RHW development, we've cranked out a lot of new networks for many of the release cycles.  But there's some gaps in those networks' functionality that need to be filled.  Additionally, FLEX items will continue to be a main focus--getting stable, generic FLEX items that can be overridden in various ways eliminates the need to go digging through hundreds of static puzzle pieces.  Aside from TuLEPs, I've basically stopped making static puzzle pieces.

Quote from: Haljackey on August 22, 2013, 10:49:09 PM
In the pre-RHW 1 days there was also a modified ground highway network with no side walls that was being considered to be the RHW network. The ANT network was (thankfully) chosen because it could be separated by empty tiles creating a more realistic rural highway (the original name of the project)

That was before I got involved with development, but I believe Teirusu and qurlix were originally using that wall-less MHW as a proof-of-concept, to show that the side-by-side ANT override system worked.  Once the concept was proven, then new textures were commissioned, resulting in this familiar blast-from-the-past:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wiki.sc4devotion.com%2Fimages%2F2%2F21%2FRhwa7small7sh.jpg&hash=e2d25cde21dcd8589626a9522dde5c543cd5b332)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kassarc16 on August 23, 2013, 03:14:22 AM
Man, looking back at the beginning of the RHW over on ST.. I realize requests I made kind of got the ball rolling. I almost feel instrumental in the whole thing, though I think some slightly edited textures that may have never been used were my only actual contribution. Other than moral support and lots of nagging.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 23, 2013, 04:43:13 AM
Don't think we actually need more RHW networks than the ones we already have...i find the idea of having flex pieces and draggable functionality much more intriguing.
The lates flex additions were amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on August 23, 2013, 04:46:09 AM
i hope one day we can run RHW under an EL-RHW ramp and the like. Also RHW under L2 transitions would be cool too. However these seem very labour intensive... coding wise
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 23, 2013, 05:04:31 AM
Actually, you could probably squeeze in the last two planned networks as cosmetic pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on August 23, 2013, 05:43:43 AM
I think it makes perfect sense to expand the functionality of the RHW networks we already have rather than continually making newer, wider ones which are rarely used IRL.  Not only would wider RHW networks require more work in and of themselves, but there would be questions like, "Will Lx RHW-y be able to go over RHW-z?"
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 23, 2013, 07:31:58 AM
Perfectly agree with you Metarvo!Expanding the actual network stability and flexibility is a much better idea!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on August 23, 2013, 01:07:07 PM
I second...or third I guess.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 23, 2013, 06:17:22 PM
I meant, implement the 12S exclusively as Cosmetic Pieces for accel/decel lanes, that could actually be useful, and would probably fall under CPs anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on August 23, 2013, 06:39:39 PM
^^ Interesting idea, that could be also implemented for the RHW-14S and RHW-12C once the RHW-12S and 10C become real draggable networks... &idea
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 23, 2013, 06:42:54 PM
Except for the part where 12S and 10C will not be implemented at all for the issues stated on the previous page, and that the higher priority right now is expansion of functionality on what already exists, IE, FlexRamps and FlexTransitions, and not just adding things willy-nilly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 23, 2013, 06:47:44 PM
Quote from: Wiimeiser on August 23, 2013, 06:17:22 PM
I meant, implement the 12S exclusively as Cosmetic Pieces for accel/decel lanes, that could actually be useful, and would probably fall under CPs anyway.

People will be satisfied with that for about 5 minutes, before they start requesting overpasses and ramp interfaces out the wazoo, defeating the entire purpose of doing it in the first place.

We're not going to open that can of worms.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 23, 2013, 07:02:11 PM
Quote from: Tarkus on August 23, 2013, 06:47:44 PM
Quote from: Wiimeiser on August 23, 2013, 06:17:22 PM
I meant, implement the 12S exclusively as Cosmetic Pieces for accel/decel lanes, that could actually be useful, and would probably fall under CPs anyway.

People will be satisfied with that for about 5 minutes, before they start requesting overpasses and ramp interfaces out the wazoo, defeating the entire purpose of doing it in the first place.

We're not going to open that can of worms.

-Alex

If you're going to do something, you may as well do it right. While we all see the benefits of 10C and 12S, they would be big undertakings while other networks could have their capability expanded.

In the meantime, there was a addition in NAM 31.1 (also in 31.2) that allows your RHW 10S to split into two 6S networks, giving the illusion of the 12S. I believe it is the single largest RHW piece, where the the middle lane of the 10S can either exit right or go straight. It is found in the FARHW ramps menu.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 23, 2013, 07:08:33 PM
Quote from: Haljackey on August 23, 2013, 07:02:11 PM
In the meantime, there was a addition in NAM 31.1 (also in 31.2) that allows your RHW 10S to split into two 6S networks, giving the illusion of the 12S. I believe it is the single largest RHW piece, where the the middle lane of the 10S can either exit right or go straight. It is found in the FARHW ramps menu.

Largest ramp piece? Yes in terms of lane count. Largest RHW piece of all? There are other candidates, actually... $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on August 25, 2013, 08:19:50 AM
The 10C and 12S would be most useful - why shouldn't we be able to merge a 3-lane ramp with a 3-lane mainline without lane drops? 12-lane freeways are a dime a dozen in the real world. However, I agree with the notion that other aspects of the RHW should be prioritized in the near future.
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on August 25, 2013, 04:25:29 PM
Re: 10C and 12S-

I realize that creative licence is entirely up to you guys doing the actual work, but i just wanted to add my $.02:     Although these larger networks might be useful, i would much, much rather see other features, like full stability for the L0&L2 MIS flexfly curves, and those same flexfly curves for L1,3,4, shinkansen skinned monorail being able to cross RHW, flexramps extended to L1,3,4, etc., than i would the implementation of any additional RHW networks.  Hands down, in a nanosecond, any day of the week and twice on sundays.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on August 27, 2013, 03:38:05 AM
A pathing bug at the 8C cosmetic pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F4jlsfq.jpg&hash=60b78efe6b1d001fc53c531a69656a9466cad2ec)
Will this affect traffic or that's just added by mistake and is still functional?  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 08, 2013, 03:09:38 PM
Are there S-curves existing or planned for networks larger than RHW-4? These would be especially useful for bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2013, 11:02:19 PM
Quote from: Geometry123 on August 27, 2013, 03:38:05 AM
A pathing bug at the 8C cosmetic pieces:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F4jlsfq.jpg&hash=60b78efe6b1d001fc53c531a69656a9466cad2ec)
Will this affect traffic or that's just added by mistake and is still functional?  ::)

It looks like one of the crossover paths is disfigured there (likely there's a -8 instead of a +8 on the path file), so it's not likely to function correctly. 

Quote from: Kuewr665 on September 08, 2013, 03:09:38 PM
Are there S-curves existing or planned for networks larger than RHW-4? These would be especially useful for bridges.

They don't exist yet.  S-Curves are more difficult to make than other varieties.  They're certainly planned for the future, but I don't know when.  NAM 32 will have a few small additions/improvements on the RHW side, but it's not been a particularly RHW-centric release cycle.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 09, 2013, 08:41:23 AM
Oh, okay. Meanwhile I will stick to using S-network and C-network transitions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 14, 2013, 05:28:02 PM
Since the DAMN-NAM project is getting close to completion I wanted to look into making other content for the NAM.  So i was looking into making a lane shift piece if possible and started some renders of a 6S lane shift piece.  How difficult on a scale of 1-10 is something like this to actually produce?  I did some initial testing of making puzzle pieces but am not sure if it should be 4 tiles wide or exactly how the 6S networks work with with the overlap tile.  Is this something too advanced for a beginner to attempt?  I think i have the textures lined up properly for the median and overlap given a 4 piece wide puzzle piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5qnhXxW.jpg&hash=81e6177ec150bd1bdce4cd17ec3788d8ddba8e4e)





Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 14, 2013, 05:53:23 PM
Quote from: droric on September 14, 2013, 05:28:02 PM
So i was looking into making a lane shift piece if possible and started some renders of a 6S lane shift piece.  How difficult on a scale of 1-10 is something like this to actually produce?

When I made my first puzzle piece, I used overhangs right off the bat. Since at the time, overhangs were just beginning to be a commonplace thing, I decided to use them. They're great for filling in blank spaces where paths aren't even needed and it also reduces the overall footprint.

The whole of a dual RHW-6S Lane Shift (or S-Curve, as I keep calling it) would need to be, at most, 3 tiles wide if you exclude overhangs.

I guess at this point right now, attaining some sort of rotational symmetry is needed for the textures, though the textures can be revised at any point (so long as the paths they associate with still make sense). Actually, there are two ways of creating the textural aspect of puzzle pieces:
- Creating the textures, tile by tile. Easier to do if you're skilled enough, though it requires more textures to be made.
- Using Morph Models. These use only one texture and it morphs it to the desired shape. Typically more complicated because different models are needed to be made (and I don't know how to use Blender).

If we're sticking to the traditional method (making the individual textures tile-by-tile), then it would be easier to do, though if desired, they can be revised to use Morph models later on.

I find the textural part to be the easiest. Pathing, for me, comes second, followed by the RUL-0 entries, and the creation of the actual PP files (S3Ds, exemplars, Effdirs, Ltext) being last, as that's the part where the piece itself comes to life.

That's all I have right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 14, 2013, 06:24:09 PM
Quote from: GDO29Anagram on September 14, 2013, 05:53:23 PM
Quote from: droric on September 14, 2013, 05:28:02 PM
So i was looking into making a lane shift piece if possible and started some renders of a 6S lane shift piece.  How difficult on a scale of 1-10 is something like this to actually produce?

When I made my first puzzle piece, I used overhangs right off the bat. Since at the time, overhangs were just beginning to be a commonplace thing, I decided to use them. They're great for filling in blank spaces where paths aren't even needed and it also reduces the overall footprint.

The whole of a dual RHW-6S Lane Shift (or S-Curve, as I keep calling it) would need to be, at most, 3 tiles wide if you exclude overhangs.

I guess at this point right now, attaining some sort of rotational symmetry is needed for the textures, though the textures can be revised at any point (so long as the paths they associate with still make sense). Actually, there are two ways of creating the textural aspect of puzzle pieces:
- Creating the textures, tile by tile. Easier to do if you're skilled enough, though it requires more textures to be made.
- Using Morph Models. These use only one texture and it morphs it to the desired shape. Typically more complicated because different models are needed to be made (and I don't know how to use Blender).

If we're sticking to the traditional method (making the individual textures tile-by-tile), then it would be easier to do, though if desired, they can be revised to use Morph models later on.

I find the textural part to be the easiest. Pathing, for me, comes second, followed by the RUL-0 entries, and the creation of the actual PP files (S3Ds, exemplars, Effdirs, Ltext) being last, as that's the part where the piece itself comes to life.

That's all I have right now.

Is the attached image close for a suitable texture?  I made a lane shift or s curve before but I clicked off the DAT at the end and it didn't save when I came back to it.  Lesson learned.  How is the overhanging texture approach done as I think my image is ready to be split into the grid with the image cutter.  (Or maybe not I guess I'll see when I get it in game.)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 14, 2013, 06:43:11 PM
Quote from: droric on September 14, 2013, 06:24:09 PM
Is the attached image close for a suitable texture?

I think the only thing that some people will say is that the yellow lines aren't equidistant, but I think that's because two single 6S curves instead of using a singul Dual 6S piece. (Circles are weird...)

As for the overhangs, that can be determined when the pathing process begins.

Question: What are the dimensions of the curve, including the potential overhangs?
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 14, 2013, 06:50:30 PM
Quote from: GDO29Anagram on September 14, 2013, 06:43:11 PM
Quote from: droric on September 14, 2013, 06:24:09 PM
Is the attached image close for a suitable texture?

I think the only thing that some people will say is that the yellow lines aren't equidistant, but I think that's because two single 6S curves instead of using a singul Dual 6S piece. (Circles are weird...)

As for the overhangs, that can be determined when the pathing process begins.

Question: What are the dimensions of the curve, including the potential overhangs?

Bars are calling my name.  Ilk see what I can do tomorrow about the yellow lines good catch.  Also I'll get you the dimensions in tiles as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 15, 2013, 02:04:27 AM
Quote from: droric on September 14, 2013, 05:28:02 PM
Since the DAMN-NAM project is getting close to completion I wanted to look into making other content for the NAM.  So i was looking into making a lane shift piece if possible and started some renders of a 6S lane shift piece.  How difficult on a scale of 1-10 is something like this to actually produce?

It is not super-difficult, but it's probably going to be quite a tedious task, especially writing the sc4-paths, and especially as a first puzzle piece. The first puzzle piece of mine happens to be 3x7 tiles and I would generally recommend starting with something smaller, as it didn't turn out to be all that easy. That said, considering you cope with NAM-DAMN imperturbably, I am confident you will tackle this equally fine. ;)

The textures already look great, by the way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 08:45:44 AM
GDO29Anagram:  I have included a copy of the texture with the grid layout on so you can see the tile layout.  I think this conforms to the Simcity 4 grid as I have my home grid set to 16 meters.  The piece would end up being 3x6 without overhangs, 5x8 including overhangs and starters.  I also shifted the models so the lines are equidistant. (or closer at least)

Memo:  I don't know why but I enjoy the harder tasks so I think i'm going to start on this monster shortly.  The challenge is the best part.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTOGBji8.jpg&hash=777dc00358e2b563060706b7ce2fe8befbbbc61b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 15, 2013, 10:31:21 AM
I think the starts are a bit too straight. Can you compare this texture to the RHW-4 S-Curve?
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 11:09:25 AM
Quote from: MandelSoft on September 15, 2013, 10:31:21 AM
I think the starts are a bit too straight. Can you compare this texture to the RHW-4 S-Curve?

About that... I've been attempting to get the texture from the RHW-4 Dual lane shift but have been unable to get it as of yet.  I think I will have to grab the pieces out of the DAT and assemble it myself to compare it.  Unless there is another method to get the texture from a top down non rotated view.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2013, 11:26:55 AM
Quote from: droric on September 15, 2013, 08:45:44 AM
I think this conforms to the Simcity 4 grid as I have my home grid set to 16 meters.  The piece would end up being 3x6 without overhangs, 5x8 including overhangs and starters.  I also shifted the models so the lines are equidistant.

As I suspected (yes, it's as big as I thought it would be), though the starters aren't gonna be necessary since they have a tendency of flattening the ground.

Quote from: droric on September 15, 2013, 11:09:25 AM
Unless there is another method to get the texture from a top down non rotated view.

Regenerating the textures using Memo's tutorial? http://sc4devotion.com/forums/index.php?topic=15135.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 15, 2013, 11:32:39 AM
Quote from: droric on September 15, 2013, 11:09:25 AM
Quote from: MandelSoft on September 15, 2013, 10:31:21 AM
I think the starts are a bit too straight. Can you compare this texture to the RHW-4 S-Curve?

About that... I've been attempting to get the texture from the RHW-4 Dual lane shift but have been unable to get it as of yet.  I think I will have to grab the pieces out of the DAT and assemble it myself to compare it.  Unless there is another method to get the texture from a top down non rotated view.

Maarten already has all of the transit textures, including puzzle pieces, available as PNGs uploaded here (http://community.simtropolis.com/topic/53270-rrt-team-road-re-texture-team-initiative-and-project-plans-looking-for-participants/?p=1360146).

I think it might be necessary to have a single and a double s-bend as with RHW-4.  For the double, put two 6S textures together (back to back, as they would appear in a two-way highway) and run the whole thing through the curve script so they are evenly spaced.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2013, 11:38:20 AM
Quote from: Indiana Joe on September 15, 2013, 11:32:39 AM
Maarten already has all of the transit textures available as PNGs

Oddly enough, I couldn't find the textures in there, either. ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 12:34:02 PM
Hmm i'm going to get this in game to see what it looks like compared to the RHW-4 dual lane shift.  This texture has a slightly longer transition for the curve and might be appropriate for the larger highway.  Also noticed the middle lines do not line up properly of the RHW-4 dual lane shift curve piece not sure if this is by design or not.  If it looks odd I will definitely revisit the texturing portion but I think mine is close enough that the paths should line up even if I cut it down to a 4x2 piece so it is more in line with the RHW-4 curve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 15, 2013, 01:02:35 PM
I couldn't find the s-curve for RHW4 either when I looked back.   :thumbsdown:  Well, it's easy enough to extract them from the dat.

Meanwhile, my idea about for a double s-curve doesn't look as nice as I expected.  The lines aren't evenly spaced.  Would this be considered acceptable anyway?

Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 01:16:47 PM
Shhh but the RHW-4 curve has a similar problem in game... (look at the line spacing)  I am going to give mine a shot and see if the yellow line distance is really noticeable in game or not.  Creating the texture in max using a loft compound object and bitmap mapping doesn't have that issue.

Oh and yea does anyone know why the batch image cutter won't accept the transparency from a photoshop saved PNG (or gimp)?  I attached a sample of what I want to cut.  It's obviously transparent since the yellow background is showing through but the cutter won't give me transparent PNG files.  I did this before and had to use the alpha converter thing but I am unsure of why that is necessary as it's already transparent.  Nevermind this is trivial to do with photoshop's slice tool.




Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 15, 2013, 02:35:19 PM
I like Photoshop's slice tool because you can name each slice; you don't have to go back and rename all the textures.

Anyway, if you really want to continue with lofting, I wish you luck.  But I think you'll find that it looks better when evenly spaced.  The lines don't even look that bad.  Here's the GIMP images if you change your mind.

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2013, 03:35:07 PM
Quote from: Indiana Joe on September 15, 2013, 02:35:19 PM
Here's the GIMP images if you change your mind.

Certain transitions beyond RHW-4 are usually about six tiles long (such as the 6S-6C transitions and the RHW-4 to 6C transitions), and the curves for 6S and above tend to be far larger than the RHW-4 curves, so to keep with the pattern, I made these six-tile variations.

It also matches with the originally-intended proposal for the 10S curve from four years ago, plus I didn't have to worry with the middle dash.

Quote from: smoncrie on August 04, 2009, 10:05:45 PM
I have started work on a new puzzle piece, the RHW-10 Orthogonal "S":

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-10OrthS.jpg&hash=5cbd71bcdd57b8865733fda14bda51c6c3a1c992)


This puzzle piece was created using a totally new technique that I have developed.  I call puzzle pieces created with this technique "MORPH Curves".  With this new technique the puzzle piece uses only one or two textures that are morphed to the correct shape for each puzzle piece tile.  Since it uses so few textures, it is easy to use texture (Euro) mods or adapt it to different transportation networks.

Just as a demo I will change the two RHW-10 textures to RHW-6S and then to RHW-4 to get:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi291.photobucket.com%2Falbums%2Fll299%2Fsmoncrie%2FRHW-6SRHW-4DEMO.jpg&hash=b2c8d8bfd9db656647523870dc6e018155dcdadc)

Since I just changed the textures and did not actually create new puzzle pieces, the drag starter tiles at each end did not change.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 03:56:56 PM
Sooo i think i'm getting close but am having trouble with the RUL0 entry.  The preview shows in game so i think everything else is good but I can't place the piece.  Here is my hack job on the RUL0 entry...  If my texture looks bad i'm going to go ahead and use the ones linked by GDO29Anagram since they match my piece size exactly.




[HighwayIntersectionInfo_0x0000521B]
;Added by droric 09/15/2013
;Real Highway RHW-4 Dual Lanes Shift
Piece = 0.0, 0.0, 0, 0, 0x5E14A806
PreviewEffect = preview_rhw_6s_dual_lanes_shift

CellLayout =.+aa+
CellLayout =.bbb+
CellLayout =.bbb+
CellLayout =+bbb.
CellLayout =+bbb.
CellLayout =+bb+.
CellLayout =.ee..
CellLayout =.^...

CheckType = a - dirtroad: 0x02000000,0xff000000 check
CheckType = b - dirtroad: 0x02000200
CheckType = e - dirtroad: 0x00000200,0x0000ff00 check

ConsLayout = ..||.
ConsLayout = .|||<
ConsLayout = .|||.
ConsLayout = .|||.
ConsLayout = .|||.
ConsLayout = .||..
ConsLayout = .||..
ConsLayout = .^...

AutoTileBase = 0x5E14A801
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5E14A801
Costs = 500

Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 15, 2013, 04:05:43 PM
I see the problem: you're missing a horizontal cursor character "<" in the CellLayout section. Maybe that's borking the RUL0 parser.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 04:32:03 PM
Quote from: MandelSoft on September 15, 2013, 04:05:43 PM
I see the problem: you're missing a horizontal cursor character "<" in the CellLayout section. Maybe that's borking the RUL0 parser.

Hey thanks for that catch martin!  There were other problems as well I had my < ^ pointing to .'s in the code.  But now I have this, still a little funky.

I don't think the middle yellow lines being not equidistant is even noticeable in game.  Any opinions?  And it appears this code breaks the dual shift RHW-4 piece... i think i should probably reserve those IIDs and HID3s now :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 15, 2013, 05:12:32 PM
The curvature still looks too sharp; try to smooth it out if you can.  Or use Ganaram's 6-tile textures.  Best to meet existing standards rather than disregard all the plans.

But good job getting the puzzle piece working.  That's the most important part.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 15, 2013, 05:46:47 PM
Out of this entire dev frenzy, I ended up making the textures for a 6C+8C (or 7C) curve.

I could go about making the puzzle piece for this, along with the 6C and 8C variants, in one of two ways:

Option one: Cut it in half to produce a 6C and 8C half. Placing the 6C half and 8C half together yields the 7C variant, and placing two copies of the same half yields either the 6C or 8C curve. Only two puzzle pieces would be needed, each about 2x6 size. Would use less of the puzzle piece "sheet" (see below) and two-thirds less paths, s3ds, and exemplars.

Option two: Produce three different pieces for a whole 6C, 7C, and 8C curve. Would need three 4x6 puzzle pieces.

I'd go for option 1 to be super-conservative about everything but since I'm here right now, I'm actually gonna let you guys (along with the people watching at home) to help me decide.

Footnote for those watching at home: When puzzle pieces are made, their textures occupy part of an imaginary "sheet" that's 16x16, which is also occupied by other puzzle pieces of similar purpose. There are different "sheets" for each network and even more sheets for each type of puzzle piece for each network, but nothing for the 7C network, because the 7C is merely half-6C and half-8C and there is no IID range for a 7C, only 6C and 8C.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 15, 2013, 06:10:21 PM
Quote from: Indiana Joe on September 15, 2013, 05:12:32 PM
The curvature still looks too sharp; try to smooth it out if you can.  Or use Ganaram's 6-tile textures.  Best to meet existing standards rather than disregard all the plans.

But good job getting the puzzle piece working.  That's the most important part.

I agree that his texture is much better and I will go ahead and use it.  I couldn't figure out how to make the s curve in gimp so i was using max.  I was using a 6 tile texture but after changing the textures noticed that my RUL was only displaying 5 tiles so thats part of why my curve looked so sharp.  :D

Ganaram I hope you don't mind if I use your textures for these pieces.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 15, 2013, 06:24:16 PM
I agree with the half-piece idea for the C networks.  The less crowded the tab-rings are, the better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 16, 2013, 12:30:10 AM
I say split them up, we're already doing that for the FARHW-C
Title: Re: RHW (RealHighway) - Development and Support
Post by: mortaldanger on September 16, 2013, 01:59:54 PM
I need some help real quick.  I'm not sure if this is the place to ask it or not, but here goes.

How do I connect two elevated MIS pieces over RHW-4?  I'm attempting to do this exactly:

http://sc4devotion.com/forums/index.php?topic=6843.msg352620#msg352620

The T-bone intersection.  I can't figure out how to connect the MIS sections over the highway.  Where is the piece located?  Thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2013, 02:20:28 PM
Have you tried to drag them out of the starters with the RHW tool. That often works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mortaldanger on September 16, 2013, 02:27:11 PM
Problem was I was using startless.  Figured that out, but when I do connect the two, the RHW-4 becomes an elevated road on one side.  I get this:

http://steamcommunity.com/sharedfiles/filedetails/?id=179174176

Thanks again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 16, 2013, 02:59:50 PM
Quote from: mortaldanger on September 16, 2013, 02:27:11 PM
Problem was I was using startless.  Figured that out, but when I do connect the two, the RHW-4 becomes an elevated road on one side.  I get this:

That's part of the RHW code derping up and giving you Elevated RHW-2 instead of L0 RHW-4. I'd usually put extra starters to make it extra-stable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mortaldanger on September 16, 2013, 03:06:23 PM
Quote from: GDO29Anagram on September 16, 2013, 02:59:50 PM
Quote from: mortaldanger on September 16, 2013, 02:27:11 PM
Problem was I was using startless.  Figured that out, but when I do connect the two, the RHW-4 becomes an elevated road on one side.  I get this:

That's part of the RHW code derping up and giving you Elevated RHW-2 instead of L0 RHW-4. I'd usually put extra starters to make it extra-stable.

That did the trick.  Many thanks, it was driving me nuts.

PS: Do I have to do this verification everytime I post?  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 16, 2013, 03:06:44 PM
That problem (though I've not experienced that particular deconversion) is related to RUL2 override code (which determines the textures that the game shows for a given network (when using overrides).

It is solved by clicking randomly around the interchange until the right network appears. I know it sounds finicky and a strange solution, but it is and it works. This (http://www.majhost.com/gallery/absalom12/SimCity-4-Pictures/screenshot026_stitch.jpg) interchange I built had a large number of strange deconverts (due to proximity I think), but clicking around the intersection usually yields the desired results (eventually). Sometimes the right overriding click is found two or three tiles away on the wrong network, so try it out and see if that works.

If all else fails plopping a starter piece close by could solve the problem (though it's a less elegant solution).

Can you tell I have trouble with brevity?


EDIT:whoops. Ganaram was faster than me. And the verification goes away after about ten posts (to determine you're more than just a clever computer ;)).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 16, 2013, 03:11:44 PM
Quote from: APSMS on September 16, 2013, 03:06:44 PM
<>

It would be an override failure if everything deconverted down to RHW-2, but it was an "override derp" because it overridden to a different network.

Starter proximity bugs are typically due to recycled starters; RHW-6C and 8C are classic examples, because part of their starters use the RHW-4 starter (for 6C) and the MIS starter (for 8C). This isn't the case here, though it's also manageable.

And if you're really clever about starters, you'll find that some starters can have more RHW drawn directly over, below, or through it. I wrote about this in the RHW User's Manual.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 16, 2013, 03:17:42 PM
I think I'll have to take a second look at that manual then; I missed that part.

I think both derp and failure pop up in most of my interchanges at some point, but I'm probably not giving them enough space.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 16, 2013, 06:56:27 PM
I'm gonna go back a few topics here.

Quote from: GDO29Anagram on September 15, 2013, 05:46:47 PM
Footnote for those watching at home: When puzzle pieces are made, their textures occupy part of an imaginary "sheet" that's 16x16, which is also occupied by other puzzle pieces of similar purpose.

Is there an automated way to name sliced images with texture IDs?  And if not, would it be possible to create a script that does that?  Due to the systematic nature of the IDs, it seems reasonable to me.  But I haven't ventured into coding that much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: whatevermind on September 16, 2013, 07:38:26 PM
Was catching up on this thread, and something odd caught my attention with the Irish/South African textures posted a few pages back:

The SC4 textures:
Quote from: MandelSoft on May 28, 2013, 08:40:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2Frhw_irl_textureset_07.jpg&hash=3632ff2c7a79fa293ac08a7556ce7e5ec1deeb80)

And the real world image from a few posts later:
Quote from: MandelSoft on May 28, 2013, 10:29:22 AM
No, this is the Irish/South African RHW texture set. Like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs0.geograph.org.uk%2Fgeophotos%2F01%2F73%2F79%2F1737920_353107fe.jpg&hash=febcf54e5dda14fc77ea84c2916b48ae1e0bd87e)

...don't match.  ???

Particularly, the traffic on the SC4 highway is driving in the wrong direction. The yellow line should be to the left of traffic, same as the American textures. A quick and not remotely scientific look at three randomly selected freeways confirms this:

Ireland:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm503%2Fwhatphots%2FMisc%2F20130916-DublinMarkings800.jpg&hash=7db443e979dc5e6b9055ee5c6c38ec49f667ae23)
South Africa:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm503%2Fwhatphots%2FMisc%2F20130916-JohannesburgMarkings800.jpg&hash=4a21edf0ef63f42c88a63247ab6763b5410cb422)
USA:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1129.photobucket.com%2Falbums%2Fm503%2Fwhatphots%2FMisc%2F20130916-WashingtonDCMarkings800.jpg&hash=c992e89ef32f4b89027f3db784602e47b1e8ff16)

Now, I realize there are all sorts of settings out there for RHD/LHD and many texture sets and mods and I could be completely missing something, and please correct me if I am, but seeing the two pictures just got me thinking something looked off.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 16, 2013, 09:20:17 PM
Quote from: Indiana Joe on September 16, 2013, 06:56:27 PM
Is there an automated way to name sliced images with texture IDs?

Yes there is. Just be careful that you don't run over the textures of another puzzle piece.

http://www.jmvl.nl/simcity4/otmt/image_cutter.php

Puzzle pieces begin at the top-left corner and work their way down to the bottom-right corner, and it works with the x-axis going right and the y-axis going down. Now if I can just make more visuals describing how puzzle pieces work...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2013, 09:22:59 PM
Yeah, it's just an RHD version of it (fictional to my knowledge).  If the LHD options were installed, it'd look just like what you've shown. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 16, 2013, 11:33:20 PM
It is indeed a RHD version. I was testing this texture set in a RHD game. There is an LHD plugin for it in the NAM (though the installer borks right now with LHD support by installing ALL alternative texture sets at once).

Also, I don't generally speak about the left or right line, but rather the inner and outer lines. If you check the textures according to that terminology, they match quite well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 17, 2013, 02:43:26 AM
Inner and outer lane markings would be the defining factor, since otherwise the texture set would be unnecessary, since all American texture sets (RHD, that is) already have the yellow line on the left side.

However, perhaps it's worth noting that the yellow line in America is closer to the driver, while in Ireland/SA it's on the passenger side, which is more definitive than L/R designators when it comes to driving.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2013, 04:59:46 AM
^ Unless you drive with a continental car in Ireland :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: whatevermind on September 17, 2013, 06:02:39 PM
Interesting! Incidentally, it is a beautiful texture set.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 17, 2013, 07:32:12 PM
While we're on the subject of texture sets, what other combinations could be made? Any fantasy-ish sets?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 17, 2013, 07:38:55 PM
Quote from: Wiimeiser on September 17, 2013, 07:32:12 PM
While we're on the subject of texture sets, what other combinations could be made? Any fantasy-ish sets?

You're seriously going there again? I mean, realistically speaking, not only could any texture set be made, but you could make it! I mean, it could even have ponies on the road with flowers as the lane markings (if that's your sort of thing). Why am I even gracing this with an answer?

Or you could make the Rainbow Road from Mario 64, though I doubt it'd be useful or attractive...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2013, 07:41:47 PM
Quote from: Wiimeiser on September 17, 2013, 07:32:12 PM
While we're on the subject of texture sets, what other combinations could be made? Any fantasy-ish sets?

41 times ye asketh?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F3%2F3b%2FParis_Tuileries_Garden_Facepalm_statue.jpg&hash=b53839b1b2b30d24d720c014151beff542743bac)

Sculptural representation courtesy of Henri Vidal.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 17, 2013, 08:24:54 PM
Lol @ the above situation.

Quote from: GDO29Anagram on September 16, 2013, 09:20:17 PM
Yes there is. Just be careful that you don't run over the textures of another puzzle piece.

http://www.jmvl.nl/simcity4/otmt/image_cutter.php

Puzzle pieces begin at the top-left corner and work their way down to the bottom-right corner, and it works with the x-axis going right and the y-axis going down. Now if I can just make more visuals describing how puzzle pieces work...

This is glorious...except it doesn't maintain transparency.   :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 17, 2013, 08:50:27 PM
Well I gotta say this...  Making a puzzle piece for the first time is definitely a challenging process.  But on the same accord I created the single curve in about 30 minutes since the dual was already done ;)

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 17, 2013, 08:51:22 PM
Quote from: Indiana Joe on September 17, 2013, 08:24:54 PM
This is glorious...except it doesn't maintain transparency.

Yeah, I typically restore the transparency myself using Paint.NET and a grid generator plugin for Paint.NET...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 17, 2013, 11:23:33 PM
Well, there's also the Colour/Alpha blender on that same page. Images generated by that tool will keep their transparency when cutted down to size.

Or you could just cut both colour and alpha maps separately. Don't forget to add an "_a" suffix to it (it also help to add a "0x" prefix. This will make the PNG to FSH Batch Tool automatically recognise the right IIDs)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 18, 2013, 02:09:18 PM
Except I'm working with a gradient...so that complicates things.

Congratulations on your success by the way Droric.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 18, 2013, 03:36:51 PM
Quote from: Indiana Joe on September 18, 2013, 02:09:18 PM
Except I'm working with a gradient...so that complicates things.

Congratulations on your success by the way Droric.

I take it you do not have access to Photoshop?  I used the slice tool to divide and save with transparency.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 18, 2013, 03:42:57 PM
That's exactly what I've been using, but you have to manually name each texture.  I'm trying to streamline the process as I work on two complete railroad texture sets.  This image cutter script Ganaram linked me to is ideal because it automatically names the textures, except that it doesn't output alpha-blended (transparent) images.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2013, 04:32:44 PM
I've tended to use a GIMP script for slicing.  It doesn't take care of the renaming, unfortunately.

Also, things are progressing on QuickChange . . . whatever that is. ::)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 18, 2013, 05:27:21 PM
Quote from: Tarkus on September 18, 2013, 04:32:44 PM
Also, things are progressing on QuickChange . . . whatever that is. ::)

(https://0-media-cdn.foolz.us/ffuuka/board/vp/thumb/1373/45/1373450916461s.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 18, 2013, 05:33:13 PM
Quote from: Indiana Joe on September 18, 2013, 05:27:21 PM
Quote from: Tarkus on September 18, 2013, 04:32:44 PM
Also, things are progressing on QuickChange . . . whatever that is. ::)

(https://0-media-cdn.foolz.us/ffuuka/board/vp/thumb/1373/45/1373450916461s.jpg)


...But really, if that online script would just output transparency, it would be perfect for what I need right now.  Would the creators/owners of it happen to be actively maintaining it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2013, 06:21:36 PM
It does output transparency.  The last update appears to have been in May 2012--the plugin is called ATG Slice and Join (http://registry.gimp.org/node/26331).  Once it's installed, it'll show up under Filters > ATG.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 19, 2013, 05:46:30 AM
Nice work, Droric.  :thumbsup:  You've caught on to puzzle pieces so quickly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 19, 2013, 06:26:36 AM
Thanks everyone for the positive encouragement.  And Indiana Joe I'm going to try to write you a script to rename based on autotilebaseiid width and height automatically rename files as long as they are in a single folder and ordered numerically (aka unrenamed from photoshop's slice tool).  I sort of wanted to make this earlier for my pieces.  I'll post what I come up with.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 19, 2013, 01:06:28 PM
Quote from: droric on September 19, 2013, 06:26:36 AM
Thanks everyone for the positive encouragement.  And Indiana Joe I'm going to try to write you a script to rename based on autotilebaseiid width and height automatically rename files as long as they are in a single folder and ordered numerically (aka unrenamed from photoshop's slice tool).  I sort of wanted to make this earlier for my pieces.  I'll post what I come up with.

You're my new favorite person.  :thumbsup:  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 19, 2013, 06:23:42 PM
Quote from: Indiana Joe on September 19, 2013, 01:06:28 PM
Quote from: droric on September 19, 2013, 06:26:36 AM
Thanks everyone for the positive encouragement.  And Indiana Joe I'm going to try to write you a script to rename based on autotilebaseiid width and height automatically rename files as long as they are in a single folder and ordered numerically (aka unrenamed from photoshop's slice tool).  I sort of wanted to make this earlier for my pieces.  I'll post what I come up with.

You're my new favorite person.  :thumbsup:  &apls

Oookie Dookie

For anyone who hasn't been following, this script will rename PNG files based on your autotilebaseiid so it is possible to maintain transparency when exporting slices from whatever photo application you are using.  Essentially a replacement for the image cutter tool (minus the cutting part)

Make a backup first since I just wrote this and ran through it a few times with no errors but i always advise a backup when your doing a batch action.  If you get any errors please let me know so I can try to fix them.  I might give this a Windows front-end since I also want to redo the paths tool since I can't stand it.

If you are not experienced with powershell you will need to do the following.
1. Save contents of code to a file with an extension of .PS1
2. Open powershell as an administrator and run this command 'set-executionpolicy remotesigned'
3. Place the script in the folder with the images from photoshop and right click the PS1 and hit run with powershell
4. Follow the prompts to fill in autotilebaseiid height and width
5. Profit?

For this to work the files must be .PNG and named from left to right numerically row by row, (this is the default of the photoshop slice tool).


$AutoTileBaseIID = (Read-Host "Enter the autotilebase IID (do not include the 0x prefix)")

[int]$Height = Read-Host "Please enter the height of the puzzle piece"

[int]$Width = Read-Host "Please enter the width of the puzzle piece"
$AutoTileBaseIID = [convert]::ToInt32("$AutoTileBaseIID", 16)

$Row = @()
$Row += ($AutoTileBaseIID)
$Row += ($AutoTileBaseIID + 16)
$Row += ($AutoTileBaseIID + 32)
$Row += ($AutoTileBaseIID + 48)
$Row += ($AutoTileBaseIID + 64)
$Row += ($AutoTileBaseIID + 80)
$Row += ($AutoTileBaseIID + 96)
$Row += ($AutoTileBaseIID + 112)
$Row += ($AutoTileBaseIID + 128)
$Row += ($AutoTileBaseIID + 144)
$Row += ($AutoTileBaseIID + 160)
$Row += ($AutoTileBaseIID + 176)
$Row += ($AutoTileBaseIID + 192)
$Row += ($AutoTileBaseIID + 208)
$Row += ($AutoTileBaseIID + 224)
$Row += ($AutoTileBaseIID + 240)

[int]$index = $width * $height
$files = (Get-Childitem *.png)
$i = 0

If ($i -ne ($index - 1)) {

For ($hindex = 0; $hindex -lt $Height; $hindex++) {
For ($windex = 0; $windex -lt $Width; $windex++) {
$value = ("0x" + ("{0:X0}" -f ($Row[$hindex] + ($windex * 256))) + ".png")
rename-item $files[$i] $value
# write-host $i
# write-host $windex
# write-host $hindex
$i++
}
}
}
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on September 20, 2013, 04:40:46 PM
Saw this somewhere:   0xBADB57F1
What Could it mean?

Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 20, 2013, 04:50:25 PM
Quote from: Durfsurn on September 20, 2013, 04:40:46 PM
Saw this somewhere:   0xBADB57F1
What Could it mean?

Probably just a Type ID or Group ID for something like textures or models. If it's an Instance ID, it has nothing to do with the NAM, since nearly everything is grouped in the 0x50000000 to 0x5FFFFFFF IID range. (I'd have to double-check.)

Yeah, that's the Group ID for S3D files. Full TGI is 0x5ad0e817 0xbadb57f1 0x########.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 20, 2013, 05:31:10 PM
Is it possible for path files for puzzle pieces to exit from a corner and enter inter a corner of a tile?

Like this?

.|
|.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on September 20, 2013, 05:48:12 PM
No, it's not. Also, I wouldn't recommend using a path with both entry and exit point 8,8,0 in the corners, in such a case. I may be wrong on this, but I think it causes glitches when the automata passes because the path does not have a direction. Instead, I'd recommend using entry/exit points like this
7.999,8,0
8,7.9856,0
in order to reflect the desired direction. Shifting a path by such a small amount won't make a visible difference in the game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on September 20, 2013, 06:12:14 PM
Quote from: memo on September 20, 2013, 05:48:12 PM
No, it's not. Also, I wouldn't recommend using a path with both entry and exit point 8,8,0 in the corners, in such a case. I may be wrong on this, but I think it causes glitches when the automata passes because the path does not have a direction. Instead, I'd recommend using entry/exit points like this
7.999,8,0
8,7.9856,0
in order to reflect the desired direction. Shifting a path by such a small amount won't make a visible difference in the game.

Yeah my pieces have a pathing issue with traffic when its at an 8,8 crossing.  I'll go fix it, thanks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on September 21, 2013, 03:33:37 AM
Quote from: Durfsurn on September 20, 2013, 04:40:46 PM
Saw this somewhere:   0xBADB57F1
What Could it mean?

Probably a mystery... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 26, 2013, 04:24:55 PM
Speaking of mysteries . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe5m4k7S.jpg&hash=609ae9c1206f4a53690659302821e03738a84172)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on September 26, 2013, 04:59:57 PM
Sweet. How about a 45degree one that goes one level down or up. :))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 26, 2013, 05:23:21 PM
Quote from: spot on September 26, 2013, 04:59:57 PM
Sweet. How about a 45degree one that goes one level down or up. :))

That's definitely on the docket.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 27, 2013, 03:25:54 AM
That's sweet Alex!good to hear a 45 degree transition is planned :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 27, 2013, 06:16:05 AM
Quote from: Tarkus on September 26, 2013, 04:24:55 PM
Speaking of mysteries . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe5m4k7S.jpg&hash=609ae9c1206f4a53690659302821e03738a84172)

-Alex

I don't see anything special... Is it a height transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 27, 2013, 06:36:46 AM
Quote from: Tarkus on September 26, 2013, 04:24:55 PM
Speaking of mysteries . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe5m4k7S.jpg&hash=609ae9c1206f4a53690659302821e03738a84172)

-Alex

It's the addiction that was missing!!  &apls &apls &apls
Is it a Flex-Fly piece?
Is in program a L1 Flex-Fly Curve?




Quote from: Wiimeiser on September 27, 2013, 06:16:05 AM
I don't see anything special... Is it a height transition?

It's an horse-shoe ramp for inverting the driving direction!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 27, 2013, 10:45:02 AM
You could already drag a 180 degree turn.  But I suspect that it indeed has some...special properties.   ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 27, 2013, 03:43:25 PM
Quote from: Wiimeiser on September 27, 2013, 06:16:05 AM
I don't see anything special... Is it a height transition?

It is indeed a height transition--it ascends one level.  Its full significance will be revealed before long . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: RepublicMaster on September 27, 2013, 04:58:04 PM
I am intrigued. It looks very interesting. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 27, 2013, 05:22:36 PM
Quote from: Tarkus on September 27, 2013, 03:43:25 PM
Quote from: Wiimeiser on September 27, 2013, 06:16:05 AM
I don't see anything special... Is it a height transition?

It is indeed a height transition--it ascends one level.  Its full significance will be revealed before long . . .

-Alex
So, it goes with a Symphony prefab?
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on September 27, 2013, 05:28:13 PM
Quote from: Wiimeiser on September 27, 2013, 05:22:36 PM
Quote from: Tarkus on September 27, 2013, 03:43:25 PM
Quote from: Wiimeiser on September 27, 2013, 06:16:05 AM
I don't see anything special... Is it a height transition?

It is indeed a height transition--it ascends one level.  Its full significance will be revealed before long . . .

-Alex
So, it goes with a Symphony prefab?

probably a flex piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 27, 2013, 05:46:05 PM
Ooh, compact cloverleafs for avenue interchanges! (?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 27, 2013, 05:53:24 PM
Well, without further ado, here's the basic intent behind the piece . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fqr5hYRZ.jpg&hash=a5df728490981d29e6f865da840c1728d3cec356)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on September 27, 2013, 06:04:22 PM
 &blush

Makes L1 partial cloverleafs much more realistic :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on September 27, 2013, 06:14:09 PM
Amazing! I never would have guess that.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: epicblunder on September 27, 2013, 06:23:21 PM
Hello compactness! 
Delicious.   &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on September 27, 2013, 06:52:03 PM
MUST. WANT. IT. NOW. :P :D $%Grinno$% :thumbsup: &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 28, 2013, 12:09:28 AM
So... Is it Flex?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2013, 12:31:05 AM
Quote from: Wiimeiser on September 28, 2013, 12:09:28 AM
So... Is it Flex?

That's the $0xFA00 question.  We'll find out after these commercials.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 28, 2013, 03:58:50 AM
&hlp It's better than what I imagined!! &hlp
        &apls    &apls    &apls    &apls    &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on September 28, 2013, 08:18:40 AM
Quote from: Tarkus on September 28, 2013, 12:31:05 AM
Quote from: Wiimeiser on September 28, 2013, 12:09:28 AM
So... Is it Flex?

That's the $0xFA00 question.  We'll find out after these commercials.

-Alex

Ooh, NAM Team members are so...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fweknowmemes.com%2Fwp-content%2Fuploads%2F2012%2F08%2Fgenius-meme.jpg&hash=06865e8febcfb6cf60943b9269b6ef8b29392f46)
:D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 01, 2013, 05:44:10 AM
Amazing stuff Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on October 06, 2013, 12:43:34 AM
Quick question. Is a RD-4 equivalent in RHW a possibility? It would be useful to have ;). Even as cosmetic pieces. It is found in rural Australian highways sometimes as overtaking lanes going both ways. I was thinking it would have no barrier but be inseparable like the 6C/7C/8C. It would only transition to RHW-2/3/4S and it only serves as overtaking lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 06, 2013, 12:45:43 AM
I'd say it's unlikely at this juncture, particularly as we're trying to avoid adding new networks at this point, especially ones that would be of no more than cosmetic use.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 06, 2013, 01:42:50 AM
What can be done however is adding exit lanes to the RHW-2 as cosmetic pieces, just like the RHW-4. The pieces are actually in place, but the ramp over-plops aren't made yet...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on October 06, 2013, 03:05:09 AM
So it will be implemented as cosmetic pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 06, 2013, 05:02:30 AM
Something like that, yes. The question is when...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 06, 2013, 03:43:26 PM
Semi-shameless self plug (the "semi-" because it's relevant to the thread): you may want to keep an eye on my Twitch (http://www.twitch.tv/TarkusSC4) account this coming week.  It may get some use, and I just might unveil something on livestream . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 08, 2013, 02:58:21 AM
^^

Let the 'Drool All You Can' event start! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 08, 2013, 09:06:26 PM
Indeed . . . I seem to have the technical side of Twitch worked out after an initial test tonight, so it should be on for some time in the next couple days.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 09, 2013, 05:16:39 AM
Let's brace ourselves.  This is going to be good!  ;D  Speaking of which, the new parclo piece looks like it will be quite nifty indeed.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2013, 07:04:04 PM
Going live in a few minutes.

Edit: The link: http://twitch.tv/TarkusSC4 (http://twitch.tv/TarkusSC4)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 09, 2013, 07:20:58 PM
Did anyone get that?

Maybe you should just upload it to Youtube...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2013, 07:22:53 PM
It hasn't started yet. ::)  Hitting the start button now.

Edit: It's happened now.  The video is archived on my Twitch page, and as I've saved the video file, it'll make its way to my YouTube channel as well.  Two birds, one stone.

Second Edit: Doing a live encore presentation.  On in a minute.  Yes, I'll be showing QuickChange.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 09, 2013, 09:11:14 PM
NOOO! I MISSED IT! :( Oh well, I'm just now drowning in my own drool as I wait for it to go online in YouTube. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 09, 2013, 09:32:29 PM
I found one of Tarkus' videos: http://www.twitch.tv/tarkussc4/b/468879320

But... There's no sound :'(

Still cool work though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 09, 2013, 11:05:29 PM
I am not getting sound either.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 10, 2013, 12:15:35 AM
Yeah, the thing was acting like it was receiving sound, but then I found out after the fact from a few folks in ST Chat who were watching it that the sound wasn't working.  That was really the least of my worries, as my streaming software (FFSplit) crashed at least half a dozen times, and behaved erratically when it wasn't crashing. :thumbsdown:  I was hoping to have the whole stream angle be a cool new way to unveil things, but alas--bummer trail.  It looks like I'll have to re-record the whole thing.

-Alex

Edit: Switched from FFSplit to the free version of XSplit . . . and success (http://www.twitch.tv/tarkussc4/b/468930130).  My computer was breathing heavily during the whole thing, so there might be a good bit of machine noise there, but there actually is audio this time.

And YouTube:

http://www.youtube.com/v/aGd4b4YD_84
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 10, 2013, 02:02:00 AM
OMG LET THE DROOL FEST BEGIN!  &hlp &hlp &hlp :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 10, 2013, 03:10:49 AM
Alex this is amazing stuff going on!RHW is already amazing but with all these new content it's gonna become even more "flexible"  :thumbsup:
cheers
Guglielmo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 10, 2013, 09:28:47 AM
Nice video! Lots and lots of draggable stuff!

Quote from: Tarkus on October 10, 2013, 12:15:35 AM
Edit: Switched from FFSplit to the free version of XSplit . . . and success (http://www.twitch.tv/tarkussc4/b/468930130).  My computer was breathing heavily during the whole thing, so there might be a good bit of machine noise there, but there actually is audio this time.

If you're using Xsplit's free version, quality reduced compared to the consumer version / FFsplit. Also if you're porting streams from Twitch to Youtube audio quality seems to suffer even more :(. I think you're given the choice to make a stream and a local recording at the same time... If you upload that local recording, it will look better than the port from Twitch.

Hopefully I didn't lose you there :P. I would also recommend trying Open Broadcaster (http://obsproject.com/). Since I started using it I've never looked back!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 10, 2013, 12:59:12 PM
Quote from: Haljackey on October 10, 2013, 09:28:47 AM

If you're using Xsplit's free version, quality reduced compared to the consumer version / FFsplit. Also if you're porting streams from Twitch to Youtube audio quality seems to suffer even more :(. I think you're given the choice to make a stream and a local recording at the same time... If you upload that local recording, it will look better than the port from Twitch.

Hopefully I didn't lose you there :P. I would also recommend trying Open Broadcaster (http://obsproject.com/). Since I started using it I've never looked back!

Yeah, I ended up using the local recording when I put it on YouTube, so at least it didn't get any worse on that end. :D  Thanks for recommending Open Broadcaster--I'll give that a shot for my next stream.

And thanks to everyone for the kind words on the new features. :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 10, 2013, 04:19:38 PM
I'm impressed with the new viaducts and Flex pieces.  The video showed some top-grade new stuff.  Good work!

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 10, 2013, 05:37:29 PM
How exciting. ^_^
Title: Re: RHW (RealHighway) - Development and Support
Post by: RepublicMaster on October 10, 2013, 06:06:25 PM
The new stuff looks very promising! I can't wait to give it a crack. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 10, 2013, 06:48:16 PM
Quote from: Tarkus on October 10, 2013, 12:15:35 AM
Yeah, the thing was acting like it was receiving sound, but then I found out after the fact from a few folks in ST Chat who were watching it that the sound wasn't working.  That was really the least of my worries, as my streaming software (FFSplit) crashed at least half a dozen times, and behaved erratically when it wasn't crashing. :thumbsdown:  I was hoping to have the whole stream angle be a cool new way to unveil things, but alas--bummer trail.  It looks like I'll have to re-record the whole thing.

-Alex

Edit: Switched from FFSplit to the free version of XSplit . . . and success (http://www.twitch.tv/tarkussc4/b/468930130).  My computer was breathing heavily during the whole thing, so there might be a good bit of machine noise there, but there actually is audio this time.

And YouTube:

...

:o I'm droolin' man!! :thumbsup: :thumbsup: :thumbsup:
I hope that there are even as single piece! ;)

I'd like to know if there are developements on RHW FLUPs (or Flex-FLUPs). &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: dragonshardz on October 11, 2013, 02:38:20 PM
Quote from: Haljackey on October 10, 2013, 09:28:47 AM
Nice video! Lots and lots of draggable stuff!

Quote from: Tarkus on October 10, 2013, 12:15:35 AM
Edit: Switched from FFSplit to the free version of XSplit . . . and success (http://www.twitch.tv/tarkussc4/b/468930130).  My computer was breathing heavily during the whole thing, so there might be a good bit of machine noise there, but there actually is audio this time.

If you're using Xsplit's free version, quality reduced compared to the consumer version / FFsplit. Also if you're porting streams from Twitch to Youtube audio quality seems to suffer even more :(. I think you're given the choice to make a stream and a local recording at the same time... If you upload that local recording, it will look better than the port from Twitch.

Hopefully I didn't lose you there :P. I would also recommend trying Open Broadcaster (http://obsproject.com/). Since I started using it I've never looked back!

Recommending OBS as well - XSplit is okay and worthwhile if you've paid for it, but OBS is by far the best if you're more into freeware.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 12, 2013, 08:47:35 PM
Quote from: vinlabsc3k on October 10, 2013, 06:48:16 PM
I'd like to know if there are developements on RHW FLUPs (or Flex-FLUPs). &hlp[/size][/font]

The FLUPs side is not under development at the moment.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2013, 01:52:45 AM
Double posting . . .

So yeah, those inside ramp interfaces that have been periodically requested are now a reality.  And they're FLEXRamps.  Required using a different flag setup rather than overriding the existing non-inside ramps (which ended up creating a mess on the MIS side).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEPnj6bA.jpg&hash=08ba8b4ff2e051324b7093358ee1dc62fefc5048)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 15, 2013, 02:22:03 AM
Beautiful! (I have some setups that will benefit greatly from this...)

Are they currently functional, or just overridden? (obviously I mean on your end)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2013, 02:25:39 AM
The Type A1 Inside FLEXRamp (the only one that's been made so far) is, as of a few minutes ago, fully operational for the RHW-4, RHW-6S, RHW-8S, and RHW-10S (including paths).  The default setup is an RHW-4 at present, and hooking one of those other networks into it converts the ramp.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 15, 2013, 02:40:10 AM
Very neat. Looks good, too (as much as I dislike the A-style ramps, even!).

I wonder what other tricks you have up your sleeve. I can wait till the release, though.

Quick question, is the quick change ramp (L0 to L1 180o MIS) going to be available without the ramp attached to it? I almost never use elevated RHW-Road intersections, mainly cause they don't exist in So. California. It would be handy to use without having to make an earthen ramp, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 15, 2013, 03:13:58 AM
Yay, inside ramps! ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 15, 2013, 08:38:39 PM
Quote from: APSMS on October 15, 2013, 02:40:10 AM
Quick question, is the quick change ramp (L0 to L1 180o MIS) going to be available without the ramp attached to it? I almost never use elevated RHW-Road intersections, mainly cause they don't exist in So. California. It would be handy to use without having to make an earthen ramp, though.

It will indeed be available without the QuickChange attachment.  That's the plan for any sort of item we develop as part of QuickChange--it'll also be available a la carte.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 16, 2013, 08:56:55 PM
To quote one Dave Hester . . . yuuuuuup.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvYXjj1M.jpg&hash=35016ae331e2841c1866f0529c9b289b0b96df99)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 16, 2013, 09:00:30 PM
*drool* :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 16, 2013, 09:21:34 PM
Just need to fix up that random stub.


Also, just out of curiosity, exactly how close to finished would you say you are? What percentage?


Also, you know the RHW-3 to RHW-4 piece? Could you make a version where one side is MIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 16, 2013, 10:04:07 PM
Quote from: Wiimeiser on October 16, 2013, 09:21:34 PM
Also, just out of curiosity, exactly how close to finished would you say you are? What percentage?


Also, you know the RHW-3 to RHW-4 piece? Could you make a version where one side is MIS?

Can't give a percentage with any accuracy, though the plan is to cut off feature addition quite soon.  My priorities are, at present, fixing up the new FLEXRamps and QuickChange items, and a last bit of work with the Draggable Viaducts.  I don't know that you'll see any new transition configurations like that this go around.  It would depend on someone taking up the texturing side.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 17, 2013, 01:02:36 AM
A little off-topic here, but there are draggable L1 avenue viaducts, eh? ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 17, 2013, 02:42:06 PM
Quote from: Geometry123 on October 17, 2013, 01:02:36 AM
A little off-topic here, but there are draggable L1 avenue viaducts, eh? ::)

In good time.  Patience, young Padawan.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi987.photobucket.com%2Falbums%2Fae352%2Fwobblygts%2Femoticons%2Fyoda-small1.gif&hash=91457016d20502f404a2ce0587b1330ee4e8e228)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 17, 2013, 05:32:21 PM
Also:

Quote
The odds of NAM 32 being released on December 25 is 1/31. :P

Correction: it's 0/∞.  If we internally shoot for a Christmas release (which we have many times) at best, we end up with a release in January (NAM 22 in 2008, NAM 24 in 2009).  The closest we came was NAM 20 in 2006, which was just before I officially became a NAMite, and would have been out the door just in time (the official datestamp on the version is December 24th).  However, the distribution ended up being a fiasco, with most users not actually getting the new NAM until early January (causing many to refer to it as the "January 2007 NAM"), and the relationship between the NAM Team and Simtropolis taking a hit in the process.

And if you also consider that one of our two official distributors is ModDB, and that their employees who approve uploads are likely to be on vacation on Dec. 25th, it'd probably have to be released sometime a week prior in order for full distribution in time for Christmas.

If you're curious about NAM release timing, it's all listed here (http://www.wiki.sc4devotion.com/index.php?title=NAM#Releases).  There were actually 14 NAM versions released between April and December 2004, albeit the mod was much, much smaller then, and the changes between releases were pretty small as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 17, 2013, 05:53:50 PM
It took me a few seconds to look at the pictures to notice anything new.  $%Grinno$%

Good work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 17, 2013, 06:34:21 PM
Quote from: Indiana Joe on October 17, 2013, 02:42:06 PM
In good time.  Patience, young Padawan.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi987.photobucket.com%2Falbums%2Fae352%2Fwobblygts%2Femoticons%2Fyoda-small1.gif&hash=91457016d20502f404a2ce0587b1330ee4e8e228)

Of course, patience is a virtue. Waiting for a new NAM requires a lot of patience and discipline. ;) :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 18, 2013, 03:31:35 AM
Double posting, but whatevah! ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F4%2F4a%2FNorth_Luzon_Expressway_Rumble_Strips.jpg&hash=6892f3f92c90a90ca1147f0ca5922b886deeaf7d)

I'd love to see rumble strips as RHW cosmetic pieces. Realistic for warning drivers that there is an at-grade intersection, toll barrier, merging traffic, or lane ending upcoming.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 18, 2013, 01:33:30 PM
There are rumble strips that are not painted as well. I usually find them at the end of a 2 lane highway where there is an intersection.

I don't see them on grade separated highways, but I haven't been on a toll road in years.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 18, 2013, 04:41:10 PM
Quote from: Geometry123 on October 18, 2013, 03:31:35 AM
I'd love to see rumble strips as RHW cosmetic pieces. Realistic for warning drivers that there is an at-grade intersection, toll barrier, merging traffic, or lane ending upcoming.

Given that only RHW-4 and RHW-2 can have at grade intersections, you might just consider making a Rumble Strip texture mod, that simply overrides the affected textures. I don't think it actually requires CPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 18, 2013, 05:12:07 PM
Quote from: APSMS on October 18, 2013, 04:41:10 PM
Quote from: Geometry123 on October 18, 2013, 03:31:35 AM
I'd love to see rumble strips as RHW cosmetic pieces. Realistic for warning drivers that there is an at-grade intersection, toll barrier, merging traffic, or lane ending upcoming.

Given that only RHW-4 and RHW-2 can have at grade intersections, you might just consider making a Rumble Strip texture mod, that simply overrides the affected textures. I don't think it actually requires CPs.

That would cause massive crosslink override headaches with all other RHW networks, any time they got in the vicinity of any network with which the RHW-2 can form an at-grade intersection (which is pretty much every network).

If you introduce an override onto the base RHW-2 network, any other RHW network that encounters that particular setup, as well as any situation involving any override networks based on the crossing network, would require a bunch of overrides.  Even if you had an L2 RHW-10S crossing over a ground-level road, because the L2 RHW-10S is an override of the RHW-2, we'd have to add code to get rid of the RHW-2 rumble strips in order for the RHW-10S to continue, even though there's no need for rumble strips on it.  Similarly, with the Draggable Road Viaducts, should any RHW cross under one of those, because the default RHW-2/Road intersection would have the rumble strip pieces, you'd have to create overrides to get rid of the rumble strips.

The reason we developed CPs was to avoid cluttering the base network with special, largely cosmetic situations that make no sense on other override networks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 19, 2013, 12:59:54 AM
Not only RHW-2 and 4 but even 3 and MIS make at-grade intersections and they need rumble strips.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 19, 2013, 01:08:40 AM
Quote from: vinlabsc3k on October 19, 2013, 12:59:54 AM
Not only RHW-2 and 4 but even 3 and MIS make at-grade intersections and they need rumble strips.

You'll still have the same problem as stated above already: The addition of rumble strip code requires even more code to negate the rumble strip code for crossings that don't require rumble strips (RHW over RHW situations count as crossings, for example), which, in short, means an unnecessarily large NAM controller and an unnecessary feature to add (and an unnecessarily large headache) that can be easily solved using plain old puzzle pieces. The NWM had a similar issue, which was one of the biggest issues that had to be tackled before its first release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 19, 2013, 01:21:24 AM
Huh, I hadn't considered that problem...I didn't realize that crosslink textures would come into play whenever there was a crossing. I thought it just referenced textures specific to the intersection, so the RHW-2/MIS intersection texture would be retextured with rumble strips, but the overpass, which I thought used a different texture, would not.

Also, I meant for Geometry to make the mod, not the NAM team. The take-it-or-leave-it component of such a mod would require it be made by a third party. So, no RUL editing necessary. I for one find rumble strips unnecessary, esp. since geometry's picture showed a RHW-8 equivalent, and such an intersection is [obviously] not possible with RHW.

I appreciate the ability to ask for potential features. I believe I asked for (though was not the instigator of) a few RHW-4 offramps (that is to say, ramps from a larger RHW to an exiting RHW-4) and was pleasantly surprised to find some such ramps in the NAM31 tab ring. However, when some stuff is purely cosmetic, I will take the functional stuff any day over unnecessary CPs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2013, 01:39:39 AM
Quote from: APSMS on October 19, 2013, 01:21:24 AM
Huh, I hadn't considered that problem...I didn't realize that crosslink textures would come into play whenever there was a crossing. I thought it just referenced textures specific to the intersection, so the RHW-2/MIS intersection texture would be retextured with rumble strips, but the overpass, which I thought used a different texture, would not.

Also, I meant for Geometry to make the mod, not the NAM team. The take-it-or-leave-it component of such a mod would require it be made by a third party. So, no RUL editing necessary. I for one find rumble strips unnecessary, esp. since geometry's picture showed a RHW-8 equivalent, and such an intersection is [obviously] not possible with RHW.

The rumble strips technically wouldn't be part of the intersection--there'd be no place to fit them in the intersection tile itself.  They'd actually end up having to be occupy an adjacent orthogonal tile leading into the intersection, and that's where it becomes a problem. You'd have to start getting into new IIDs and RUL modification (not a project for a third party), and because the base network would be entailed in those modifications, all networks would be, making it like the Automatic Road Turning Lanes conflict with the NWM and Draggable FAR, but several orders of magnitude more complicated than that, even.

The goal is to FLEX or "draggablize" a large part of the system, but CPs are the biggest exception--they're designed for the most detail-oriented users to have precise control at the micro level with the road markings, and they have minimal crosslinks, so keeping the base networks spartan and splurging on the static CPs is the most logical approach from a software design standpoint.

Quote from: APSMS on October 19, 2013, 01:21:24 AM
I appreciate the ability to ask for potential features. I believe I asked for (though was not the instigator of) a few RHW-4 offramps (that is to say, ramps from a larger RHW to an exiting RHW-4) and was pleasantly surprised to find some such ramps in the NAM31 tab ring.

And some of those will be FLEXRamps in NAM 32.  I'm presently working with the overrides on the RHW-10S Type E2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 19, 2013, 05:09:02 AM
Quote from: GDO29Anagram on October 19, 2013, 01:08:40 AM
...

You'll still have the same problem as stated above already: The addition of rumble strip code requires even more code to negate the rumble strip code for crossings that don't require rumble strips (RHW over RHW situations count as crossings, for example), which, in short, means an unnecessarily large NAM controller and an unnecessary feature to add (and an unnecessarily large headache) that can be easily solved using plain old puzzle pieces. The NWM had a similar issue, which was one of the biggest issues that had to be tackled before its first release.

I was referring to CPs case.


Speaking of CPs, I've a request, if I can for NAM 33(?): ;)

This is a sketch:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvnzbeXW.jpg&hash=ab780829e7d40670b34bda776c56594a1b38e9c9)

It's very common in Europe.
Essentially it's a RHW-3>RHW-2 T-interchange with TuLEPs. ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 19, 2013, 10:05:04 AM
Something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3_tuleps_new05.png&hash=d9046c57b88ba861385ef732040774f2e4832350)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on October 19, 2013, 12:40:45 PM
neat and promising developments to say the least  :thumbsup:  like the updates  ;)  however, would like to interject about NWM and what is in store there... was the original intentions for NAM32 NWM update realized   ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 19, 2013, 01:09:32 PM
If by original you mean the equivalent of NAM 31's massive P57 overhaul, then no, that has not been repeated for the NWM, and will not likely be done. Instead of spending many months in development hell, the new modus operandi is smaller, incremental (read: more workable) updates. While the NWM code will be updated and expanded, it's not currently scheduled to happen within a single development cycle.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 19, 2013, 02:02:08 PM
That looks... confusing. But, it also looks amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 19, 2013, 02:35:39 PM
I can confirm what Willy has said.  The effects of the controller increase sent us back to the drawing board on the NWM side, and there's likely to be just a few minor upgrades on that front.  (There are also plans for a P57 Mark 4 on the RHW side.) 

Most of the resources that would have gone into the NWM side went into the Draggable Road/OWR/AVE viaducts, which have been planned for 5 years, and, in actuality, add a fair bit of functionality to the NWM (Road-over-NWM, for instance), in addition to setting the stage for further NWM development.  The sudden surge of RHW development came largely off the QuickChange idea.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on October 19, 2013, 03:27:27 PM
Okay then... no worries... the game-plan sounds best way to go... trust that NWM will reach its best potential, as  I use it more than RHW in some instances; as in, its mostly rural in nature... enjoying the updates in the mean time...  :satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 19, 2013, 09:09:31 PM
Quote from: MandelSoft on October 19, 2013, 10:05:04 AM
Something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3_tuleps_new05.png&hash=d9046c57b88ba861385ef732040774f2e4832350)


This would be nice to have.


Also, quick sketches of some of my previous requests attached.



Quote from: Jack_wilds on October 19, 2013, 03:27:27 PM
Okay then... no worries... the game-plan sounds best way to go... trust that NWM will reach its best potential, as  I use it more than RHW in some instances; as in, its mostly rural in nature... enjoying the updates in the mean time...  :satisfied:

RHW doesn't necessarily have to be rural...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 19, 2013, 09:35:24 PM
So does that mean that NAM 33 will be more focused on NWM?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 20, 2013, 01:08:17 AM
Quote from: Kuewr665 on October 19, 2013, 09:35:24 PM
So does that mean that NAM 33 will be more focused on NWM?

It's possible, but we have no idea at this point.  The one limiting factor with NWM expansion is the fact that the next big step with it, which would entail getting diagonal intersections in place, is going to be an extremely time-intensive task, mostly from the work involved in pathing some of those intersections.  (RD-6 x OWR-4 OxD would be a case of something very difficult to path.)

I'd say the main things going forward with the RHW are further tweaks to the stability, adding some more QuickChanges and FLEXing a few other items, and making elevated versions of ground-level parts that don't yet have them.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 20, 2013, 01:17:33 AM
Quote from: MandelSoft on October 19, 2013, 10:05:04 AM
Something like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3_tuleps_new05.png&hash=d9046c57b88ba861385ef732040774f2e4832350)

Exactly what I meant!!  &apls &apls
My idea have 4 additional pieces: the slip lanes, the intersection, the RHW-3 w/ slip lane in/out and the WRHW-2 modified piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 20, 2013, 01:42:28 PM
And I've got them ready in-game (still needs pathing though)! Watch and drool!

Click to enlarge:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3-tulep_01.jpg&hash=fae3b1b267324c7365623e9ab558763988c15603)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3-tulep_02.jpg&hash=7a793927271f45658d38f3aab7902dbe0e2b5717)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3-tulep_03.jpg&hash=958aa620dec4d48c7ae05d5cd46a977e0f2b8363)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3-tulep_04.jpg&hash=ef581fa668cf4d95edd93a5d38cf915a156c4d82)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw-3-tulep_05.jpg&hash=96ab440bb82c708d0f65ed739d9b0ac3554abafc)

Best,
Maarten

Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 20, 2013, 02:11:29 PM
These are great!

Now excuse me for a moment, I need to wipe up some drool off the keyboard.
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on October 20, 2013, 02:15:22 PM


That is indeed freakin awesome!  Those look very much like many rural road intersections I know of.  Fantastic work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 20, 2013, 04:45:06 PM
Good job Maarten. &apls


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 20, 2013, 05:28:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ft2.ftcdn.net%2Fjpg%2F00%2F39%2F99%2F07%2F160_F_39990731_gGu44ptfeaEZsCVUGJMoKTNgolHJ6Utc.jpg&hash=6476288a8f145b61c984cc252f89720180a99147)
It's unbelievable!! :o
You are great!! :thumbsup:
It's... it's...
blurb... blurb..
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on October 20, 2013, 05:34:17 PM
Great job Maarten! I have been waiting for these for a while. One question. Will these TuLEPs be ported over to the Rural Roads Plugin or Rural  TuLEPs plugin (if it is to be created)? Or will they be exclusively RHW material? I know many surface roads (Non highway) In Rural Australia (Where I am from) have these type of intersections.

Anyway great work  :thumbsup:

-eggman121 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 20, 2013, 06:56:28 PM
I hope someone noticed my previous post...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 20, 2013, 07:02:25 PM
Maarten, excellent work--I wouldn't expect any less! :thumbsup:

Quote from: Wiimeiser on October 20, 2013, 06:56:28 PM
I hope someone noticed my previous post...

I did, and I think most others did as well, and consider it taken under advisement.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 20, 2013, 07:39:07 PM
Quote from: eggman121 on October 20, 2013, 05:34:17 PM
Great job Maarten! I have been waiting for these for a while. One question. Will these TuLEPs be ported over to the Rural Roads Plugin or Rural  TuLEPs plugin (if it is to be created)? Or will they be exclusively RHW material? I know many surface roads (Non highway) In Rural Australia (Where I am from) have these type of intersections.

Anyway great work  :thumbsup:

-eggman121 


Definitely, I would say. I've been dying to have that kind of intersection for regular TuLEPs, but it requires the addition of a few new pieces that aren't currently available ...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 20, 2013, 08:16:12 PM
Soo, rural, Maarten! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on October 20, 2013, 09:03:31 PM
This is really  &apls  &apls, but I am missing the acceleration lanes on the last picture on the left side on the road (street from north to south)  &idea  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 20, 2013, 09:37:14 PM
Why does the left side need acceleration lanes? Traffic is originating from the turn lanes, so there's no merging with thru traffic. ()what() Or maybe I'm just not understanding what you mean.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 20, 2013, 10:12:11 PM
Quote from: DJSun1981 on October 20, 2013, 09:03:31 PM
This is really  &apls  &apls, but I am missing the acceleration lanes on the last picture on the left side on the road (street from north to south)  &idea  ::)

Accel lanes are needed for left-turning traffic so that it doesn't have to worry about waiting for a break in both directions.  Since right-turning traffic isn't crossing both lanes, it doesn't need accel lanes.  I hope that makes sense.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 20, 2013, 10:58:15 PM
It's something you'll sometimes see referred to as a "seagull intersection" [link] (http://en.wikipedia.org/wiki/Seagull_intersection).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 21, 2013, 12:05:33 AM
I see. I was looking at the wrong street. Tarkus' link straightened things out.

Those are some very nice RHW TuLEPs; So tempting that I actually want to try out making a rural stretch of highway in my mountainous region parts just so I can find an excuse to use them (I have a hard time spending time to do stuff like that, so for me it means a lot).
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on October 21, 2013, 09:35:47 AM
Thanks Alex, that is what I mean - rightlane accel lanes
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on October 21, 2013, 09:56:18 AM
that is so great!  :o

that last concept (with the side turning lanes) applied to normal roads would be also sooooo awesome!  "$Deal"$ "$Deal"$  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 22, 2013, 01:01:50 AM
I hope that the developement of QuickChange ramps don't affect the correction of this bug (http://sc4devotion.com/forums/index.php?topic=15911.msg461608#msg461608).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 22, 2013, 01:28:49 AM
Quote from: vinlabsc3k on October 22, 2013, 01:01:50 AM
I hope that the developement of QuickChange ramps don't affect the correction of this bug (http://sc4devotion.com/forums/index.php?topic=15911.msg461608#msg461608).

No.  Completely unrelated developments.  I thought that one had been fixed already (it appears it was in one of Maarten's alternate texture sets), but it is now fixed on my end here and added to our depository.  And since I'm as tired of seeing that pic of the RGBK tiles on the end of those ramps as I'm sure you are, I'll violate my "no patches between releases" rule--see attached.  You should be able to place this wherever you want in your Plugins folder (it's basically adding missing texture IIDs), and can safely delete when NAM 32 is released.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 22, 2013, 06:34:40 PM
While the thread's less active, could someone make mockups of my ideas from before?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 22, 2013, 07:34:36 PM
I would generally assume that if the thread is less active, it's because the team members are busy, either doing stuff for SC4 or they have RL that is occupying their time. Forum posting takes up free time. Slow forums usually indicate busyness elsewhere.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 22, 2013, 08:13:34 PM
Also, this thread's been quite active in the past few days, actually.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 22, 2013, 08:44:11 PM
Eh, I'm just wanting my ideas to be useful.

-The first one would fall under the category of a RHW-2/3 splitter, so if those get flexed you could probably put that in there.
-The second one transitions Road directly into MIS without the need of One Way Road. It could also work with AVE-2, and ARD-3 if the MIS and extra lane are going in the same direction (You could probably even make a version with ARD-4 and RHW-4 if the former ever sees the light of day). It makes things a bit more compact since you no longer need OWR to bridge the Road and MIS (Plus it'd probably look better)
-The third one is for a diagonal avenue or RHW-4 joining an orthogonal Ave-4 and turning it into a RD-6 or AVE-6 in the process, while preventing sharp turns (Right in a LHD game), so it's like an at-grade Partial Y. You could probably even split up the RHW version into two component pieces that transition to OWR-3.
Imagine the possibilities!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 22, 2013, 08:53:05 PM
Ah, there it is.

I've never heard of the no patches rule. Is this something temporary? I hope it is.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 22, 2013, 09:28:39 PM
Quote from: Kuewr665 on October 22, 2013, 08:53:05 PM
Ah, there it is.

I've never heard of the no patches rule. Is this something temporary? I hope it is.

We don't wanna release patches between NAM releases. It'd be like the Hotfix system, which was never well-accepted by anyone.

Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
Eh, I'm just wanting my ideas to be useful.

You have just about every resource at your disposal to make your ideas (at least the textural part) a reality yourself. If you think your idea is a good idea, then don't just passively ask the NAM Team to do it for you, try it yourself and be active. Asking us to make something a novemdecillion times doesn't do anything to expedite the process that you would be capable of, especially when some of us are being buried with real life. There are plenty of freeware image editing programs (Paint.NET, GIMP) available to download, and even the entire texture repository for the RHW, NWM, and TuLEPs is available for anyone to access.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 22, 2013, 10:12:17 PM
I'm not too supportive of the no patches rule, partially because remaining bugs would repeatedly be reported and does not make the mod as clean.

You probably have your reasons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2013, 12:07:52 AM
Quote from: Kuewr665 on October 22, 2013, 10:12:17 PM
I'm not too supportive of the no patches rule, partially because remaining bugs would repeatedly be reported and does not make the mod as clean.

You probably have your reasons.

I bolded part of the quote I took from your post, Kuewr, because you actually hit on a reason why we've been going the opposite direction.

Even when we do in-thread attachment patches (ITAPs, I suppose), people can't find them, and we still get bug reports.  We have to dig around to find them ourselves, in order to refer to the late reporter to them.  I actually thought the RGBK issue on those ramps was one of those situations, and it took me a couple hours of digging around on the forums and our Github issues page, plus digging around in a number of files, both presently available and in development, in order to determine that it was indeed not addressed.  There has also been at least one instance, in which we did an in-thread patch, but then forgot that the bug or its patch ever existed, and the issue ended up persisting in the next release.

In other words, it may be beneficial to a few users who get an ITAP while its fresh, subsequent users will not be so lucky, and it adds an extra step into our process of ensuring the bug is truly squashed in future NAM releases.  The case of Hotfix 301, which Ganaram mentioned, also played a factor.  Even though it was a readily available file on the LEX, STEX, and ModDB, people didn't even know it existed, and we'd regularly get reports of bugs that we'd already fixed with the Hotfix.  Dealing with a tiny attachment on a forum thread exacerbates that issue all the more.  It also raises confusion among users not familiar with the inner workings of the NAM.  We've had a number of situations where users have requested ITAPs for things we can't fix that way--e.g. RUL issues, and had to go into detail as to why we can't address their issue until a new release.

Part of the plan, however, involved releasing NAM versions more frequently, as we've done to an extent already with the 31.x releases, which mitigates the need for ITAPs.  Coincidentally, all the changes we've made in going to the Monolithic NAM paradigm have made us far more able to do this than the old, so-called "modular NAM" approach of NAM Versions 21 through 30.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on October 23, 2013, 03:35:01 AM
Quote from: GDO29Anagram on October 22, 2013, 09:28:39 PM
You have just about every resource at your disposal to make your ideas (at least the textural part) a reality yourself. If you think your idea is a good idea, then don't just passively ask the NAM Team to do it for you, try it yourself and be active. Asking us to make something a novemdecillion times doesn't do anything to expedite the process that you would be capable of, especially when some of us are being buried with real life. There are plenty of freeware image editing programs (Paint.NET, GIMP) available to download, and even the entire texture repository for the RHW, NWM, and TuLEPs is available for anyone to access.

To further add to GDO29Anagram's comment if you want to have new content in the game you should be prepared to show some initiative on some of the content you would like to see. For instance I wanted to have some signs on my road network and in the future catenaries on my railways, so I went ahead and made some signs and railway catenaries with Building Architecture Tool. There are plenty of resources for T21ing which I am doing now, Transit Texture replacing and other modding tutorials to help you.
Furthermore other users will help out if your Ideas are feasible and useful. I know that has been my experience with my road signs and catenaries and I am truly grateful for the help that the NAM team has shown me to help me on my projects.

For instance I have went into the foray of making a new piece for the RHW FAR network

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FFAR2Splitter_zps4a9c3dbd.jpg&hash=998fd8ae460f58464bf35b76c1b75496e82ee0e1) (http://s245.photobucket.com/user/Eggman121/media/FAR2Splitter_zps4a9c3dbd.jpg.html)

Guess what this is for?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHW2toFARSplitter_zpsa249e8cf.jpg&hash=d76b408d28d58240c37d3665621e165de14ea1cd) (http://s245.photobucket.com/user/Eggman121/media/RHW2toFARSplitter_zpsa249e8cf.jpg.html)

And Here is a picture of what it is suppose to do. (Hopefully I have not done something that someone else has done. Maybe Shadow Assassin has already covered it but I thought that I would make it anyway.)

Before anyone asks I have just replaced the textures for the FARHW 4S F1 Ramp with new textures to show it in the game. I'm not advanced enough to make my own puzzle pieces yet.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 23, 2013, 04:39:42 AM
QuoteMaybe Shadow Assassin has already covered it but I thought that I would make it anyway.)

I have that texture lurking around somewhere but for some reason I haven't implemented it in-game yet :D

The RULs are easy though, they're pretty much identical to the RHW-4 piece.


Speaking of FARHW... first time in a while, but here's a picture for everyone :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F5ca677b9459694efaf2bbb5bb6753e62.jpg&hash=c756d03dca5e89f065df99887c9a16c1d7f483da)

This, too (honestly, can't remember if I showed this in public or not):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F67a6eb6a440ee9776fd8b6be5543ab48.jpg&hash=35997a7b741cf49d025287b8bad1db217c38e6c8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 23, 2013, 05:15:02 AM
Ah, that's just cruel, because you just made my eyeballs pop-out due to its epicness... :D :P $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 23, 2013, 05:59:27 AM
Alas, I am not a artist. That picture I made is pretty much the extent of my artistic skills.

I could probably try if only I had all the necessary textures to use as a base...
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 23, 2013, 06:39:48 AM
You can always try and you can always train your skills. Remember, I went from this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3675%2Frhw4rampd.png&hash=8463cb3a73d4ab93dc7a429948fcd4ce2a03a454)
(which was basically the v3.0 textures with white lines and white triangles)

... to this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F6918%2Feurorhw01.jpg&hash=941d5b63121610028050b805cab924a92c6b7b67)
(which are vector images done from scratch)

All you have to do is just try and make something out of it...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 23, 2013, 06:56:01 AM
SA this FARHW content is epic!
Eggman your work is incredibly nice...your work with catenaries and signage mod is amazing...nice to see you involved with RHW as well!
Cheers
Guglielmo
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on October 23, 2013, 07:43:09 AM
It's a pleasure to see those beautiful curves again Daniel  :o  They'll certainly be invaluable. No exaggeration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on October 23, 2013, 09:34:25 AM
Quote from: Wiimeiser on October 23, 2013, 05:59:27 AM
I could probably try if only I had all the necessary textures to use as a base...

You do.

RHW-2 is here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Frhw-2.jpg&hash=3954ff33eb36f1fc8753bd0d356ead6e2900572c)

MIS is here:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fjdenm8%2FRHW%2Fmis.jpg&hash=c88d985cd6042cb90b726a41dfa8737a4b11b37f)

The other RHW ones follow the pattern 270x00000 as well.
Road is easy to find, there's a copy of it in SimCity1.dat at IID 00000001.

This is how I make textures since I don't have immediate access to the orignals. If you're really interested, I have PSD (Photoshop) and XCF (GNU Image Manipulation Program) master versions of the A1 Volleyball SCP that I can upload.


As for your actual requests,
Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The first one would fall under the category of a RHW-2/3 splitter, so if those get flexed you could probably put that in there.
Less workable than you would think due to the fact that the centreline is in different places on RHW-3 and RHW-2. It'd be a long piece. I think textures have been made for FAMIS ones though, which are naturally long enough that it doesn't look like a chicane.

Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The second one transitions Road directly into MIS without the need of One Way Road.
No. Incredibly unsafe in most circumstances IRL and we do endeavour to make realistic intersections.

A piece like seen here (http://goo.gl/maps/ac1Ey) though... maybe if someone is bothered enough or OWR-1 development picks up.

Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
AVE-2
See Above.

Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
ARD-3
What? An RHW-4 version? With traffic coming off a motorway at those speeds having an intersection immediately after so vehicles can do a U-Turn? You're more likely to see an intersection like this (http://goo.gl/maps/spgwX) that fulfils a similar purpose.

You may be thinking of the other direction, but the problem is that you need to think both ways if you're making draggable solutions. The OWR to Road transition is awkward enough as it is.

Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The third one is for a diagonal avenue or RHW-4 joining an orthogonal Ave-4 and turning it into a RD-6 or AVE-6 in the process, while preventing sharp turns (Right in a LHD game), so it's like an at-grade Partial Y. You could probably even split up the RHW version into two component pieces that transition to OWR-3.
Why not just build a Partial Y and make it Limited Access using the pieces we already have anyway?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 23, 2013, 09:53:34 AM
Quote from: Wiimeiser on October 23, 2013, 05:59:27 AM
I could probably try if only I had all the necessary textures to use as a base...

The Road Texture Database, which I alluded to in my previous post, has every texture used in the NAM's major projects... http://sc4devotion.com/forums/index.php?topic=15780
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 23, 2013, 04:28:08 PM
re: patches

That sounds reasonable. I figured that the patches would not be easily accessible, which led me to the idea of having a thread dedicated to patch releases...

Still, having more frequent version updates is a good compromise.   :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 23, 2013, 10:24:39 PM
Quote from: jdenm8 on October 23, 2013, 09:34:25 AM
Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The first one would fall under the category of a RHW-2/3 splitter, so if those get flexed you could probably put that in there.
Less workable than you would think due to the fact that the centreline is in different places on RHW-3 and RHW-2. It'd be a long piece. I think textures have been made for FAMIS ones though, which are naturally long enough that it doesn't look like a chicane.
I still don't like the idea of having a RHW-2 bottleneck or a RHW-4 bulge...



Quote from: jdenm8 on October 23, 2013, 09:34:25 AM
Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The second one transitions Road directly into MIS without the need of One Way Road.
No. Incredibly unsafe in most circumstances IRL and we do endeavour to make realistic intersections.

A piece like seen here (http://goo.gl/maps/ac1Ey) though... maybe if someone is bothered enough or OWR-1 development picks up.
So even that piece would be too dangerous?

Quote from: jdenm8 on October 23, 2013, 09:34:25 AM
Quote from: Wiimeiser on October 22, 2013, 08:44:11 PM
-The third one is for a diagonal avenue or RHW-4 joining an orthogonal Ave-4 and turning it into a RD-6 or AVE-6 in the process, while preventing sharp turns (Right in a LHD game), so it's like an at-grade Partial Y. You could probably even split up the RHW version into two component pieces that transition to OWR-3.
Why not just build a Partial Y and make it Limited Access using the pieces we already have anyway?
There are RL intersections like that, I believe. Admittedly this (https://www.google.com/maps/preview#!data=!1m4!1m3!1d446!2d151.0952282!3d-33.86691!2m1!1e3&fid=7) is the closest I can find, but it's close enough...
Title: Re: RHW (RealHighway) - Development and Support
Post by: als98 on October 24, 2013, 09:40:47 AM
Just a thought: Would it be possible to make D1/E1 Flex-Ramps (not necessarily for the next development cycle...)? I was wondering because those new Flex-ramps for inside exits and entrances (while extremely awesome) seem very dangerous without acceleration/deceleration lanes because it forces you to merge into the "fast lane". 

Keep up the awesome work!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 24, 2013, 11:09:34 AM
Quote from: als98 on October 24, 2013, 09:40:47 AM
Just a thought: Would it be possible to make D1/E1 Flex-Ramps (not necessarily for the next development cycle...)? I was wondering because those new Flex-ramps for inside exits and entrances (while extremely awesome) seem very dangerous without acceleration/deceleration lanes because it forces you to merge into the "fast lane". 

Keep up the awesome work!  :thumbsup:

Something like that is definitely on the long term to-do list.  But Alex is flexing like a madman at the gym right now, so it's anyone's guess what we'll see this round.    :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 24, 2013, 12:06:20 PM
Quote from: als98 on October 24, 2013, 09:40:47 AM
Just a thought: Would it be possible to make D1/E1 Flex-Ramps (not necessarily for the next development cycle...)? I was wondering because those new Flex-ramps for inside exits and entrances (while extremely awesome) seem very dangerous without acceleration/deceleration lanes because it forces you to merge into the "fast lane". 

Keep up the awesome work!  :thumbsup:

As long as you aren't referring to Inside D1/E1, but rather, standard outside ones, they've already been made, and are shown at the end of the QuickChange reveal video.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 24, 2013, 01:49:21 PM
...and he's already done it.   ;D  I guess I need to watch the video again.  What else did you hide in there?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 24, 2013, 03:55:46 PM
I think that the question was whether the inside ramps would be available in D1 or E1 style, and I think that the answer is currently no, since standard ramps of those type don't exist, much less Flex-based versions. Also, because you would be adding a lane on the inside, it would dramatically change the geometry of the highway (it's relatively easy to make standard D1 and E1 ramps since the entire highway stays straight). Adding inside D/E 1 inside accel/decel lanes would mean that the entire ramp would have to shift to the right while the lane was introduced, which could cause a number of headaches in construction, as well as increase the size, which currently is one of the advantages of having inside exits--compactness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 24, 2013, 04:59:01 PM
Are C or F ramp FLEX pieces planned at all?

EDIT: Meant F ramp, but put C instead.  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 24, 2013, 05:13:33 PM
Quote from: APSMS on October 24, 2013, 03:55:46 PM
<>

The closest analogue to what you're talking about (in terms of mainline wonkiness) would be the wrongly named RHW-6S F2 Ramp. After that would be the RHW-4 D1 Inside Ramp, which is the only inside D1 Ramp there is right now.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F5270%2Fi9rs.jpg&hash=5ad99d4a7e437c3d33d45c7bda374fa473207a87)

But there's a bigger problem: When one thinks "Inside D/E/F1 Ramp", does the MIS stay straight or does it move from the mainline the same way its outside brothers do? Either case would result in the entire mainline having to shift to some odd direction, but the truly mind-boggling one would have to be the D1 ramp because both the mainline and the branch stay straight...
Title: Re: RHW (RealHighway) - Development and Support
Post by: whatevermind on October 24, 2013, 07:14:49 PM
Inside 6S-E1's or F1's are useful in partial trumpet's (is that even a name?) used for splitting off a bypass. For these, I would keep the MIS straight, and curve the main line - just like in that pic of the "6S-F2".

I'm not as sure about inside D1's usefulness, but they could be handy in a congested urban area - inside diamond interchanges for example.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 24, 2013, 09:27:44 PM
I don't see how the ramp is incorrectly named?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 24, 2013, 09:45:57 PM
People seem to have missed my previous post since it was the last one on the previous page...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 24, 2013, 10:04:53 PM
Quote from: Kuewr665 on October 24, 2013, 09:27:44 PM
I don't see how the ramp is incorrectly named?

It doesn't following the naming scheme that the Periodic Table of RealHighway Ramp Interfaces establishes.

http://imageshack.us/a/img43/9320/rhwptoep57ver1.png (http://imageshack.us/a/img43/9320/rhwptoep57ver1.png)

According to how the naming should go, the width of the branching network should NEVER exceed the mainline. On the PToRI, it means that the number of red lanes should not exceed the number of black lanes. The mainline in the ramp is MIS, but the branch (the FARHW-4) is an RHW-4, and giving it the name "RHW-6S Type F2" is incorrect, and its real name should be "RHW-6S F1 Inverted." A diagram of the wrongly named RHW-6S F2 Ramp would need to have the FARHW-4 connection be coloured red and the MIS coloured black, when it should be the other way around to be accepted onto the table. All RHW Ramps should be able to fit under the PToRI. If it doesn't, then it's an "isotope" of another existing ramp.

To accommodate for Ramp Interfaces that would otherwise be named incorrectly like that, the Ramp Type of "Inverted" is needed instead. But the naming convention for Inverted and TOTSO-type ramps has never been fully established until now.

http://img854.imageshack.us/img854/1474/fptf.png (http://img854.imageshack.us/img854/1474/fptf.png)

"Inverted" Ramps are used to represent situations where the branch is kept straight and the mainline diverges from the branch. Take, for example, the RHW-10S A1 Inverted Ramp. Is it an A1 Inverted, or an A5 Ramp? Calling it an A5 implies that the RHW-10S is classified as a branching network, when the only branching networks permitted should be RHW-2 (in some cases), RHW-4, RHW-6S, and MIS. Think of the RHW-4 and 6S as being MIS-2 and MIS-3 networks. Calling the aforementioned ramp an A5 ramp also wrongly implies the development of ultra-wide RHWs, which are at the very end of the backburner due to how much additional work they require.

Refer to this post: http://sc4devotion.com/forums/index.php?topic=990.msg357034#msg357034 (http://sc4devotion.com/forums/index.php?topic=990.msg357034#msg357034)

Here, I come up with every type of RHW Ramp Interface there is and assign each one a letter. However, I run out of letters in the alphabet by the time I hit the 10S. This is part of the reason the naming system consists of a letter and a number, so that only six familiar letters can be used, but to also distinguish what the widest permissible branch should be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 24, 2013, 10:27:02 PM
Ah, I get it now!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 25, 2013, 09:59:13 PM
Actually, funny thing, Rionescu disagreed with the idea that there can't be inside D-style ramps even two years ago:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi904.photobucket.com%2Falbums%2Fac246%2FRionescu%2FComplete.png&hash=7b278624e4e4545e4db8d5671fdd70443e4a383f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 26, 2013, 02:22:03 AM
^That looks really cool, hope it gets in...


Also, this (https://www.google.com.au/maps/preview?hl=en#!data=!1m4!1m3!1d809!2d146.6318112!3d-41.5090102!2m1!1e3&fid=7), this (https://www.google.com.au/maps/preview?hl=en#!data=!1m4!1m3!1d958!2d152.8630369!3d-27.6031719!2m1!1e3&fid=7) and this (https://www.google.com.au/maps/preview?hl=en#!data=!1m4!1m3!1d449!2d151.0952665!3d-33.8667946!2m1!1e3&fid=7) are what I was talking about before. As for the RHW-3 one... Perhaps I should screenshot what I'm asking about?

EDIT: Here's a screenshot of the RHW-3 one:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F5741%2Fvdjr.png&hash=9511192b1db54baa36775ac72776cba037cbaaea) (http://imageshack.us/photo/my-images/443/vdjr.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 26, 2013, 04:31:52 AM
There's a bug on Straight FLUP under RHW-6c.
I don't know exactly what happened.
I've applied the Diagonal RHW-6 Fractional Ramp Patch, but I don't use very often the RHW-6c, so this may not be the problem:

Before:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg855%2F6184%2Fmfbv.png&hash=5c8a4eed8a30ad564d9b0eb522721651dabad0ba)

After:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg545%2F438%2Ftyj3.png&hash=6815f613587dce5f0b64c1adbe7a8f407f5a8802)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 26, 2013, 11:44:53 AM
I believe we've already fixed that one on our end for NAM 32.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 26, 2013, 11:51:37 AM
Quote from: Indiana Joe on October 25, 2013, 09:59:13 PM
Actually, funny thing, Rionescu disagreed with the idea that there can't be inside D-style ramps even two years ago:

Inside D1 ramps need to be able to fit within the 2x3 footprint that the default 2x3 D1 FlexRamp has, so a bit of modification would be needed. Wouldn't take too long if one has the resources. (Plus, they gotta conform to the new textures; there's actually some subtle changes to the RHW texture set that even Project Symphony didn't recognise).

Quote from: Wiimeiser on October 26, 2013, 02:22:03 AM
EDIT: Here's a screenshot of the RHW-3 one:

Something like that would be more of a transition than a ramp interface. In fact, RHW-2 D1, E1, and F1 ramps would technically be RHW-2 to MIS transitions by that standard, but they bear the hallmarks of ramp interfaces and are treated as ramp interfaces and not transitions.

Conversely, it would mean that the RHW-6S to 6C transition (one of them at least) would be considered an RHW-6C D3 ramp and the RHW-8S to 8C transition an RHW-8C D4 ramp, neither of which don't even fit on the PToRI and are therefore considered transitions.

Quote from: vinlabsc3k on October 26, 2013, 04:31:52 AM
I don't know exactly what happened.

It's likely an unrelated thing; the barriers on the 6C median changed from a single barrier to a double barrier, and that singled out a few pieces that still used the single barrier.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wschmrdr on October 26, 2013, 12:54:27 PM
For NAM 32, are we going to be required to have that update we supposedly need for NAM 31.2? Some of us don't have our CD anymore.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on October 26, 2013, 01:10:43 PM
Yes. NAM 32, and most likely every subsequent release, will continue to ship with the patch. It is essential for the stability of many users' systems.

SimCity 4 is still available through various retailers, both on CD and as digital download.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 26, 2013, 01:21:15 PM
I'm still getting the FLUPs median bug.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 26, 2013, 01:26:20 PM
Actually, the patch that causes the NAM installer to stonewall NoCD/cracked .exe users is the official Maxis EP1 patch, not the 4GB patch.  The primary reason for this is the same, however--for support-related reasons. 

The EP1 patch was released several months before NAM 1, and has always been a requirement to use the NAM--it's just now that our installer can detect whether or not the user has it.  As its theoretically possible to mismatch a later NoCD patch with earlier versions of the other files, we have no way of verifying that the user does in fact have all of the update.  We had a string of users in the past couple years coming to the NAM Team, asking us to fix transportation-related "bugs" that were actually fixed by Maxis in the EP1 patch, and that prompted the installer functionality.

And to further Willy's point, the game rather regularly goes on sale at one or more online retailers.  I've seen Steam drop the price down to $3.99 on a flash sale.

Quote from: Kuewr665 on October 26, 2013, 01:21:15 PM
I'm still getting the FLUPs median bug.

The issue is fixed in NAM 32, not NAM 31.2.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 26, 2013, 02:12:26 PM
Oh. I can't read.  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 26, 2013, 03:25:55 PM
Quote from: Tarkus on October 26, 2013, 01:26:20 PM
We had a string of users in the past couple years coming to the NAM Team, asking us to fix transportation-related "bugs" that were actually fixed by Maxis in the EP1 patch, and that prompted the installer functionality.
Wasn't I one of those?


Quote from: GDO29Anagram on October 26, 2013, 11:51:37 AM
Quote from: Wiimeiser on October 26, 2013, 02:22:03 AM
EDIT: Here's a screenshot of the RHW-3 one:

Something like that would be more of a transition than a ramp interface. In fact, RHW-2 D1, E1, and F1 ramps would technically be RHW-2 to MIS transitions by that standard, but they bear the hallmarks of ramp interfaces and are treated as ramp interfaces and not transitions.

Conversely, it would mean that the RHW-6S to 6C transition (one of them at least) would be considered an RHW-6C D3 ramp and the RHW-8S to 8C transition an RHW-8C D4 ramp, neither of which don't even fit on the PToRI and are therefore considered transitions.
So... How feasible would it be to make a piece so I don't need that single tile of RHW-4?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 26, 2013, 04:12:04 PM
Does this feature (http://sc4devotion.com/forums/index.php?topic=990.msg453799) still work?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 26, 2013, 09:55:22 PM
Not sure if this has been reported, but there's a missing rotation for the RHW4 to 2 MIS orth + diag piece. Screenshot below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg692%2F8291%2Fj8cx.jpg&hash=7a305704c22db47388a52811226b123df5ef876c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg713%2F7615%2Fixl9.jpg&hash=9511ff43c16d3c4e86e1c077ac99414a27dd79df)

EDIT: I just realized what I was expecting: an inside RHW 4 E1, and I was getting an outside E1; I'll file this under requests instead now... Boy, sometimes my own comments come back to bite me, though this at least, considering the wide number of users of RHW4, seems like it ought to be a reasonable feature request. Textures seem to be made already: just repath the exit piece (and of course assign new RULs) and Bam! new piece.

Another question: Is it possible to demolish the starters on some of the ramp puzzle pieces? I know how to remove the stubs of the transitions and such, but I don't know how to remove starters...Is this even possible? (I'm asking specifically about everything except MIS starters)

EDIT3: Anyone know how to get rid of RHW2 stubs on puzzle pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 27, 2013, 12:32:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F9569%2Fgpu3.png&hash=c157e258fea19c77e0bde0b23c8aedd43538d4a2) (http://imageshack.us/photo/my-images/196/gpu3.png/)

Uploaded with ImageShack.us (http://imageshack.us)

I'll say it again, the RHW-4 bit there is out of place and unnecessary
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 27, 2013, 01:10:32 AM
I'm confused. There's a lot of RHW-4 in that picture. Which of it is unnecessary?

Also, if you'd embedded you idea images instead of attach them (like with your ramp ideas a few pages back), it makes them much more visible, and people are less likely to miss what you're trying to say.

Quote from: Kuewr665 on October 26, 2013, 04:12:04 PM
Does this feature (http://sc4devotion.com/forums/index.php?topic=990.msg453799) still work?

Which part of that page are you referring to? (You can link to specific posts by clicking on the heading above each reply.) It's not really clear what you're asking, and unclear questions are easily ignored.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 27, 2013, 01:20:54 AM
I think I get what you're after, Wiimeiser.  You're trying to transition the one-lane side of the RHW-3 directly to an MIS, rather than adding a lane to it and going to an RHW-4.  That said, it's going to need textures in order to come to fruition.

Quote from: Kuewr665 on October 26, 2013, 04:12:04 PM
Does this feature (http://sc4devotion.com/forums/index.php?topic=990.msg453799) still work?

Are you referring to the GLR-in-Ave bit?  It got a little messed up when I changed the implementation of it in one of the NAM 31.x releases.  I don't know that you'll see that addressed any further in NAM 32. 

Quote from: APSMS on October 26, 2013, 09:55:22 PM
EDIT: I just realized what I was expecting: an inside RHW 4 E1, and I was getting an outside E1; I'll file this under requests instead now... Boy, sometimes my own comments come back to bite me, though this at least, considering the wide number of users of RHW4, seems like it ought to be a reasonable feature request. Textures seem to be made already: just repath the exit piece (and of course assign new RULs) and Bam! new piece.

Because of the yellow line/diagonal alignment side of things, you'd actually need different textures for an inside E1.

Quote from: APSMS on October 26, 2013, 09:55:22 PM
Another question: Is it possible to demolish the starters on some of the ramp puzzle pieces? I know how to remove the stubs of the transitions and such, but I don't know how to remove starters...Is this even possible? (I'm asking specifically about everything except MIS starters)

A lot of ramp interfaces will be FLEXed for NAM 32, so the starter/stub issue will be largely moot for many extant pieces.  (The thing I'm having to deal with right now on that front is where these FLEXRamps will fit within an IID scheme that takes all reasonably expected possibilities into account.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 27, 2013, 11:39:01 AM
I mean dragging stubs of another network next to the Tram-AVE to create an intersection, yes.

re starter stub removal: I think it would also be a good idea to make it possible to place wide radius curves right next to starters. That is possible with FARHW curves, but not the other ones.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 28, 2013, 02:22:18 AM
I hope the RHW-6S A2 and B2 FlexRamps can be overriden into RHW-8S, 8C, and 10S A2/B2 ramps in the next NAM version. But as always, we'll never know if that functionality will be in NAM 32, or not. Only time teasing will tell. :D $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on October 29, 2013, 04:07:08 PM
I think it was missed, but are C and F ramps going to be made into FLEX pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 29, 2013, 04:15:32 PM
Quote from: Kuewr665 on October 29, 2013, 04:07:08 PM
I think it was missed, but are C and F ramps going to be made into FLEX pieces?

That's the eventual plan, but there's the matter of getting it working with Fractionally Angled RealHighway, and the eventual plans for that are a few pages back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 29, 2013, 07:30:02 PM
There are a few thorny implementation issues with Flex ramps for FARHW, namely the fact that most of the ramp interfaces need to be different sizes to suit differing widths of RHW. That being said, though, it theoretically is possible to extend the base pieces so that they can scale well.

That being said, however, there probably won't be any draggable setups because of complexity of interactions in that poor, abused RUL2 file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 30, 2013, 02:31:37 AM
Double post:

Spot the difference!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F0be77d9bbbed001e6192535808b8832a.jpg&hash=d648ce1c677631792d87def90af759485165732b)

Top is Illustrator, bottom is Photoshop. You can probably see my workflow there.

Ignore the fact that line markings are missing, that's because I haven't got around to doing them yet.

There's a reason why I'm remastering the FA textures ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 30, 2013, 04:19:03 AM
FA-2 for RHW?
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 30, 2013, 06:07:47 AM
So, now I know how the road engineers in my area pave roads.  They must have RHW brushes.  I thought they just used blacktop and paint this whole time, but I must have been wrong.  :D  This ramp looks even better the second time around.  I can tell it's going to be a FAR out day.

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 30, 2013, 11:17:32 AM
Amazing stuff SA! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 30, 2013, 01:48:07 PM
Nope. Not FA-2.

Here's FA-2 in comparision to the existing FA-3 ramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F87f6c6ebf372df43c81892454709605f.jpg&hash=d2092312ac11d3a01f21f13626a4afabcf079a4c)

As I'm posting this from a mobile phone if the above link doesn't work, click here: http://www.ld-host.de/uploads/images/87f6c6ebf372df43c81892454709605f.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on October 30, 2013, 08:22:37 PM
That's just epic. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 30, 2013, 09:31:48 PM
I'm still not sure that I understand what exactly I'm supposed to be looking at. FARHW-2 looks good, especially for MIS, but unless the extra bits are supposed to be stubs (which I'm guessing they're not from the Photoshop pic) it just looks like a redone texture with a little bit more wear evident on the road.

Though reworked specs are always welcome.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 30, 2013, 10:05:01 PM
I've been able to spot the difference, actually: The yellow line on the branch extends further into the gore, whereas in the current texture set, the yellow line switches to a white line before it reaches the end of the gore.

If you guys don't know what the gore is, it's the triangle of unmarked asphalt between where the branch and mainline split into two. I'm specifically referring to what the MUTCD refers to as the theoretical gore, which is the diverging point as painted out by those paint lines and not by the asphalt.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on October 30, 2013, 11:20:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg407%2F2477%2Fscvz.th.png&hash=c50bd6b73d6548fd65981725965bb1c7d7146bf9) (http://imageshack.us/photo/my-images/407/scvz.png/)

This situation never crossed your mind?






Also, some really terrible half-minded attempts at alternate texture sets, which shows the extent of my art skills though it kind of gives an idea of what can be made. Discretion advised.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg200%2F4130%2Fyhf.png&hash=12baea3f2cb09bcba1b52a102e117d1dae9573a5)
Road

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg89%2F4269%2F4txr.png&hash=b43c5cfa3f4fbe5566a76e4877212c950274706f)
RHW-2

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg198%2F9205%2Fz5ff.png&hash=f36b6199c5c0d97f1da1c150eda7fa941ac8916b)
MIS

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg849%2F92%2F3tld.png&hash=29b1235e188f701f13703149c1a904fe45c9de99)
RHW-4

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg824%2F133%2Fzmsj.png&hash=42b35cedecb43250492f856d51b7fb08c5ce6ea9)
A TuLEP

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg690%2F4102%2F4fyn.png&hash=67016895ecbb7c37c167e306c3eb2aab887d4f4b)
Street

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg809%2F9471%2Fqwup.png&hash=f9003249669f0a9740f991b03f7ac0cd5c1b40f2)
Magical Tri-rail


Note that it's not a serious attempt, it's very lazy. It's just an example.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 30, 2013, 11:24:30 PM
Quote from: Wiimeiser on October 30, 2013, 11:20:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg407%2F2477%2Fscvz.th.png&hash=c50bd6b73d6548fd65981725965bb1c7d7146bf9) (http://imageshack.us/photo/my-images/407/scvz.png/)

This situation never crossed your mind?

It has crossed our mind, but it might have been something that either slipped through in the original specs, or in the conversion to P57.  The old FLEXFly system has been effectively moved over to legacy status, so bugs with it are not a priority.  The new FLEXFly, however, likely won't see implementation until NAM 33 at the earliest.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on October 31, 2013, 12:08:35 AM
Quote from: Wiimeiser on October 30, 2013, 11:20:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg809%2F9471%2Fqwup.png&hash=f9003249669f0a9740f991b03f7ac0cd5c1b40f2)
Magical Tri-rail

Oh, I love that. You could create a texture set for RRW. Also, how about magical Quad-Rail?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 31, 2013, 12:11:50 AM
So, uhh...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg201%2F5264%2Fx2oi.jpg&hash=e457828d7aac39a213a90d43cddf6427e8d05b37)

Yeah.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 31, 2013, 12:42:20 AM
Quote from: Wiimeiser on October 30, 2013, 11:20:25 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg407%2F2477%2Fscvz.th.png&hash=c50bd6b73d6548fd65981725965bb1c7d7146bf9) (http://imageshack.us/photo/my-images/407/scvz.png/)

This situation never crossed your mind?

That should go away when you drag it out and then re-drag the 6C bit. The random clicking method doesn't work as well for FLEX-Fly, but dragging (for me) works rather well.

e.g. this interchange, which is rife with starters, but was absurdly hard to override. It works, though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg15%2F7268%2Fdufk.jpg&hash=151a015bb4f3346d2f56d40ce9685ff41a426eca)
It's worth noting that I am using the E-series controller, but it didn't change the issue you mentioned above, nor, iirc, does it really affect FlexFly much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 31, 2013, 02:49:23 AM
Quote from: GDO29Anagram on October 31, 2013, 12:11:50 AM
So, uhh...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg201%2F5264%2Fx2oi.jpg&hash=e457828d7aac39a213a90d43cddf6427e8d05b37)

Yeah.
How the heck did you manage to do that!? I'd love to learn that trick!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 31, 2013, 03:57:44 AM
Quote from: MandelSoft on October 31, 2013, 02:49:23 AM
How the heck did you manage to do that!? I'd love to learn that trick!

I remember looking up something about putting a pattern on a path in Inkscape, so I looked into it again and tried it once more. http://tavmjong.free.fr/INKSCAPE/MANUAL/html/Extensions-GenerateFromPath.html#Extensions-PatternAlongPath

My initial tests showed that all objects should be paths, and to avoid chunkiness, each path should have additional nodes. I found it easy to just chop things into small bits (individual lanes, shoulders, etc) and reassemble it at whim, but when I reassembled it, I had to put it in an invisible 256x256 square (I work using 256x256 specifications but I export at 128x128) to properly centre everything.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg19%2F8706%2F3zo1.jpg&hash=d14eb8f1a943460adfb3426d73667be3a57b4a49)

Then I would call the extension (Extensions --> Generate from Path --> Pattern along Path) and use these settings:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg36%2F1928%2F5pjj.JPG&hash=3c8a2b79120ac43265147b93c3eb3e38f8af5c52)

This can be used to mimic radial bending that Markus showed us, but the path doesn't have to be a circle. It certainly is easier than having to do this, which is what I had to do for the longest time:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg5%2F7505%2F6cek.jpg&hash=eab4db171b3d3744276ff7c08765857790a975a3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 31, 2013, 05:20:18 AM
That's the Inkscape version of the method I use for the new FA textures, with a couple differences. Nice job! :)

Speaking of exit gores, what is the right way to terminate the yellow line as it joins mainline RHW? Is it actually specified, or does it not really matter?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on October 31, 2013, 06:15:25 AM
The yellow line should end where you would like to start the (possibly imaginary) chevrons on the ramp.

Quote from: GDO29Anagram on October 31, 2013, 03:57:44 AM
<snip>
I should definitely try this out. Would be useful for ramp interfaces. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: puzzled5543 on October 31, 2013, 04:29:01 PM
Quote from: GDO29Anagram on October 31, 2013, 12:11:50 AM
So, uhh...

Yeah.

I have reason to believe this is relevant:

https://www.youtube.com/watch?v=7Rkg1Wa0zOw

Is it bad that this makes me want to turn the one way roads yellow and make a video of driving on it :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on November 01, 2013, 07:15:03 AM
Has there been any consideration to create elevated (esp. L2) lane transition pieces? For example, there is the RHW6S-L2-D1 ramp. And it would be good to have transition piece at least for L2-4S to L2-6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on November 01, 2013, 08:12:28 AM
My Ultimate Goal With The Real Highway Mod Has Been To Make Something Like This In SimCity 4:

http://www.youtube.com/v/HTCX-Rjjw1E
http://www.youtube.com/watch?v=HTCX-Rjjw1E
(Worth a full screen HD watch if I do say so myself)

After 8 years of development, it's getting close!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 01, 2013, 11:23:25 AM
Quote from: strucka on November 01, 2013, 07:15:03 AM
Has there been any consideration to create elevated (esp. L2) lane transition pieces? For example, there is the RHW6S-L2-D1 ramp. And it would be good to have transition piece at least for L2-4S to L2-6S.

That's been under consideration as long as elevated networks and wider networks have been under consideration--which would be about 6 years--but it's the models that are always the issue.  I don't anticipate that will be addressed by NAM 32, but we haven't forgotten about it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 01, 2013, 07:09:34 PM
Quote from: MandelSoft on October 31, 2013, 06:15:25 AM
The yellow line should end where you would like to start the (possibly imaginary) chevrons on the ramp.

Quote from: GDO29Anagram on October 31, 2013, 03:57:44 AM
<snip>
I should definitely try this out. Would be useful for ramp interfaces. :thumbsup:

Just keep in mind that with ramp interfaces, you will need to make heavy use of alpha masks so the lanes will blend together.

It's a little different to previous methods, but it should make things a lot easier for you :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 02, 2013, 01:28:19 AM
A2 FlexFly over 8S has been infested by the pathbug. Haven't checked A1 yet, but I doubt that it's also infested by that pest. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2ij679l.jpg&hash=4cc8584e2f10621cbf0ec8343909d82d70acc5ca)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 02, 2013, 02:50:32 AM
Actually, that's the A1 FlexFLY. The A2 flex fly has no hatches in the Euro version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Neo on November 03, 2013, 06:26:50 AM
Will there be more ramps for elevated networks in NAM's future?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 03, 2013, 10:33:03 AM
Quote from: Geometry123 on November 02, 2013, 01:28:19 AM
A2 FlexFly over 8S has been infested by the pathbug. Haven't checked A1 yet, but I doubt that it's also infested by that pest. :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2ij679l.jpg&hash=4cc8584e2f10621cbf0ec8343909d82d70acc5ca)
Quote from: MandelSoft on November 02, 2013, 02:50:32 AM
Actually, that's the A1 FlexFLY. The A2 flex fly has no hatches in the Euro version.

That one's probably been there awhile, then.  Not being RUL-related, there's probably a greater chance of it being fixed, but still, because of the FLEXFly spec change, old FLEXFly stuff isn't near the top of the list, especially as that piece is still semi-functional (traffic can veer left--briefly reducing capacity).

Quote from: Neo on November 03, 2013, 06:26:50 AM
Will there be more ramps for elevated networks in NAM's future?

They've been planned for a very long time, but again, elevated stuff takes a lot longer to put together than ground-level stuff, due to the modeling involved.  Usually, there's several versions in between when a ground-level piece is introduced and its elevated counterpart makes it into the mod.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 04, 2013, 11:52:02 AM
Philippines is not using a Rural Highway. expect NLEX and SLEX. where having rural parts of the highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: samerton on November 04, 2013, 11:54:21 AM
Quote from: Meeston on November 04, 2013, 11:52:02 AM
Philippines is not using a Rural Highway. expect NLEX and SLEX. where having rural parts of the highway.

The RHW Mod is now named as the "Real Highway Mod", as it can be used in all situations, not just rural.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 04, 2013, 11:56:58 AM
Quote from: samerton on November 04, 2013, 11:54:21 AM
Quote from: Meeston on November 04, 2013, 11:52:02 AM
Philippines is not using a Rural Highway. expect NLEX and SLEX. where having rural parts of the highway.

The RHW Mod is now named as the "Real Highway Mod", as it can be used in all situations, not just rural.
but that's the old name for RHW. also. it's so hard to put the puzzle pieces. and the game crashing when i'm using puzzle pieces. that's why i'm not using puzzle pieces in my cities. expect the Tram-in-Avenue.
Title: Re: RHW (RealHighway) - Development and Support
Post by: sunv123 on November 04, 2013, 01:36:41 PM
Quote from: Meeston on November 04, 2013, 11:56:58 AM
Quote from: samerton on November 04, 2013, 11:54:21 AM
Quote from: Meeston on November 04, 2013, 11:52:02 AM
Philippines is not using a Rural Highway. expect NLEX and SLEX. where having rural parts of the highway.

The RHW Mod is now named as the "Real Highway Mod", as it can be used in all situations, not just rural.
but that's the old name for RHW. also. it's so hard to put the puzzle pieces. and the game crashing when i'm using puzzle pieces. that's why i'm not using puzzle pieces in my cities. expect the Tram-in-Avenue.

What? :-\

Also, not everytihng in development is based of the Philippines. If you want to create something to fit your liking, why not try doing it yourself? If you spend some time, you could even make things like THIS (http://sc4devotion.com/forums/index.php?topic=15380.msg469486#msg469486).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 04, 2013, 03:36:23 PM
If something crashes when you are plopping a puzzle piece, that may mean something went wrong in your installation of the mod.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 04, 2013, 10:06:55 PM
Quote from: Kuewr665 on November 04, 2013, 03:36:23 PM
If something crashes when you are plopping a puzzle piece, that may mean something went wrong in your installation of the mod.
no. the game crashes when the puzzle piece are plopping next to a TE lot.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 04, 2013, 10:19:49 PM
Oh, that happens whenever a puzzle piece is placed over a transit enabled lot. The game tries to get the piece to fit into the network on the lot, but the lot rejects it, getting it into an infinite loop and crashing the game. You have to be careful to prevent that from occurring, and always save the city before placing puzzle pieces anywhere near a transit enabled lot carrying the same network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 04, 2013, 10:25:20 PM
Quote from: Kuewr665 on November 04, 2013, 10:19:49 PM
Oh, that happens whenever a puzzle piece is placed over a transit enabled lot. The game tries to get the piece to fit into the network on the lot, but the lot rejects it, getting it into an infinite loop and crashing the game. You have to be careful to prevent that from occurring, and always save the city before placing puzzle pieces anywhere near a transit enabled lot carrying the same network.
okay. nice tip!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 04, 2013, 10:29:05 PM
Here's a post that puts it in a more accurate way.

Quote from: mott on October 25, 2007, 02:48:47 PM
WHY PUZZLE PIECE HOVERS OVER TE LOTS CAUSE CRASHES
---------------------------------------------------

What the player sees as a "TE lot" is the result of some special coding overrides in the lot, that lie to the network and automata *display* processes.  This way, they are "tricked" into drawing a continuous road for the player, with traffic, instead of displaying the ugly reality (a broken road with a bus stop in the middle of it).

These same lies cause the game to crash to desktop when someone hovers a "puzzle piece" over the lot.  The puzzle-piece preview thinks it's over a network (it believes the lie), so it goes looking for RUL tables so it can auto-orient itself.  Lots don't have the proper tables for this purpose; only networks do.  Null/random pointer, meet desktop.  This is not a "puzzle piece" problem, it's a TE-lot problem, and it's not solvable without modding the EXE itself. 

The underlying point is, the network doesn't *really* go through a TE lot.  That's just a clever display trick.  They're really just Transit Switch lots, like any other.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 04, 2013, 10:33:35 PM
Quote from: Kuewr665 on November 04, 2013, 10:29:05 PM
Here's a post that puts it in a more accurate way.

Quote from: mott on October 25, 2007, 02:48:47 PM
WHY PUZZLE PIECE HOVERS OVER TE LOTS CAUSE CRASHES
---------------------------------------------------

What the player sees as a "TE lot" is the result of some special coding overrides in the lot, that lie to the network and automata *display* processes.  This way, they are "tricked" into drawing a continuous road for the player, with traffic, instead of displaying the ugly reality (a broken road with a bus stop in the middle of it).

These same lies cause the game to crash to desktop when someone hovers a "puzzle piece" over the lot.  The puzzle-piece preview thinks it's over a network (it believes the lie), so it goes looking for RUL tables so it can auto-orient itself.  Lots don't have the proper tables for this purpose; only networks do.  Null/random pointer, meet desktop.  This is not a "puzzle piece" problem, it's a TE-lot problem, and it's not solvable without modding the EXE itself. 

The underlying point is, the network doesn't *really* go through a TE lot.  That's just a clever display trick.  They're really just Transit Switch lots, like any other.
okay.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 05, 2013, 12:38:24 AM
Then how come hovering a MHW Diamond Interchange over the Car & Ferry terminal doesn't cause any problems? (Can anyone actually confirm this?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2013, 12:57:00 AM
Maxis had some extra tricks at their disposal to prevent that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on November 05, 2013, 12:57:01 AM
Quote from: Wiimeiser on November 05, 2013, 12:38:24 AM
Then how come hovering a MHW Diamond Interchange over the Car & Ferry terminal doesn't cause any problems? (Can anyone actually confirm this?)

That's because the issue will only occur if both puzzle piece and TE lot make use of the same network. In your case, you could try the road viaduct ramp which will certainly result in a CTD. This is why some of the TIA stations are transit-enabled using OWRs. Also, if the puzzle piece meets certain strict criteria, it will never cause a CTD, like the straight elevated road viaduct, for instance.

Edit: I missread your post. I should learn what a Diamond Interchange is. ::) Alex, do you know more about that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 05, 2013, 02:14:12 AM
However, when you hover a MHW interchange over a MHW toll booth, both standard items in the game, the game will CTD
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 03:08:38 AM
Quote from: MandelSoft on November 05, 2013, 02:14:12 AM
However, when you hover a MHW interchange over a MHW toll booth, both standard items in the game, the game will CTD
i know that.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 05, 2013, 04:17:02 AM
Okay, here's something to say:

GET BACK ON TOPIC!!!

$%Grinno$%

Using the Euro textures, I find it a little stressful to use the elevated RHWs, because the inner and outer shoulders look the same to me. So, I have to activate the DrawPaths cheat to check the pathing.

To save time to build the elevated RHWs, what if you guys add guide arrows to the preview models of the elevated RHWs? That'll save time for me, because I don't have to spend a few seconds typing 'DrawPaths' in the cheat box. And/or switch to the default or Ontario texture sets. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 05:12:13 AM
Quote from: Geometry123 on November 05, 2013, 04:17:02 AM
Okay, here's something to say:

GET BACK ON TOPIC!!!

$%Grinno$%

Using the Euro textures, I find it a little stressful to use the elevated RHWs, because the inner and outer shoulders look the same to me. So, I have to activate the DrawPaths cheat to check the pathing.

To save time to build the elevated RHWs, what if you guys add guide arrows to the preview models of the elevated RHWs? That'll save time for me, because I don't have to spend a few seconds typing 'DrawPaths' in the cheat box. And/or switch to the default or Ontario texture sets. ::)
okay. and i know that.  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 05, 2013, 05:16:27 AM
Just want to go off-topic for a bit, to clarify: It will only crash if any part of it can be plopped on an existing network?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 05:18:09 AM
Quote from: Wiimeiser on November 05, 2013, 05:16:27 AM
Just want to go off-topic for a bit, to clarify: It will only crash if any part of it can be plopped on an existing network?
YES. also. do NOT use puzzle pieces. that's why i'm HATE puzzle pieces.  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 05, 2013, 05:34:53 AM
Nothing wrong with puzzle pieces. You just need to know how and when to use them, as many people before you learned that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 05:40:02 AM
Quote from: MandelSoft on November 05, 2013, 05:34:53 AM
Nothing wrong with puzzle pieces. You just need to know how and when to use them, as many people before you learned that...
okay. but AVE-8 will be on the NAM 32? i'm want the AVE-8. i love AVE-6. and AVE-8.  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 05, 2013, 10:20:56 AM
I recall that NAM 32 is said to focus on RHW stability and QuickChange, not NWM as planned.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 10:26:46 AM
Quote from: Kuewr665 on November 05, 2013, 10:20:56 AM
I recall that NAM 32 is said to focus on RHW stability and QuickChange, not NWM as planned.
but AVE-8 is in the NAM 32?  &sly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 05, 2013, 10:43:41 AM
AVE-8 would be under NWM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 10:51:10 AM
Quote from: Kuewr665 on November 05, 2013, 10:43:41 AM
AVE-8 would be under NWM.
is in the NAM 31.2? or in the NAM 32? AVE-8 is part of NWM. and i'm waiting on the AVE-8.  /wrrd%&
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 05, 2013, 11:20:52 AM
There are no new NWM features planned. In other words, no AVE-8.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 05, 2013, 11:23:57 AM
The AVE-8 is on hold for the foreseeable future.  And this is the RHW thread, not the NWM thread.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 05, 2013, 11:44:33 AM
I've hidden one new RHW feature in this picture...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FSimCity4-Stuff%2FProject57%2Frhw_wheresthatnewfeature01.jpg&hash=835aa0ee172a563a827ee98760b1bd7d4aeec592)

... now where is it?

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 05, 2013, 11:48:29 AM
That's awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on November 05, 2013, 11:50:49 AM
Ahh. Finally an elevated transition piece :)

Wonder how that works??
Can a network cross under, or it's a puzzle piece ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 05, 2013, 11:55:06 AM
Currently, they are puzzle pieces. We may look into a FLEX implementation, but at least the puzzle pieces are fully functional now.

They are available for L1 and L2 for the following transitions:
- RHW-6S-to-4
- RHW-8S-to-6S
- RHW-10S-to-8S
- RHW-8C-6C

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 12:09:44 PM
Quote from: GDO29Anagram on November 05, 2013, 11:20:52 AM
There are no new NWM features planned. In other words, no AVE-8.
why on your AVE-6 medians. there's a word named "AVE-8"?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 05, 2013, 12:13:49 PM
Because the networks share the center tile override. This is the same case as the RHW-6C and RHW-8C sharing the center tile override.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 12:15:22 PM
Quote from: Kuewr665 on November 05, 2013, 12:13:49 PM
Because the networks share the center tile override. This is the same case as the RHW-6C and RHW-8C sharing the center tile override.
ah. okay.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 05, 2013, 12:18:30 PM
Quote from: Kuewr665 on November 05, 2013, 12:13:49 PM
Because the networks share the center tile override. This is the same case as the RHW-6C and RHW-8C sharing the center tile override.

There's more: By the time the AVE-8 does get added, those T21s I made won't work at all because there may be a shift in IIDs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 12:20:02 PM
Quote from: GDO29Anagram on November 05, 2013, 12:18:30 PM
Quote from: Kuewr665 on November 05, 2013, 12:13:49 PM
Because the networks share the center tile override. This is the same case as the RHW-6C and RHW-8C sharing the center tile override.

There's more: By the time the AVE-8 does get added, those T21s I made won't work at all because there may be a shift in IIDs.
okay.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 05, 2013, 12:31:21 PM
Looks like my favorite interchange in NORO just got better  :D  Great work Maarten  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 12:34:03 PM
Quote from: noahclem on November 05, 2013, 12:31:21 PM
Looks like my favorite interchange in NORO just got better  :D  Great work Maarten  :thumbsup:
yes. great job MandelSoft!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 05, 2013, 03:16:30 PM
Are the signs used in the picture released?
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on November 05, 2013, 03:22:04 PM
Quote from: Meeston on November 05, 2013, 05:40:02 AM
Quote from: MandelSoft on November 05, 2013, 05:34:53 AM
...
okay. but AVE-8 will be on the NAM 32? i'm want the AVE-8. i love AVE-6. and AVE-8.  ::)

Use two stretches of OWR-4 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 05, 2013, 07:54:49 PM
I saw the elevated transition pretty quick...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 05, 2013, 07:55:56 PM
Quote from: vinlabsc3k on November 05, 2013, 03:22:04 PM
Quote from: Meeston on November 05, 2013, 05:40:02 AM
Quote from: MandelSoft on November 05, 2013, 05:34:53 AM
...
okay. but AVE-8 will be on the NAM 32? i'm want the AVE-8. i love AVE-6. and AVE-8.  ::)

Use two stretches of OWR-4 ;)
ah. okay.  :(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 06, 2013, 02:16:06 AM
That is an amazing progress Maarten!love the idea of elevated wide transitions!exceptional improvement :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 06, 2013, 03:02:30 AM
Quote from: Gugu3 on November 06, 2013, 02:16:06 AM
That is an amazing progress Maarten!love the idea of elevated wide transitions!exceptional improvement :thumbsup:
yes. i know that. he's the BEST!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 06, 2013, 04:54:29 AM
:o :o :o

Your epic NORO interchange just got 20% cooler! :D That elevated transition piece will make things far more compact! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meeston on November 06, 2013, 04:57:33 AM
Quote from: Geometry123 on November 06, 2013, 04:54:29 AM
:o :o :o

Your epic NORO interchange just got 20% cooler! :D That elevated transition piece will make things far more compact! :thumbsup:
yes. the NORO interchange is got 30%. SO COOL! nice work!  &apls  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 09, 2013, 08:52:32 PM
Can't wait for more stuff to tease... Any brand new toys to tease currently? $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 10, 2013, 11:27:27 AM
My new ati 7950 doesnt like the RHW... upon scrolling anything MIS and RHW-4 and up disappear only to reappear upon not scrolling. The smooth curves are not affected. Also, the MIS and the RHW-4 + no longer appears in the normal non-transport map, although the RHW-2 does. Any ideas?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 11, 2013, 12:55:54 AM
Quote from: Kitsune on November 10, 2013, 11:27:27 AM
My new ati 7950 doesnt like the RHW... upon scrolling anything MIS and RHW-4 and up disappear only to reappear upon not scrolling. The smooth curves are not affected. Also, the MIS and the RHW-4 + no longer appears in the normal non-transport map, although the RHW-2 does. Any ideas?

Have you tried setting your card to 'Application Selected' or something equivalent to that? ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 11, 2013, 01:46:54 AM
Quote from: Geometry123 on November 06, 2013, 04:54:29 AM
:o :o :o

Your epic NORO interchange just got 20% cooler! :D That elevated transition piece will make things far more compact! :thumbsup:

Just to clarify, that interchange was a joint project  :P  I built the roads (except for the new elevated transition) and Maarten built the signs, lights, trees, and surrounding city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2013, 03:45:12 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fb8300d73f258cc79e329fb7330773ba5.jpg&hash=0953fb88caeedd0015602fd588ae72baa5f8a650)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 11, 2013, 03:51:51 AM
SA that is amazing!excellent use of FAR RHW by the master of FAR :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on November 11, 2013, 04:10:24 AM
You really deserve the name in your CML, Daniel. A Master at work, impressive!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 11, 2013, 04:26:32 AM
:o :o :o :o :o :o :o

RLY??? GRID BREAKING INTERCHANGES??? HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGGGGGG!!!! :o :o :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 11, 2013, 05:08:33 AM
Beautiful  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on November 11, 2013, 06:16:35 AM
Quote from: Geometry123 on November 11, 2013, 12:55:54 AM
Quote from: Kitsune on November 10, 2013, 11:27:27 AM
My new ati 7950 doesnt like the RHW... upon scrolling anything MIS and RHW-4 and up disappear only to reappear upon not scrolling. The smooth curves are not affected. Also, the MIS and the RHW-4 + no longer appears in the normal non-transport map, although the RHW-2 does. Any ideas?

Have you tried setting your card to 'Application Selected' or something equivalent to that? ::)

wait what? This computer doesnt have a IGP.. only dedicated. And I've overlooked the settings multiple times and there are no issue. And that is one uber far trumpet.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shark7 on November 11, 2013, 07:49:35 AM
Quote from: Kitsune on November 11, 2013, 06:16:35 AM
Quote from: Geometry123 on November 11, 2013, 12:55:54 AM
Quote from: Kitsune on November 10, 2013, 11:27:27 AM
My new ati 7950 doesnt like the RHW... upon scrolling anything MIS and RHW-4 and up disappear only to reappear upon not scrolling. The smooth curves are not affected. Also, the MIS and the RHW-4 + no longer appears in the normal non-transport map, although the RHW-2 does. Any ideas?

Have you tried setting your card to 'Application Selected' or something equivalent to that? ::)

wait what? This computer doesnt have a IGP.. only dedicated. And I've overlooked the settings multiple times and there are no issue. And that is one uber far trumpet.  :thumbsup:

I have the same problem with my ATI 7770 card as well.  I wonder if it is a firmware issue with the ATI cards, since my old GeForce 250S did not have the issue?  I'm using the latest driver version, and I assume you are as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 11, 2013, 07:53:40 AM
Quote from: Shadow Assassin on November 11, 2013, 03:45:12 AM
<snip>
The smoothness! It's sick!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 11, 2013, 11:58:40 AM
Oh wow, I can't tell which parts are aligned with the grid. O_O

Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on November 11, 2013, 03:23:54 PM
Cruel. Just cruel.

Outstanding work so far Daniel.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 11, 2013, 06:17:49 PM
Quote from: Swordmaster on November 11, 2013, 03:23:54 PM
Cruel. Just cruel.

Outstanding work so far Daniel.


Cheers
Willy

Cruel to what? :p

The grid? :D

I have more where that came from ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on November 12, 2013, 10:59:07 AM
You've just made the jump from SC4 Deluxe to SC4 Unlimited, Daniel.  I'm having a hard time figuring out what angles are even included there because it's all so smooth.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on November 13, 2013, 03:53:32 AM
Heh, thanks, metarvo :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fee25f2f43bb986c06788165018018f81.jpg&hash=cf0b446d187d2e326930c665280a4f3af1bacb88)

This is the hard bit... I hate pathing. :p
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 13, 2013, 04:17:15 AM
Daniel the progress with FAR is impressive :thumbsup:
Keep it up &apls
Guglielmo
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on November 13, 2013, 04:41:22 AM
CRUEL. JUST CRUEL!!! $%Grinno$%

You are under arrest by EA for breaking the grid. :P :P :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on November 13, 2013, 05:29:19 AM
Quote from: Geometry123 on November 13, 2013, 04:41:22 AM
CRUEL. JUST CRUEL!!! $%Grinno$%

You are under arrest by EA for breaking the grid. :P :P :P

your only way to escape prison is to make this plublic available  $%Grinno$% $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on November 14, 2013, 12:04:16 AM


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1221.photobucket.com%2Falbums%2Fdd468%2Ftorpman%2Fjaw-dropping.gif&hash=6377143a853beb0df33cefd6c5068df0b3a40e1d)  Amazing job!!!

I want it! :'(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on November 16, 2013, 06:07:52 PM
Do transit enabled lots for RHW created before conversion to new specs still work? I mean lots like riiga's toll booths.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on November 17, 2013, 02:15:51 AM
Yes. I see no way why the would stop working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2013, 02:11:09 AM
Thanks to the draggable Road/OWR/AVE viaducts, you'll now have more options yet.  This particular intersection didn't exist with the old puzzle pieces (let alone at L1).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNVSvDEP.jpg&hash=180e35e516bdb7766c396ac9f85f20294536d9b5)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 01, 2013, 02:45:05 AM
Is it me or is that texture a little off? Otherwise GREAT work Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 01, 2013, 03:34:24 PM
Tarkus,

I can't tell you how excited I am to see this draggable  L1 Road/Ave networks  over for what I hope is also good for RHW as I currently use the Flex Slope L0-L1 piece as a work around but to me defeats the view in the Region View as I want to see all Rd/Ave indicators and not RHW pieces, i.e. for what I define as County highways.

Please do keep up the great work you are doing as it is so truly appreciated.  Break.

One RHW bridge that I have been wanting ever since RHW 3.1 came out is RHW 6C bridge(s).  I hate using the transition piece very time as I really like to keep things tight.

Dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 01, 2013, 08:02:05 PM
Quote from: dyoungyn on December 01, 2013, 03:34:24 PM
One RHW bridge that I have been wanting ever since RHW 3.1 came out is RHW 6C bridge(s).  I hate using the transition piece very time as I really like to keep things tight.

There's a sort of 6S-6C paradox that came about when RHW Version 4.x came out: The 6S is now more compact than the 6C, even though the 6C has 50% more capacity and takes up 50% more space than the 6S.

Creating a 6C bridge would be impossible to do in single segments since there's no way to create side-by-side bridges, and the best way to do so would result in a bridge that's 2/3rds functional. The only other possible method to explore would be to employ the Diagonal Bridge Enabler for use with draggable side-by-side bridges, but I've conducted rudimentary tests and found it hard to do.

There's really no other alternative to using the 6S bridge. Unless you were oblivious to the existence of this Dual 6S bridge and instead referring to the single 6S bridges?

http://sc4devotion.com/forums/index.php?topic=990.msg422354#msg422354
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 01, 2013, 09:19:14 PM
Umm...did I miss the paradox? It seems like that makes complete sense since the 6S is smaller than the 6C. Unless you're referring to intended capacity with the old 2-tile wide 6S versions, which seems like the only advantage would be the interface with the 8S w/o needing the additional tile for accel/decel lanes, but since the 6S is usually used in this fashion by a wide number of users (for whom a RHW-4 is considered a high-speed roadway--sorry, as a Southern Californian I feel uncomfortable driving fast on these types of freeways), it seems like the design choice was a smart one.

Are the S highways supposed to be higher capacity than their C variants?

Also, the main thing that irks me about having to use the transition piece from RHW 6C to 6S is that the puzzle piece is 5x5 not 5x3 (at least for the symmetrical version), which causes problems when I'm trying to build stuff close by. Perhaps an overhang approach would be especially useful in this circumstance? I don't recall any pathing stretching over the middle wide section, which is what struck me as odd and left me thoroughly surprised at the design.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 01, 2013, 10:00:48 PM
Quote from: APSMS on December 01, 2013, 09:19:14 PM
Umm...did I miss the paradox?

. . .

Are the S highways supposed to be higher capacity than their C variants?

A single 6S was originally two tiles wide, so a Dual 6S would be 4 tiles wide, hence the creation of the 6C, which was intended to be more compact (hence the C) than a dual 6S by being one tile smaller. Developments of an 8C were more or less resisted because such a network would have to be 5 tiles wide. In fact, one of the first neoprototypes (I'm saying neoprototype because the original prototype 6C's and prototype 8C's actually used the same outer lanes but used different medians) for the 8C wasn't called the 8C, but the 8R. Oddly enough, both the original prototype 6C and 8C had the same three-tile footprint.

It wasn't until RHW Version 4.0 that overhangs were implemented which reduced the footprints of both the then-two-tile 6S and the then-five-tile 8C, which called for a redefinition of what an S and C network was. S stayed the same (separable), but C went from compact to combined, hence the paradox.

In either case, neither the 6S nor the 8C had any capacity advantages over the 6C nor 8S, respectively. Because the shoulders of the 6S and the would-be 8R were unpathed, those unpathed tiles were, from a functionality perspective, fairly useless.

Ironically, even with version 3.x and 4.x, RHWs were more or less wrongly scaled, and RHW version 4.x was when the RHW textures were most overscaled, which led to long-term resistance to implementing a 10C.

There's no common S-C relationship that says that one is more capacious or more compact than the other; in fact, the development of the original 6S and 6C network brought about the ability to have a separable median and a conjoined median; it should never be thought of being where one is more capacious than the other, rather how far or not each half can be separated; I mean, have you ever seen a dual 8S diagonal? If you tried to get them to be as close to each other, there will always be an insanely wide gap between the two halves, and that's occupied by the dead space on the network tiles themselves. There's a similar dead space with the RHW-4 and 6S but it's far smaller. The only way to even it out is to use an 8C or a dual 8S with a one-tile gap.

With the 6S and 6C, the 6S is more compact but the 6C is more capacious, but it's backwards with the 8S and 8C with the 8S being more capacious and the 8C being more compact. The 8S-8C relationship would hold true with the 10S, but despite the magic of overhangs and realising that a third path can comfortably fit on the 8C outer shoulder, the 10S doesn't get a 10C due to aforespoken reasons involving oversizing the RUL-2 file by over 30%.

As with the 6S-6C transitions, it had a completely different development plan; my guess is that it was developed before overhangs were fully integrated, hence the redundant tiles and maybe why its starter is different (yes, there's a completely different 6S starter). In fact, it wasn't until RHW Version 5 that a full-fledged single-tile 6S starter was added; before that, it still used the old two-tile starter (dragging out of the shoulder end was useless but was needed to create the 6S override; the 6S starter at the time was made out of an RHW-4 starter and a 6C median starter and having the 6C starter touching the shoulder of the RHW-4 created the necessary override; having it the other way around would produce two-thirds of an RHW-6C), but oddly enough, the 6S-6C transition was the first piece to use a single-tile 6S starter.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on December 02, 2013, 07:43:20 AM
About that... Is the 6S-6C transition with a single tile gap going to be upgraded so it uses overhangs and the single tile RHW-6S starter? I once tried to have a ramp next to that transition but forgot that the piece still does not use overhangs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 02, 2013, 01:48:53 PM
I guess the main reason for the RH6C bridges is because 6C  merges in beautifully with AVE6 and works great for 4 leave clover interchanges.  Another thing I love about 6C is the barriers in the middle.  If 6S was to the same and can merge with AVE6 then I would use more 6S.  Which brings up another wish item or can you tell me where I can get such a mod that turns 6S with concrete/barriers in the middle.  I do see them from time to time.  Again, the 6C and AVE6 work great as they both use 3 tiles.  If 6S as the same applies with the barriers using 3 tiles, then 6C in my mind are OBE.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2013, 01:31:56 AM
Limited support for diagonal FLEXRamps is on its way.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxdoLfc7.jpg&hash=da8570cc37c882ba5c44aa33154e486e2ea0787a)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on December 07, 2013, 04:05:48 AM
now that will be uber useful  :thumbsup:  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on December 07, 2013, 10:13:02 AM
Woohoo!
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on December 07, 2013, 02:35:24 PM
Quote from: Tarkus on December 07, 2013, 01:31:56 AM
Limited support for diagonal FLEXRamps is on its way.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxdoLfc7.jpg&hash=da8570cc37c882ba5c44aa33154e486e2ea0787a)

-Alex

I want it!! :'(

I use very often RHW2 so for me is very useful. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 07, 2013, 04:11:23 PM
Good to see more progress on the way &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 07, 2013, 11:40:26 PM
A new toy for me to break grids! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on December 08, 2013, 10:14:09 AM
I am trying to lot something for my own use. How far apart in pixels are the median barriers in the RHW-6C/8C center tile? Never mind, found it by trial and error.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 12, 2013, 02:35:34 AM
Just wondering, is there an L2 RHW-4 Type D1 and E1 ramp? Because I've seen some pictures of interchanges featuring that ramp piece, and those guys aren't a NAM team member, so they're not teasing us in an extremely criminal way. $%Grinno$%

BTW, here's an interchange built by McDuell, one of those pesky users. :P d'ya notice the L2 RHW-4 Type D1 ramps? ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520Interchanges%2F4way_Diverging_Windmill.png&hash=7d9605bc4a0e4ef273a371a1c6bd34ae43732dc8)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 12, 2013, 03:15:56 AM
If I'm not mistaken thats a Project Symphony piece.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 12, 2013, 03:48:51 AM
Yup. He must've used the Project Symphony ramps as a kind of exploit cheat. If you are really creative, you can exploit a lot of things in the NAM by means of unintentional functionality...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 12, 2013, 04:22:24 AM
You know your say,don't you Maarten? ;D ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 12, 2013, 05:02:38 AM
I also thought about that, that's a L2 PS Type D1 ramp, but didn't thought about that because I couldn't seem to delete the opposing carriageway...  :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on December 12, 2013, 03:18:56 PM
Either Rail or El-Rail can remove one side of MHW/PS depending on L0 or L2 (which one to use escapes me) I think. Someone correct me if I am wrong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: drjumbajookiba on December 12, 2013, 06:43:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimCity42013-12-1221-27-39-75_zpsfe9141d9.png&hash=8e9dca673aa50d207a861e7f605f12492db8b3ab)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi61.photobucket.com%2Falbums%2Fh65%2Fstitchisfluffy%2FSimCity42013-12-1221-31-43-73_zpse232922b.png&hash=644ea35c0c2ddddc605a30842794625aa7d0f677)


I'm having a problem here, is there a fix or something I can do?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2013, 06:47:14 PM
Seen as how diagonal intersections involving NWM networks are not really supported, and won't be for some time still, no.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 12, 2013, 08:08:51 PM
As a workaround, you can convert the diagonal section to an RHW-6C as OxD overpasses are supported for that. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 13, 2013, 08:02:48 AM
Alex just a curiosity...how do the new diagonal flex ramps work?I mean you plop an RHW-2 ramp and by dragging RHW-4 you get a diagonal RHW-4 ramp or you need to create different models?
Cheers
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on December 13, 2013, 12:45:25 PM
Quote from: Gugu3 on December 13, 2013, 08:02:48 AM
...you plop an RHW-2 ramp and by dragging RHW-4 you get a diagonal RHW-4 ramp...

That's exactly how they work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 13, 2013, 02:12:00 PM
Thanks Indiana Joe!
This is a great implementation for the game
Title: Re: RHW (RealHighway) - Development and Support
Post by: thomaslc on December 15, 2013, 02:18:41 AM
Hello,

Is there any plan to make FLEXfly L2 curves be usable over L1 RHW? Currently if I try, it removes a square from the path of the FLEXfly piece.
It would be really nice to be able to do T-Bone interchanges, using an L1 MIS and an L2 FLEXfly over it.

Thanks,
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 15, 2013, 02:39:38 AM
First off, welcome to SC4D, thomaslc

To answer your question, there's a little bit of limited support for L1 RHW-4, and I believe L1 MIS, but no other L1 networks.  The reason for that is the fact that the FLEXFly system is planned to get a complete overhaul, which will include a layout change--that won't be happening in the next release (NAM 32), but is planned for the not-too-distant future.  The current L2 FLEXFly is basically in maintenance mode--it's still there, but we're not really adding anything to its functionality, in anticipation of that revamp.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: thomaslc on December 15, 2013, 03:40:26 AM
Thank you Alex :-)

I will try some other ways to do it, if I manage to achieve my goal I'll post a screenshot, or maybe even a small tutorial.
The thing is, I'm trying to have the FLEXFly go over an L1 MIS, which itself goes over an L0 RHW-4. I don't know well the SC4 internals, but maybe I'm expecting too much from it ;-)

Thanks again,

Thomas

P.S.: if any bot ever manages to post some spam, congrats to his developer :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: thomaslc on December 15, 2013, 02:44:45 PM
OK, indeed, FLEXFly supports going over an L1-MIS and an RHW-4, but they must not all overlap on the same tile.
Attached is an example of a T-Bone interchange using this technique and RHW-4 inside ramps.

So thank you Alex for pointing this out! :-)

Thomas
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on December 16, 2013, 12:14:24 AM
Nice work figuring it out Thomas :thumbsup:


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: titanicbuff on December 16, 2013, 08:37:59 PM
I make t- Bones all the time.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 19, 2013, 05:41:13 PM
So, the NAM 32 RC1 has been release. Now I can finally get my hand on the, potentially presently unstable, Quickchange pieces. [/sarcasm out] :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 19, 2013, 08:18:34 PM
On that note, does anyone have that u-turn ramp piece shown in the Quickchange video? It seems to be missing from my controller file for some reason...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2013, 09:07:27 PM
It's not missing from your controller.  The textures/models/exemplars (not part of the controller) were missing.  And in the interim, you can find them here (https://www.dropbox.com/s/y6h8u0tv1o2vzp7/RealHighway_L0_MIS_ParcloInner.dat).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 19, 2013, 10:01:51 PM
Thanks for clearing that up, seems like everything but the controller data was missing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on December 29, 2013, 06:08:14 AM
I guess it would be too early to request this, but it would be nice to see an RHW-4 C2 ramp eventually... ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 05, 2014, 10:04:24 PM
Don't Know where to post this so I think I will post here.

I have recently been adding Stoplights to the FARHW TuLEPs which I think are missing from the NAM32 pr. Maybe someone else has taken upon the task of putting stoplights on these pieces but I thought that I may have a go of doing it myself.

They appear to work  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightTuLEP1_zps02b0a744.jpg&hash=c7fa60d43ecae6e88c5d0675c5eb3a034ae310d1) (http://s245.photobucket.com/user/Eggman121/media/StoplightTuLEP1_zps02b0a744.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightTuLEP2_zps243419f3.jpg&hash=ed1dbd229722059aa871684b2bd7fbf38abd4db3) (http://s245.photobucket.com/user/Eggman121/media/StoplightTuLEP2_zps243419f3.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightTuLEP3_zpsad8d463d.jpg&hash=3a2a3cd160c7f30af91aec79b754a14d88863d91) (http://s245.photobucket.com/user/Eggman121/media/StoplightTuLEP3_zpsad8d463d.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightTuLEP4_zpsb158f3f9.jpg&hash=b5b9fef9f18e5ea9c6cab959599d1981c508aa0e) (http://s245.photobucket.com/user/Eggman121/media/StoplightTuLEP4_zpsb158f3f9.jpg.html)

Now with some vehicles

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightAutomataTuLEP1_zpsb4e2a61e.jpg&hash=6f305878472e321b23a6bb690cb222eb6a842fe6) (http://s245.photobucket.com/user/Eggman121/media/StoplightAutomataTuLEP1_zpsb4e2a61e.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FStoplightAutomataTuLEP2_zps31779998.jpg&hash=fda3078c946b0814d39d6815fe8973ab3f7f0704) (http://s245.photobucket.com/user/Eggman121/media/StoplightAutomataTuLEP2_zps31779998.jpg.html)

There are some extras in some of these images. Try to find them  ;)

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 05, 2014, 11:12:34 PM
They look great. Traffic Signals was something we just never got around to doing on those intersections.

Could you do some LHD versions as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 05, 2014, 11:35:00 PM
Quote from: jdenm8 on January 05, 2014, 11:12:34 PM
They look great. Traffic Signals was something we just never got around to doing on those intersections.

Could you do some LHD versions as well?

Thank you jdenm8

Sure. I want to do a LHD version of the traffic lights but the Traffic Light Stalks might be different between the LHD and RHD versions. Maybe if you could post the IIDs of the LHD Traffic Light stalks which would be found in the LHD installation I could make an LHD version.

I may take this opportunity to ask a question since you have an LHD installation.

Do some tiles flip Between LHD and RHD versions of the NAM or SimCity 4 in general, or are other texture packs with the correct textures used? This is the conundrum that is preventing me making an Australian LHD sign mod and other LHD related mods.

Thanks for your time for reading this and I will try my best to make at least the traffic signals LHD.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 06, 2014, 12:09:53 AM
Quote from: eggman121 on January 05, 2014, 11:35:00 PM
Sure. I want to do a LHD version of the traffic lights but the Traffic Light Stalks might be different between the LHD and RHD versions. Maybe if you could post the IIDs of the LHD Traffic Light stalks which would be found in the LHD installation I could make an LHD version.

I'd forgotten about that, there aren't any in the vanilla game. Someone made some by contorting the Maxis renders, but I can't remember for sure who it was. Maybe Ebina? It was an attachment too, so chances are the file's been lost. I may have a backup of it somewhere, I'll have a look when I get the chance.


Quote from: eggman121 on January 05, 2014, 11:35:00 PM
Do some tiles flip Between LHD and RHD versions of the NAM or SimCity 4 in general, or are other texture packs with the correct textures used? This is the conundrum that is preventing me making an Australian LHD sign mod and other LHD related mods.

This changes from piece to piece. Some use alternative textures made specifically for LHD (The Volleyball Interchange pieces use this method, as does almost everything involving Chevrons) whereas others horizontally or vertically flip the RHD one on the model (RHW TuLEPs, the SPUI and a few other pieces use this). That's only on the texture level though, T21s use the exact same orientation for both types. The common practice is to invert the anchor coordinate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 06, 2014, 12:20:26 AM
I'm not sure if we even have LHD stalks in the NAM.  I think there might be one mirrored item (a version of the 2-lighter), but that's about it.

LHD is kind of an odd beast, in the way the game handles it.  The only thing the game does automatically when put into LHD mode is flip the paths on most Road items so they're going the correct direction.  However, for whatever reason, Maxis didn't set up the game to automatically do this with any non-Road items (Railroads, Light Rail, Monorail), and there are certain situations where the auto-flip becomes problematic on Roads--situations involving turning lanes and other asymmetries.  Those have to be manually done, and they require thinking the reverse of backwards (which isn't the same as forward  ???) in order to do properly.  It's really a mind warp.  Took me about 3 days to take care of Issue #200 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/200), which pertained to the LHD pathing on those FARHW diamond pieces.  (The stop points may still require a little tweaking.)

In order to specify a non-default path setup for LHD mode, there's a section of the Network INI file (which is contained in the NAM Bridge Controller, as that INI also tells the game where to find bridge exemplars, in addition to powerline placement and other odds and ends) which allows us to turn on manual path localization for certain IIDs or ranges of IIDs. 

Textures, models and T21s are not automatically flipped, and in order to fully localize them, it requires making separate LHD versions, which isn't always easy.

I've recently begun thinking it may be high time for a tutorial on LHDification.  It's kind of become a lost art, considering there's a number of people in the transit modding community who have no experience with it, and we've been hurting for awhile in that department.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 06, 2014, 12:35:37 AM
FYI, I've actually signalised this very intersection in the SRM mod. However, this intersection had not been T21d before in the vanilla style, so good work ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 06, 2014, 12:48:30 AM
Quote from: Tarkus on January 06, 2014, 12:20:26 AM
I'm not sure if we even have LHD stalks in the NAM.  I think there might be one mirrored item (a version of the 2-lighter), but that's about it.

I'm sure Ebina did absolutely everything except the Long Arm light. The Mid Arm one was done, the Post-Mount one was done and the Railroad Boomgates and Signal were done too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 06, 2014, 01:50:10 AM
Something I noticed with the SRM and the little FAD piece was that even with stoplights, the lights didn't properly cycle so they were stuck at green. It may have been because they didn't have stop points, but I can't remember.

While developing the extended family of FADs, I had the intent of making functional stop points (which, in turn, would lead to functional stoplights), so it took a bit of trickery to get them to work; for those wondering behind the scenes, there's actually a Avenue×Road crossing instead of the expected Avenue×Dirtroad crossing. I found that a Avenue×Dirtroad crossing would keep stop points from functioning, so in addition to cutting the pre-existing FAD in half, I rewrote the crossing part. (I also rewrote it such that it didn't have automatic Avenue stubs so that it could be plopped easily on TLA-5's as well, which did require some textural reworking.) Here's a sample of the code; the C tile is the part with the crossing (and stop point).

[HighwayIntersectionInfo_0x00005F03]; Fractional-Angle Diamond FARHW-4/Avenue Type 201-220 FULL (ROTATE FOR OTHER HALF)
;Added by Ganaram Inukshuk 7/8/2013
;rhw_special_fad_44b_full_out
Piece = -32, 0.0, 0, 0, 0x5e100325
PreviewEffect = preview_rhw_special_fad_44b_full_out

CellLayout =.....
CellLayout =.....
CellLayout =.abc<
CellLayout =.abc.
CellLayout =.....
CellLayout =...^.

CheckType = a - dirtroad:0x00020000
CheckType = b - dirtroad:0x00020002
CheckType = c - avenue:0x02040200 road:0x02000200

ConsLayout =......
ConsLayout =......
ConsLayout =.--+.<
ConsLayout =.--+..
ConsLayout =......
ConsLayout =...^..


I did have an attempt at affixing T21s upon one of those FAD pieces but that attempt didn't go so great; never did have the prop show up but I did find that cars were stopping and going properly despite it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 06, 2014, 02:05:02 AM
Quote from: GDO29Anagram on January 06, 2014, 01:50:10 AM
there's actually a Avenue×Road crossing instead of the expected Avenue×Dirtroad crossing.

Same deal goes for the Volleyball Interchange pieces, there's a Road X Road intersection in the centre of them to make the stop points work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 06, 2014, 02:15:12 AM
Quote from: GDO29Anagram on January 06, 2014, 01:50:10 AM
Something I noticed with the SRM and the little FAD piece was that even with stoplights, the lights didn't properly cycle so they were stuck at green. It may have been because they didn't have stop points, but I can't remember.

While developing the extended family of FADs, I had the intent of making functional stop points (which, in turn, would lead to functional stoplights), so it took a bit of trickery to get them to work; for those wondering behind the scenes, there's actually a Avenue×Road crossing instead of the expected Avenue×Dirtroad crossing. I found that a Avenue×Dirtroad crossing would keep stop points from functioning, so in addition to cutting the pre-existing FAD in half, I rewrote the crossing part. (I also rewrote it such that it didn't have automatic Avenue stubs so that it could be plopped easily on TLA-5's as well, which did require some textural reworking.) Here's a sample of the code; the C tile is the part with the crossing (and stop point).

Quote from: GDO29Anagram on January 06, 2014, 01:50:10 AM
I did have an attempt at affixing T21s upon one of those FAD pieces but that attempt didn't go so great; never did have the prop show up but I did find that cars were stopping and going properly despite it.

I noticed that. I checked that there where stop paths before attempting to place traffic signals on the FAD pieces so that they would function so nice work. It is always good to know the inner workings of the NAM. As for the T21 exemplar file I could make it available since it is using props from the NAM and a vanilla SimCity 4 Deluxe version of the game. Would this interest any of the NAM team?

As for LHD props, could the RHD versions be found and mirrored with Cogeo's model tweaker?  :-\ Just an idea if Ebina's props can't be found.

Quote from: jdenm8 on January 06, 2014, 02:05:02 AM
Same deal goes for the Volleyball Interchange pieces, there's a Road X Road intersection in the centre of them to make the stop points work.

That is the next piece to get traffic signals. Probably do it tomorrow. Good to know that it can get done without checking with the drawpaths cheat.  ;)

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 06, 2014, 02:52:11 AM
Quote from: eggman121 on January 06, 2014, 02:15:12 AM
As for LHD props, could the RHD versions be found and mirrored with Cogeo's model tweaker?  :-\ Just an idea if Ebina's props can't be found.

Not with Model Tweaker that I'm aware of. It has to be done manually in Reader, so it would take a lot of effort.

Quote from: eggman121 on January 06, 2014, 02:15:12 AM
Quote from: jdenm8 on January 06, 2014, 02:05:02 AM
Same deal goes for the Volleyball Interchange pieces, there's a Road X Road intersection in the centre of them to make the stop points work.

That is the next piece to get traffic signals. Probably do it tomorrow. Good to know that it can get done without checking with the drawpaths cheat.  ;)

I'd double-check the one with MIS through the centre, I don't remember seeing the stop points actually work. I know for a fact the one with RHW-4 in the centre does work properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Opkl on January 09, 2014, 04:41:11 PM
@ eggman121... Nice job on the FA ramp intersection TuLEPS! I like the traffic signals. However, is it possible to have the traffic signals on the the opposite sides of the intersection like on the regular TuLEP intersection pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2014, 04:51:39 PM
Quote from: Opkl on January 09, 2014, 04:41:11 PM
@ eggman121... Nice job on the FA ramp intersection TuLEPS! I like the traffic signals. However, is it possible to have the traffic signals on the the opposite sides of the intersection like on the regular TuLEP intersection pieces?

As jondor and I discovered some time ago, it is possible, but it's not particularly feasible with the standard Maxis fixtures.  I kind of was able to fudge that with some of the TuLEP intersections, but that was a special case, and it required doing some screwy things with the stop points.  The standard US setup will have to be done outside the NAM as a third-party cosmetic addon, using custom offset mast arm and signal props.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 09, 2014, 05:17:01 PM
Quote from: Opkl on January 09, 2014, 04:41:11 PM
@ eggman121... Nice job on the FA ramp intersection TuLEPS! I like the traffic signals. However, is it possible to have the traffic signals on the the opposite sides of the intersection like on the regular TuLEP intersection pieces?

I could try to BAT my own offset Traffic signals since you need the signals to align with the stop points as far as I'm aware. Someone please correct me if I am wrong. I may also need a tutorial to make animated props since that is not my area of expertise. What you see in those images is the generic Maxis props which I just copied over from the TuLEP pieces. It was a case of copy and paste.

I know metarvo made some good props for signals in the sign mod that he is working on and I may BAT something similar.

Tarkus is right. Any props offset from the intersection will be in the third party arena.

I will look into it when I get a chance.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2014, 05:49:56 PM
Somewhere, I actually have animated S3Ds and some mast arms Ryan B. made, which have been modified for such purposes.  I'll have to see if I can locate them.  It's a project I've kind of wanted to undertake for awhile now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 09, 2014, 11:40:14 PM
You could also use my S3D based animated signal models and stoplight arm poles from the SRM. It also contains practically every signalised intersection in-game
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 10, 2014, 12:43:40 PM
Quote from: eggman121 on January 06, 2014, 02:15:12 AM
As for the T21 exemplar file I could make it available since it is using props from the NAM and a vanilla SimCity 4 Deluxe version of the game. Would this interest any of the NAM team?

Yes, of couse!

By the way, I can confirm that there is at least a mirrored instance of the two-signal arm, somewhere in the NAM, as the RHD one mirrors properly on mirrored T21s. I can look for the IDs, if you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on January 10, 2014, 12:57:25 PM
Quote from: Tarkus on January 06, 2014, 12:20:26 AM
I'm not sure if we even have LHD stalks in the NAM.  I think there might be one mirrored item (a version of the 2-lighter), but that's about it.

LHD is kind of an odd beast, in the way the game handles it.  The only thing the game does automatically when put into LHD mode is flip the paths on most Road items so they're going the correct direction.  However, for whatever reason, Maxis didn't set up the game to automatically do this with any non-Road items (Railroads, Light Rail, Monorail), and there are certain situations where the auto-flip becomes problematic on Roads--situations involving turning lanes and other asymmetries.  Those have to be manually done, and they require thinking the reverse of backwards (which isn't the same as forward  ???) in order to do properly.  It's really a mind warp.  Took me about 3 days to take care of Issue #200 (https://github.com/BluelightningSC4/Network-Addon-Mod/issues/200), which pertained to the LHD pathing on those FARHW diamond pieces.  (The stop points may still require a little tweaking.)

In order to specify a non-default path setup for LHD mode, there's a section of the Network INI file (which is contained in the NAM Bridge Controller, as that INI also tells the game where to find bridge exemplars, in addition to powerline placement and other odds and ends) which allows us to turn on manual path localization for certain IIDs or ranges of IIDs. 

Textures, models and T21s are not automatically flipped, and in order to fully localize them, it requires making separate LHD versions, which isn't always easy.

I've recently begun thinking it may be high time for a tutorial on LHDification.  It's kind of become a lost art, considering there's a number of people in the transit modding community who have no experience with it, and we've been hurting for awhile in that department.

-Alex

I always thought LHD was more of an afterthought someone in Maxis had while stood round the watercooler a week before the release date. It works...but things like traffic lights never fully functioned, especially on avenues. Anything would be an improvement, but to be honest it's something which potentially many of us have gotten used to.

There was a similar project many moons ago to signalise the slips on the old Maxis Highways...forget who it was. I always thought this couldn't be done due to all the coding inside the game. It's great to see something like this finally come into fruition!
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 10, 2014, 01:36:10 PM
Quote from: memo on January 10, 2014, 12:43:40 PM
Yes, of couse!

By the way, I can confirm that there is at least a mirrored instance of the two-signal arm, somewhere in the NAM, as the RHD one mirrors properly on mirrored T21s. I can look for the IDs, if you want.

Awesome. How should I post it? Just attach it to a post or place in the somewhere else? its only 8 kb

And if you can find the IDs for the mirrored instances for the two signal arm I will use them an get to work. I will look as well if it is in the NAM installation

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 10, 2014, 08:52:32 PM
Quote from: wallasey on January 10, 2014, 12:57:25 PM
I always thought LHD was more of an afterthought someone in Maxis had while stood round the watercooler a week before the release date. It works...but things like traffic lights never fully functioned, especially on avenues. Anything would be an improvement, but to be honest it's something which potentially many of us have gotten used to.

There appears to have been somewhat of a considerable effort by Maxis to support LHD. The Automatic Path Flipping and dedicated LHD Stop Points in path files is are examples of that. The traffic lights work perfectly fine in LHD, the actual problem is that Maxis never developed an LHD Traffic Light set. All lights and signs are on the wrong side of the road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wasso38 on January 11, 2014, 01:04:32 AM
i got something in the network name. if the network named "Real Highway". so they need to add metal barriers, and streetlights, because that's like a "Real" highway in the real life. if the highway is rural. so. no metal barriers, and streetlights. so i'm still calling this as "Rural Highway Mod". instead of "Real Highway Mod".  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on January 11, 2014, 01:32:27 AM
I'm sure this has been mentioned a thousand times but will the RHW-2 cosmetic pieces dashed lines ever become draggable? I say this because sometimes it becomes annoying to place so many of those 1x1 pieces. I know that they are "cosmetic" pieces but maybe a longer piece could be made as a compromise? Such as 1x3 or 1x4 or 1x5?

EDIT: On a side note could the NAM installer be made to "maximize" to fill the whole screen so the checklist is easier to navigate?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 11, 2014, 01:37:38 AM
Quote from: wasso38 on January 11, 2014, 01:04:32 AM
so i'm still calling this as "Rural Highway Mod". instead of "Real Highway Mod".  :thumbsup:

Sorry, but the name of the project is RealHighway.  The use of the term "Real" does not mean that the highway has to be an exact replica of an RL highway, but is more intended to refer to the fact that the system is much more realistically scaled than the default Maxis Highway system.  Many of the networks do in fact have concrete barriers (all the C-type and elevated networks), and we left them off the other ground ones mainly for the purposes of flexibility.  There's nothing stopping anyone from creating custom barrier lots/T21 mods to dial it in to their ideal vision.  Our primary purpose in RHW development is functionality, allowing the networks to exist in the first place.

Quote from: Durfsurn on January 11, 2014, 01:32:27 AM
I'm sure this has been mentioned a thousand times but will the RHW-2 cosmetic pieces dashed lines ever become draggable? I say this because sometimes it becomes annoying to place so many of those 1x1 pieces. I know that they are "cosmetic" pieces but maybe a longer piece could be made as a compromise? Such as 1x3 or 1x4 or 1x5?

It's something I've considered, but being cosmetic, it's not a high priority at this juncture.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 11, 2014, 06:25:35 AM
Quote from: eggman121 on January 10, 2014, 01:36:10 PM
Awesome. How should I post it? Just attach it to a post or place in the somewhere else? its only 8 kb

And if you can find the IDs for the mirrored instances for the two signal arm I will use them an get to work. I will look as well if it is in the NAM installation

Maybe simply upload it into the Dropbox folder.

The ID for the mirrored prop is 0x2C420000 and is contained in the NetworkAddonMod_Props.dat file. The IID of the non-mirrored prop is 0x2C410000 in SimCity_1.dat. Maxis created the models for the mirrored version, too – they just didn't include a prop exemplar for the LHD version.

Quote from: jdenm8 on January 10, 2014, 08:52:32 PM
Quote from: wallasey on January 10, 2014, 12:57:25 PM
I always thought LHD was more of an afterthought someone in Maxis had while stood round the watercooler a week before the release date. It works...but things like traffic lights never fully functioned, especially on avenues. Anything would be an improvement, but to be honest it's something which potentially many of us have gotten used to.

There appears to have been somewhat of a considerable effort by Maxis to support LHD. The Automatic Path Flipping and dedicated LHD Stop Points in path files is are examples of that. The traffic lights work perfectly fine in LHD, the actual problem is that Maxis never developed an LHD Traffic Light set. All lights and signs are on the wrong side of the road.

I don't think they have put much thought into LHD stop paths. If they had, they would have noticed that they have done it wrong because RHD and LHD stop points need to be swapped on mirrored tiles. Now, you have to include duplicates of all the stop points in this case, one for LHD and RHD each, which makes the LHD stop points completely useless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on January 15, 2014, 03:30:33 AM
Well, I hope you still have time to get this fix in before the final NAM 32 gets released, with the Single Barriers option installed, the 3 tile center tile CPs display a single barrier in the preview, but display double barriers instead when plopped... D:
Title: Re: RHW (RealHighway) - Development and Support
Post by: kanttuvei on January 16, 2014, 12:05:19 AM
Are the L1 (or higher) exits working for anything other than RWH4? Dragging an exit as well as plopping the flexible ramp displays an empty square. Also the QC piece produces the same result.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2014, 12:07:05 AM
Besides the RHW-2 and the RHW-4, there are no other elevated exit/entrance ramps.  The models have not been made.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 16, 2014, 01:14:17 AM
Fantastic work with the new NAM!! &apls

Few bugs:





When open, move this in the bug thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 16, 2014, 12:14:33 PM
Quote from: vinlabsc3k on January 16, 2014, 01:14:17 AM
When open, move this in the bug thread.


Thanks for the report.  Looks like those are all relatively minor issues--had you spotted them just a little bit sooner, we could have at least attempted to fix them for NAM 32.  We're not planning on opening a separate bug thread this go around.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on January 16, 2014, 08:15:38 PM
Well, I'm not sure about this, but I guess a patch file would be nice to enjoy that particular FlexRamp without any issue without waiting 4-6 months for a new NAM. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 17, 2014, 12:48:10 AM
Quote from: vinlabsc3k on January 16, 2014, 01:14:17 AM
And 3 missing stop placeholder in the RHW-3 x RHW-3 + intersection piece
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg838%2F9459%2Fhhq2.png&hash=d3e294492adbcce04d06da71fd2b5c36768113c9)

There's no real point in fixing this as they won't work anyway. The only piece that has functional stop points (Volleyball SCPs) have special tile assignments to make them work that require breaking over-plopping. These pieces are compatible with over-plopping so they can't have working stop points.

If memory serves correctly, the capacity of the intersections themselves in the Volleyball SCPs are also lower than that of the rest of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 18, 2014, 03:18:00 AM
Another two:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg811%2F5390%2Fti3k.png&hash=56aa5cb1dbbc9b48d25f0e042d7bd842864f8286)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg542%2F7492%2Ftgh2.png&hash=d7a7eea36d428f482524de756a4d03f574943abe)


Edit:
I have a strange behavior with NAM 32, in some cities at zoom 3-4 in every orientation the game close to desktop when I move versus some zones of the map.
In the reference city, I noticed that in the view there are an ortho RHW L1 over ortho PS HWY L0, a PS HWY tunnel, 4 PS HWY Ramps B1, a RHW FLUP Ramp, a RHW-2 18° and 45° Curve and other hundred things that don't remember, because of the CTD.
I've installed all the components except the BTM and other mod are: CAM, Industry 4x, Diagonal Bridge, Extra Terrain Tool, Extra Cheat, HWY Light Mod, Rivit's Tunnel and Bigger News Window.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on January 23, 2014, 04:44:29 PM
I have two suggestions: .. first is that the 6S flup piece is two tiles... is it possible to add mis to the second tile? This would allow for some tighter interchanges as the road flup ramp is only 3 tiles vs 4 for the elevated model. The second is on the 12S.. and maybe even 10C .. why not create these as a cosmetic piece, much like WRHW-2 is. This would allow for some ultra high capacity interchanges to be built.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ryan B. on January 23, 2014, 04:45:46 PM
Quote from: Tarkus on January 09, 2014, 05:49:56 PM
Somewhere, I actually have animated S3Ds and some mast arms Ryan B. made, which have been modified for such purposes.  I'll have to see if I can locate them.  It's a project I've kind of wanted to undertake for awhile now.

-Alex

Obligatory "my ears are burning" post.  Friends, it's been too long since I've started SC4 up.  Alex & eggman, I'd be happy to help further with the signals & your signage mod.  I know you've got a lot of North American stuff already BATed, but I may be able to help further.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Allein on January 24, 2014, 02:15:55 PM
Hello,

It seems that L2 to L4 RHW on slope transition aren't avaible in NAM, aren't they ?

http://image.noelshack.com/fichiers/2014/04/1390601691-l2l4.jpg

Are such transition planed in a future release of NAM ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2014, 02:47:42 PM
There is a way to transition from L2-L4, either via on on-slope or a "ramp-style" height transition, but you're not going to find a dedicated piece for it under the Height Transitions button, as we've stopped making traditional, static puzzle piece-based height transitions.  In your particular situation, find the "2-level FLEX-OnSlope" under the FLEXHeight button, and drag the L2 RHW-4 into the ground end.  It'll convert to an L2-L4 OnSlope.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Allein on January 25, 2014, 05:39:30 AM
Thank you for that informations. I've tried to do like you said, but the RHW section on slope doesn't appear after dragging RHW L2.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2014%2F04%2F1390657024-124.jpg&hash=6446d03e647c92a806d3f0b7f53abb24954c20e0)
Title: Re: RHW (RealHighway) - Development and Support
Post by: thomaslc on January 25, 2014, 06:23:18 AM
I tried and got the same result as you. Seems it's not supported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 25, 2014, 07:38:02 AM
Tarkus,

First, I want so say I love all the hard work you did with NAM32 and the new features, BZ to you and all those involved. 

I am having a problem with RHW6C over 6C.  It all looks great from a distance but as you zoom in, you will see under the upper piece the patch show a bug.

The maps that currently have this configuration load fine, but if I were to create a new interchange, since NAM32, I get this.  I love this configuration as it works perfectly with AVE7.

Don
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 25, 2014, 08:38:40 AM
We changed the model specifications for ERHW-6S and ERHW-6C in NAM31 and not all of the models have been completely updated to the new specification. That's one of them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2014, 12:46:52 PM
Quote from: A. Gates on January 25, 2014, 05:39:30 AM
Thank you for that informations. I've tried to do like you said, but the RHW section on slope doesn't appear after dragging RHW L2.

Confirmed on this end.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on January 25, 2014, 05:44:38 PM
Quote from: GDO29Anagram on December 01, 2013, 08:02:05 PM
Creating a 6C bridge would be impossible to do in single segments since there's no way to create side-by-side bridges, and the best way to do so would result in a bridge that's 2/3rds functional. The only other possible method to explore would be to employ the Diagonal Bridge Enabler for use with draggable side-by-side bridges, but I've conducted rudimentary tests and found it hard to do.
Pardon the late reply, but I'd be very interested to know exactly what issues you ran into when conducting those tests. I'm interested in building DBE-based bridges for RHW-8C (and I even started a thread (http://sc4devotion.com/forums/index.php?topic=15953.0) on the topic), so any information you can share regarding your experiments would be very useful. I myself tried dragging an RHW-8C orthogonally across a drained waterway with the DBE installed, but I was unsuccessful; I always got the "Failed Smoothing Terrain" error message. If you ran into this same problem, were you able to overcome it, and if so, how? And what other problems, if any, did you run into in your tests?

Thanks in advance. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on January 25, 2014, 07:15:53 PM
You need to define the pylon properties for the ortho tiles for RHW-2 (or something like that - I don't remember off the top of my head). I experimented with it a long time ago and just found it fairly awkward to use (placing pieces in the right spot, mostly. I guess going for an override based bridge (like the rest of the DBE) would make it easier to use).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fvz1234512%2FBATs%2FNew%2FPreviewRenders%2FRHWBridges%2FPreCast01%2Frhw_bridges-jun._29__001319396509.png&hash=e14d130729a194178d730531759cfaf34ba55806)
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 26, 2014, 12:56:46 AM
Quote from: woodb3kmaster on January 25, 2014, 05:44:38 PM
Pardon the late reply, but I'd be very interested to know exactly what issues you ran into when conducting those tests. I'm interested in building DBE-based bridges for RHW-8C (and I even started a thread (http://sc4devotion.com/forums/index.php?topic=15953.0) on the topic), so any information you can share regarding your experiments would be very useful. I myself tried dragging an RHW-8C orthogonally across a drained waterway with the DBE installed, but I was unsuccessful; I always got the "Failed Smoothing Terrain" error message. If you ran into this same problem, were you able to overcome it, and if so, how? And what other problems, if any, did you run into in your tests?

It is indeed very well possible to apply the DBE technique to orthogonal (multi-tile) networks, but you need to add those exemplars that Blue Lightning mentioned. They are in the default game for the Road network, so you can already drag Roads across a gorge.

However, you may have noticed that all the diagonal bridges have pylons in fixed intervals of at most 4 tiles, since the pylons are added via T21s, so it would be impossible to make a suspension bridge in the same way (that is, T21-based). What is more, 4 tiles on orthogonals are shorter than on diagonals. I have read somewhere it would be possible to have larger T21 pattern sizes, like for 1 tile out of n, which would be perfect for any orthogonal bridge, but I have never tested this myself. Still, you would have to stick to fixed-size intervals, which would be hard to use in case of a suspension bridge as the user would have to ensure the length of the bridge in the game is a multiple of the size of one interval. I am only reflecting about a draggable approach here, by the way. Though, a bridge like the one in the picture would be easy to implement, both on the modelling and modding end.

Still, a suspension bridge would not be impossible to do, but it would require some work. For instance, it would be possible to write certain RUL2 overrides that calculate the length of a bridge using marker tiles and, based on that, automatically convert the plain network to a bridge of a suitable layout (which is basically how the Maxis suspension bridges work, too, only performed manually). It is not trivial though, neither the modding nor the modelling. It would require quite some RUL2 code, but considering recent advances in custom controller compilation, I don't think this would be a problem. Regarding the models, you'd have to ensure to have models that can be puzzled together for any length of the bridge. You would have to render cabels that are 14 tiles long, 15, 16, etc., for instance. This is exactly what makes the Maxis bridges cumbersome, but it's the only way to implement suspension bridges, so I'd suggest to have a look at the models of the Maxis suspension bridges. I'd be absolutely willing to do the modding, if you provide aesthetic models, as the idea of a 3-tile suspension bridge is rather cool and I would like to see, if I can get those overrides to work. There's just one problem, I guess: You don't want to start extensive modelling before you are sure this will work, and I don't want to implement it, before any models are available, as neither of us would want to see one's work in vain, if the other part does not work out as expected.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 26, 2014, 02:09:04 AM
Quote from: memo on January 26, 2014, 12:56:46 AM
Quote from: woodb3kmaster on January 25, 2014, 05:44:38 PM
Pardon the late reply, but I'd be very interested to know exactly what issues you ran into when conducting those tests. I'm interested in building DBE-based bridges for RHW-8C (and I even started a thread (http://sc4devotion.com/forums/index.php?topic=15953.0) on the topic), so any information you can share regarding your experiments would be very useful. I myself tried dragging an RHW-8C orthogonally across a drained waterway with the DBE installed, but I was unsuccessful; I always got the "Failed Smoothing Terrain" error message. If you ran into this same problem, were you able to overcome it, and if so, how? And what other problems, if any, did you run into in your tests?

It is indeed very well possible to apply the DBE technique to orthogonal (multi-tile) networks, but you need to add those exemplars that Blue Lightning mentioned. They are in the default game for the Road network, so you can already drag Roads across a gorge.

However, you may have noticed that all the diagonal bridges have pylons in fixed intervals of at most 4 tiles, since the pylons are added via T21s, so it would be impossible to make a suspension bridge in the same way (that is, T21-based). What is more, 4 tiles on orthogonals are shorter than on diagonals. I have read somewhere it would be possible to have larger T21 pattern sizes, like for 1 tile out of n, which would be perfect for any orthogonal bridge, but I have never tested this myself. Still, you would have to stick to fixed-size intervals, which would be hard to use in case of a suspension bridge as the user would have to ensure the length of the bridge in the game is a multiple of the size of one interval. I am only reflecting about a draggable approach here, by the way. Though, a bridge like the one in the picture would be easy to implement, both on the modelling and modding end.

Still, a suspension bridge would not be impossible to do, but it would require some work. For instance, it would be possible to write certain RUL2 overrides that calculate the length of a bridge using marker tiles and, based on that, automatically convert the plain network to a bridge of a suitable layout (which is basically how the Maxis suspension bridges work, too, only performed manually). It is not trivial though, neither the modding nor the modelling. It would require quite some RUL2 code, but considering recent advances in custom controller compilation, I don't think this would be a problem. Regarding the models, you'd have to ensure to have models that can be puzzled together for any length of the bridge. You would have to render cabels that are 14 tiles long, 15, 16, etc., for instance. This is exactly what makes the Maxis bridges cumbersome, but it's the only way to implement suspension bridges, so I'd suggest to have a look at the models of the Maxis suspension bridges. I'd be absolutely willing to do the modding, if you provide aesthetic models, as the idea of a 3-tile suspension bridge is rather cool and I would like to see, if I can get those overrides to work. There's just one problem, I guess: You don't want to start extensive modelling before you are sure this will work, and I don't want to implement it, before any models are available, as neither of us would want to see one's work in vain, if the other part does not work out as expected.


The only solution I could think of is creating cosmetic puzzle pieces with the desired props to make the suspension bridge. e,g the DBE Viaduct Rail is placed onto the drawn out diagonal rail Bridge with puzzle pieces used like the usual Viaduct Rail, some with pylons some with none. It would however need multiple models and would be fixed in length that Memo was referring to.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 26, 2014, 08:57:01 AM
Quote from: vinlabsc3k on January 18, 2014, 03:18:00 AM
Another two:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg811%2F5390%2Fti3k.png&hash=56aa5cb1dbbc9b48d25f0e042d7bd842864f8286)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg542%2F7492%2Ftgh2.png&hash=d7a7eea36d428f482524de756a4d03f574943abe)


Edit:
I have a strange behavior with NAM 32, in some cities at zoom 3-4 in every orientation the game close to desktop when I move versus some zones of the map.
In the reference city, I noticed that in the view there are an ortho RHW L1 over ortho PS HWY L0, a PS HWY tunnel, 4 PS HWY Ramps B1, a RHW FLUP Ramp, a RHW-2 18° and 45° Curve and other hundred things that don't remember, because of the CTD.
I've installed all the components except the BTM and other mod are: CAM, Industry 4x, Diagonal Bridge, Extra Terrain Tool, Extra Cheat, HWY Light Mod, Rivit's Tunnel and Bigger News Window.


Anyone notice my report?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 26, 2014, 01:33:00 PM
Yes, but the reply to it got lost in the shuffle.  I've fixed the AVE Viaduct issue, and you can pick up an updated copy of NetworkAddonMod_RoadViaducts_Draggable.dat here (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat).  Simply replace the existing copy in your Network Addon Mod\Elevated Road Networks folder.

I haven't investigated the RHW-3 situation yet.  That's one I thought I had already fixed, but the RHW-3 and I have a history of not getting along. :D  Your "zoom" issue sounds like the standard "zoom CTD" that a number of users have experienced over the years, rather than a NAM 32-specific situation.  Also, the Industry Quadrupler is not compatible with the CAM, per the inCAMpatible list (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat).

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on January 26, 2014, 03:42:58 PM
Quote from: Tarkus on January 26, 2014, 01:33:00 PM
...

I haven't investigated the RHW-3 situation yet.  That's one I thought I had already fixed, but the RHW-3 and I have a history of not getting along. :D  Your "zoom" issue sounds like the standard "zoom CTD" that a number of users have experienced over the years, rather than a NAM 32-specific situation.  Also, the Industry Quadrupler is not compatible with the CAM, per the inCAMpatible list (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat).

-Alex

Thanks for the patch!! :thumbsup:
It's strange because I have never experienced this until the NAM 32. ???
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 27, 2014, 02:02:25 AM
Quote from: vinlabsc3k on January 26, 2014, 03:42:58 PM
Quote from: Tarkus on January 26, 2014, 01:33:00 PM
...

I haven't investigated the RHW-3 situation yet.  That's one I thought I had already fixed, but the RHW-3 and I have a history of not getting along. :D  Your "zoom" issue sounds like the standard "zoom CTD" that a number of users have experienced over the years, rather than a NAM 32-specific situation.  Also, the Industry Quadrupler is not compatible with the CAM, per the inCAMpatible list (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat).

-Alex

Thanks for the patch!! :thumbsup:
It's strange because I have never experienced this until the NAM 32. ???

Tarkus has put a lot of work into improving and refining the P57 codebase. This would be a new bug introduced just by human error.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on January 27, 2014, 04:18:53 PM
Quote from: memo on January 26, 2014, 12:56:46 AM
It is indeed very well possible to apply the DBE technique to orthogonal (multi-tile) networks, but you need to add those exemplars that Blue Lightning mentioned. They are in the default game for the Road network, so you can already drag Roads across a gorge.
I see. That's good news; just how hard would it be to add pylon properties to the RHW, and what exactly would need to be set? I've never modeled or modded a bridge, so I have no idea what's involved.

Quote from: memo on January 26, 2014, 12:56:46 AMHowever, you may have noticed that all the diagonal bridges have pylons in fixed intervals of at most 4 tiles, since the pylons are added via T21s, so it would be impossible to make a suspension bridge in the same way (that is, T21-based). What is more, 4 tiles on orthogonals are shorter than on diagonals. I have read somewhere it would be possible to have larger T21 pattern sizes, like for 1 tile out of n, which would be perfect for any orthogonal bridge, but I have never tested this myself. Still, you would have to stick to fixed-size intervals, which would be hard to use in case of a suspension bridge as the user would have to ensure the length of the bridge in the game is a multiple of the size of one interval. I am only reflecting about a draggable approach here, by the way. Though, a bridge like the one in the picture would be easy to implement, both on the modelling and modding end.
Yes, using T21s would likely not be the best way to make a suspension bridge. Based on the discussion in the thread I posted earlier, I think the best option (unless we resort to the radically innovative ideas you discussed later in your post) would be to have a model for the bridge deck without any pylons, and then make the bridge towers and cables an overhanging prop located on the puzzle piece that initiates the override for the bridge deck.

Quote from: memo on January 26, 2014, 12:56:46 AMStill, a suspension bridge would not be impossible to do, but it would require some work. For instance, it would be possible to write certain RUL2 overrides that calculate the length of a bridge using marker tiles and, based on that, automatically convert the plain network to a bridge of a suitable layout (which is basically how the Maxis suspension bridges work, too, only performed manually). It is not trivial though, neither the modding nor the modelling. It would require quite some RUL2 code, but considering recent advances in custom controller compilation, I don't think this would be a problem. Regarding the models, you'd have to ensure to have models that can be puzzled together for any length of the bridge. You would have to render cabels that are 14 tiles long, 15, 16, etc., for instance. This is exactly what makes the Maxis bridges cumbersome, but it's the only way to implement suspension bridges, so I'd suggest to have a look at the models of the Maxis suspension bridges. I'd be absolutely willing to do the modding, if you provide aesthetic models, as the idea of a 3-tile suspension bridge is rather cool and I would like to see, if I can get those overrides to work. There's just one problem, I guess: You don't want to start extensive modelling before you are sure this will work, and I don't want to implement it, before any models are available, as neither of us would want to see one's work in vain, if the other part does not work out as expected.
That sounds like a phenomenal improvement over what I was planning to do. If you can pull it off, I'm totally willing to put in the modeling effort. I've already started doing some research into the dimensions of the bridge I want to model. We can continue our discussion in this thread (http://sc4devotion.com/forums/index.php?topic=15953.0), if you like.
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on January 27, 2014, 05:39:16 PM
I don't know if the RHW team is accepting ideas, but it sure wont hurt share it. 
Here it is:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUBNO7aWl.png%3F1&hash=83ed05409e7bbde4d3f5c683a0695d78a5bd6b09) (http://imgur.com/UBNO7aW)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on January 28, 2014, 01:11:12 AM
I've never thought about a ramp type like that. Let me see if I can whip a texture up. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on January 30, 2014, 07:54:30 PM
I would like to propose the idea of giant multi-height flex-fly pieces. They would have about the same radius as wide radius Rhw- 4 curves. They would come in MIS, RHW-2 and RHW-4 and would come in L2, L3 and L4 height levels. Their main purpose would be for realistic 4 and 5 level stack interchanges. :)

I really like the new FARHW TuLEPs. :thumbsup: I especially like the one with two left turn lanes and one right turn lane, I see myself using it a lot! ()stsfd() But since I find it weird to have three lane ramps in a diamond interchange, I would like to see a RHW 4 < -- > RHW 6s fractional angle transition.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 31, 2014, 02:22:18 AM
Quote from: Thomas Diamond on January 30, 2014, 07:54:30 PM
I would like to propose the idea of giant multi-height flex-fly pieces. They would have about the same radius as wide radius Rhw- 4 curves. They would come in MIS, RHW-2 and RHW-4 and would come in L2, L3 and L4 height levels. Their main purpose would be for realistic 4 and 5 level stack interchanges. :)

A similar idea was proposed a while back for the revamped FLEXfly Pieces. The models exist BTW thanks to jondor. Its just a case of implementation. From memory it would take a lot of RUL2 code to make RHW go under and over the pieces but less code if you just want the Pieces to act like smooth curves like the L0 smooth curves we have now. I am eager to see 45 degree multiple level smooth curves even if they are just curves without the RHW going over or under the pieces. Much like the quickchange parclo system in NAM32.

Just my 2 cents

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 31, 2014, 03:22:38 AM
45 degree smooth curves would be very nice to have...agree with you eggman :)think they're not so easy to achieve though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on January 31, 2014, 01:08:51 PM
As eggman said, the models actually already exist.  There was brief talk about releasing them as static puzzle pieces until they could be FLEXed, but no one worked on it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on January 31, 2014, 01:27:58 PM
while we are on the topic.. Is diagonal on slope transition ramps coming soon ? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 31, 2014, 02:13:18 PM
Actually, checking over jondor's file the other day, it just contains the 90-degree MIS and RHW-4 designs.  No 45-degree stuff.  It is accounted for in the IID scheme, however, for the MIS, 4, and 6S.  Going to need models before we can even think about that, however.

I've basically sworn off making static puzzle pieces for the foreseeable future (ironic, given my CML), so if there's going to be an incremental implementation, it'd basically involve getting the FLEX mechanics in place, though possibly not all the overrides.

Regarding diagonal transitions, that's something that's been on the docket for a long time.  The trick, of course, is getting models, and as such transitions will be FLEX-based, finding the proper falsie setup to handle them.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 31, 2014, 03:47:46 PM
If you need the models for the 45 degree curve you could always look at the project symphony smooth elevated curves.

I'm sure they could be modified to have just the RHW 4.

Here Is a stack interchange to demonstrate what I mean...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FTake2SmoothcurveStack_zps4503ee0d.jpg&hash=98f8c42dc3ac36b781d95815cbe19273aab9b275) (http://s245.photobucket.com/user/Eggman121/media/Take2SmoothcurveStack_zps4503ee0d.jpg.html)

Is this a plausible way forward?

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on January 31, 2014, 03:49:12 PM
Plausible, but I'll have to edit the models a bit for that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 11, 2014, 07:25:00 PM
Quote from: MandelSoft on January 31, 2014, 03:49:12 PM
Plausible, but I'll have to edit the models a bit for that...

Looking forward to it!!!  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 12, 2014, 02:24:20 AM
Uhhh this sounds sweet!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 19, 2014, 07:31:54 AM
Not sure if this has been reported.  Something I have been trying to do with SPUIs since NAM 31.  I just cannot seem to get this configuration to work.  I even tried using the Slope Maxis Highway Override and still does not work.  What am I doing wrong.  I have not problems if I were to put a space in between the lanes.  Help!!!

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on February 19, 2014, 07:51:14 AM
You must leave 1 more tile between SPUI and L1 RHW-4 ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 19, 2014, 11:32:32 AM
I agree that adding a tile in the middle works great, however at 15m (L2)(RHW4), I get the same effect.  I even tried RHW 6S.  Currently I do not have the space to include a 6s to 6C to do RHW6C and this interchange is coming from a RHW6S Bridge.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Stewey on February 23, 2014, 01:50:06 PM
Hi I was wondering if this is a known issue, I am currently trying to make a 7.5m RHW 6c overpass over another RHW 6c and there seems to be some kind of error. Referring to the images I have attached, it is not only a texture issue, but also a pathing issue as well.

I am using the nam 32 release using left hand drive and euro textures included in the nam. It is also a complete reinstall of the NAM as well since I wanted to see if this problem can be sorted with a reinstall, no joy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on February 23, 2014, 11:18:49 PM
Try to click around the piece. Often that works to fix these RUL instabilities
Title: Re: RHW (RealHighway) - Development and Support
Post by: Stewey on February 24, 2014, 09:34:13 AM
Thanks Mandelsoft, I gave that a try and eventually it corrected itself out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: fefenc on February 25, 2014, 04:20:40 AM
Quote from: Stewey on February 23, 2014, 01:50:06 PM
Hi I was wondering if this is a known issue, I am currently trying to make a 7.5m RHW 6c overpass over another RHW 6c and there seems to be some kind of error. Referring to the images I have attached, it is not only a texture issue, but also a pathing issue as well.

I am using the nam 32 release using left hand drive and euro textures included in the nam. It is also a complete reinstall of the NAM as well since I wanted to see if this problem can be sorted with a reinstall, no joy.

Try to drag the lower part first, then you drag the overpass :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bob2005 on February 26, 2014, 01:10:02 AM
Hi, I'm having a fairly major problem getting the RHW to work properly, and I haven't been able to find a solution anywhere. Basically, I seem to be unable to build anything with more than two lanes. The RHW-4 and smaller all work perfectly, but when I place the starter pieces for anything wider, they all look like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fywooajn.jpg%3F1&hash=9b4e42a405c4445376eb01dbe3abecdb05f08d70)

Only the 6S starter piece looks as it should, and when I try and drag any them out, it just builds a normal RHW-2 instead of whatever I want to build.

Is this a known issue, and if so, is there a way to fix it? I'm using the latest NAM version, left hand drive.

Thanks very much :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on February 26, 2014, 07:18:55 AM
Quote from: Bob2005 on February 26, 2014, 01:10:02 AM
Only the 6S starter piece looks as it should, and when I try and drag any them out, it just builds a normal RHW-2 instead of whatever I want to build.

Is this a known issue, and if so, is there a way to fix it? I'm using the latest NAM version, left hand drive.

Welcome to SC4D, first of all!

The corresponding RULs are missing from your NAM Controller file. Most likely, it is the same issue that was described here (and how to solve it):

Quote from: memo on February 13, 2014, 02:08:28 PM
Quote from: timoman12 on February 12, 2014, 02:04:01 PM
Hi I'm using moonlinght's Japanese SAM-1 replacement mod to make it into his Japanese suburban 2-lane streets, however the textures have stopped working since I've installed NAM32. It was working perfectly with NAM31.

The 'starter' piece looks like his, but when I drag a street it just turns into the default street texture.

Any way to fix this? Or is there possibly a way to revert back to the NAM31 SAM-1 files to temporarily stop the issue?

EDIT: I have discovered that without the Street Mod, SAM-1 Parking Lot textures don't work anyway.
The first piece I place is the parking lot, but when I drag a street through it, only default street is built.

So this is a problem with the NAM32 itself...

[Solution] This sounds like you might have inadvertently installed the SAM without RULs. There is an option during the custom install in the installer for that (called 'enable decoupling' or so) that turns the SAM check boxes (among others) to ternary check boxes. Make sure to use the option that includes the corresponding RULs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bob2005 on February 26, 2014, 09:28:09 AM
Thank you!

Do you mean the "Enable decoupling of networks and rules" option listed under "Additional features and customisations" in the NAM installer? If so I can confirm that I haven't got that enabled. The SAM works fine too (and I actually use Moonlight's mod mentioned in that post myself without any problems as well).

I've also tried reinstalling the NAM, just to be sure, and it hasn't changed anything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on February 26, 2014, 11:24:02 AM
Quote from: Bob2005 on February 26, 2014, 09:28:09 AM
Do you mean the "Enable decoupling of networks and rules" option listed under "Additional features and customisations" in the NAM installer? If so I can confirm that I haven't got that enabled. The SAM works fine too (and I actually use Moonlight's mod mentioned in that post myself without any problems as well).

Yes, that's what I meant. Well, in that case, can you also confirm that none of the RHW networks are displayed in a bold font, nor are they prefixed with *SR* or *NR*, but all of them are selected, if you expand that subtree in the installer?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bob2005 on February 27, 2014, 03:36:46 AM
Ah, yes. I did wonder what those letters meant. I have all but the L3 and L4 networks selected, and of those the DDRHW Networks option is prefixed with *NR*, and the others all have *SR*. The FARHW has no prefix, but is listed in bold.

Some of the other category names are also in bold (Traffic simulator and related options, and Road textures and markings, to name a couple), but they all seem to work fine, so I'm guessing that's unrelated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on February 27, 2014, 05:46:30 AM
Quote from: Bob2005 on February 27, 2014, 03:36:46 AM
Ah, yes. I did wonder what those letters meant. I have all but the L3 and L4 networks selected, and of those the DDRHW Networks option is prefixed with *NR*, and the others all have *SR*. The FARHW has no prefix, but is listed in bold.

*NR* indicates No Rules which means that none of the networks will be installed with rules, thus, they don't convert if you drag them in the game. *SR* stands for Some Rules which means that rules for some of the networks are selected, for others they aren't.

This can only occur, if the 'decoupling' option is selected, or has been selected previously. It gives the network nodes three different states: unselected, selected, and selected with boldface font. You would want to toggle those nodes until they are selected, but not displayed in boldface, so as to get rid of all the *SR* and *NR* prefixes.

Quote from: Bob2005 on February 27, 2014, 03:36:46 AM
Some of the other category names are also in bold (Traffic simulator and related options, and Road textures and markings, to name a couple), but they all seem to work fine, so I'm guessing that's unrelated.

Indeed, this is unrelated. These root nodes will always be displayed that way.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bob2005 on February 28, 2014, 09:52:59 PM
Quote from: memo on February 27, 2014, 05:46:30 AM
Quote from: Bob2005 on February 27, 2014, 03:36:46 AM
Ah, yes. I did wonder what those letters meant. I have all but the L3 and L4 networks selected, and of those the DDRHW Networks option is prefixed with *NR*, and the others all have *SR*. The FARHW has no prefix, but is listed in bold.

*NR* indicates No Rules which means that none of the networks will be installed with rules, thus, they don't convert if you drag them in the game. *SR* stands for Some Rules which means that rules for some of the networks are selected, for others they aren't.

This can only occur, if the 'decoupling' option is selected, or has been selected previously. It gives the network nodes three different states: unselected, selected, and selected with boldface font. You would want to toggle those nodes until they are selected, but not displayed in boldface, so as to get rid of all the *SR* and *NR* prefixes.

Quote from: Bob2005 on February 27, 2014, 03:36:46 AM
Some of the other category names are also in bold (Traffic simulator and related options, and Road textures and markings, to name a couple), but they all seem to work fine, so I'm guessing that's unrelated.

Indeed, this is unrelated. These root nodes will always be displayed that way.

Well, I guess it's quite possible I checked it once when installing a previous NAM version or something. I've been playing this game on and off for years, so I may well have completely forgotten about it.

It took a bit of fiddling to get it to let me toggle all the nodes so that they include all the rules, but that seems to have done the trick. Thank you very much!
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 09, 2014, 05:41:39 PM
Sorry if the wrong place, but I have a strange issue with NAM 32. :'(
After some weeks, I play SimCity 4 and load a city with draggable El-RD and the viaducts are vanished. I go to the Roads Menu and the icons aren't there.
I open the Plugin folder and, in the Elevated Road Networks folder, I find 2 files:
NetworkAddonMod_RoadViaducts.dat (3.117.828 byte) and NetworkAddonMod_RoadViaducts_Draggable.dat(62.853 byte).
I've tried to re-install the NAM, but the issue persisted.

What happened? ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on March 25, 2014, 12:07:31 PM
I've been trying my best to follow this guide for building a T Interchange:

http://sc4devotion.com/forums/index.php?topic=14073.msg422944#msg422944

But I'm stuck at the 3rd photo. Whenever I drag the diagonal ground RHW as Haljackey said and connect it to the other stub the RHW & ERHW would mess up:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FT-int.png&hash=6e3b202aabc85abee4b9b1fa4a322bf9f3ccd3c8) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/T-int.png.html)

I can get it to work somehow, if I add an extra nub of diagonal RHW to where it should meet the other transition stub. But as soon as I demolish the nub the thing gets messed up immediately.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FT-INT2.png&hash=93f29854790e4db520946d19a6332f3ac36f6fb9) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/T-INT2.png.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on March 26, 2014, 03:50:34 AM
It looks to me like you didn't follow that guide precisely enough. The third picture in it (where you've been getting stuck) shows that you're supposed to drag the diagonal ground RHW before you drag any overpasses. Only after dragging the ground RHW can you then drag the overpass across it. I can confirm that the method I just described works perfectly, since I've tested it myself and run into no issues like yours.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on March 26, 2014, 08:49:31 AM
Thanks woodb3kmaster  :thumbsup: finally got 'em to play nice:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FT-Int.png&hash=3bae4b3345ca1dfbe412a4085d6629b579ea9a00) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/T-Int.png.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 26, 2014, 04:40:00 PM
I'm still waiting for a reply for this issue (http://sc4devotion.com/forums/index.php?topic=990.msg478427#msg478427).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on March 26, 2014, 09:21:50 PM
Quote from: vinlabsc3k on March 26, 2014, 04:40:00 PM
I'm still waiting for a reply for this issue (http://sc4devotion.com/forums/index.php?topic=990.msg478427#msg478427).

HI there Vinlabsc3k when waiting for help for an issue there is no need to re-link to it if its on the same page, just wait patiently as I am sure someone is out there who can help you with this matter OK
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 27, 2014, 12:00:24 AM
Quote from: vinlabsc3k on March 26, 2014, 04:40:00 PM
I'm still waiting for a reply for this issue (http://sc4devotion.com/forums/index.php?topic=990.msg478427#msg478427).

The team as a whole is not terribly active at the moment (save for the MTA), as quite a few of us on the development/bugfixing side are actually taking a bit of a break at present.

The file size you've cited for the viaducts is way smaller than the actual file should be (it should be 1,065,495 bytes, not 62,000-something), so it sounds like somehow, your draggable viaducts file became corrupt.  I don't know how or why that happened, but it sounds like it's the cause of your issue.  Sounds like you'll want to reinstall it.  A slightly updated version is available here (https://www.dropbox.com/s/ox4vmlt0vjosh0r/NetworkAddonMod_RoadViaducts_Draggable.dat).  If the issue pops up again, or anything related to a non-RHW item like the viaducts, try posting in the general NAM Issues Thread (http://sc4devotion.com/forums/index.php?topic=1444.0).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 27, 2014, 02:23:20 AM
Thanks Alex for the reply and solution. :thumbsup:
I sensed that there was something wrong. :(

@Pat: I know I was a bit pushy, but I can conceive a period of 4-5 days or a week to wait and
it would be more polite a courtesy reply if those concerned are busy than to be waiting.
(Ex. "We're working on." or "We are busy, it will take some time.")

I was anxious in this 17 days, &hlp but it's my nature.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 27, 2014, 09:40:49 PM
Would it be possible to rotate the existing height transition models 45o to make diagonal transitions? I'm sure it would take a lot of coding but when you guys get back into the groove after a well earn't break could this be looked into?

Just an idea -
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 27, 2014, 10:28:50 PM
Unfortunately, it's not that simple.  Simply rotating them results in pretty significant misalignment, due to how they fit with the grid.  Diagonal transitions will require completely new geometry.  The coding, pathing, etc. is the easy stuff.  If we had the models for those diagonal transitions, or for things elevated ramp interfaces, we could add them pretty quick (the latter especially so).  It's just that the models (and their integration) are a very specialized task. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 27, 2014, 11:52:09 PM
So a reskin of the existing diagonal transitions for road, OWR and ave would work either? (I know their old style e.g. steep as but still would be cool). Same with the onslopes?

Thanks
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 28, 2014, 12:53:05 AM
Quote from: Durfsurn on March 27, 2014, 11:52:09 PM
So a reskin of the existing diagonal transitions for road, OWR and ave would work either? (I know their old style e.g. steep as but still would be cool). Same with the onslopes?

Reskinning existing diagonal height transitions wouldn't be viable. Since there are only 15m height transitions for Road/OWR/Avenue and no 7.5m equivalents, the slope would be too far extreme, and given the future-proofing effort for all RHW network models done by a long-retired NAM team member (RHW-4 diagonals actually have a properly widened shoulder, compared to past iterations of RHW), they would not mesh properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 28, 2014, 10:01:23 AM
Diagonal OSTs have been something on my wishlist for some time now so I took it upon myself to implement a prototype in game. The modeling was easy enough but the importing into the game is another story  :angrymore:.

This is as far as I got... Forgive my rushed modding

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FDiagonalOST_zps4090e4df.jpg&hash=cb29b662de026e67481ff6a346e1adb7ca51314a) (http://s245.photobucket.com/user/Eggman121/media/DiagonalOST_zps4090e4df.jpg.html)

I anticipate that there would only be single tile networks for the Diagonal OSTs since double and triple tile would be too hard to achieve. 

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 28, 2014, 08:41:20 PM
Wow. That is awesome! Will that be ready for the next release Eggman?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on March 28, 2014, 09:54:38 PM
Quote from: vinlabsc3k on March 27, 2014, 02:23:20 AM
Thanks Alex for the reply and solution. :thumbsup:
I sensed that there was something wrong. :(

@Pat: I know I was a bit pushy, but I can conceive a period of 4-5 days or a week to wait and
it would be more polite a courtesy reply if those concerned are busy than to be waiting.
(Ex. "We're working on." or "We are busy, it will take some time.")

I was anxious in this 17 days, &hlp but it's my nature.



LoL vinlabsc3k I can totally understand 17 day wait for help I wont hold it against you this time as im a nice guy lol  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 28, 2014, 10:08:33 PM
Quote from: eggman121 on March 28, 2014, 10:01:23 AM
I anticipate that there would only be single tile networks for the Diagonal OSTs since double and triple tile would be too hard to achieve. 
Quote from: Durfsurn on March 28, 2014, 08:41:20 PM
Will that be ready for the next release Eggman?

Let me point out something here:

- First, with proper models, diagonal OSTs can be made; it's just a matter of, 1, making the needed models (which would likely beset the development of >6S pieces), and 2, (if such pieces get made) getting adjusted to the large amount of dead space that the wider transitions would have.
- Second, with the Flex piece paradigm, normal puzzle piece versions would not be desirable, even as an interim piece. The matter here, then, would be to create a base RHW-2 FlexOST (and all Flex pieces have to be this way, by default), and then add the needed code to create the MIS OST. As a note, however, an RHW-2 OST model can be easily converted to an RHW-4 OST model, so if an RHW-2 piece is made, an RHW-4 piece can easily follow.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 29, 2014, 01:03:37 AM
Quote from: GDO29Anagram on March 28, 2014, 10:08:33 PM
With the Flex piece paradigm, normal puzzle piece versions would not be desirable, even as an interim piece. The matter here, then, would be to create a base RHW-2 FlexOST (and all Flex pieces have to be this way, by default), and then add the needed code to create the MIS OST. As a note, however, an RHW-2 OST model can be easily converted to an RHW-4 OST model, so if an RHW-2 piece is made, an RHW-4 piece can easily follow.

In terms of showing the Diagonal OST the MIS diagonal OST was the first model that I had made. There are no dedicated IIDs for these pieces that I know of (I'm sure that they will become available if I put forward a viable case!) but I wanted to show that the Diagonal OSTs can be created. It just requires some calculations for the modelling.  I fully understand that final DOSTs will be FLEXed. I do plan to make a base RHW 2 and therefore RHW 4. It is just a matter of when

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on March 30, 2014, 08:18:23 AM
Following this guide...

http://sc4devotion.com/forums/index.php?topic=14073.msg422944#msg422944

... again. I've been trying to make a 10-S T-Interchange but am having some difficulty making the RHW conform to the 6-S & RHW-4 textures where they should appear when crossing the Elevated RHW sections.

Could someone please post a tutorial on how to make one easily?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on March 30, 2014, 09:27:01 AM
Could you post some pictures of your problems? Usually a 10s wouldn't work for a directional T because the exit in one direction would be the wider RHW, but from the other direction it'd be the narrower RHW. (or it'd be the same width if you use the 10S to 6S FARHW split, but 6s is a lot bulkier to work with).

It's not clear how a tutorial would help you if we don't know what issues to address.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on March 30, 2014, 09:51:37 AM
@APSMS: Well, the first issue I've come across is which transition piece should I use, the FLEX On ramp that can be over ridden or the 6S on/Off ramp from the other menu button?

But the main issue lies with the fact that I can't seem to make the 6S ERHW as seen on this screenshot:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FUntitled-18.png&hash=a90fab5be7d48520d4cf4cf4b256302ab54dc717) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/Untitled-18.png.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on March 30, 2014, 10:03:26 AM
That's because you drag all the way through. The trick is to half-drag this; first, you drag the straight end to one end of the diagonal (making a T-intersection). Then do the same at the other end (BUT DO NOT DRAG THROUGH THE INTERSECTION). This is VITAL for this method to work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on March 30, 2014, 10:41:17 AM
Quote from: MandelSoft on March 30, 2014, 10:03:26 AM
That's because you drag all the way through. The trick is to half-drag this; first, you drag the straight end to one end of the diagonal (making a T-intersection). Then do the same at the other end (BUT DO NOT DRAG THROUGH THE INTERSECTION). This is VITAL for this method to work!

I think my head just exploded  ()what()

Which was why I was asking for a tutorial. A tutorial with pictures or even a video tutorial would most probably make those instructions extremely clearer.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on March 31, 2014, 10:34:04 PM
Here 'ya go kababayan!

https://www.youtube.com/watch?v=Z8AntwDobQY
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on April 01, 2014, 08:45:01 AM
Thanks Geometry123, I get it now  :thumbsup:

I'll post a screenshot of my completed 10S T interchange when I finally finish it :)

RFE: Addendum:

Took awhile but finally here it is:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FT-I10S.png&hash=f97921fd969eb5778ae041850c30e0333ea6e9a8) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/T-I10S.png.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on April 09, 2014, 04:47:05 PM
Getting this with the latest version of NAM - normal?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on April 09, 2014, 05:19:13 PM
Unfortunately it is normal behavior. The models have yet to be updated to spec, and as it's only a cosmetic issue, priority is fairly low.

It'll probably be fixed as an unmentioned extra in a future release no doubt. The NAM Team does care about aesthetics, just not as much as functionality.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on April 09, 2014, 05:34:08 PM
Quote from: esto on April 09, 2014, 04:47:05 PM
Getting this with the latest version of NAM - normal?

I'm pretty doubtful that it'll ever be fixed; that's now considered an outdated piece. The Flex equivalent has long since replaced it but the old pieces are still available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on April 10, 2014, 08:08:42 AM
Quote from: GDO29Anagram on April 09, 2014, 05:34:08 PM
Quote from: esto on April 09, 2014, 04:47:05 PM
Getting this with the latest version of NAM - normal?

I'm pretty doubtful that it'll ever be fixed; that's now considered an outdated piece. The Flex equivalent has long since replaced it but the old pieces are still available.

I didn't notice those!  Thanks
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on April 27, 2014, 02:56:02 PM
Please forgive me if this has been asked and addressed before, but I can't seem to find it.

I'm having a problem with the RHW crossing a railway. Trains can't cross the RHW at the intersection.

Is this "normal"? If I replace the RHW / Rail crossing with a road / rail crossing it works fine.
Title: Re: RHW (RealHighway) - Development and Support
Post by: auandi@gmail.com on April 27, 2014, 07:54:27 PM
I don't know if this is where to ask, but I was wondering if there was any consideration to including a L0->L3 or L0->L4 on slope transition? I like having bridges very tall and if I could transition from the bridge to a high elevation highway then I wouldn't need this massive cliff leading all the way up to the bridge. Particularly interested in RHW-4 and RHW-6s since that's what the bridges tend to be, but I also don't know nearly enough to know if that would even be possible.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on April 27, 2014, 08:39:21 PM
Quote from: auandi@gmail.com on April 27, 2014, 07:54:27 PM
I don't know if this is where to ask, but I was wondering if there was any consideration to including a L0->L3 or L0->L4 on slope transition? I like having bridges very tall and if I could transition from the bridge to a high elevation highway then I wouldn't need this massive cliff leading all the way up to the bridge. Particularly interested in RHW-4 and RHW-6s since that's what the bridges tend to be, but I also don't know nearly enough to know if that would even be possible.

Hello auandi

Here is a tutorial I wrote a while ago about making a L0 to L3 transition, it can be found a Here: http://sc4devotion.com/forums/index.php?topic=14090.msg472764#msg472764 (http://sc4devotion.com/forums/index.php?topic=14090.msg472764#msg472764)

Hope this helps

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on April 29, 2014, 01:12:03 AM
Quote from: M4346 on April 27, 2014, 02:56:02 PM
Please forgive me if this has been asked and addressed before, but I can't seem to find it.

I'm having a problem with the RHW crossing a railway. Trains can't cross the RHW at the intersection.

Is this "normal"? If I replace the RHW / Rail crossing with a road / rail crossing it works fine.

Upon closer investigation, this is what I found:

(https://farm8.staticflickr.com/7401/14037797746_4a14113cc8_o.jpg)

Is this normal?  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on April 29, 2014, 02:33:24 AM
Definitely not. I notice that you are running LHD (which I think should be RHD, but for conventions sake...), and because the LHD paths are bugged by default in the base game, that might be the issue.

Something this serious should've been fixed by now. I wonder if the rarity of such crossings is what has allowed it to perpetuate. Alternatively it may be a corrupted file, but that would be strange. You have NAM 32 I imagine, so barring complete oversight it may simply be that the intersection is unsupported. Can't imagine why, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on April 29, 2014, 01:18:33 PM
I am indeed using LHD, because that's what we use in South Africa and left is right, after all :P LOL

Now, I'd fix this myself, but I don't know which programme to use, let alone how to draw paths :-/
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on April 29, 2014, 02:07:19 PM
Oh dear, I just had a look at the LHD paths and remember why there are some issues. When NAM 31 was supposed to be released on March 1st, 2013, we had quite a tight schedule... There were no LHD paths for the entire RHW mod until just before the release, so I created them in a hurry... while not having slept the night before. Apparently, there are still some bugged ones left, but I got the majority right I hope. Just for fun, I've just looked up the exact date of completion: March 01, 2013, 23:57:28, CET.

You could try the simple fix I have attached, but bear in mind that other RHW intersections might still be broken. Although SC4Paths are rather simple objects, there are just enormously many of them which makes it hard to cope with all of them, and we still don't have the right tool to deal with them efficiently.
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on April 30, 2014, 01:27:36 AM
Thank you! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on May 10, 2014, 11:13:41 PM
I am working on an interchange and wanted to have a FlexFly going over an RHW-6S. When I place the FlexFly and drag the RHW-6s underneath, this is what happens:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fm9WERSU.jpg&hash=4333170cf593a44d73fd455a4ce6db7ccda49e78)
See how that tile of RHW is facing the wrong direction? Even if I had the RHW-6 there first and then plopped the FlexFly, it would still switch direction. Clicking all over the place did not help, neither did placing starter pieces on either side of the FlexFly in an attempt to force it to go the right direction.

But I eventually figured out that if I dragged a stub of RHW out from the offending tile of RHW-6, then it would switch to the right direction. Problem solved (sort of):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fjo4LAjw.jpg&hash=e15ae9a6ce034d542533d752d5860051bd6c77de)
It would be nice not to have that stub there, but I'll take it over a wrong-way RHW. Either way, could you guys please look into this and try to fix this bug? Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 11, 2014, 01:10:58 AM
The existing FLEXFly system has a number of quirks like that, as it is essentially a legacy item that, due to its complexity, has developed a few issues during our code refactoring.  You might actually be able to place the starter under the FLEXFly, and I'd give that a shot.

The existing FLEXFly is not planned to be fixed, mainly as there have been plans to re-implement the FLEXFly system with a different footprint, and at different height levels.  It's been on the drawing board since after NAM 30, but due to the sheer amount of code that's required, it's been delayed indefinitely, placing the entire FLEXFly system into a long awkward limbo.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on May 11, 2014, 01:10:52 PM
The FlexFly piece does seem to have many quirks to it, but it is nice because otherwise "Autoconnect" (which can be just as stupid as autocorrect on smartphones) would completely screw up a diagonal overpass over RHW. That and the very non-descriptive "unsuitable area to build network" message, well, they really test your patience in building RHW interchanges. I was building that flexfly as part of a clover-turbine interchange in a suburban area, and that is my first really complex interchange between two freeways. I really applaud those of you who have the expertise and patience to build one of those complex interchanges in one sitting. Boy, I really didn't know what I was getting myself into... I couldn't spend more than an hour on that sucker before I get so frustrated with autoconnect and other annoyances that I have to be done for the night. I'll post some pics on the "show us your interchanges" thread once I finish it.

Anyway, I'll try and put the starter underneath the FlexFly and see if it behaves nicely. It would be nice in the future to have a L1 flexfly along with a level-2 flexfly so you could have the two cross over each other when you're making a T-interchange. But I'll wait patiently for that; I'm sure there's many elements of the RHW and NAM that you want to re-do.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 11, 2014, 07:57:04 PM
I assume, also, that you'll be adding 45 degree curves, maybe replacing the 90 degree ones?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on May 11, 2014, 08:00:41 PM
Quote from: Wiimeiser on May 11, 2014, 07:57:04 PM
I assume, also, that you'll be adding 45 degree curves, maybe replacing the 90 degree ones?

As already mentioned, the plans to re-implement a new FlexFly system is indefinitely delayed due to the sheer amount of work needed; it's extremely hard to say what the plans are if there isn't even a prototype to show.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 11, 2014, 08:07:12 PM
Quote from: compdude787 on May 11, 2014, 01:10:52 PM
That and the very non-descriptive "unsuitable area to build network" message

The ground you're trying to build on is not flat or has its elevation locked by something else.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on May 11, 2014, 11:20:20 PM
Quote from: Wiimeiser on May 11, 2014, 07:57:04 PM
I assume, also, that you'll be adding 45 degree curves, maybe replacing the 90 degree ones?

I would not say minimally FLEXed elevated MIS and RHW 4S 45 degree curves is out of the question. The problem that lies here is that there is no models for them currently.

I would say that with just elevated RHW smooth curves for single tile networks either with FLEXing or static pieces (without any underpasses passing underneath or above them) could be sufficient for building more condensed interchanges. Alot of work has been invested in the P57 update and with the diagonal and orthogonal crossing already available there is scope to make it more stable when time permits.

One thing that I hope for is Diagonal starter pieces for just single tile networks since there would be rare occasions where double and triple tile network starters are needed and would add extra stability to short sections of diagonal RHW MIS, 4 and 6S.

These are just my thoughts.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on May 11, 2014, 11:39:43 PM
Quote from: jdenm8 on May 11, 2014, 08:07:12 PM
Quote from: compdude787 on May 11, 2014, 01:10:52 PM
That and the very non-descriptive "unsuitable area to build network" message

The ground you're trying to build on is not flat or has its elevation locked by something else.

It could be that, or, more likely, the game just doesn't like me. $%Grinno$%  I was getting that stupid message even after I'd leveled the ground with a bunch of single road tiles. That message has been a cause for my SimCity frustrations for as long as I've played the game.

Also, about the issue I'm having w/ FlexFly: I tried placing a starter piece directly underneath it and it still switched directions, but putting a filler instead did work...sort of. Except that part of the paths on the flexfly are missing, as seen below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMoMhPaf.jpg&hash=88cc61e2bf67fa7dd71569fcf9018ed7a9e477a6)

So after that, I said "forget it, I have a better idea" and I completely re-did the interchange configuration to avoid having to use the flexfly. I think it allowed me to avoid some other issues I would have had with it. So, now I learned to be more creative, and not to try and do earthen slopes until I have more experience with the RHW (that was another thing that was frustrating me). Finally I appreciate all the work you've done with the RHW over the years to allow me to do something that I'd always wished I could do with SC4: custom-built interchanges. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on May 12, 2014, 05:02:10 AM
compdude787: You cannot place filler pieces underneath the FlexFly as it will break the flyover's path. Starters are ok though; they just need to be placed in a very specific manner. Some starter pieces will have to be put in reverse direction which will then switch to their correct direction.

When having one tile of space between the parallel lanes, you need to reverse one piece; when going adjacent to the RHW6, you need to reverse 2 starter pieces. I've shown below how to correctly setup the RHW6 to make it work with the FlexFly.

Hope this helps.  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520stuff%2FFlexFlyRHW6s.jpg%7Eoriginal&hash=53a1f46202ccbb25a9877e8b8eebdfd5fa59c24f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on May 12, 2014, 10:10:22 AM
Oh! Thanks for the tip; that's really helpful. Although the final interchange ended up not having the FlexFly, I'll keep this in mind in the future. The RHW has so many weird quirks to it, it seems...
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on May 23, 2014, 03:24:31 PM
I need help with this one:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi304.photobucket.com%2Falbums%2Fnn179%2FCahos_Rahne_Veloza%2FSPUI.png&hash=560edcd56b14d0a24e12eeeb374c88962c92aa24) (http://s304.photobucket.com/user/Cahos_Rahne_Veloza/media/SPUI.png.html)

I can't get the RHW-6S textures to override the RHW-2 textures below the FlexSPUI. BTW I have Euro textures & Riiga's TuLEPs textures for my setup, but it seems the FlexSPUI still uses/has the US/Maxis default textures on it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 23, 2014, 04:23:01 PM
Like FLEXFly, FlexSPUI has been in an odd state of affairs for awhile now as well. It needs to be completely rebuilt, but it's going to take a bit of preparation to do that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on May 23, 2014, 05:23:19 PM
@Tarkus: So I guess for now I'll just have to go back to the old MIS to Avenue bridge setup then :)

That won't be a biggie then seeing as this was just my first foray with the FlexSPUI anyway :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on May 23, 2014, 09:00:22 PM
Tarkus,

Oddly, existing interchanges prior to NAM32 look fine.  The only problem is creating new Interchanges with SPUI.

Quote from: Tarkus on May 23, 2014, 04:23:01 PM
Like FLEXFly, FlexSPUI has been in an odd state of affairs for awhile now as well. It needs to be completely rebuilt, but it's going to take a bit of preparation to do that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 23, 2014, 11:38:55 PM
The other thing that was planned--but didn't get implemented for NAM 32--was a QuickChange option for the SPUIs.  That's something I'll be revisiting at some point.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on May 30, 2014, 02:06:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F6o0mkj.jpg&hash=34ef80cb14d2b28693bc7226f4961a1333393330)

Uh, no... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 30, 2014, 02:15:51 AM
That one was purposely prevented for the time being, as it was brutally difficult to get working.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 01, 2014, 05:08:02 PM
My latest project . . . trying to get the revamped 5x5 90-degree FLEXFly in place.  Presently, it just supports L0 RHW-2 and MIS under every point.  Before anyone asks about the 45-degree, the models do not exist at present.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIwQvZTl.jpg&hash=b68f4175b00e63b9688959a7d8327a86532fa01f)

The one issue we're going to run into with this is code size, on the same order of magnitude as P57--we're talking about 50,000 lines per FLEXFly angle/height level/width.  More angles, height levels, and widths = more code. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 01, 2014, 09:30:51 PM
Wow that revamped FlexFly looks nice! The concrete barriers on the FlexFly match the ones on normal EMIS much better than that of the current FlexFly Just curious, are you going to make it be at L1, L2, or both? It would be really nice to have it at both levels; then you could use two FlexFlys to do make a compact, decent-looking directional-T interchange where the intersecting freeways are wider than four lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 02, 2014, 04:49:03 AM
This is a really exciting project Alex  &apls  Switching to a 5x5 footprint and fixing the crossings that didn't work right with the old flexfly will be a huge achievement. +1 For your work here, especially since I imagine there are other things you'd rather be working on :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on June 02, 2014, 05:16:44 AM
This is the kind of project that will pay dividends down the road.  The improved FLEXFly will provide a boost to aesthetics and stability.  Good work, Alex!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 02, 2014, 05:20:32 AM
I just had an odd thought. I know double deckered paths going the same way is impossible but at what angle does it change from 'same' to 'different'. From this couldn't you make it so that the paths started say slightly offset and angled back towards the origin to create different directions? I am probably just dreaming and still wishing we could do DD paths but if this was possible why not?

Excellent work Alex! That looks amazing, and the 5x5 is probably good in the long run. 50,000 lines of code is still better than 50,000 models to make ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 02, 2014, 08:53:37 AM
Offsets won't work. SimCity 4's offset tolerance will try to snap back to the wrong "right" path and it wouldn't prevent deck jumping...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 03, 2014, 12:57:35 AM
Amazing work Alex...looking forward to seeing more from you &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 03, 2014, 01:42:42 AM
IIRC the game considers paths to be going in the same direction if they have the same exit point, only Car paths count the entrance point, to prevent problems with the elevated highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 05, 2014, 05:04:53 PM
Regarding the oft-asked same-direction double-decker issue: it's not going to happen, ever.  The deck jumping occurs pretty much no matter what fancy thing you do with the paths.  I've actually experimented with it extensively, and there's a GIF file I made on one page way back that shows this.  Edit: Back on Page 499 (http://sc4devotion.com/forums/index.php?topic=990.msg426297#msg426297).

Quote from: compdude787 on June 01, 2014, 09:30:51 PM
Wow that revamped FlexFly looks nice! The concrete barriers on the FlexFly match the ones on normal EMIS much better than that of the current FlexFly Just curious, are you going to make it be at L1, L2, or both? It would be really nice to have it at both levels; then you could use two FlexFlys to do make a compact, decent-looking directional-T interchange where the intersecting freeways are wider than four lanes.

The original plan had been to do it at every height the MIS has, so L0 through L4.  The model, path, and exemplar files that jondor left us--the last thing he made before he retired from SC4 modding--include everything for 90-degree FLEXFlys at all those height levels.  Whether or not we'll get through all five levels--especially with the code size matter--remains to be seen, though, but we're going to do more than just L2 for certain.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 06, 2014, 08:30:36 AM
Quote from: Tarkus on June 05, 2014, 05:04:53 PM
Regarding the oft-asked same-direction double-decker issue: it's not going to happen, ever.  The deck jumping occurs pretty much no matter what fancy thing you do with the paths.  I've actually experimented with it extensively, and there's a GIF file I made on one page way back that shows this.  Edit: Back on Page 499 (http://sc4devotion.com/forums/index.php?topic=990.msg426297#msg426297).

Quote from: compdude787 on June 01, 2014, 09:30:51 PM
Wow that revamped FlexFly looks nice! The concrete barriers on the FlexFly match the ones on normal EMIS much better than that of the current FlexFly Just curious, are you going to make it be at L1, L2, or both? It would be really nice to have it at both levels; then you could use two FlexFlys to do make a compact, decent-looking directional-T interchange where the intersecting freeways are wider than four lanes.

The original plan had been to do it at every height the MIS has, so L0 through L4.  The model, path, and exemplar files that jondor left us--the last thing he made before he retired from SC4 modding--include everything for 90-degree FLEXFlys at all those height levels.  Whether or not we'll get through all five levels--especially with the code size matter--remains to be seen, though, but we're going to do more than just L2 for certain.

-Alex

The FlexCurve (FlexFly for L0) works just fine as is, so no need to do anything with L0. Same with L2; the current FlexFly works fine--now that McDuell has explained to me how to get it to play nice--so doing that might not be of the highest priority either. Although I'd suppose it'd be cool to have two sizes of FlexFly for L2 to give you more flexibility (no pun intended). I'd like to have L3, too, because that would allow me to build a fully-elevated directional-T interchange that I've been thinking of building in my downtown area with another road running at ground level underneath the interchange.

I'll give you two thumbs up for working on expanding the FlexFly; writing 50,000 lines of code for each level sure seems like a lot of work when you'd probably rather be playing the game! :thumbsup: :thumbsup: But either way, I'm already looking forward to NAM 33...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 06, 2014, 11:53:36 AM
Quote from: compdude787 on June 06, 2014, 08:30:36 AM
Although I'd suppose it'd be cool to have two sizes of FlexFly for L2 to give you more flexibility (no pun intended).

The plan had been to phase out the 4x4.  While it might work with some tricks, it's not behaving the best since P57, and doesn't support any but a few isolated instances of L1 networks.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 06, 2014, 02:21:56 PM
Quote from: Tarkus on June 06, 2014, 11:53:36 AM
Quote from: compdude787 on June 06, 2014, 08:30:36 AM
Although I'd suppose it'd be cool to have two sizes of FlexFly for L2 to give you more flexibility (no pun intended).

The plan had been to phase out the 4x4.  While it might work with some tricks, it's not behaving the best since P57, and doesn't support any but a few isolated instances of L1 networks.

-Alex

Okay, but I take it you'd keep the old piece there just for legacy support (since the new one is slightly bigger anyway). I'm glad to see that you're working on fixing and expanding the functionality of this very-useful puzzle piece! I don't know if I inspired you to do this, but I really appreciate your efforts to smooth out our elevated RHW. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 07, 2014, 04:55:57 PM
Quote from: Tarkus on June 06, 2014, 11:53:36 AM
Quote from: compdude787 on June 06, 2014, 08:30:36 AM
Although I'd suppose it'd be cool to have two sizes of FlexFly for L2 to give you more flexibility (no pun intended).

The plan had been to phase out the 4x4.  While it might work with some tricks, it's not behaving the best since P57, and doesn't support any but a few isolated instances of L1 networks.

-Alex

Is the 45o still in the works? I would find that a much more useful curve.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 07, 2014, 05:59:41 PM
It's still on the docket, and has been as long as we've had FLEXFly.  But it's not in the works at present, because we don't have the models.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 07, 2014, 07:35:09 PM
Quote from: Tarkus on June 07, 2014, 05:59:41 PM
It's still on the docket, and has been as long as we've had FLEXFly.  But it's not in the works at present, because we don't have the models.

-Alex

A while back somebody mentioned using Project Symphony. That looked promising.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on June 07, 2014, 08:45:22 PM
Project Symphony wouldn't have anything to do with FLEXFly, besides the ability to use FLEXFly over/under a Symphony highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 07, 2014, 11:01:17 PM
Quote from: Blue Lightning on June 07, 2014, 08:45:22 PM
Project Symphony wouldn't have anything to do with FLEXFly, besides the ability to use FLEXFly over/under a Symphony highway.

Referring to Eggman's post on page 599.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 07, 2014, 11:48:45 PM
Quote from: roadgeek on June 07, 2014, 11:01:17 PM
Referring to Eggman's post on page 599.

It still wouldn't work because of how the MHW is not centred the same way as RHW-4 or MIS, so it wouldn't be easy at all if you just directly ported the models.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_rhw_4_vs_mhw.jpg&hash=c404e7ae36fc817378695ba24ac4587659225db5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 08, 2014, 12:59:43 AM
It's the barriers, UV mapping, and slicing that are the killer in terms of making the models, in general.

I'll just leave this here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNjUnZK1.jpg&hash=1f6ba9b0157eb1a6a4204bddd2e357238379462a)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 12, 2014, 09:09:29 PM
I don't think I can envision anywhere where that interchange might be useful.
I have looked at the tutorial for making puzzle pieces (I assume that is what is meant by "Models") and it is too confusing. I have looked all over YouTube to find such a tutorial, and have yet to find anything. I would hate to have to wait for NAM 34 to get 45o elevated curves, flexed or non-flexed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 12, 2014, 09:33:03 PM
Quote from: roadgeek on June 12, 2014, 09:09:29 PM
I have looked at the tutorial for making puzzle pieces (I assume that is what is meant by "Models") and it is too confusing.

No; the puzzle piece tutorial only makes mention of flat 2D models; what we're talking about is 3D models, something that takes a program like Blender or 3DS Max to create, and that's even more complicated than making anything that's flat.

In other words, you need to be somewhat of a 3D designer in order to make anything suitable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 13, 2014, 09:22:50 PM
Quote from: GDO29Anagram on June 12, 2014, 09:33:03 PM

No; the puzzle piece tutorial only makes mention of flat 2D models; what we're talking about is 3D models, something that takes a program like Blender or 3DS Max to create, and that's even more complicated than making anything that's flat.

In other words, you need to be somewhat of a 3D designer in order to make anything suitable.

I should have known that. In fact, I found some tutorials on 3DS Max. I'll have to see what I can do. Given v33 came out only a few months ago, and the long release cycles of NAM, I'm sure I will have time to come up with something.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on June 13, 2014, 11:02:17 PM
Quote from: roadgeek on June 12, 2014, 09:09:29 PM
I don't think I can envision anywhere where that interchange might be useful.
That is entirely beside the point. The purpose of the image is to demonstrate the stability code that is working behind the scenes and ensuring that the flyover doesn't deconvert when a setup like that is constructed. There are a lot of ways that particular little flyover could have gone wrong, especially with the elevated networks.

Alex, thanks for sharing with us. Nice to see the progress you're making.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 13, 2014, 11:42:44 PM
I guess it's my turn to show what I have. Good luck.

http://www.youtube.com/v/DqxCFm5PH_4
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 14, 2014, 11:04:15 PM
Quote from: roadgeek on June 12, 2014, 09:09:29 PM
I don't think I can envision anywhere where that interchange might be useful.
A more compact version of this (https://www.google.com.au/maps/@-27.5814115,153.1034722,1021m/data=!3m1!1e3?hl=en) without the surface street ramps, maybe?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 16, 2014, 05:31:15 PM
Quote from: APSMS on June 13, 2014, 11:02:17 PM
...The purpose of the image is to demonstrate the stability code that is working behind the scenes and ensuring that the flyover doesn't deconvert when a setup like that is constructed...

So...when would a setup like that ever be constucted?  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 16, 2014, 06:19:33 PM
Quote from: roadgeek on June 16, 2014, 05:31:15 PM
Quote from: APSMS on June 13, 2014, 11:02:17 PM
...The purpose of the image is to demonstrate the stability code that is working behind the scenes and ensuring that the flyover doesn't deconvert when a setup like that is constructed...

So...when would a setup like that ever be constucted?  %confuso

By developers like myself, to test and show stability.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 17, 2014, 04:04:10 AM
Quote from: Tarkus on June 16, 2014, 06:19:33 PM
Quote from: roadgeek on June 16, 2014, 05:31:15 PM
Quote from: APSMS on June 13, 2014, 11:02:17 PM
...The purpose of the image is to demonstrate the stability code that is working behind the scenes and ensuring that the flyover doesn't deconvert when a setup like that is constructed...

So...when would a setup like that ever be constucted?  %confuso

By developers like myself, to test and show stability.

-Alex

It isn't exactly representative of a "real world" situation, so might want to test it in a variety of environments. That's what beta testing is for to an extent, though...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 17, 2014, 04:38:19 AM
It should also be worth noting that once the code for one "thing" has been set, it's possible to copy it almost directly over for other networks. Code such as the one shown below (this is code for an RHW-6S Type D1 Inside Ramp) can be copied 8 more times, and by finding and replacing specific IIDs, it can cover an L1, L2, L3, and L4 RHW-4 Type D1 Inside Ramp and L1, L2, L3, and L4 RHW-6S Type D1 Inside Ramp.

;for rhw-6s d1 inside ramp
;branch
0x57843a00,3,0,0x57000000,1,0=0x57843a00,3,0,0x57020000,1,0
0x57843a00,3,0,0x57000000,3,0=0x57843a00,3,0,0x57020000,1,0
0x57843a80,1,1,0x57000000,1,0=0x57843a80,1,1,0x57020000,3,0
0x57843a80,1,1,0x57000000,3,0=0x57843a80,1,1,0x57020000,3,0
;main override
;Orth (RHW-6S) to 37, override from top
0x57833700,1,0,0x57040000,3,0=0x57843700,1,0,0x57040000,3,0
0x57833780,3,1,0x57040000,1,0=0x57843780,3,1,0x57040000,1,0
;Orth (RHW-4) to 3b, override from bottom
0x57833b00,3,0,0x57030000,1,0=0x57843b00,3,0,0x57030000,1,0
0x57833b80,1,1,0x57030000,3,0=0x57843b80,1,1,0x57030000,3,0
;Orth (RHW-6S) from 37, extend from top
0x57843700,1,0,0x57030000,3,0=0x57843700,1,0,0x57040000,3,0
0x57843780,3,1,0x57030000,1,0=0x57843780,3,1,0x57040000,1,0
;Stabilise RHW-6S from 37, may be omitted
0x57843700,1,0,0x57000000,1,0=0x57843700,1,0,0x57040000,3,0
0x57843700,1,0,0x57000000,3,0=0x57843700,1,0,0x57040000,3,0
0x57843780,3,1,0x57000000,1,0=0x57843780,3,1,0x57040000,1,0
0x57843780,3,1,0x57000000,3,0=0x57843780,3,1,0x57040000,1,0
;Orth (RHW-4) from 3b, extend from bottom
0x57843b00,3,0,0x57020000,1,0=0x57843b00,3,0,0x57030000,1,0
0x57843b80,1,1,0x57020000,3,0=0x57843b80,1,1,0x57030000,3,0
;Stabilise RHW-4 from 3b, may be omitted
0x57843b00,3,0,0x57000000,1,0=0x57843b00,3,0,0x57030000,1,0
0x57843b00,3,0,0x57000000,3,0=0x57843b00,3,0,0x57030000,1,0
0x57843b80,1,1,0x57000000,1,0=0x57843b80,1,1,0x57030000,3,0
0x57843b80,1,1,0x57000000,3,0=0x57843b80,1,1,0x57030000,3,0
;37-39, overridden from top
0x57843700,3,0,0x57833900,3,0=0x57843700,3,0,0x57843900,3,0
0x57843780,1,1,0x57833980,1,1=0x57843780,1,1,0x57843980,1,1
;39-3b, overridden from top
0x57843900,3,0,0x57833b00,3,0=0x57843900,3,0,0x57843b00,3,0
0x57843980,1,1,0x57833b80,1,1=0x57843980,1,1,0x57843b80,1,1
;3b-39, overridden from bottom
0x57843b00,1,0,0x57833900,1,0=0x57843b00,1,0,0x57843900,1,0
0x57843b80,3,1,0x57833980,3,1=0x57843b80,3,1,0x57843980,3,1
;39-37, overridden from bottom
0x57843900,1,0,0x57833700,1,0=0x57843900,1,0,0x57843700,1,0
0x57843980,3,1,0x57833780,3,1=0x57843980,3,1,0x57843780,3,1
;39 to 38
0x57843900,2,0,0x57833800,2,0=0x57843900,2,0,0x57843800,2,0
0x57843980,0,1,0x57833880,0,1=0x57843980,0,1,0x57843880,0,1
;3b to 3a
0x57843b00,2,0,0x57833a00,2,0=0x57843b00,2,0,0x57843a00,2,0
0x57843b80,0,1,0x57833a80,0,1=0x57843b80,0,1,0x57843a80,0,1


This concept has also made it possible to make these four ramps, shown below, within a fairly short timespan, even though their code looks less of what's shown above and more like this:

;---RHW-4/Global Type D1 Inside---
;00
1,11,2,0,2
2,1,0,0,11,13
2,3,0,2,0,2
2,7,0,2,0,2
2,8,0,13,2,2
3,0,0x57833900,0,0
3,1,0x57833800,0,0
3,3,0x57833700,0,0
3,7,0x57833b00,0,0
3,8,0x57833a00,0,0


http://www.youtube.com/v/mjgQqEZ87A4

And now that I've exposed my super-but-not-necessarily-secret project, it's now impossible for me to make it such that I can build these things in-game in a certain way and fool people into thinking they're puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on June 17, 2014, 12:40:37 PM
Mind. Blown.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: eyelevel on June 17, 2014, 01:18:47 PM
I like the disconnect tool
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 17, 2014, 01:33:49 PM
 :o

What?? That is amazing!! Great job on making this new feature.  &apls

Now I want NAM 33 even more! (but do take your time to get it working smoothly :) )
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 17, 2014, 02:47:36 PM
Ganaram, you are the man! :thumbsup:

Another thing that's stewing behind the scenes . . . obviously, still needs color correction on the textures, but I've managed to repurpose the elevated RHW-4 Type A1 and B1 ramp interfaces for use with the elevated RHW-8C networks.  The geometry on the barriers was close enough that it was an easy tweak.  They're set up as DRIs and FLEXRamps--no static puzzle piece version will be made.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FA0BE818.jpg&hash=1453e2224abfa3bc780da98ad9af93bd9db74973)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 17, 2014, 11:23:18 PM
:drool:

Wow. I thought P57 was good... then I thought the FLEX stuff was great... now I think the RHW has reached a level of which I have no words for!

Amazing work guys and keep on truckin!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 18, 2014, 12:30:46 AM
Speaking of levels...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_l1_inside_d1_ramp_again.jpg&hash=8e0916ce1bf50c0be0975e2bea739f29ce6150b9)

Which is a stark improvement from this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_l1_inside_d1_ramp.jpg&hash=f2b17a93f1393d5e2c91da2647feef9339da81f0)

I'll handle the textures later. Weirdly, I started with the 6S ramp instead of the RHW-4 ramp; I copied the models from the Maxis Highway Override D1 ramp and although I did tweak it so that it would be a solid barrier and not half a barrier, there's still a hole on the side of the barrier. Also, this is a new height for modelling work for me since I just started figuring out Blender and SC4 Model Tweaker.

Best part is that with more cut-and-paste, this can cover seven more ramp interfaces. Can you guess what they are?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on June 19, 2014, 04:42:46 PM
Tarkus,

Is it possible for the next update to make the intersections for a TRUE Diamond for AVE6/7 for the attached interchange?  The reason I am asking is I love this type of interchange and just discovered it capability and it restricts me to only AVE4/5.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 19, 2014, 04:50:32 PM
Quote from: dyoungyn on June 19, 2014, 04:42:46 PM
Tarkus,

Is it possible for the next update to make the intersections for a TRUE Diamond for AVE6/7 for the attached interchange?  The reason I am asking is I love this type of interchange and just discovered it capability and it restricts me to only AVE4/5.

dyoungyn

I haven't been involved in the development on those particular pieces, but it seems like it would be a reasonable and useful addition.

And in other development news, credit for the modeling on this one goes to MandelSoft.  Still a bit of texture cleanup needed, but after a long period of very few elevated ramp interfaces, I'd call this newsworthy.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FW5Ne7Kd.jpg&hash=bb0b51d2a96cb0a0cf5a60df24dc21a1f7e56147)

There's a few that probably won't be made for some time, due to overhangs for which we haven't figured out a solution (i.e. RHW-6S Type A1, RHW-8S Type D1)--those get really ugly if you try to make a height transition out of there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 19, 2014, 04:54:12 PM
Quote from: dyoungyn on June 19, 2014, 04:42:46 PM
Tarkus,

Is it possible for the next update to make the intersections for a TRUE Diamond for AVE6/7 for the attached interchange?  The reason I am asking is I love this type of interchange and just discovered it capability and it restricts me to only AVE4/5.

You'd be asking the wrong person for that since I'm the one who worked on those pieces. I'm actually not gonna continue on those pieces until enough FARHW development has been reached where I can reimplement those as being draggable or Flex crossings.

I might make ONE (technically three) interim piece for that once my work with ramp interfaces is completed, but that depends on what time I have.

Also, there are actually two completely different developmental fronts for RHW Ramp Interfaces; Alex and Maarten working on missing Type A1 and B1 Ramp Interfaces and myself working on inside D1, E1, and draggable variants for both.

Behold.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6s_d1_inside_crossing.jpg&hash=40d93d096037063a5cc5f50ba41e4750d152c57b)

I'm gonna emphasise this once more: this was the only "secret" project I was working on; I have nothing else up my sleeves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 19, 2014, 05:21:38 PM
Quote from: GDO29Anagram on June 19, 2014, 04:54:12 PM
I'm actually not gonna continue on those pieces until enough FARHW development has been reached where I can reimplement those as being draggable or Flex crossings.

To further this, we're generally trying to avoid making new static puzzle pieces altogether.  To my knowledge, there have been exactly zero static puzzle pieces developed so far during this NAM cycle.  That's right.  Zero. Zilch. Nil. Bagel.  All the ramp interface stuff you're seeing is FLEX or draggable.

FARHW is the one spot where we haven't made much progress yet, which is why FARHW development is not really active at present, though the idea of FLEX-FARHW is definitely on the drawing board.  I wouldn't anticipate it to be part of NAM 33 at this point, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on June 19, 2014, 07:24:25 PM
Tarkus/CDO29Anagram,

I just want to say what every thing you guys are working is sooo greatly appreciated and the things today that we can do with SC4 are beyond reproach and are in dearly need a round of applause. &apls

I am going through and re-doing all my maps as RHW and the new NAM stuff had really made the game more appealing and realistic. 

With a FARHW, I absolutely love the FARHW ramp intersections traffic lights.  Again, only wish we could use them for RHW6/7.  I am the one who has been wanting for years traffc lights for ramp interchanges; FARHW is the closest thus far. Regardless, I and am sure others, are forever in your debt and much appreciated for all the hard work you all are doing each and every day. 

Keep up the great work and because of folks such as your self keeps are interest with SC4 and I hate to ever see the game die.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on June 20, 2014, 05:10:51 AM
Quote from: Tarkus on June 19, 2014, 05:21:38 PM
Quote from: GDO29Anagram on June 19, 2014, 04:54:12 PM
I'm actually not gonna continue on those pieces until enough FARHW development has been reached where I can reimplement those as being draggable or Flex crossings.

To further this, we're generally trying to avoid making new static puzzle pieces altogether.  To my knowledge, there have been exactly zero static puzzle pieces developed so far during this NAM cycle.  That's right.  Zero. Zilch. Nil. Bagel.  All the ramp interface stuff you're seeing is FLEX or draggable.

FARHW is the one spot where we haven't made much progress yet, which is why FARHW development is not really active at present, though the idea of FLEX-FARHW is definitely on the drawing board.  I wouldn't anticipate it to be part of NAM 33 at this point, however.

-Alex

Yeah...  :-[

I've had no time to work on FARHW and not really had motivation. The code is available though, just haven't had time.

FlexFARHW is quite robust at the moment but needs more intersection work.

This is what I was working on before I had RL issues to deal with:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fld-host.de%2Fuploads%2Fimages%2F0bb060c34e38b5fd44eed6035d000a14.jpg&hash=8d069829175c3e2d627f1d13739b944a4c0a5fe5)
Title: Re: RHW (RealHighway) - Development and Support
Post by: droric on June 20, 2014, 12:29:41 PM
Quote from: Tarkus on June 19, 2014, 05:21:38 PM

To my knowledge, there have been exactly zero static puzzle pieces developed so far during this NAM cycle.  That's right.  Zero. Zilch. Nil. Bagel.


I made 2 puzzle pieces for the new El-Rail over Avenue network.  But aside from those $%Grinno$%

I like what I am seeing with the FARHW, looks great!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on June 21, 2014, 09:14:34 PM
HOLY LEVELS AND BENDS BATMAN! :O

:D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 22, 2014, 02:46:41 AM
That looks good enough to include as-is, or whatever you guys call it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 22, 2014, 08:37:59 PM
So, uhh, yeah.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6s_a2sies.jpg&hash=541751ebea20afa454afb1f85643e1741b9ee075)

Once again, some more of Maarten's modelwork at play here; this is the RHW-6S Type A2 Ramp, but you'll notice one thing about it...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6s_a2sies_3.jpg&hash=648c60fdd980e51aba6d01cb709ef5ea542cac1f)

It's one tile longer. This is gonna replace entirely the puzzle-based version of the 6S A2 Ramp, and also the 3-tile long Flex version. If you have the 3-tile FlexRamp, you're gonna have to click to update it, but it works best if you have an extra free tile extending out of the top (the RHW-6S end) of the ramp.

There are a couple of advantages of making the RHW-6S Type A2 Ramp one tile longer:
- It provides more space for chevrons
- In real life at least, you needn't have to brake as much because the curve is not as sharp
- It makes it more consistent with other ramps with X2 branches; the RHW-8S and RHW-10S Type D2 Ramps, for example, are 4 tiles long
- It just looks a lot nicer than the 3-tile one

And there are advantages of making a 4-tile long 6S A2 Ramp that's also draggable:
- You don't even need to find the puzzle-based version.

Keep in mind, the Flex version is still gonna exist; just because I'm making draggable equivalents doesn't mean it's slope-friendly or easy-to-memorise (even though it is); that's the purpose of FlexRamps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: fefenc on June 22, 2014, 10:11:49 PM
When I think you've done everything to RHW, then you show this awesome stuff, I think I won't have more hardtime by pressing tab 971493 times to plop the wrong puzzle piece again :O
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on June 23, 2014, 04:06:34 PM
This work is phenomenal; it's always exciting to see what direction the RHW takes. Regardless, it's always a good one.  ;) Is there any chance I could get some of the 3D models used for ERHW transitions, parclo ramp pieces, curves etc? They would be a big help, being used as a template when I design my retaining walls.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 23, 2014, 06:16:54 PM
with the additional ramps .. the RHW is a lot closer to having the base finally completed. What an accomplishment that would be.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 23, 2014, 06:36:57 PM
Quote from: Kitsune on June 23, 2014, 06:16:54 PM
with the additional ramps .. the RHW is a lot closer to having the base finally completed. What an accomplishment that would be.

Define complete.

Actually, my real goal with what I'm accomplishing is to obsolete over 90% of what is puzzle pieces that isn't cosmetic pieces, fillers, or neighbour connectors. As it stands, most of the puzzle-based ramps should have been obsoleted with NAM 31, but FlexRamps have not been stable enough to overtake their puzzle-based counterparts. By the time I'm done with this, the only things that should be under the Ramps button should (ideally) be the there Shift Ramps and the three volleyball crossings; everything other than those six pieces can be made draggable; yes, every single one. But INRUL developments goes beyond ramp interfaces and includes things that aren't ramp interfaces, such as curves and transitions.

In other words...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_rhw_curvefootprints.jpg&hash=aed3d228e74f0021468b46f472cf29d2d2a003f1)

I still have a lot of plans.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 23, 2014, 09:05:17 PM
Indeed . . . there's some very cool stuff in the pipeline.

Ever more elevated ramp interfaces . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F37howmN.jpg&hash=f1f5988487c9c6badecfd72cb8103da305e937b2)

The RHW-4 one on the left has been fixed up a little.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEvqEJcc.jpg&hash=9db9729b06951658d5b4b3e420a92879c21c095b)

And these two are Maarten's models.  Did up the textures more here on my end.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FveOOvAF.jpg&hash=3698f44ef9e9a416759a95ff37b43a82015c7d9c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLKpJGUE.jpg&hash=879f7e17434cd0c3ff3b5bdd689feeeb0ac8e119)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 23, 2014, 09:30:34 PM
Quote from: Tarkus on June 23, 2014, 09:05:17 PM
And these two are Maarten's models.  Did up the textures more here on my end.

Alex, you already coded the 8S D2? I was actually about to do that tonight; I found that the seventh tile can be omitted entirely, and coded the draggable 8S D2 to reflect that.

;---RHW-8S Type D2 Outside---
;00
1,11,2,0,2
2,1,0,0,11,13
2,2,0,2,2,0
2,3,2,2,0,2
2,7,0,2,0,2
2,8,0,13,0,2
2,21,2,2,0,2
2,22,0,2,2,2
3,0,0x57653300,0,0
3,1,0x57653200,0,0
3,2,0x57653000,0,0
3,3,0x57653100,0,0
3,7,0x57653500,0,0
3,8,0x57653400,0,0
3,21,0x57000000,0,0
3,22,0x57653600,0,0
;10
1,2,11,2,0
2,1,2,0,2,0
2,2,2,0,13,0
2,3,13,0,0,11
2,4,0,0,2,2
2,5,2,2,2,0
2,9,2,2,2,0
2,10,2,0,2,2
3,0,0x57653300,1,0
3,1,0x57653500,1,0
3,2,0x57653400,1,0
3,3,0x57653200,1,0
3,4,0x57653000,1,0
3,5,0x57653100,1,0
3,9,0x57000000,1,0
3,10,0x57653600,1,0
;20
1,0,2,11,2
2,3,0,2,0,2
2,4,0,2,0,13
2,5,11,13,0,0
2,6,2,0,0,2
2,7,0,2,2,2
2,13,0,2,2,2
2,14,2,2,0,2
3,0,0x57653300,2,0
3,3,0x57653500,2,0
3,4,0x57653400,2,0
3,5,0x57653200,2,0
3,6,0x57653000,2,0
3,7,0x57653100,2,0
3,13,0x57000000,2,0
3,14,0x57653600,2,0
;30
1,2,0,2,11
2,1,2,0,2,2
2,5,2,0,2,0
2,6,13,0,2,0
2,7,0,11,13,0
2,8,2,2,0,0
2,17,2,0,2,2
2,18,2,2,2,0
3,0,0x57653300,3,0
3,1,0x57653100,3,0
3,5,0x57653500,3,0
3,6,0x57653400,3,0
3,7,0x57653200,3,0
3,8,0x57653000,3,0
3,17,0x57000000,3,0
3,18,0x57653600,3,0
;01
1,0,2,13,2
2,3,0,2,2,2
2,4,2,2,0,0
2,5,13,0,0,11
2,6,0,11,0,2
2,7,0,2,0,2
2,20,2,2,0,2
2,21,0,2,2,2
3,0,0x57653380,0,1
3,3,0x57653180,0,1
3,4,0x57653080,0,1
3,5,0x57653280,0,1
3,6,0x57653480,0,1
3,7,0x57653580,0,1
3,20,0x57653680,0,1
3,21,0x57000000,0,0
;11
1,2,13,2,0
2,1,2,2,2,0
2,2,2,0,0,2
2,3,0,0,11,13
2,4,11,0,2,0
2,5,2,0,2,0
2,16,2,0,2,2
2,17,2,2,2,0
3,0,0x57653380,1,1
3,1,0x57653180,1,1
3,2,0x57653080,1,1
3,3,0x57653280,1,1
3,4,0x57653480,1,1
3,5,0x57653580,1,1
3,16,0x57653680,1,1
3,17,0x57000000,3,0
;21
1,13,2,0,2
2,1,0,11,13,0
2,2,0,2,0,11
2,3,0,2,0,2
2,7,2,2,0,2
2,8,0,0,2,2
2,12,0,2,2,2
2,13,2,2,0,2
3,0,0x57653380,2,1
3,1,0x57653280,2,1
3,2,0x57653480,2,1
3,3,0x57653580,2,1
3,7,0x57653180,2,1
3,8,0x57653080,2,1
3,12,0x57653680,2,1
3,13,0x57000000,2,0
;31
1,2,0,2,13
2,1,2,0,2,0
2,5,2,0,2,2
2,6,0,2,2,0
2,7,11,13,0,0
2,8,2,0,11,0
2,9,2,0,2,2
2,24,2,2,2,0
3,0,0x57653380,3,1
3,1,0x57653580,3,1
3,5,0x57653180,3,1
3,6,0x57653080,3,1
3,7,0x57653280,3,1
3,8,0x57653480,3,1
3,9,0x57000000,1,0
3,24,0x57653680,3,1


Additionally, the retexturing I've been doing now makes the ramp look like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_8s_d2.jpg&hash=ad242a0c00d20f3fb06cbcd4d6d902ea74cac6ed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on June 23, 2014, 10:51:32 PM
See this is what I wait for when the RHW/NAM development has a quiet stage - massive developments done here guys! Now all we need is the source code  $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on June 24, 2014, 09:36:13 AM
Again, because of wonderful people such as your self, SC4 is BETTER and BETTER every day.  Keep up the great work.  I so like the Puzzle pieces as I am use to them, I avoided using the few Flex pieces as I am not sure on them.  Regardless, looking forward to another great update.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6c_ramp_thingie_mabob.jpg&hash=93edc46de1829a73b8adc7c1a5ce7aeaee87ed3a)

Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.

Quote from: dyoungyn on June 24, 2014, 09:36:13 AM
I so like the Puzzle pieces as I am use to them, I avoided using the few Flex pieces as I am not sure on them.

FlexRamp development has reached a point where not only their stability now matches that of their puzzle-based counterparts, their availability now accommodates elevated ramps, and with that, over 90% of the puzzle-based ramps can safely be deactivated. Everything being developed from here on out is either Flex or draggable; no more puzzle pieces.

If all this sounds too scary, the means of using FlexRamps and will be made even more clearer and hopefully more intuitive; there will be videos on the subject clarifying on what to do, and if that ain't enough, you have the alternative of drawing out the ramps you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on June 24, 2014, 08:00:56 PM
Quote from: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.

<snip>

Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.
It looks like the ramp I've been waiting months for - a L1 RHW-8C A2 ramp, next to a RHW-6C to 8C transition (which I assume won't be part of the finished ramp?). Great work, Ganaram!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 24, 2014, 11:12:29 PM
Quote from: woodb3kmaster on June 24, 2014, 08:00:56 PM
It looks like the ramp I've been waiting months for - a L1 RHW-8C A2 ramp, next to a RHW-6C to 8C transition (which I assume won't be part of the finished ramp?).

I will tell you this much: there aren't any RHW transitions involved here.
Title: Re: RHW (RealHighway) - Development and Support
Post by: odrzutowiec on June 25, 2014, 01:33:10 AM
Is this elevated version of the ramp, where RHW6C splits into two RHW4 and RHW2 between them? ::)
New ramps look awesome! Thank you guys! Can't wait to use them  :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 25, 2014, 01:39:54 AM
Quote from: odrzutowiec on June 25, 2014, 01:33:10 AM
Is this elevated version of the ramp, where RHW6C splits into two RHW4 and RHW2 between them?

Yep, that's the one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 25, 2014, 02:29:28 AM
Is this version FLEX? If so, would it be possible to do a RHW-8C/6S version with the same piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on June 25, 2014, 02:59:51 AM
Gram + Alex

Yes, the next logical development in RHW had to be the elevated ramps.

Fantastic work by both of you guys !

Thanks so much !!

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 25, 2014, 03:41:44 AM
Haven't been active for a little while...cool stuff going on here! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on June 25, 2014, 08:02:00 AM
Looks ABSOLUTELY FANTASTIC and FINALLY some elevated ramps for downtown areas.  Downtowns are the areas I have always avoided as the interchanges takes up alot of valuable space and now it looks as if compact wider downtown interchanges may be possible.  I am excited for this project to be out.  Keep em coming and thank you all for all you hard work.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 25, 2014, 01:17:55 PM
Quote from: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6c_ramp_thingie_mabob.jpg&hash=93edc46de1829a73b8adc7c1a5ce7aeaee87ed3a)

Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.
Oh nice, you finally got around how Blender works. I have a love-hate relationship with it when I work with it on items for Promods for Euro Truck Simulator 2. Then again, I'm now so used to Blender that I tend to use Blender key commands in 3D Studio Max  :D

These new pieces will be fun...

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 25, 2014, 01:41:11 PM
Quote from: MandelSoft on June 25, 2014, 01:17:55 PM
Oh nice, you finally got around how Blender works.

Here's what's interesting: that's not the first ramp I made in Blender. The first four (technically, 16; super-technically, 32) ramps I've made was actually these:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_blendlesies_ramps.jpg&hash=462594e20bca9b52ae9788476eb31090437b9ed9)

The thing is that these ramps are based off of the models of already-existing ramps:
- RHW-6S Type D1 Inside - Models came from a combination of the PS Type D2 ramp and the RHW-4 to 6S elevated transition
- RHW-4 Type D1 Inside and Outside - Models came from the PS D1 ramp
- RHW-6S Type D2 Outside - Models came from the RHW-6S Type A2 ramp, your own models

Initial model work for the first three ramps were near-direct copies from the PS ramps, meaning there was a hole in the side where the double barrier merges into one; wasn't until I made the fourth ramp that I finally patched the hole.

What makes the screenshot of the one above special is this: The models are not from existing ramp models, but instead from the base models for the elevated RHWs. Aside from that, it's totally from scratch.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 25, 2014, 02:44:59 PM
It's nice to finally see a good amount of elevated ramps for the RHW! Like many others, I'm going to wait till NAM 33 comes out before adding more elevated freeways in my downtown area. :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on June 27, 2014, 12:01:38 PM
I just wanna point out something interesting: there tends to be a tendency for NAM developers to fulfil their own requests, and those requests tend to be made before they became NAM developers. Three years ago, I requested (technically advocated) the addition of Type D1 Wide Ramps, though at their time, they're just called Type C. Also interestingly, I was the zeroth person to adopt the now widely-accepted RHW Ramp naming scheme; I was the one who came up with the original idea.

Quote from: GDO29Anagram on June 09, 2011, 02:17:06 PM
@Noah: Then why is there still an RHW-4 A1-Wide Ramp? :P

@jdenm8 and the other Alex: This was the case I was talking about.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F1091%2Fwiderampplz.jpg&hash=8919fbc17fb6334b031684fae6c4e83c78520358)
(Could've been a good teaser, too...)

Attempted replicating the Death50 Cloverfold using some of the new pieces, and found myself stuck with a kink. Unless the F-Ramps (or F1 Ramps) are destarterfied and even more compact, I doubt I'd be able to fit such a ramp and an Ortho MIS to FAMIS curve here.

Exla's request could best fit cases such as this, or in similar cases where there are space restrictions (Think urban environments), unless some other FA angle is used...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_rhw_8s_d1_wide.jpg&hash=d7e0d24a455f3a81db296cc669390f19e0e787d8)

Well, it took about three years to fulfil this request, me from the past, but better late than never, right? Took a bit of time to texture and half of this morning to get the code working, but here's the interesting part: this is the Type E1 Ramp with three extra tiles attached to it. This was based off of a proposal for Type A1 Wide ramps made by Jondor, but my take on it smooths out the entire curve and applies to both Type A1 and D1 ramps.

So now we have a new ramp subtype that was once only applicable to RHW-4 and RHW-6S Type A1 Ramps.

Also, last night, I had an idea of making a textural override for the Type A2 Onramp.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_atlernate_a2_onrampJPG.jpg&hash=9e7ccf050428f594b46d2470a2c29f4402f06a49)

Who said that the textures between the offramp and the onramp had to be identical? Why else are we able to have chevrons on them?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on June 27, 2014, 03:28:37 PM
Cool to see people are using my interchange that's awesome. I got the newest NAM but the issue I'm having isall the level 3/4 decks aren't showing up for me, or only their supports show. Am I missing a file? I've reinstalled it 3 times.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 27, 2014, 05:40:39 PM
Generally, you have to directly select the L3 and L4 networks in a custom installation.  They're not installed by the default settings.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on June 27, 2014, 05:49:13 PM
That's what get when more odd, I did that and and still the same result.

(At least I think did)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 27, 2014, 09:56:35 PM
Quote from: GDO29Anagram on June 27, 2014, 12:01:38 PM

Also, last night, I had an idea of making a textural override for the Type A2 Onramp.

[pic]

Who said that the textures between the offramp and the onramp had to be identical? Why else are we able to have chevrons on them?
That's awesome!!  :thumbsup: &apls

I've always done my RHWs such that two lane entrances result in two lanes being added, even if it's just an acceleration/merge lane that ends a few tiles later (except of course when the amt. of lanes exceeds five, since RHW-12 doesn't exist yet). This is how I've seen freeways being done in RL, so it annoys me when people don't do them right in SC4. Now people will finally do them correctly! (at least with this ramp type)

NAM 33 just keeps getting better and better!
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on June 28, 2014, 02:51:53 AM
Quote from: GDO29Anagram on June 27, 2014, 12:01:38 PM
I just wanna point out something interesting: there tends to be a tendency for NAM developers to fulfil their own requests, and those requests tend to be made before they became NAM developers.
Reminds me of a few pieces I made possible:
- The RHW-6S and 8S Type B2 and E2 ramps. This was part of one of my very first posts (http://sc4devotion.com/forums/index.php?topic=990.msg132397#msg132397).
- Another ramp type from that post, the RHW-6S Type E1 ramp was also realised  by me
- Cosmetic pieces were one of my requests and I've realised them myself.
- The Highway Re-Styling Project (not to be confused with Project Symphony) was actually based upon an idea brought up on SimTropolis, which turned out to be a photoshop-hoax. I made such a project for real. Later, I did this all over again with Symphony (with some help of my fellow NAMites).
- I wanted Euro Textures so bad for the RHW 3.0. In the end, I made them myself and I've made them for every successive version.

There were more requests by me I have realised myself, but those don't count, since I made them all after I've become part of the NAM Team.

Anyway, things are looking good, Ganaram! :thumbsup:

Best,
Maarten
Title: Re: RHW (RealHighway) - Development and Support
Post by: Catalyst on June 29, 2014, 01:40:35 AM
Great! &apls

I'm really looking forward to use that elevated RHW-6c ramp, finally we'll be able to build this interchange

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FL2JTeXt.jpg&hash=9a79ee94ba29a0ab7c61367135963584e85718a1)
(close-up)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK2shdbc.jpg&hash=2127a79881d669ec28fba8decd6cf3feee187ca3) (http://i.imgur.com/K2shdbc.jpg)

much more compact and without losing 1 tile on each side (3 instead of 5 tiles wide).

Thanks for your efforts GDO29Anagram  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Stewey on June 29, 2014, 03:47:05 AM
Quote from: Catalyst on June 29, 2014, 01:40:35 AM
Great! &apls

I'm really looking forward to use that elevated RHW-6c ramp, finally we'll be able to build this interchange

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FL2JTeXt.jpg&hash=9a79ee94ba29a0ab7c61367135963584e85718a1)
(close-up)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK2shdbc.jpg&hash=2127a79881d669ec28fba8decd6cf3feee187ca3) (http://i.imgur.com/K2shdbc.jpg)

much more compact and without losing 1 tile on each side (3 instead of 5 tiles wide).

Thanks for your efforts GDO29Anagram  :thumbsup:

Hi catalyst, where did you get those amazing sound-walls?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Thomas Diamond on July 01, 2014, 12:49:10 PM
Quote from: Tarkus on June 05, 2014, 05:04:53 PM
Regarding the oft-asked same-direction double-decker issue: it's not going to happen, ever.  The deck jumping occurs pretty much no matter what fancy thing you do with the paths.  I've actually experimented with it extensively, and there's a GIF file I made on one page way back that shows this.  Edit: Back on Page 499 (http://sc4devotion.com/forums/index.php?topic=990.msg426297#msg426297).

Quote from: compdude787 on June 01, 2014, 09:30:51 PM
Wow that revamped FlexFly looks nice! The concrete barriers on the FlexFly match the ones on normal EMIS much better than that of the current FlexFly Just curious, are you going to make it be at L1, L2, or both? It would be really nice to have it at both levels; then you could use two FlexFlys to do make a compact, decent-looking directional-T interchange where the intersecting freeways are wider than four lanes.

5 x 5 FlexFly at all five height levels wow ()stsfd()! If these could be made with as 10 X 10 or 11 by 11 then it would be possible to replicate the Dallas High Five :). (the stack interchange between i- 635 and US 75  nine miles north of Downtown Dallas,TX.

The original plan had been to do it at every height the MIS has, so L0 through L4.  The model, path, and exemplar files that jondor left us--the last thing he made before he retired from SC4 modding--include everything for 90-degree FLEXFlys at all those height levels.  Whether or not we'll get through all five levels--especially with the code size matter--remains to be seen, though, but we're going to do more than just L2 for certain.

-Alex

5 x 5 FlexFly at all five height levels ;D! If there were a 10 x 10 or 11 x 11 versions of these, it would be possible to build sprawling 5 level stacks like those in
found in Houston :).
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on July 01, 2014, 02:05:50 PM
Quote from: Thomas Diamond on July 01, 2014, 12:49:10 PM

5 x 5 FlexFly at all five height levels ;D! If there were a 10 x 10 or 11 x 11 versions of these, it would be possible to build sprawling 5 level stacks like those in
found in Houston :).

For stack interchanges, it would be better IMO to have 45-degree FlexFly pieces since that would give you more freedom to make the stack interchange whatever size you want, and 45-degree FlexFlys would have so much more use outside of just building smooth stack interchanges. But I don't think there are plans to implement a 45-degree FlexFly simply because the piece hasn't been made.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 01, 2014, 04:06:13 PM
Quote from: compdude787 on July 01, 2014, 02:05:50 PM
But I don't think there are plans to implement a 45-degree FlexFly simply because the piece hasn't been made.

It is planned, as I'm sure has been mentioned.  It's just a lot of work to make.  Wait several more NAM releases.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 01, 2014, 05:58:44 PM
Quote from: Thomas Diamond on July 01, 2014, 12:49:10 PM
5 x 5 FlexFly at all five height levels ;D! If there were a 10 x 10 or 11 x 11 versions of these, it would be possible to build sprawling 5 level stacks like those in
found in Houston :).

The problem that you're not aware of is that, afaik, FlexFlys [currently] aren't cross-compatible with each other, only with other base networks. This may change in future iterations, but that is highly dependent on the override code, and I doubt too much will change regarding FlexFlyxFlexFly crossings. The advantage of smaller/FA/diagonal FlexFlys should be apparent: these have a much wider application spread and can still be adapted to things like the Dallas High Five (and so on).

And yes, the override code is fairly heavy, esp considering the current size and scope of the RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on July 02, 2014, 11:15:37 AM
First, are there any plans on a two lane flex fly? Is it even possible?

Secondly, I've gone through every single check box in the custom NAM setup and STILL cannot get the RHW level 3 or 4 to show, it's very frustrating. I've never had this problem with NAM before, everything else shows up even the Mod that makes the Maxis Highways RHW. I need an actual picture of what I am or not checking off. I really think I'm missing some kind of texture... the base supports will show sometimes. Please any help with this so I can star building new types of interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 02, 2014, 04:34:13 PM
Quote from: compdude787 on July 01, 2014, 02:05:50 PM
Quote from: Thomas Diamond on July 01, 2014, 12:49:10 PM

5 x 5 FlexFly at all five height levels ;D! If there were a 10 x 10 or 11 x 11 versions of these, it would be possible to build sprawling 5 level stacks like those in
found in Houston :).

For stack interchanges, it would be better IMO to have 45-degree FlexFly pieces since that would give you more freedom to make the stack interchange whatever size you want, and 45-degree FlexFlys would have so much more use outside of just building smooth stack interchanges. But I don't think there are plans to implement a 45-degree FlexFly simply because the piece hasn't been made.

I brought that up earlier, and they mentioned that they need models. I am new to Blender, but I have been working on that in my spare time. I thought I would try 3DSMax until I saw the pri$e t@g. Ouch!!!!

I also don't like the fact that the current flex-fly has no pillars. I don't think that is feasible IRL, but I understand the desire to avoid the atrocious look of the pillars seen in Cities XL, where pillars get plopped in the middle of the highway. Ultimately the aim will be to base the placement of the pillar based on whether the RHW beneath the curve is a C or an S. However, if the curve is wide enough, this may not be so much of a concern.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2014, 04:44:27 PM
Quote from: roadgeek on July 02, 2014, 04:34:13 PM
I also don't like the fact that the current flex-fly has no pillars. I don't think that is feasible IRL, but I understand the desire to avoid the atrocious look of the pillars seen in Cities XL, where pillars get plopped in the middle of the highway.

When working on the L1, L2, L3, and L4 RHW-4 D1 Outside, RHW-4 D1 Inside, RHW-6S D1 Inside, and RHW-6S D2 Outside ramps, I would just attach the pillars as a part of the models themselves, and then just stretch them when I need to make the taller versions. Can also be done with anything that's also elevated, this includes FlexHT models, and even the FlexFly models.

Finely-tuned placement can be better done using type 21 exemplars; even baked-in pillars have their limitations. Also, what did CXL do that we inadvertently avoided? Typically, a lack of pillars is a sign of aesthetic laziness, not because of something game-breaking that we wanted to avoid. Pillars aren't technically required at all; the game is perfectly fine having levitating road decks, but the pylon police will always fine us if we don't add in pillars.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 02, 2014, 04:45:27 PM
Quote from: GDO29Anagram on June 24, 2014, 10:09:22 AM
And all of a sudden, we now have a new modeller: me.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_6c_ramp_thingie_mabob.jpg&hash=93edc46de1829a73b8adc7c1a5ce7aeaee87ed3a)

Guess what this ramp is. Hint: it's an elevated RHW-6C Ramp.

Quote from: dyoungyn on June 24, 2014, 09:36:13 AM
I so like the Puzzle pieces as I am use to them, I avoided using the few Flex pieces as I am not sure on them.

FlexRamp development has reached a point where not only their stability now matches that of their puzzle-based counterparts, their availability now accommodates elevated ramps, and with that, over 90% of the puzzle-based ramps can safely be deactivated. Everything being developed from here on out is either Flex or draggable; no more puzzle pieces.

If all this sounds too scary, the means of using FlexRamps and will be made even more clearer and hopefully more intuitive; there will be videos on the subject clarifying on what to do, and if that ain't enough, you have the alternative of drawing out the ramps you want.

Sweet! I was wondering about thickness, it appears to be paper thin with a fold over on the rail, using some sort of extrude. I was thinking of going back to the Tutors4U youtube video to see how he made thickness for the glass bowl, but that appears to be unnecessary, correct?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 02, 2014, 04:52:02 PM
Quote from: roadgeek on July 02, 2014, 04:45:27 PM
Sweet! I was wondering about thickness, it appears to be paper thin with a fold over on the rail, using some sort of extrude. I was thinking of going back to the Tutors4U youtube video to see how he made thickness for the glass bowl, but that appears to be unnecessary, correct?

I didn't use any of those methods. I just copied the existing models for the RHW-6C and the RHW-4 and then modified them as a whole. I don't have to generate them from scratch each time if there's already pre-existing models that I can just take from the Reader.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 02, 2014, 07:37:38 PM
Quote from: Tarkus on June 23, 2014, 09:05:17 PM
Indeed . . . there's some very cool stuff in the pipeline.


Indeed!  &apls It will be so nice to use the E1 and B1 to transition to elevated diagonal MIS. I have never been a fan of the drag-able sharp curves that are currently the only way to transition, albeit I saw a post about on-slope diagonal transitions earlier, which I am equally excited about.
Title: Re: RHW (RealHighway) - Development and Support
Post by: InsanitysMuse on July 03, 2014, 11:13:37 AM
I'm having a serious problem getting anything built with RHW - I'm trying to do a simple L2 4 lane highway going through my city, but every guide I try to follow, I can't get the off/on ramps to work at all. The guides constantly refer to MIS pieces that I can't seem to find. I've uninstalled/reinstalled to make sure I'm not missing anything, but at this point I feel like just giving up and using regular highways. If I can't get an offramp to work why bother with the mod at all? Can anyone tell me where in the menu I can select the pieces I need to hook this together?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi14.photobucket.com%2Falbums%2Fa302%2FAmzin%2Fsc4interchange.png&hash=8ea897462054cbb64781fb45fec494a0f28456eb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 03, 2014, 11:48:37 AM
Ramps button -> keep tabbing until you run into the L2 RHW-4 MIS Ramp Type A.
Then use either the MIS L2 <-> L0 height transition in the Transitions button (which is deprecated) or use a FLEX 2 level transition and a few MIS starter pieces (Starter pieces button).

You're also going to want to do some land grading, because it is going to be difficult to build an interchange on that uneven terrain. I also highly recommend you go into a test region/city and just blow through all the RHW pieces and networks and practice building interchanges before you build them in your actual cities. It'll save you a lot of frustration.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 03, 2014, 12:00:46 PM
A couple of other things to note:

There is also a FLEXRamp for the Type A1 ramp interfaces under the FLEXRamps button.  It'll look like an RHW-2 ramp initially, but it'll transform into an elevated RHW-4 ramp once you drag that network through it.  Alternatively, there's also the Draggable Ramp Interfaces--this is the development preview video (http://www.youtube.com/watch?v=SirdKOFtwzg&list=UUnhvLC1LVDMzFXhJjk8f-IA) I did a few years ago.  Works the same today.

If you're using the MIS L0-L2 transition off the Transitions button, you'll need 6 tiles between the end of the ramp and the intersection, and 7 if you use the 2-level FLEX Height Transition (which, while taking up more space length-wise, is actually more slope tolerant and easier to use).  Those One-Way Road/Avenue intersections there aren't actually necessary, and will make your interchange larger.

Also, if you switch over to using L1 instead of L2, you can use the QuickChange pieces.  Just give yourself seven tiles of space length-wise on each side, and plop the appropriate QuickChange Partial Diamond pieces (L1 mainline, L0 ramp branch).  Then just use the RHW network tool to drag out the bottom end of the single-lane ramp branch, through the Avenue to make the intersection.  The QuickChange process is shown here (http://www.youtube.com/watch?v=aGd4b4YD_84&list=UUnhvLC1LVDMzFXhJjk8f-IA).

I'd also second Blue Lightning's suggestion to do some trials and become familiar with the pieces before going into full-scale deployment.  It helps minimize the frustration to know what's available before you try using it in an actual city.  Hope that helps.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bsilva on July 03, 2014, 03:21:31 PM
I love the new NAM.  It's been awhile since I've played my game.  I've noticed that you have added entrance and exit ramps for Ave.  I really love that option.  How ever I was wondering if you could ever do an entrance and exit ramp for One Way Road.  Where I live we have a lot of these style exits.  If you do have that option, can you tell me where I can find it?

Thanks and keep up the great work, &apls
bsilva
Title: Re: RHW (RealHighway) - Development and Support
Post by: InsanitysMuse on July 03, 2014, 10:23:52 PM
Thanks for the tips - I'll give that all a shot. My 'city' isn't really that much of a city yet, as you can see by all that open space in the screenshot :P and for some reason it never occurred to me to just go in the middle of nowhere and test everything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: isii94 on July 03, 2014, 10:48:29 PM
Quote from: bsilva on July 03, 2014, 03:21:31 PM
I love the new NAM.  It's been awhile since I've played my game.  I've noticed that you have added entrance and exit ramps for Ave.  I really love that option.  How ever I was wondering if you could ever do an entrance and exit ramp for One Way Road.  Where I live we have a lot of these style exits.  If you do have that option, can you tell me where I can find it?

Thanks and keep up the great work, &apls
bsilva

You can do this already: If you plop one of these piecs down you only get one side of an avenue where you can hook up your one way road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 04, 2014, 05:53:11 PM
What's a puzzle piece?

http://www.youtube.com/v/xVK19zljqfE
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 04, 2014, 07:33:13 PM
Is the RHW stub remover thingy going to be replaced with a better method? Otherwise its still awesome! All those draggable possibilities! :O Wow really good job Ganaram and the NAM Team!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 04, 2014, 07:42:06 PM
Quote from: Durfsurn on July 04, 2014, 07:33:13 PM
Is the RHW stub remover thingy going to be replaced with a better method?

The only other method, for the B2 Ramp, is already taken by a different INRUL pattern, and therefore incompatible; if you have an INRUL pattern that's already reserved, but you try to include another INRUL pattern that uses the same pattern but with other adjacent tiles with different flags, I've found that the first pattern will take over and the second pattern won't work, what I call INRUL Interference. So no, there's no other method unless you use FlexRamps. The E2 Ramp has no other suitable alternative that keeps a consistent pattern with its sister ramp, the B2; the closest thing to an alternate pattern causes INRUL Interference with its cousin ramp, the D1 ramp.

The D2 ramp has an alternate pattern that doesn't require the disconnecter, but it "locks" an otherwise normal tile of MIS as a part of the ramp, what I call a "locked starter", increasing the footprint to 7 tiles as opposed to 6, unlike its sister ramp, the A2.

By the way, there are a number of other ramps that require the disconnecter; I've shown this pages before, and it's the D1 Inside Ramp. Guess which ones also require disconnecters.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 05, 2014, 01:57:01 AM
More rampy goodness, this time, with an L1 RHW-10S.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3cYjefZ.jpg&hash=4703184419a27c9704e0fd0587b5976d8f920060)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLcATGf1.jpg&hash=15efd933f3b5b2a20142ec4e4dfcb94c5573668b)

Right now, with the exception of the RHW-3 and the MIS (unless you count the Y and W-splits), every elevated RHW has gotten at least one ramp interface during this development cycle.  Most have gotten multiple.  NAM 33 will mark the coming of age of the elevated RHW system.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 05, 2014, 03:18:09 AM
Amazing stuff here Ganaram and Alex!as always what you do is simply incredible &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on July 05, 2014, 04:56:10 AM
What a RAMPage! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi2.photobucket.com%2Falbums%2Fy24%2Fnakayome%2Ficons%2Fahihihi.gif&hash=fa93679b0bb2bf5e7be7168c580f9607e8b1d7f6)

BTW, are we expecting a 2014 release of NAM 33? $%Grinno$% $%Grinno$% $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on July 05, 2014, 08:10:24 AM
That ERHW work looks pretty exciting!  &apls Is there any chance a smoother ERHW ortho to ERHW diagonal curve could be made; something nice and smooth like the L0 RHW curve puzzle pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 05, 2014, 09:11:19 AM
Quote from: Bipin on July 05, 2014, 08:10:24 AM
That ERHW work looks pretty exciting!  &apls Is there any chance a smoother ERHW ortho to ERHW diagonal curve could be made; something nice and smooth like the L0 RHW curve puzzle pieces?

I think you're the third person to ask in the last two pages.  ;)   Since puzzle pieces are considered dead, these would come in the form of FLEX 45 curves.  It's a whole ton of coding, so nobody really wants to open that can of worms, but it is a logical step eventually.  A model-savvy member will have to decide to dive into it.  Maybe if enough people keep lobbying for it.   :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 05, 2014, 09:22:29 AM
Quote from: Indiana Joe on July 05, 2014, 09:11:19 AM
I think you're the third person to ask on this page. Since puzzle pieces are considered dead, these would come in the form of FLEX 45 curves.  It's a whole ton of coding, so nobody really wants to open that can of worms, but it is a logical step eventually.  A model-savvy member will have to decide to dive into it.  Maybe if enough people keep lobbying for it.

May I clarify before departing for the laundromat...?

1. Puzzle pieces are dead. Or at least they will be for RHWdev continuing on from here.

2. Theoretically, there could just be a singular (or many?) master FlexCurves whose base is the L0 RHW-2 network, and can be overrideable to fit other RHW curves, such as MIS, RHW-3, and RHW-4. I'm excluding RHW-6S because it was given unique geometry that's still locked as a puzzle piece (and what's worse, it was decided before anyone else can plan out Flexing any of the curves). HOWEVER, it won't be like the FlexFly where you can just run networks above or below; its flex properties are only limited to overriding to form other single-tile RHW curves excluding 6S. Therefore, there'd have to be a MAJOR distinction and renaming between a FlexFly and a FlexCurve:

FlexFlys are curve-like structures that allow networks of differing height levels to fly over OR under, hence the fly in the name. These pieces are NOT slope-tolerant. The width and height levels of these pieces are typically locked in by unique anchor tiles. This means the L0 FlexCurve needs to be an L0 FlexFly, as odd as that sounds, even though elevated networks would still fly over it, while its elevated sisters can fly above ground networks.

Unless a better name come along, FlexCurves are curve-like structures that DO NOT allow other networks to fly over or under it. They are flexible in the sense that they can override according to height and width, to an extent. These pieces are layed out typically by INRUL code, and would be more slope-tolerant than its cousins, the FlexFlys.

That's all I can say right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 05, 2014, 12:12:46 PM
Quote from: Geometry123 on July 05, 2014, 04:56:10 AM
BTW, are we expecting a 2014 release of NAM 33? $%Grinno$% $%Grinno$% $%Grinno$%

We've been back on the "no release date or timeline for release" strategy since NAM 31.0, so you likely won't know until it's actually released.

The rampage, however, marches forward.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQMRevtm.jpg&hash=caac335beb1aaf29c5d38fc88d100abbf48a17cc)

Quote from: GDO29Anagram on July 05, 2014, 09:22:29 AM
FlexFlys are curve-like structures that allow networks of differing height levels to fly over OR under, hence the fly in the name. These pieces are NOT slope-tolerant. The width and height levels of these pieces are typically locked in by unique anchor tiles. This means the L0 FlexCurve needs to be an L0 FlexFly, as odd as that sounds, even though elevated networks would still fly over it, while its elevated sisters can fly above ground networks.

Unless a better name come along, FlexCurves are curve-like structures that DO NOT allow other networks to fly over or under it. They are flexible in the sense that they can override according to height and width, to an extent. These pieces are layed out typically by INRUL code, and would be more slope-tolerant than its cousins, the FlexFlys.

The one issue we'll have to work out on that is the fact that the original (and current) name for the existing L0 FLEXFly is in fact "FLEXCurve".

For those keeping score at home, here's where we stand as far as FLEXing things:

Fully FLEXed

Largely FLEXed

Early Stage FLEXing

Not yet FLEXed, but planned

Unknown plans

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 05, 2014, 04:42:29 PM
Quote from: Tarkus on July 05, 2014, 01:57:01 AM
Right now, with the exception of the RHW-3 and the MIS (unless you count the Y and W-splits), every elevated RHW has gotten at least one ramp interface during this development cycle.  Most have gotten multiple.  NAM 33 will mark the coming of age of the elevated RHW system.

Now it's just the RHW-3 that has no new ramps.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_mis_ramp_interfaces.jpg&hash=e09d6e5ab47c8b40a926eb25bdf450f7321294ad)

Oddly enough, for those playing at home, the code for the MIS A1 Ramp was already there to begin with, so I did no RULwork for that ramp. The B1 Ramp was a copy-paste job from an existing B1 ramp, so except for me having to do a find-replace operation in addition to the copy-paste, the codework was already there to begin with, also.

Though I'm gonna need some critique on the markings for these ramp interfaces. First of all, there's already a MIS Type C1 Ramp already in existence, though it's pretty much unmarked. However, the MIS Type A1 and B1 ramps are marked, and in the same way (chevrons and dashed lines) as all the other Type A1 and B1 ramps. Should the MIS Type A1 and B1 ramps be marked the same way as its other sibling ramps, or would it be a unique case and, like the already-existing Y-splits and the C1, be unmarked?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 05, 2014, 05:36:14 PM
Flexing the DDIs would probably be a smart move, since it could potentially allow for several combinations with just 1-3 pieces depending on the width of the surface road.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 05, 2014, 06:33:07 PM
Regarding the MIS A1 and B1, I'd mark them as such.

I also agree on FLEXing the DDIs.  They're kind of difficult to use in their present state due to the slope tolerance matter, if you're trying to build it such that the Avenue is elevated (which most of the DDIs I've built have done).  Might also be able to get some new setups integrated that way.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 06, 2014, 01:24:43 PM
Got these two ramps done at about lunchtime: MIS Ramps Type A1 Inside and Type B1 Inside.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_mis_inside_ramp_interfaces.jpg&hash=cbc9fd60c6257da7b8a6578816d7279379f4c3f9)

And a video on how to draw the four MIS ramps:

http://www.youtube.com/v/-fUH-7LwkVg

As with all the Type A1 and B1 outside ramps, you'll need to connect the appropriate starter to the ramp. However, with the Type A1 and B1 inside ramps, you'll need the disconnector; yes, this is another ramp that requires the disconnector. Why? It's actually far more stable to create dedicated INRUL patterns for the outside and inside ramps, since there have been complications with having outside and inside ramps share the same pattern, that being you'd have to reverse the direction of the branch and you'll have residual overrides un-reversing the branch.

Another note is this: The patterns for the MIS A1 Inside and B1 Inside Ramps were originally the patterns for the RHW-4 A1 and B1 Inside Ramps; in order to get the RHW-4 A1 and B1 Inside Ramps (and anything above that, like 6S and 8S+), you now have to override the MIS Inside Ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 06, 2014, 06:01:13 PM
If my computer hadn't just had a hard drive crash I would have finished off this piece by getting it in game and maybe pathing it but oh well :( Here is the image for the NAMites that would like to finish it off if it hasn't been done by someone else already. It's what I believe what would be called RHW-8S Type F1 ramp inverted.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJsGzKmh.png&hash=cc3d5b29be8ee0f9f0d809f32a8992bda2bc3c1b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 06, 2014, 06:28:52 PM
Quote from: Durfsurn on July 06, 2014, 06:01:13 PM
If my computer hadn't just had a hard drive crash I would have finished off this piece by getting it in game and maybe pathing it but oh well :( Here is the image for the NAMites that would like to finish it off if it hasn't been done by someone else already. It's what I believe what would be called RHW-8S Type F1 ramp inverted.

Actually, due to how people are, 1, now used to the unamended naming scheme, and B, where I had to put certain ramps, that ramp would have to be an RHW-8S Type F3 Outside.

However, I'm still reluctant to call it an F3 ramp; by analogy, the RHW-10S equivalent would be an F4 ramp and the 12S equivalent would be an F5 ramp, neither of which makes sense because the 8S and 10S are not to be used as branch networks, and that there's no room at all to include such ramps.

Under the original naming scheme, as I pointed out ages ago, the wrongly-named 6S F2 Ramp should be an F1 Outside Inverted Ramp; its sister ramps would not be D2 or E2, but D1 O-I and E1 O-I. Similarly, yours would be an 8S F1 Outside Inverted Ramp (note the distinction of outside; inside inverted would be weird).

However^2, there's a level of continuity with calling certain ramps D2 or E2 when it should be D1i or E1i; it's when it hits the 10S where things get problematic. Therefore, your ramp has two acceptable names?

As of where to put it, ideally it would be in the FlexRamps range, but I'm not sure as to where it'd be since I don't know what Daniel's had planned for FlexFARHW; there'd be issues with dealing with up to three additional fractional angles (in addition to FA-3, there'd be FA-2, FA-1.5 and FA-6), and some weirdness as to what to assign those ramps in terms of how to fit them into the general FlexRamp scheme. However, I've been told that FARHW will only be a ground-level affair, so there could be room to accommodate even the most exotic FA ramp.

EDIT:

http://www.youtube.com/v/G3vU4zPTabA

Time to call it a night.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 07, 2014, 02:49:11 AM
So many things going on here!!! :P :P
This is amazing really! &apls &apls
Well done on all these implementations!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 07, 2014, 04:48:25 AM
Quote from: Tarkus on July 05, 2014, 01:57:01 AM
NAM 33 will mark the coming of age of the elevated RHW system.

Couldn't agree with you more looking through all the new developments going on here, very exciting stuff.

Thanks to all the NAM team for your continued efforts. &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: fefenc on July 07, 2014, 09:52:07 AM
You should try to do EL-RHW neighborhood connection pieces, using 2 lane highway (simphony) to do a EL-neighborhood connection always is boring :<
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 01:00:35 AM
I was messing around with making a puzzle piece and got to the point to edit the RUL controller file. I followed the tutorial and finished editing it and replaced it back into the dat file. But when I went to test my new piece in game I get "Unsuitable Area to build Network" on everything with a starter on it, e.g. starter pieces and ramps, but not on fillers and FLEX ramps. What did I do in the controller to do this and can I fix it easily?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fut2zCHF.png&hash=6f374c4ecfa19f6a891ebf20a10029121942eaaa)

Thanks Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 08, 2014, 01:18:54 AM
Quote from: Durfsurn on July 08, 2014, 01:00:35 AM
I was messing around with making a puzzle piece and got to the point to edit the RUL controller file. I followed the tutorial and finished editing it and replaced it back into the dat file. But when I went to test my new piece in game I get "Unsuitable Area to build Network" on everything with a starter on it, e.g. starter pieces and ramps, but not on fillers and FLEX ramps. What did I do in the controller to do this and can I fix it easily?

It is hard to tell as this can have many reasons, which are usually simple to fix, though. Please show the code of what you changed exactly in the RUL0 file.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 01:24:44 AM
I added this string to the TAB ring section:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNijZwXZ.png&hash=3e9778156d7c33228dc9f02b51daf0798006c148)

And this to the definition section:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fkp2fkt5.png&hash=e279a341a83e75cd6f0cbf75960b19f87d38cb25)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 08, 2014, 01:36:50 AM
Try leaving the "+" tiles off on the ConsLayout, reverting them to dots.  That section is often involved in "unsuitable area" errors.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 01:46:26 AM
Unfortunately that didn't work Alex I still have the same problem. I also took the +'s off the CellLayout too, because you have to right?

Thanks Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 08, 2014, 06:34:19 AM
Quote from: Durfsurn on July 08, 2014, 01:24:44 AM
I added this string to the TAB ring section:

<>

And this to the definition section:

<>

Here are a few things to try out, for the sake of making things easier.

One: ditch the starters entirely. I actually had a hard time attaching starters to my second-ever puzzle piece, the RHW-4 to RHW-6C compact transition, so I decided to ditch them. Plus it makes the entire ramp more slope-tolerant. Plus, depending on how you handle them (because there are gonna be mirrored versions of them), you either need to redefine them or create mirrored versions of them.

Two: If I ever need an H(3)ID, I just take the next ID available from the last. If the last ID in the list is 5ff7, I take 5ff8, for example. It's easy to swap out HIDs in the future if needed. It's easier, or rather, safer to add new puzzle pieces to the end of an existing tab ring for the sake of testing, since it can be easy to mess up stuff in the middle, like take up an already existing HID.

Scratch that last part; there really was nothing after 5ff0.

Three: share code using this thing:

[-code]MINUS THE DASHES[-/code]

That way, it's easier for some of us to help out with debugging since we can see what you're doing.

Four: I'm not sure if you're actually using this, but if you aren't, you really really should because it's a lifesaver: use the Controller Compiler to your advantage.

If you go to this location:

D:\<YOUR NAME HERE>\Documents\SimCity 4\NAM Auxiliary Files\Tools\Controller Compiler

You'll find the actual compiler. There's another folder called Network Addon Mod, which contains the entire Controller, broken down into RUL0, 1, and 2, each broken down further into individual .txt files, corresponding to a certain section of the Controller. Use the developer compiler since it will read all of those .txt files, and you can also export it to a unique location so as to not overwrite the existing controller.

Hope that helps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 08, 2014, 11:38:44 AM
Quote from: Durfsurn on July 08, 2014, 01:46:26 AM
I also took the +'s off the CellLayout too, because you have to right?

I don't know why you would use + in CellLayout for a ramp. You should be using all orthogonal tiles 0x02000200 and | in the corresponding ConsLayout.

As said above, ditch the starters for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 08:07:42 PM
My new problems are now twofold. I now have the piece ingame but;

a) The preview model is good but has black marks down the side (I assume I have to delete those S3D files?) but when I place it the tiles on the right disappear!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOw8zuOB.png&hash=5b384da74daa27ed3b144c7360f1e6ce64dc482b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9qzJCI8.png&hash=429d78bb1d3b30702e3d89ca0a7619028545be6a)

b) In PS the textures line up well:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FApzg7TV.png&hash=73f401429e4bf852257d1baa98800ca20e8b03fd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fw6L1M24.png&hash=264699b01204e1a8fcedabc41e239700c5660dad)

but ingame they don't agree, is this a geometry issue or a size issue?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBv83Pss.png&hash=28b03101a4b64c078c74199ae4a0bb333a8a3e1a)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 08, 2014, 08:18:59 PM
Quote from: Durfsurn on July 08, 2014, 08:07:42 PM
b) In PS the textures line up well:

but ingame they don't agree, is this a geometry issue or a size issue?

I can answer this part: It's because you're using a different texture set for everything else and you're developing a ramp whose textures are only suitable for the default textures. All the other RHW texture sets (Euro, Irish, and Ontario, for the most part), actually have wider-than-normal lanes. If you use only the default textures (as in, uninstall all other texture sets), they should line up properly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 08:40:09 PM
Well the second problem is solved but the former remains;

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyD27fpo.png&hash=17687a969a26f3f083feeb909e06a3496368be19)

EDIT: Attached is the texture I am using.

Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 08, 2014, 10:44:10 PM
Do the paths show up on those tiles? If so, it is likely a problem with your models – for example, the normals might be inverted (check if you can hover the tiles with the query tool), or the models might have other flaws, or the exemplars might not link to the models properly.

If the paths don't show up on those three tiles – and assuming the paths are correct – it is likely a problem with your RUL0 entry. Perhaps an offset or something such that the puzzle piece ends up one tile off. Is it a coincidence that you formerly had three +'es and now have three missing tiles, albeit on the opposite half of the ramp?

Also, what did you do exactly to fix your previous problem? After all, your code looked fine and should not have had any impact on all the other puzzle pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 10:54:39 PM

[HighwayIntersectionInfo_0x0005FF1]
;Added by Durfsurn 07/09/2014
;RHW-8S Ramp Type F1 Outside Inverted - Entrance Ramp
Piece = 0.0, 0.0, 0, 0, 0x5FF10000
PreviewEffect = preview_rhw8sf1outsideinverted


CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =...AAA.....
CellLayout =...........
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =...|||.....
ConsLayout =...........
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10000
Costs       = 410

[HighwayIntersectionInfo_0x00055FF1]
CopyFrom = 0x5FF1
Rotate = 1
[HighwayIntersectionInfo_0x00065FF1]
CopyFrom = 0x5FF1
Rotate = 2
[HighwayIntersectionInfo_0x00075FF1]
CopyFrom = 0x5FF1
Rotate = 3


This is my current RUL0 code (edited).

EDIT: I changed some things in the RUL0 code and got the code above. Now I have a similar but not as critical problem, it looks like an alpha texture issue.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRHuyOxs.png&hash=0433c20d936c45c953fc389c120563402632390f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 08, 2014, 11:04:26 PM
Compared to your texture, the cell layout is flipped. Try this:


[HighwayIntersectionInfo_0x0005FF1]
;Added by Durfsurn 07/09/2014
;RHW-8S Ramp Type F1 Outside Inverted - Entrance Ramp
Piece = 0.0, 0.0, 0, 0, 0x5FF10000
PreviewEffect = preview_rhw8sf1outsideinverted


CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =....AAA.....
CellLayout =...........
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =....|||.....
ConsLayout =...........
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10000
Costs       = 410

[HighwayIntersectionInfo_0x00055FF1]
CopyFrom = 0x5FF1
Rotate = 1
[HighwayIntersectionInfo_0x00065FF1]
CopyFrom = 0x5FF1
Rotate = 2
[HighwayIntersectionInfo_0x00075FF1]
CopyFrom = 0x5FF1
Rotate = 3

Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 11:09:10 PM
Quote from: memo on July 08, 2014, 11:04:26 PM
Compared to your texture, the cell layout is flipped. Try this:

snip


You sure on that memo? Shouldn't the place with the FARHW have the extra tile? BTW I haven't put in my paths yet, I was just trying to get it ingame first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 08, 2014, 11:20:30 PM
Quote from: Durfsurn on July 08, 2014, 11:09:10 PM
You sure on that memo? Shouldn't the place with the FARHW have the extra tile? BTW I haven't put in my paths yet, I was just trying to get it ingame first.

Yes, but I have just seen that you edited your post after I had replied. So based on that, everything seems to be fine. The black rectangle is likely an issue with your model or the FSH texture.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 08, 2014, 11:22:28 PM
Any clue on how to fix it or should I wait until another NAMite comes along to answer?

Thanks for all you help NAMites :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 08, 2014, 11:27:32 PM
I haven't seen this particular problem before, so I can't answer that. You should check the affected FSH and S3D file to see if there's anything odd.

If you don't find anything, send me a PM with the files and I'll see if I spot anything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 09, 2014, 02:47:34 AM
G'day again everyone,

I am still finding it troublesome to get this piece done so I ask something of you NAMites. If one of you gets time could you make the ramp puzzle piece file and PM it to me so I can compare it to what I have got and what I need to do to get it working. I understand pathing could take some time so attched below is a blank dat with the pathing files I used. Of course you need the Autotilebase IID I used: 0x5FF10000. The original base texture I used is also attached.

Thanks once again to all you guys!
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 09, 2014, 11:35:29 AM
In the files you sent me, the black rectangle is in fact part of the FSH files. There's also a black line at the southern end of the puzzle piece for the same reason, so you will need to create new FSH files from your image. I don't know how you created the FSH files, but to me it looks like the dimensions of your ramp texture weren't multiples of 128, so that the rest was filled with black color.

I also noticed that the FSH files are flipped, compared to how the models are set up. Although it is not a necessity, it usually is reasonable to set them up such that FSH files and models have the same tile IIDs and orientations.

As for the paths, the problem is the incorrectly chosen class/path number. You can read up on it [here] (http://www.wiki.sc4devotion.com/index.php?title=Network_Specs/Paths), for instance. Moreover, some of the empty paths have illegal characters in it.

One more thing: The files that belong to the tile IIDs 0x5ff10000, 0x5ff10010, 0x5ff10020 are not part of your puzzle piece (because they are left out in the RUL0 cell layout). Therefore, the respective files (models, exemplars, paths and FSHs) can (and should) be removed, as they will never be used.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 09, 2014, 05:17:09 PM
The ramp texture I am using has an overhang because of the FARHW-6 section. How do I get around that instead? Also how did the models get flipped the other way to the .fsh files I wonder. I'll check up on the path errors and get back to this thread.

Best
-Durfsurn

EDIT: Here is a pic of the ramp over a 128x128 px grid: (And here with the next tile tacked on the edge: http://i.imgur.com/SEJwlTQ.png)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F84Yo0ew.png&hash=df589f237bb232dbfcd61d50a7c600f90dc878f9)

EDIT2: Big developments going on. I fixed the black spots - now all I need to do is fix the damn paths :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4iHVH9Q.png&hash=7fa3cdf9810c39d349315ff89dc444a1956ca45e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 09, 2014, 08:07:08 PM
Good job Durfsurn; making that first puzzle was quite the headache for me too.  If you want to fix the slight fuzzy appearance of the piece, check out Alex's post here. (http://sc4devotion.com/forums/index.php?topic=11023.msg393724#msg393724)

Paths can be tricky; what I've found helps is to copy existing path files that are close to what you need and adjust them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 09, 2014, 08:24:11 PM
Erm Indiana Joe my boxes are greyed out - any idea on why and how to fix it?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRzdn3Kt.png&hash=2147abda60b09332ee2eaa499060dba88492f1fb)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 09, 2014, 08:40:57 PM
Having pathed the hell out of a ton of ramps, I'm able to generate paths from scratch. I will say this, though: for the newcomer in pathing, pay EXTREMELY close attention to the entrance and exit flags AND pay attention to the path ID. Also, some pointers on naming convention for each path; this isn't totally necessary since you can name technically paths whatever you want to, it just helps others to know what they're looking at:

- What helps is to name each path with the same entrance/exit flags as the path itself; PathCreator, which is what I use, names paths based on their flags.
- If two paths have the same entrance and exit flags, you need to give them different path IDs. However it's not entirely necessary for every single paths to have unique path IDs, just only when two paths have the same entrance and exit flag.
- As with the above situation, you'll also want to identify same-flag paths with an extra letter; PathCreator won't do that automatically so you'll have to name them manually.
- When you see the big box for clicking in paths, pay attention to the sides. It actually numbers the sides so you know what's 0, 1, 2, and 3 (or west, north, east, and south).

So for example, a path file with multiple paths going in every which way and with multiple paths in the same direction would look like this:

SC4PATHS
1.2
5
0
0
-- car_1_3_a <---named as such: transittype_entranceflag_exitflag_letter
1
0 <--- Path ID
1 <--- Entrance flag
3 <--- Exit flag
0
4
0,8,0
0,2,0
-1,-4,0
-2,-8,0
-- car_1_3_b
1
1
1
3
0
4
4.5,8,0
4.5,2,0
3.5,-4,0
2.5,-8,0
-- car_1_3_c
1
2
1
3
0
2
4.5,8,0
4.5,-8,0
-- car_2_3
1
0
2
3
0
2
8,0,0
4.5,-8,0
-- car_1_2
1
0
1
2
0
2
4.5,8,0
8,0,0


I can fill in on extra information as needed, or you can look at the tutorial on pathing.

And yes, you do want to change the S3D settings to clamp (it says clamb but it really should say clamp), clamp, bilinear, bilinear no mipmapping.

Quote from: Durfsurn on July 09, 2014, 08:24:11 PM
Erm Indiana Joe my boxes are greyed out - any idea on why and how to fix it?

There's a list of mats on top; you have to click one to start editing, but you don't wanna touch the preview models, which is what you have displayed; editing that does nothing to the individual S3Ds (sidey-side), which you have to edit one by one.

Also, I don't recommend using RKT3 since in order to do any S3D editing, you have to do five times as much work; this is because each zoom level uses its own S3D and its own texture; best to use RKT0 since it reduces filesize and editing work since all zoom levels share the same texture and S3D.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 09, 2014, 08:50:34 PM
Yeh its not the actual pathing that's the problem I don't think. Check out the paths I have done (attached below) and could you tell me what I need to fix if anything?

EDIT: Fixed the 'blockyness' :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fugj2mAo.png&hash=d0124371c9d54c3105659db3dcdeb582adb312c2)

Thanks
Durfsurn

EDIT2: I still get the 3 weird black squares on the preview model (http://i.imgur.com/zsXweww.jpg). Do I have to delete the s3d offenders or other files as well? One last thing I might have to ask for some help on the rotation of the piece. I have the 'exit' piece almost done but for some reason one of the rotations doesn't appear. Here is my code for it in the RUL0 file:

[HighwayIntersectionInfo_0x0005FF1]
;Added by Durfsurn 07/09/2014
;RHW-8S Ramp Type F1 Outside Inverted - Exit Ramp
Piece = -16.0, 0.0, 0, 0, 0x5FF10005
PreviewEffect = preview_rhw8sf1outsideinverted


CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =...AAA.....
CellLayout =...........
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =...|||....
ConsLayout =...........
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10000
Costs       = 410

[HighwayIntersectionInfo_0x00055FF1]
CopyFrom = 0x5FF1
Rotate = 1
[HighwayIntersectionInfo_0x00065FF1]
CopyFrom = 0x5FF1
Rotate = 2
[HighwayIntersectionInfo_0x00075FF1]
CopyFrom = 0x5FF1
Rotate = 3


Also according to the SC4D calender today was your birthday Ganaram! Happy Birthday man!

EDIT3:
Now the next step is how to make starter pieces. Is there a tutorial anywhere?

Thanks again
-Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 10, 2014, 08:55:31 AM
Quote from: Durfsurn on July 09, 2014, 08:50:34 PM
Also according to the SC4D calender today was your birthday Ganaram! Happy Birthday man!

Oh by the way, I did have a "gift" (AKA texture samples) that I wanna share.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvArTfYJ.png&hash=630547b8544ac91c74073b505728132b523d86ac)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSMFyZ5X.png&hash=002a8e6fe6c2bbb125096233a0786524c5b45c9e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfxeMuk1.png&hash=d3909851905cf68652b0df927f60af5180661992)

What's the opposite of DarkPhalt?

On that matter, "DarkPhalt" is a portmanteau of "dark asphalt". Without cheating, what's the name of the texture sample in the middle?

EDIT: Reuploaded images to Imgur due to resizing done by Photobucket.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 10, 2014, 02:21:16 PM
Although the yellow lines look a little too vibrant, the middle textures remind me of the standard American texture set.

I think that with a little more lightening/graying, the light textures could be renamed as concrete textures, which is something I've been wanting to make (but lacked the skills and time to do so) for a while.

And, yeah, the opposite of darkphalt would simply be concrete. Light asphalt, while realistic, just looks ugly in-game IMO.

I said this earlier elsewhere, but Happy Birthday as well.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 10, 2014, 09:32:24 PM
Ganaram is the middle texture set bitumen? Or just asphalt concrete?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on July 10, 2014, 11:31:46 PM
Wow there is a lot of action going on here.  :thumbsup:

GDO29Anagram you continue to outdo yourself every time. I am quite excited about your work! Keep it up and Happy Birthday for the other day.

Durfsurn you are doing a marvelous job also. Keep up the good work.




Here is my latest project...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHWNewBridgePic1_zps46840df7.jpg&hash=d122576734d250ff4369d2ae4191d3540533fc83) (http://s245.photobucket.com/user/Eggman121/media/RHWNewBridgePic1_zps46840df7.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHWNewBridgePic2_zps178c19e1.jpg&hash=d12fb726506cabb7b4ebe39a95ebe02ed14d6396) (http://s245.photobucket.com/user/Eggman121/media/RHWNewBridgePic2_zps178c19e1.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHWNewBridgeCloseUp_zps5030e650.jpg&hash=17f7832da217fa919db7badd51d62a662d448d4a) (http://s245.photobucket.com/user/Eggman121/media/RHWNewBridgeCloseUp_zps5030e650.jpg.html)

Yep. It looks like I can make RHW bridges as well.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 10, 2014, 11:41:30 PM
Could do with a slight bit of colour correction on the deck but otherwise absolutely perfect Eggman! And thanks :p

-Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on July 11, 2014, 07:23:33 AM
Yeah, that looks excellent!  :thumbsup: I assume you'll add box girders beneath the bridge? Right now it looks a little thin, but after all, it is a work in progress.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2014, 07:39:45 AM
Quote from: APSMS on July 10, 2014, 02:21:16 PM
Although the yellow lines look a little too vibrant, the middle textures remind me of the standard American texture set.

I think that with a little more lightening/graying, the light textures could be renamed as concrete textures, which is something I've been wanting to make (but lacked the skills and time to do so) for a while.

And, yeah, the opposite of darkphalt would simply be concrete. Light asphalt, while realistic, just looks ugly in-game IMO.
Quote from: Durfsurn on July 10, 2014, 09:32:24 PM
Ganaram is the middle texture set bitumen? Or just asphalt concrete?

You guys are actually thinking too hard. :P

Alright, I'll spoil the names of these proposed texture sets:

Top one: Bright Concrete, or BrightCrete; Named such because, relative to DarkPhalt, it's brighter.
Middle one: Fresh Pavement, or FreshMent; Named such because its asphalt colouring is directly based off of the default textures, plus I needed something based off of the default textures because neither BrightCrete nor DarkPhalt share the same dimensional specs as the default
Bottom one: Dark Asphalt, or DarkPhalt; Self-explantory
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on July 11, 2014, 01:15:40 PM
Quote from: Bipin on July 11, 2014, 07:23:33 AM
Yeah, that looks excellent!  :thumbsup: I assume you'll add box girders beneath the bridge? Right now it looks a little thin, but after all, it is a work in progress.

Thanks for the compliment Bipin  :thumbsup: . I did add box girders underneath, its just that the taper that I used has put them out of view. I will make the box girders more apparent in the next revision.

Thanks!

-eggman121 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 11, 2014, 02:16:16 PM
Quote from: Durfsurn on July 10, 2014, 11:41:30 PM
Could do with a slight bit of colour correction

Actually he was going for that "FreshMent" look  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.simpeg.com%2Fforum%2FSmileys%2Fcustom1%2Flachen.gif&hash=3c80bd3c4fb8585b0efaff61f26b54676c829f43)  You're turning into a bridge machine Stephen, keep up the good work!



I think I prefer the look of the brighter asphalt (especially in Eggman's picture, even though it's unintentional).  Even the Maxis road textures are a little dark; sitting out in the sun all day tends to bleach the pavement a little bit, at least in a sunny climate where I live.

Happy belated birthday Gram.   :thumbsup:

DarkPhalt:  this one has been covered by the Ontario textures in my opinion.  No need to make the 5000 or so RHW textures for it if it will only be slightly different.  Go for it if you want too though.

Concrete:  Yours look pretty similar to mine (http://i.imgur.com/mVHybXJ.png).  Just needs some fading; noise it up a lot.  I see the pattern of pristine, symmetrical, easy-to-manipulate textures, but they don't match the other game networks as well.  Concrete in particular usually appears very rough.  Sam was making some too if you recall.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2014, 03:14:16 PM
Quote from: Indiana Joe on July 11, 2014, 02:16:16 PM
DarkPhalt:  this one has been covered by the Ontario textures in my opinion.  No need to make the 5000 or so RHW textures for it if it will only be slightly different.  Go for it if you want too though.

Concrete:  Yours look pretty similar to mine (http://i.imgur.com/mVHybXJ.png).  Just needs some fading; noise it up a lot.  I see the pattern of pristine, symmetrical, easy-to-manipulate textures, but they don't match the other game networks as well.  Concrete in particular usually appears very rough.  Sam was making some too if you recall.

I actually don't consider the Ontario texture set to be true DarkPhalt; reason: it's not dark enough (and yet ironically, mine's still brighter than my previous prototype). In fact, here's a comparison between DarkPhalt, Ontario, and Default (can I call it DePhalt?).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcomparison.png&hash=5e5d84f2548b76c5d1add3945ebd5a163b84325c)

And the problem for these kinds of things is the lane width: since it's possible to have different textures between ground-level and elevated RHWs, there kinda has to be my own version of DarkPhalt in accompaniment with BrightCrete to ensure consistency with lane width.

As of the concrete textures, I've not made a concrete decision on it just yet (pun totally intended). Thing is, I'm using Inkscape, not Gimp or Photoshop, so I can't add noise the same way. On a similar note, it's pretty hard to cram a lot of fine detail into 128×128; even rumble strips were a stretch for me, so I'm not sure if I can even add in a suitable amount of noise. I've not found any good pictures of concrete highways, preferrably the aerial/satellite kind, but I'm open to such.

Also, since S3Ds actually retain the true colouring of textures and non-S3D tiles actually darken things up (in contrast to the popular misconception that S3Ds brighten up textures, even though it's more convenient to darken S3D textures for wealth-related reasons), the samples you're seeing are actually at their brightest. Import them in-game and they'll darken up.

And on the topic of sunlight: Google Maps took a picture of a local T-intersection in my area and it shows faded asphalt and fresh asphalt in the same area. In comparing DarkPhalt to DePhalt with the crossing, I also postulated that sunlight is exaggerating things. If you compared the colours even more finely (with the eyedropper tool), you'll find that the asphalts in this crossing are both brighter than anything else.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcomparison2.png&hash=997f05ae95c79d3c6afa2f65e61f90f0a0c270e7)

Whenever I think DarkPhalt, I think of freshly-laid asphalt, like in that crossing. Anything else, I associate with the standard textures in SC4. One could argue something else: SC4 textures already resemble freshly-laid asphalt and my textures are too dark as it is. But given this was taken in broad daylight, I'm personally not sure of that hypothesis. It'd be the same question as asking the question "Is your red the same as my red?" hint hint, Vsauce moment. https://www.youtube.com/watch?v=evQsOFQju08

A bit of a story: years prior, that crossing was unsignalised and the highway itself was a fairly rough ride to drive on. Both have since been fixed, so now that picture isn't even accurate given what I see myself. Worst part is that not even Google Street View is up-to-date; it shows both the hard-to-drive-on highway and the they-really-need-to-put-a-light-here-because-it's-hard-to-make-a-left-turn-it's-hard-to-make-a-left-turn(-and-yes-that's-a-Jonathan-Coulton-song-reference) crossing.

Also related: there's a section of highway east of that crossing that was widened from RD-4 to TLA-5. This was prior to the crossing, and now that section is now as bright as the other sections of highway it's between.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on July 11, 2014, 03:24:49 PM
Holy crap ultra-stability

(https://i.imgur.com/vpiZahT.jpg)

Seriously... WHAT


I never thought I could make something with the RHW so tight, ever. Like since 2005. I also had no issues with the El-RHW-4 defaulting to RHW-2.

This was made with the current (public) NAM.

Crazy. Mind. Blown.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 11, 2014, 06:08:02 PM
Quote from: GDO29Anagram on July 11, 2014, 03:14:16 PM
One could argue something else: SC4 textures already resemble freshly-laid asphalt and my textures are too dark as it is.

Count me in this camp.  Your red must indeed be different than mine because the Dephalt texture looks pretty darn close to the fresh pavement in the satellite pic.  You said it might be brighter than normal; I've noticed that vertical satellite Google pics tend to be darker than reality; you get a better representation from the 45 degree views.  Here's a map of all cities with 45 degree imagery in Google Maps if you're interested (https://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=112099477591857711257.00048ad05c320f746f5c2&t=h&ll=8.787199,-45.827047&spn=85.447389,153.703486&dap=&source=embed).

I've only seen pavement that dark before in places like Phoenix and Vegas.  But that's your area, so I understand where you're coming from.

Quote from: GDO29Anagram on July 11, 2014, 03:14:16 PM
it's pretty hard to cram a lot of fine detail into 128×128

Try working with railroads.   :D  Your average rail I-beam is 3 inches wide; one pixel on a SC4 tile is 4.92 inches.  In fact this whole discussion is giving me deja vu regarding discussions about railroad color schemes.

Quote from: GDO29Anagram on July 11, 2014, 03:14:16 PM
I'm using Inkscape, not Gimp

Cannot imagine why, with Markus's curve script, and all the other scripts for things like auto slicing and naming that have been made.  To each his own.


Quote from: Haljackey on July 11, 2014, 03:24:49 PM
I never thought I could make something with the RHW so tight, ever.
Don't question Tarkus and the RUL team, they're madmen.  They'll stabilize anything.   ()flamdev()

Even this pic is from two years ago:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6793%2Frhw020220122.jpg&hash=8976dce2895812f612817b74d08256e76ce964ac)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2014, 07:30:59 PM
Quote from: Indiana Joe on July 11, 2014, 06:08:02 PM
I've only seen pavement that dark before in places like Phoenix and Vegas.  But that's your area, so I understand where you're coming from.

Ah, there's also one for Palm Springs, and even then, a closer look shows a mismash of different shades of asphalt, ranging from freshly laid to sunbleached to submission, and everything in between.

North Indian Canyon Drive is a pretty notable example. Approaching I-10 northwards, there's a section that's all concrete (and even further, right before the railways, there's a section of ARD-4). Google Street View of that shows the road being widened, but with concrete instead of asphalt.

South of that is a section of NIC Dr. north of Vista Chino that's lighter, but then a section south of Vista Chino that's slightly darker. Google Street View shows contradictory results because I can't see the difference. And even then, there's more instances than I can list in a convenient enough timeframe.

But then this is all ignoring Interstate 10 itself, the freeway that connects my part of the world with, well, Florida if you went far enough, which I've been using as one of my yardsticks. Last year or so, there's been roadwork being done to retrofit many of the interchanges down there, and from that time when many of them were still under construction, I remember the highway being darker, presumably due to repaving. Since it's been years since that time, I'm sure it's been sunbleached.

Quote
Cannot imagine why, with Markus's curve script, and all the other scripts for things like auto slicing and naming that have been made.  To each his own.

I'm pretty sure I can manage.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_texturedev3.jpg&hash=e28b7e973698f440db77f5b113bf1750cac676a3)

Though specifically, I'm using Inkscape to generate the texture masters and I'm using other programs to perform other operations, like wealthification, but even then, I've found a way to replicate radial bending using only Inkscape.

Quote from: Haljackey on July 11, 2014, 03:24:49 PM
Don't question Tarkus and the RUL team, they're madmen.  They'll stabilize anything.

Practically speaking, there's a limit to how much we can stabilise, and a lot of the work has been Alex thus far. Soon, it'll be overshadowed by Markus.

However, I've never been able to replicate this, though. I only ever did it once:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F2a4a2a542c43a37a1335229b8e61b52d.jpg&hash=3857e12fee0c1800cc25e3f1a8c3e92f08818cc3)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on July 11, 2014, 07:57:28 PM
xD  That was the picture in particular I was looking for, but I couldn't find it.  MC Escher smiles from the heavens.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 11, 2014, 07:59:45 PM
Ahhhh photo editing, confusing new members of the RHW since RHW5.0. I can't remember which pic but there was a stack picture in the manual photo edited to be über compact. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 11, 2014, 08:02:17 PM
Quote from: Durfsurn on July 11, 2014, 07:59:45 PM
Ahhhh photo editing, confusing new members of the RHW since RHW5.0. I can't remember which pic but there was a stack picture in the manual photo edited to be über compact.

::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 11, 2014, 10:59:10 PM
Quote from: Durfsurn on July 11, 2014, 07:59:45 PM
Ahhhh photo editing, confusing new members of the RHW since RHW5.0. I can't remember which pic but there was a stack picture in the manual photo edited to be über compact. :P

That, actually, was real. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 11, 2014, 11:20:00 PM
Naw... really? I thought it had a point of 3 networks on one tile?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbPkxhMA.png&hash=358c18e1eea40c468261ccbed1f5e07ef6262e20)

So this was actually made? I thought I saw somewhere 3 networks on one tiles was possible but near impossible to code/model etc.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 11, 2014, 11:47:39 PM
IINM, the "networks" to which that statement refers are networks that all carry different types of traffic, e.g. car, tram, pedestrian... The Tram-Avenue-under-MHW puzzle pieces were the first to overcome that specific limitation, and from what I remember of the discussions back then, they were, indeed, a nightmare to code. Since a stack (or, one would hope, FLEXStack) puzzle piece would only contain RHW networks, that caveat might not apply. However, I could be wrong.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 12, 2014, 12:09:49 AM
Quote from: Durfsurn on July 11, 2014, 11:20:00 PM
Naw... really? I thought it had a point of 3 networks on one tile?

So this was actually made? I thought I saw somewhere 3 networks on one tiles was possible but near impossible to code/model etc.

I had to exclude a section on how to draw 3-level crossings on the basis of "it wasn't ready", but left the picture of a 3-level crossing on the basis of "just to see what would happen."

Also, that was me who said the 3-level crossings were near impossible to implement:

Quote from: GDO29Anagram on October 17, 2012, 04:26:49 AM
Quote from: Architect_1077 on October 17, 2012, 03:11:41 AM
Out of curiosity...
It is my understanding that with the next version of the RHW there will be 3 levels of elevated RHW: 7.5m, 15m and 22.5m. If this is so, will it be possible to build elevated RHW at those different levels and have multiple levels overlap on the same tile(s)? That would definitely allow for even more realistic constructions.  ;D

1. It's actually five levels: 0m, 7.5m, 15m, 22.5m, and 30m. All networks (MIS, 2, 3, 4, 6S, 8S, 10S, 12S, 6C, 8C, 10C) will be receiving L0-L2, and only MIS, 4, and 6S will be receiving L3 and L4, giving a grand total of 39 networks. 40 if you add in DDRHW-4.

2. It's theoretically possible, but there are problems of having multi-level overlaps like that:

- The number of overlap crossings would be monstrous. Instead of dealing with OxO, OxD, DxO, and DxD, you need to add OxOxD, OxDxD, DxOxD, OxDxO, DxOxO, and DxDxO for L0-1-2, L0-1-3, L0-1-4, L0-2-3, L0-2-4, L0-3-4, L1-2-3, L1-2-4, L1-3-4, and L2-3-4 for MIS-MIS-MIS, RHW-2-2-2, RHW-4-4-4, and so on. (Give me a while to work up the exact number.)
- Depending on the pathing, there may be cases where the end result is deck-jumping, which is the main issue with same-direction same-network-type double-decker networks.
- It can't be draggable, so it must be in a puzzle piece form. This, coupled with the number of crossings, could make this idea unworkable and impractical to implement for every network.

There were pieces like this back in version 5 development, but they haven't resurfaced as of yet for P57, and if there is, they need to be limited.

However, the first instances of draggable 3LCs first propagated in December, two months after with a conversation that went like this: Alex discovered the potential makings of a 3-level crossing (which, by the way, if you don't know this already, you can already make a 6-way RHW-2 crossing; that was one of the proposed 3LC footprints), I was discussing patterns of how to make a stack interchange and how to make it more compact, and brought up the idea that in order to get a suitably sized stack, there would need to be two different O×O×D crossings involved. After that, Markus brought that he's been toying with the idea of 3LCs... and that he's been thinking about it for weeks prior to either myself or Alex talking about 3LCs ourselves, and the nutsiest part is that he's got EVERYTHING solved before anyone else's brain melted: scheme, coding, models, implementation, everything.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2014, 12:38:36 AM
I seem to recall at one point that we tried to remove the image before NAM 31.0's release. :D  I had a version of the PDF of the User Manual that deleted the entire cover page.  However, the cover page, complete with that image, managed to slip in anyway, and has been a source of befuddlement since.  The truth about these things has been known to an extent since October, however, as seen here (http://sc4devotion.com/forums/index.php?topic=252.msg469649#msg469649).  As far as when that particular feature is going to be released, I suspect it won't be until after P57-Mk4 is in place.

When we Photoshop an image, we tend to make things look less impressive rather than more (or outright outlandish, like the really Escherian L1-over-L4 RHW pic memo did), mainly to conceal things we may be developing but aren't ready to fully reveal.  I still remember how much I was able to screw with people when I sneaked one of the first RHWs into a pic. $%Grinno$%

And the guy you have to thank for tricking the RUL0 and RUL1 limitations with MHW-over-TiA and the like is Chrisim.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 12, 2014, 12:57:12 AM
Quote from: Tarkus on July 12, 2014, 12:38:36 AM
The truth about these things has been known to an extent since October, however, as seen here (http://sc4devotion.com/forums/index.php?topic=252.msg469649#msg469649).

OK, now that reduces the time gap between me saying "3LCs are devilishly hard to implement" and Markus actually implementing 3LCs from weeks down to just five days.

I never read what happens in the Interchange thread these days... &mmm
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 12, 2014, 08:14:11 PM
Alright, back to ramps.

I kinda forgot when I made these ramps, but it was right before my birthday, if I can remember right.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_c1_f1_ramps.jpg&hash=c2dbb30519b774e5398dcf91296dc7c90f670d3a)

Yes, all of them are draggable, and yes, the RHW-2 ramps are now 5 tiles long. This is because of how other Type C1 ramps are also 5 tiles long due to super-complicated geometric reasons.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 12, 2014, 11:54:41 PM
In terms of content (code) is NAM 33 (RHW wise) larger than the MHS (NAM 31)? Becuase there is a lot of cool interfaces included! FLEX (WAVERide?) is getting better as are the EDRI's. Really excellent job guys!

*Now I have to fix those damn paths*

-Durfsurn

I think this got kinda buried.

Quote from: Durfsurn on July 09, 2014, 08:50:34 PM
EDIT2: I still get the 3 weird black squares on the preview model (http://i.imgur.com/zsXweww.jpg). Do I have to delete the s3d offenders or other files as well? One last thing I might have to ask for some help on the rotation of the piece. I have the 'exit' piece almost done but for some reason one of the rotations doesn't appear. Here is my code for it in the RUL0 file:

[HighwayIntersectionInfo_0x0005FF1]
;Added by Durfsurn 07/09/2014
;RHW-8S Ramp Type F1 Outside Inverted - Exit Ramp
Piece = -16.0, 0.0, 0, 0, 0x5FF10005
PreviewEffect = preview_rhw8sf1outsideinverted


CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =...AAA.....
CellLayout =...........
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =...|||....
ConsLayout =...........
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10000
Costs       = 410

[HighwayIntersectionInfo_0x00055FF1]
CopyFrom = 0x5FF1
Rotate = 1
[HighwayIntersectionInfo_0x00065FF1]
CopyFrom = 0x5FF1
Rotate = 2
[HighwayIntersectionInfo_0x00075FF1]
CopyFrom = 0x5FF1
Rotate = 3


-Durfsurn

Still getting these problems :/
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 13, 2014, 12:57:24 AM
Just remove those parts of the Preview Model (deleting the groups for them will suffice) and the textures tied into them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 13, 2014, 01:29:48 AM
Erm Jdenm8 I did delete the groups to no avail. Here is the video showing the rotation issue with the RHW ramp and showing the pathing error I did somehow  :'(

http://www.youtube.com/v/GOORTNRIhSQ

I also attached a .zip of the two dat files (the GLR bend and the FARHW ramp) but noticed that I need to fix the offset issue in the RUL0 of the GLR bend :P

Thanks for all the help again,
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 13, 2014, 08:44:43 AM
I've got no idea what you've done to that ramp interface's models, it's frikkin' weird. The texture's made one way, but the model's done exactly the opposite. 5FF10200's got no business wrapped around 5FF10000. Looking at the layout of the piece, 5FF10000 shouldn't even exist, it's a completely empty tile.

Though I was able to fix the preview, it's pointless as something is fundamentally messed up. I would recommend regenerating the PP and all of its associated files. Also, typically the texture is made in the same orientation that it is mapped onto the Preview Model, you've done it flipped horizontally. Aside from that flipping, there's a few smaller issues. Slight overcompression and some Holes caused by errors in the Alpha Map are the most glaring.

As for the GLR piece, it does look like you've fixed the error I pointed out, which is good. I noticed a naming error on one of the paths, but that's only ever an issue we'll see, it doesn't effect anything. As for why the paths are wrong... They're not. They match up with the textures fine. You've done largely the same thing you did with the RHW piece, all of the models are wrong. If you're using JMVL's Puzzle Piece Creator, make sure "Mirrored version" is unselected.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2014, 08:50:10 AM
Quote from: Durfsurn on July 12, 2014, 11:54:41 PM
In terms of content (code) is NAM 33 (RHW wise) larger than the MHS (NAM 31)? Becuase there is a lot of cool interfaces included! FLEX (WAVERide?) is getting better as are the EDRI's. Really excellent job guys!

Technically, the MHS is pretty much all of the RHW's elevated networks and crosslinkages with each other and all the ground networks combined, and that by itself is already large. If RHW were just ground networks (and you can totally do this by uninstalling all of the L1-L4 networks), you'd have a significantly smaller Controller and a significantly more boring installation.

The MHS is more like how the MIS is today; few people ever pays attention to it because of how engrained into the RHW it's become. The MIS was referred to being a component of the Modular Interchange System, which actually consisted of the MIS networks (originally called MIS-1, presumably because MIS-2 and MIS-3 networks could have been drawn, by analogy) and the Ramp Interfaces (of which they were limited and had no consistent naming system). The MIS-1 designation was long since removed (presumably because of me), ramp interfaces became standardised (which was totally me), and now MIS is just simply referred to as being the name of one of the networks; personally, if the MIS network were created today, its name would be either RHW-1 or PIN, for primary interchange network. Similarly, the MHS the same: it's just all of the L1-L4 networks and no one thinks of it as being the MHS.

On the same topic, no one ever uses the term WaveRide anymore; I don't even use the term WaveRide. Vince coined the term WaveRide when he first created the first-ever FlexFly, which, by his standards, was based off of a WaveRide system, which uses anchor points defined in RUL1, overrides defined in RUL2, and a puzzle pieces entry defined in RUL0 (for even placing the thing in the first place). I believe the term WaveRide fell out of use to describe Flex pieces as a whole because of FlexRamps; FlexRamps don't use RUL1 anchor points, it instead uses INRULs, and because of that, the entire piece is its own anchor point. Nowadays, the term "Flex Piece" is used to describe any sort of dynamically self-overriding puzzle piece that can override itself accordingly depending on what networks are connected to it, using either RUL1 anchor points or INRUL-based patterns. By that standard, the FlexFly wasn't even the first-ever Flex piece: it's actually the Diagonal Street Helper Piece.

Or if you prefer how I number things, FlexFly was the first, the Avenue Roundabout was the zeroth, and the DSHP was the -1st.

And another technicality is this: Most of the time, I don't capitalise all of the letters in FlexRamp, FlexFly, or FlexWhatever unless I'm writing official documents or writing the text for a teaservideo: technically, the officially spelling is FLEXFly, FLEXRamp, or FLEXWhatever, but to me, I find it convenient whilst typing to not capitalise and it avoids people asking whether or not FLEX is an acronym. Plus, when you get to something like the FlexHeightTransitions, I write it as FlexHT or FlexOST, but the official spelling is FLEX-HT and FLEX-OST.

And for the record, EDRI and FlexRamps use the same exact override code, so when I write the override code for the RHW-6S Type E1 Inside Ramp, for example, I've already written the overrides used for its DRI pattern and its FlexRamp. (That's the magic of INRUL-based Flex pieces; you can assign two different patterns to code for the same exact thing.) As to how many lines of RUL2 code EDRIFlexRamp uses, before I began, the section for FlexRamps was only about 4500 lines of code, including comments. Now it's nearly 6600 lines of code. I've estimated the FlexRamps section to balloon anywhere between 10000 to 15000 lines of code, but as it stands, it might fall short of 10000. But even then, that's small compared to the FlexFly; the reason FlexFly is far larger is because it's gotta have different networks flying above or below it, sometimes different combinations of networks that are above AND below. The estimate for that was around 50000 lines of code.

Also (and even still I find this shocking), the entire section of Draggable Ramp Interfaces originally consisted of, drum roll please...

SIX RAMPS. Nothing else, and two of those didn't even work properly. Four of those ramps are the Type A1, A1 Dual, B1, and B1 Dual. The two other dysfunctional ramps were the Type D1 and E1. I don't even know the story about the original Type D1 and E1 Ramps, which predate the current naming scheme and were named Type C and D. I'd have to go searching for their backstory...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on July 13, 2014, 02:43:55 PM
It's amazing the work that has been done and how far it's come.

Is it possible to have a two lane FlexFly? It's always bugged me. I figured it was a code issue or something like that.

And I doubt it comes up often, but the new piece that splits two ways with three lanes each (one side a FAR) is great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2014, 02:51:24 PM
Quote from: Death50 on July 13, 2014, 02:43:55 PM
Is it possible to have a two lane FlexFly? It's always bugged me. I figured it was a code issue or something like that.

You could theoretically retrofit the current FlexFlys to be RHW-4 FlexFlys, but 4×4 would be too small for such.

It's technically a coding issue in that it's gonna take a lot of code and the Controller is already weighing us down, so we either add it and people's computers slow down or even crash (and we've had people bring up issues related to controller size), or we don't and we avoid the problem altogether.

It's also for this reason that the following is likely never gonna happen:

FlexStacking: stacking two different FlexFlys on top of one another. Crosslinkages would be a nightmare, especially when you include other networks above, below, or in between the two different Flyovers.

The SAM equivalent of RHW: this is still in the FAQ and no one has ever brought it up in years, but just by the size of RUL2 alone, this is now doubly impossible.

RHW-12S and RHW-10C: Just adding six more networks would call for a 34% increase in controller size.

This can be mitigated by selectively turning on or off certain features of RHW at a time, hence this "decoupling of network rules" you often hear about; you could turn off all of the stuff you don't need and be fine and dandy, and you can be even more selective, for example, by turning off L3-L4 networks, or even individual networks, IF AND ONLY IF you do not plan to build any such networks or, if you have any of them in your city already, you do not touch them.

Thing is, people tend to want all of those features turned on constantly, and that's where things go wrong. Unless something happens that allows us to majorly simplify everything (and ideally I'm talking about being able to create whole new networks without the need for starters and instead have each network have its own unique INRULs, thereby transferring all of the workload off of RUL2 and onto RUL1, where only crossings are needed to be handled), we can't just keep on adding things that aren't necessary or code-hungry.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 13, 2014, 03:24:49 PM
Wow thanks for all the help and massive info blocks Jdenm8 and Ganaram! I will be sure to try and regenerate the PP's tonight - School starts today so my current working time will be cut short by a lot but still :P

Thanks,
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 13, 2014, 08:30:15 PM
Quote from: Durfsurn on July 13, 2014, 03:24:49 PM
Wow thanks for all the help and massive info blocks Jdenm8 and Ganaram! I will be sure to try and regenerate the PP's tonight - School starts today so my current working time will be cut short by a lot but still

As nifty as it is to learn how to make a puzzle piece and all, I don't see it as being as nifty as creating a Flex piece. Not once have I ever made a ramp interface using the puzzle piece method of using just RUL0; all the ramp interfaces I've made thus far has solely been INRUL and RUL2.

In fact, I might run you through the process of INRUL modification later on down the line, but we'll wait after you master RUL0 first.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 13, 2014, 10:44:18 PM
It seems that the PP system for the NAM at least is going out of fashion and in come the FLEX set! I would love to learn more INRUL and I have had a peek at RUL2 and it seems like a lot of uncomplicated strings. Lots and lots and lots of them but still. INRUL I haven't looked into quite yet but maybe soon!

Thanks
-Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 14, 2014, 12:55:51 AM
PPs aren't useless yet. There's still several things that are impractical to do with any combination of RUL2 or INRULing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 14, 2014, 01:23:04 AM
Fix one bug, forty more appear.....

Well after regenerating the PP's without mirroring (I made sure this time :P) I'm back to our friend;

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBchL0rV.png&hash=609ab0115af4c5068eb65bc60cb949764189371f)

Ya. So you can see I have got this problem again. I don't remember how I/we fixed it last time either. I have probably redone the PP creating process 12 times without getting it right. Grrrrrrr. Any help :P

BTW still working on the GLR piece and another special side project some may have seen over a Simtropolis...

Thanks
Durfsurn

EDIT:

*Engage Prof. Hubert Farnsworth's voice*
Good News Everyone!
*Disengage*

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6y5djLq.png&hash=4dc4eb9bca7c0f239653d88f593c2b4cb4c83f59)

However I noticed differing path colours - I thought I saw somewhere that they need extra paths for UDI or something though I am not quite sure (Maybe specially edited (el)rail files?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 14, 2014, 01:53:46 AM
Duplicate the ElRail paths but change the vehicle type to Rail.

As for the RHW piece, that looks like you haven't generated a new Preview Model.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 14, 2014, 02:02:20 AM
Quote from: jdenm8 on July 14, 2014, 01:53:46 AM
As for the RHW piece, that looks like you haven't generated a new Preview Model.

Doesn't the PP maker do this for me?
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 14, 2014, 02:04:44 AM
It does, but it looks like you're still somehow using the old one.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on July 14, 2014, 01:26:06 PM
here is a question... is it possible to have two controllers work in tandem ? This could reduce workload a bit compared to a giant controller.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 14, 2014, 01:39:35 PM
Quote from: Kitsune on July 14, 2014, 01:26:06 PM
here is a question... is it possible to have two controllers work in tandem ? This could reduce workload a bit compared to a giant controller.

No; it all has to be one singular Controller; there's no way to divide it up and tell the game to look for rules in Controller A AND Controller B and use both at once; it's only Controller A OR Controller B.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 14, 2014, 01:53:56 PM
Also, from the standpoint of the findings of the BSC's Miramba Experiment (2006, I believe), up to a certain point, single large files will load quicker than multiple medium-sized files.  This is what prompted the creation of wouanagaine's SC4DatPacker.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on July 15, 2014, 01:10:44 PM
Quote from: GDO29Anagram on July 13, 2014, 02:51:24 PM
It's technically a coding issue in that it's gonna take a lot of code and the Controller is already weighing us down, so we either add it and people's computers slow down or even crash (and we've had people bring up issues related to controller size), or we don't and we avoid the problem altogether.

It's also for this reason that the following is likely never gonna happen:

FlexStacking: stacking two different FlexFlys on top of one another. Crosslinkages would be a nightmare, especially when you include other networks above, below, or in between the two different Flyovers.

Well, shoot; that's too bad that you can't overlap FlexFlys without bogging down the controller with a whole bunch of extra code. I was kinda hoping that this would be possible, but I'd rather not increase my risk for CTDs with a bigger controller. That would be worse than not being able to overlap FlexFlys and make a true 3-level T-interchange.

Regardless, simply being able to have FlexFlys at multiple levels as well as having more elevated ramp pieces will mean that NAM 33 will mark the first time where you can build truly realistic elevated freeways through a CBD and not have to use embankments as a workaround for the lack of elevated ramp pieces.

Quote from: GDO29Anagram on July 13, 2014, 02:51:24 PM
RHW-12S and RHW-10C: Just adding six more networks would call for a 34% increase in controller size.

If I had to choose between which one of those two networks I'd rather have, I'd choose RHW-12S. RHW-10C would just be unnecessary bloat in the controller because it's already possible to build a 10 lane RHW with RHW-10S. OTOH, RHW-12S would actually add a wider RHW network that doesn't exist yet, making it more worthwhile to have IMO.

And besides, I almost never use the C networks except if I want to do FARHW, which you can't currently do with S networks. It's sort of annoying that there's no FA puzzle pieces for the S networks, especially 10S, so I currently have a sharp kink in one of my 10-lane freeways where there's 2 45-degree curves so close to each other that there's not space to plop the smooth 45-degree curves.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 15, 2014, 04:11:12 PM
Quote from: compdude787 on July 15, 2014, 01:10:44 PM
If I had to choose between which one of those two networks I'd rather have, I'd choose RHW-12S. RHW-10C would just be unnecessary bloat in the controller because it's already possible to build a 10 lane RHW with RHW-10S.

I'm actually on the other end of the spectrum; I'd actually rather have the 10C; this makes it possible to have separable and combined networks for every single width; if you tried to make a diagonal 10S, you'd have a giant gap between the two carriageways, which is expected to be the big argument for including a 10C. Plus, true to the original definition of a C-type network, a 10C would be more compact than a 10S. Including the 12S only makes sense after including a 10C, since having both the 10C and 12S at once represents a consistently increased width cap, analogous to the 10S and 8C.

However, even just adding one of the two is expected to lead to requests for adding the other; regardless of whether we add a 10C or a 12S doesn't help because people will starting wanting more afterwards. It's for that reason that both the 10C and the 12S, no matter which one you add first, or whether you add them as orthogonal-only, or if you add them as cosmetic pieces, or if you only decide to add only one of the two, will never happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on July 15, 2014, 10:28:19 PM
Quote from: GDO29Anagram on July 15, 2014, 04:11:12 PM
It's for that reason that both the 10C and the 12S [...] will never happen.

Never say never. $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 16, 2014, 12:00:35 AM
Quote from: memo on July 15, 2014, 10:28:19 PM
Never say never. $%Grinno$%

OK, well there's that; something could always come up that could change everything, but as it stands, I don't know what it is, and probably no one else knows, either.

Also a correction: turns out the original definition of WaveRide also includes INRUL patterns:

Quote from: Blue Lightning on August 23, 2010, 05:31:36 AM
WAVERide (or override wave) is a method where, using anchor point tiles OR Individual Network RUL triggers (such as with DRIs) to initiate an override to draw a setup, allow for extremely flexible setups, extensibility, regenerability (usually), and draggable solutions to normally considered impossible to drag setups (barring autoplace puzzlepieces, and we all know what happened with autoplace FAR).

But then certain INRUL patterns can be natively drawn (DRI/EDRI) but others can't (FlexRamps), which means that WaveRide would have to encompass both draggables and Flex Pieces. Things that are beyond RHW, like the Avenue Roundabout and the DSRI, would be WaveRide, but also some things more surprising like even the Roundabouts for Street, Road, and One Way Road, would fit this category, and even the automatic turn lanes and Draggable FAR.

So, by that definition, what's the first-ever WaveRide feature?  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on July 16, 2014, 01:29:41 PM
NAM Team,

I am not sure if I missed it or not, but will flex ramps for the upcoming NAM update have the capability to diagonal interchanges for RHW8S and above?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on July 16, 2014, 01:36:17 PM
Quote from: GDO29Anagram on July 16, 2014, 12:00:35 AM
But then certain INRUL patterns can be natively drawn (DRI/EDRI) but others can't (FlexRamps), which means that WaveRide would have to encompass both draggables and Flex Pieces. Things that are beyond RHW, like the Avenue Roundabout and the DSRI, would be WaveRide, but also some things more surprising like even the Roundabouts for Street, Road, and One Way Road, would fit this category, and even the automatic turn lanes and Draggable FAR.

So, by that definition, what's the first-ever WaveRide feature?  %confuso

Maybe I made my definition too broad. Oh well it sounded cool at the time :-[
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 16, 2014, 04:04:02 PM
Quote from: dyoungyn on July 16, 2014, 01:29:41 PM
NAM Team,

I am not sure if I missed it or not, but will flex ramps for the upcoming NAM update have the capability to diagonal interchanges for RHW8S and above?

dyoungyn

We haven't made any new diagonal ramp interfaces this release cycle.  That's still on the docket for a future release, but probably not NAM 33.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on July 16, 2014, 09:08:26 PM
Quote from: Tarkus on July 16, 2014, 04:04:02 PM
Quote from: dyoungyn on July 16, 2014, 01:29:41 PM
NAM Team,

I am not sure if I missed it or not, but will flex ramps for the upcoming NAM update have the capability to diagonal interchanges for RHW8S and above?

dyoungyn

We haven't made any new diagonal ramp interfaces this release cycle.  That's still on the docket for a future release, but probably not NAM 33.

-Alex

Alex,

Thank you for the reply so soon.  I was hoping for some new interchanges for diagnals to give my city a little more character than just straght and as I love the work you all do and great to see the RHWFAR6S and RHW6S interchanges.  However, I am stuck now as one of my maps is RHW8S and jammed all going to one interchange and want to build another but the area is diagonal.  Oh well, so sad, to bad.  Thank you all again for all you hard work and so thankful that people such as the yourself is keeping SC4 alive.

Don
Title: Re: RHW (RealHighway) - Development and Support
Post by: bnsf611 on July 19, 2014, 08:56:53 AM
Is there any way to make this intersection work? I've tried clicking everywhere to no avail.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8vx1W4g.png&hash=cc0c9cc729f7c27f1cd5269bfc7dee9f886a4300)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2014, 01:00:30 PM
Having an extra tile in one or both directions between the height transition/on-slope and the intersection might help.  I don't know that there's the stability code in place to do just what you've attempted--the stability code required would be on the Road Viaduct end, rather than the RHW end.  In specific, there'd need to be code to handle an L1 Road-over-L0 RHW-4 next to L1 Road x L1 Road, and vice versa.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 21, 2014, 06:16:47 AM
Hey again,

Big improvements at Durfsurn HQ but a different problem has arisen. Since last time I have:
-Completely reworked the texture from scratch
-Made a completely new PP
-Re-installed a new, clean NAM 32
-Preview Models now work seamlessly

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzYAjRPI.jpg&hash=773635334dbb35730c7dc9394dc0747b73180059)

The problem I have is, the rotations of the transposed clone (the exit piece in this case). Here is the code where I assume the problem is, I have experimented with a few things to no avail so any help is appreciated.

[HighwayIntersectionInfo_0x00005FF1]
;Added by Durfsurn 07/17/2014
;RHW-8S F1 Outside Inverted Ramp Entry
Piece = 0.0, 0.0, 0, 0, 0x5FF10005
PreviewEffect = preview_rhw8sf1outsideinverted

CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =....AAA....
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =....|||....
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10000
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10000
Costs       = 410

[HighwayIntersectionInfo_0x00015FF1]
CopyFrom = 0x5FF1
Rotate = 1
[HighwayIntersectionInfo_0x00025FF1]
CopyFrom = 0x5FF1
Rotate = 2
[HighwayIntersectionInfo_0x00035FF1]
CopyFrom = 0x5FF1
Rotate = 3

[HighwayIntersectionInfo_0x00045FF1]
;Added by Durfsurn 07/17/2014
;RHW-8S F1 Outside Inverted Ramp Exit
Piece = 0.0, 0.0, 0, 0, 0x5FF10505
PreviewEffect = preview_rhw8sf1outsideinverted1

CellLayout =...........
CellLayout =...........
CellLayout =....AA....<
CellLayout =....AA.....
CellLayout =....AA.....
CellLayout =...AAA.....
CellLayout =...........
CellLayout =....^......

CheckType = A - dirtroad: 0x02000200

ConsLayout =...........
ConsLayout =...........
ConsLayout =....||....<
ConsLayout =....||.....
ConsLayout =....||.....
ConsLayout =...|||.....
ConsLayout =...........
ConsLayout =....^......

AutoTileBase = 0x5FF10500
ReplacementIntersection = 0, 0
PlaceQueryID = 0x5FF10500
Costs       = 410

[HighwayIntersectionInfo_0x00055FF1]
CopyFrom = 0x45FF1
Rotate = 1
Transpose = 1
[HighwayIntersectionInfo_0x00065FF1]
CopyFrom = 0x45FF1
Rotate = 2
Transpose = 1
[HighwayIntersectionInfo_0x00075FF1]
CopyFrom = 0x45FF1
Rotate = 3
Transpose = 1


Still to do:
-Fix bilinear stuff on s3d models in reader
-possible texture clean up
-redo all paths
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 21, 2014, 07:08:29 AM
You're Transposing the already Transposed Clone. Also, you've got no stubs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 21, 2014, 08:35:59 AM
What do I add for stubs? Just another "a" and "|" at the required spots (MIS and the RHW-8) or?
I will fix the code. I remember I was trying something with transposing before and forgot to get rid of it afterwards.

Thanks,
Durfsurn
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on July 21, 2014, 03:17:20 PM
No, for stubs you add Optional tiles. Have a look at how some of the other PPs do it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on July 23, 2014, 04:50:03 AM
I'm having this problem.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fn7omSPSl.png&hash=a5304a5f1fe47eaf26e1e9d71226b915802ec71f) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fn00UD90l.png&hash=33979792d0e0cafea175e11959dab3f940640dff)

Since I can't use the farhw-6 as a decent template for the geometry how do you NAMites line it up?
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on August 04, 2014, 03:46:20 PM
I'm drooling for the new develop. &apls
I can't wait!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Death50 on August 05, 2014, 01:09:21 PM
Are there any transitions or something for LVL 4 RHW? I found the transitions for 0 - 3 but not level 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: isii94 on August 05, 2014, 01:14:11 PM
That's what flex transitions are for.
Plop a 2 level transition and drag a level 2 network into the lower end to get a level 4 network on the other end.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 06, 2014, 01:24:08 AM
The benefits of going to a 5x5 setup . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMhOCq6v.jpg&hash=68d328ab8a5a334d9ff478a7eb74815fa6b019ce)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on August 06, 2014, 01:37:36 AM
 &apls

Excellent work Alex! Now all we need is a L4 FlexCurve over a L3 over an L2 over an L1 over a L0 Flex curve and you're done  $%Grinno$%

Just wondering - how many lines of RUL2 code for every rotation and tile overlap for instance a L2 over L1 FlexFly stack would there be?

-Billy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 06, 2014, 02:04:14 AM
Quote from: Durfsurn on August 06, 2014, 01:37:36 AM
Just wondering - how many lines of RUL2 code for every rotation and tile overlap for instance a L2 over L1 FlexFly stack would there be?

I don't know the exact figure, but I do know for certain that it'd be an absurdly high figure (hundreds of thousands of lines :o), especially if you were to add adjacency support for other RHW crossings in the midst of the FLEXFly-over-FLEXFly setup.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 07, 2014, 03:16:18 AM
Just wanted to let RHW users know that I've just released a modified version of my RHW-4 toll booth for the RHW-6S. Available on the STEX (http://community.simtropolis.com/files/file/29788-rhw-6s-toll-booth/). I think it's the first working toll booth for the network.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Friiga%2FSC4%2Fimg_6s_1.jpg&hash=bb089cb45ef5b361e85ed933c1d668de429f8b04)
(Also comes with American textures)
Title: Re: RHW (RealHighway) - Development and Support
Post by: figui on August 07, 2014, 07:18:39 AM
woow, thanks riiga,  :thumbsup:

(although i think the lanes should be much longer...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on August 07, 2014, 07:41:14 AM
I really like those tollbooths. Thanks a lot, riiga :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on August 07, 2014, 03:11:22 PM
Those toll booths are tasty! I'd like some in my cities for sure.
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on August 08, 2014, 07:28:41 AM
Quote from: riiga on August 07, 2014, 03:16:18 AM
Just wanted to let RHW users know that I've just released a modified version of my RHW-4 toll booth for the RHW-6S. Available on the STEX (http://community.simtropolis.com/files/file/29788-rhw-6s-toll-booth/). I think it's the first working toll booth for the network.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Friiga%2FSC4%2Fimg_6s_1.jpg&hash=bb089cb45ef5b361e85ed933c1d668de429f8b04)
(Also comes with American textures)

Would it be possible to release a LHD version? And for the 4RHW version too.. They look awesome, and it would be great to have them for both versions.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 08, 2014, 08:24:26 AM
Quote from: cmdp123789 on August 08, 2014, 07:28:41 AM
Would it be possible to release a LHD version? And for the 4RHW version too.. They look awesome, and it would be great to have them for both versions.  &apls
Not in the near future as that would require changing the model and re-rendering it, which I don't have the time or patience to do at the moment.
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierrebaptiste on August 11, 2014, 01:14:04 PM
Very good Riga  &apls

It's an exellent project  ;)

You can add way on your model ?

For exemple like the mine 10 or 12 ways of toll booth
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 11, 2014, 02:21:13 PM
Quote from: riiga on August 07, 2014, 03:16:18 AM
Just wanted to let RHW users know that I've just released a modified version of my RHW-4 toll booth for the RHW-6S. Available on the STEX (http://community.simtropolis.com/files/file/29788-rhw-6s-toll-booth/). I think it's the first working toll booth for the network.
(Also comes with American textures)

Thanks for sharing. It's nice to have something for my larger RHWs (I almost never use the RHW-4 in such a fashion, mostly for rural roadways, so something for those larger tollways is nice).

I know time is limited on your end (and the age-old adage of doing something yourself if you want it), but would it be possible to make a version w/o the HOV/TAG lane? I usually set up tollroads like So-Cal, where our HOV/FasTrak lanes are completely separated at the toll interchange (i.e. toll takes one branch, HOV takes another, and they converge shortly after the toll collection point).

If not, that's fine, just wondered if it was easy for you to do, and it couldn't hurt to ask. Obviously my request is a bit specific.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on August 11, 2014, 05:49:40 PM
Quote from: APSMS on August 11, 2014, 02:21:13 PM
I know time is limited on your end (and the age-old adage of doing something yourself if you want it), but would it be possible to make a version w/o the HOV/TAG lane?
The text "TAG" and the red pavement isn't present in the American textures, but to separate the electronic toll entirely would require remodelling and re-rendering the model.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 13, 2014, 12:28:34 AM
Ah. I was aware of American texture differences, but I hadn't realized that the electronic toll gantry was part of the main model.

No problem then. Thanks for the rest of it!
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on August 15, 2014, 01:04:11 PM
Quick question -

I loaded up an old city (probably 2-3 years ago at least) and when I place a RHW starter piece the game immediately crashes to desktop.  This is on the filled out maps, so there is lots of old default maxis highways and interchanges.  I have no issue bulldozing all this if this is the problem.

I do not have this issue on other maps in the region - which have a lot less development.

Thoughts?  Thanks in advance!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2014, 02:43:31 AM
It's possible there's some other corruption in the city save file.  That can sometimes happen with older cities that you've played awhile, unfortunately.  Additionally, if there's proximity to transit enabled lots, that crash-to-desktop is the oldest one in the book.  The presence of MHWs isn't going to make the RHW turn up its nose and crash.

On another note . . . just because FLEX-OnSlopes couldn't do something well in NAM 32 doesn't mean that'll still be the case in NAM 33.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F57Dt85q.jpg&hash=07affed7a2d3d6b1b736c8a661a12714d28399d0)

That's a top priority for this cycle.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: esto on August 16, 2014, 10:19:42 AM
Quote from: Tarkus on August 16, 2014, 02:43:31 AM
It's possible there's some other corruption in the city save file.  That can sometimes happen with older cities that you've played awhile, unfortunately.  Additionally, if there's proximity to transit enabled lots, that crash-to-desktop is the oldest one in the book.  The presence of MHWs isn't going to make the RHW turn up its nose and crash.

Thanks!  I deleted some of the inevitable brown boxes and was able to place starters no problem.  Now when I place RHW curves it immediately CTD.  Weird.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 21, 2014, 02:26:38 PM
I got a suggestion: any road/ave crossing the RHW instead of defaulting to nothing defaults to the 7.5m overpass. It would prolly save a fair bit of code and give us the ability to do compact interchanges again.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 21, 2014, 06:03:31 PM
Quote from: Kitsune on August 21, 2014, 02:26:38 PM
I got a suggestion: any road/ave crossing the RHW instead of defaulting to nothing defaults to the 7.5m overpass. It would prolly save a fair bit of code and give us the ability to do compact interchanges again.

The issue is that different RHWs have different levels of access control.  The ground RHW-2 and MIS support all at-grades, and the RHW-3 and RHW-4 support some (Roads, but not Avenues).  We'd also have to deal with potential interference in the case of 15m setups.  The best solution is just to get the viaduct adjacency code solid.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 22, 2014, 12:15:48 AM
Actually, there's no MIS-street support IIRC. But if you want to add it, go right ahead.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2014, 12:38:38 AM
Quote from: Wiimeiser on August 22, 2014, 12:15:48 AM
Actually, there's no MIS-street support IIRC. But if you want to add it, go right ahead.

Had forgotten about that one.  Don't know that there's really any need for a Street intersection, though . . . it had been discussed back in the RHW 2.0 days, but we decided against it.  Ditto with RHW-4/Avenue at-grades.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on August 22, 2014, 01:55:22 PM
see my question is with all the improvements  is this type of really tight intersection going to be possible? Right now its converting to a ground base ave x rhw-6s:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fdiamond.jpg&hash=d411affc643cd63f42d17cf8be8626eff11faeea)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on August 22, 2014, 04:27:29 PM
Lots of close, compact interchanges aren't possible yet due to the massive amount of adjacency code all the various networks need.
In NAM 33, there is a big push to stabilise this kind of stuff by the team ;)

-Billy
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 22, 2014, 04:32:57 PM
Quote from: Kitsune on August 22, 2014, 01:55:22 PM
see my question is with all the improvements  is this type of really tight intersection going to be possible? Right now its converting to a ground base ave x rhw-6s:

Something to bear in mind is that because of how the MIS height transition overlaps with the RHW-6S, they technically weren't meant to be that close to one another. Ideally, you'd have a one-tile space between the MIS and the RHW-6S anyway, and if you were dealing with elevated Type A1/D1 Ramps (and other similar ramp interfaces involving an RHW-6S mainline, such as the 8S Type A2, 10S Type D2, and 10S Type C3 ramps), that'd be the case as well. This is basically part of the reason there has never been a Type A1 Ramp for any of the elevated RHW-6Ses, because of how the MIS and 6S shoulders would overlap (the ideal ramp interface to include for that would have to be a Type A1 Wide).
Title: Re: RHW (RealHighway) - Development and Support
Post by: fafalone on August 28, 2014, 10:34:50 AM
Quote from: Kitsune on August 22, 2014, 01:55:22 PM
see my question is with all the improvements  is this type of really tight intersection going to be possible? Right now its converting to a ground base ave x rhw-6s:


You're just talking about 7.5m right? Because the 15m ave x rhw6s interchange is already possible, just a little tricky.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Frc4iOXE.png&hash=be20b85c8c960ae808f14d4b8b7e8ea23152f537)
Title: Re: RHW (RealHighway) - Development and Support
Post by: zimmie on August 29, 2014, 02:19:15 PM
Quote from: fafalone on August 28, 2014, 10:34:50 AM
Quote from: Kitsune on August 22, 2014, 01:55:22 PM
see my question is with all the improvements  is this type of really tight intersection going to be possible? Right now its converting to a ground base ave x rhw-6s:


You're just talking about 7.5m right? Because the 15m ave x rhw6s interchange is already possible, just a little tricky.


Not an answer to the original question... but here is one more option.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhtdG0s7.jpg&hash=f7eff1fb68d50152b67815e603bd12dd2f4b2a4f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2014, 06:14:09 PM
That particular option should, theoretically, be more stable (ground RHW-4 is one of the more stable networks), and avoids the overhang issue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: zimmie on August 29, 2014, 07:28:29 PM
That initial setup works with the 7.5M draggable road overpass. Although I don't know how he got the 8S ramps so close to the flex-height ramps.
That part wouldn't work for me.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRXRGIGs.jpg&hash=341beb4f543ca170abf43714793c051db5a3ee13)
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 04, 2014, 07:21:34 AM
Quote from: riiga on August 07, 2014, 03:16:18 AM
Just wanted to let RHW users know that I've just released a modified version of my RHW-4 toll booth for the RHW-6S. Available on the STEX (http://community.simtropolis.com/files/file/29788-rhw-6s-toll-booth/). I think it's the first working toll booth for the network.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Friiga%2FSC4%2Fimg_6s_1.jpg&hash=bb089cb45ef5b361e85ed933c1d668de429f8b04)
(Also comes with American textures)

The idea is OK, but I have a pair of critique:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on September 04, 2014, 07:41:14 AM
Quote from: zimmie on August 29, 2014, 07:28:29 PM
Although I don't know how he got the 8S ramps so close to the flex-height ramps. That part wouldn't work for me.
I would guess either Flex Ramps or Draggable Ramps :)

-Billy

EDIT:
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.

Then you couldn't have it one tile apart for instance. Or in conjunction with the RHW-4 one :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 04, 2014, 08:26:55 AM
Quote from: Durfsurn on September 04, 2014, 07:41:14 AM
Quote from: zimmie on August 29, 2014, 07:28:29 PM
Although I don't know how he got the 8S ramps so close to the flex-height ramps. That part wouldn't work for me.
I would guess either Flex Ramps or Draggable Ramps :)


Yeah, the nice thing with FlexRamps is that they can be closer to other Flex pieces (like the FlexHT transition) or other puzzle pieces because they don't have that one-tile stub on either end.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 04, 2014, 08:32:35 AM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.

Not always. There was a tollbooth relatively near me, the Loganlea Road Toll Plaza on the Gateway Motorway, that had two separate buildings that didn't line up. They're certainly less common, but they do still exist.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on September 04, 2014, 11:07:41 AM
Just a question regarding Riiga's toll booth models, I know this isn't RHW related exactly but seeing as he presented these here as well I thought to ask my question here as well. Also I asked this on the comments section of his download over at the STEX but have yet to receive an answer. Anyway my question is, does the model have night lights, because when I switch into night time mode (I usually keep the game on day light mode when building stuff) the toll booth model doesn't light up?

Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 04, 2014, 11:31:36 AM
Quote from: CahosRahneVeloza on September 04, 2014, 11:07:41 AM
Just a question regarding Riiga's toll booth models, I know this isn't RHW related exactly but seeing as he presented these here as well I thought to ask my question here as well. Also I asked this on the comments section of his download over at the STEX but have yet to receive an answer. Anyway my question is, does the model have night lights, because when I switch into night time mode (I usually keep the game on day light mode when building stuff) the toll booth model doesn't light up?


I suppose you could slap some lights next to it from Mandelsoft's Light Replacement mod and call it macaroni. Or load the toll booth up in LE and plop some lights in. But this wouldn't fix the issue with the toll booth itself not lighting up, but that's really something Riiga would have to fix himself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 04, 2014, 11:57:37 AM
Quote from: jdenm8 on September 04, 2014, 08:32:35 AM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.
Not always. There was a tollbooth relatively near me, the Loganlea Road Toll Plaza on the Gateway Motorway, that had two separate buildings that didn't line up. They're certainly less common, but they do still exist.
To agree with jdenm8, BAM (http://goo.gl/maps/Uq0p6); the San Joaquin Hills Transportation Corridor. Been through that one probably around 300 times over the last 15 years. Definitely not a set of buildings, and certainly not symmetrical.

I know English is probably not your strong suit, but it might be better to phrase your critiques less strongly, esp. when the stuff is made for free and based probably on RL examples not in your region.
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on September 04, 2014, 12:55:33 PM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.
The images shows two lots side by side. The lot is just one side for maximum flexibility.

Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
If you make the building specular, you could use it for the LHD version.
I pretty much only need to flip the model and flip back some textures for the LHD version, but that takes time and requires setting up gMax etc again. The reason I made the RHW-6S version in the first place was that I figured out a way to do it by just changing road textures and other stuff that I can easily do without editing the model.

Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
You can make only the RHW-10 section, so the gamers can make custom carriageways.
?

Quote from: CahosRahneVeloza on September 04, 2014, 11:07:41 AM
Just a question regarding Riiga's toll booth models, I know this isn't RHW related exactly but seeing as he presented these here as well I thought to ask my question here as well. Also I asked this on the comments section of his download over at the STEX but have yet to receive an answer. Anyway my question is, does the model have night lights, because when I switch into night time mode (I usually keep the game on day light mode when building stuff) the toll booth model doesn't light up?
No nightlights. I never use the night mode and I'm not that good a BATer to know how to make them.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tropod on September 04, 2014, 03:22:34 PM
Quote from: jdenm8 on September 04, 2014, 08:32:35 AM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.

Not always. There was a tollbooth relatively near me, the Loganlea Road Toll Plaza on the Gateway Motorway, that had two separate buildings that didn't line up. They're certainly less common, but they do still exist.

That's coz us aussies are a backward lot  ;).
Actually now all that is gone as they've all been replaced with electronic gantries - so no more strip of buildings on the carriageways :P.
Title: Re: RHW (RealHighway) - Development and Support
Post by: CahosRahneVeloza on September 04, 2014, 05:40:29 PM
Quote from: riiga on September 04, 2014, 12:55:33 PM
No nightlights. I never use the night mode and I'm not that good a BATer to know how to make them.

It's fine actually I just needed confirmation.

BTW I too prefer to stay in eternal day light  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 05, 2014, 12:24:09 AM
Quote from: APSMS on September 04, 2014, 11:57:37 AM
Quote from: jdenm8 on September 04, 2014, 08:32:35 AM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.
Not always. There was a tollbooth relatively near me, the Loganlea Road Toll Plaza on the Gateway Motorway, that had two separate buildings that didn't line up. They're certainly less common, but they do still exist.
To agree with jdenm8, BAM (http://goo.gl/maps/Uq0p6); the San Joaquin Hills Transportation Corridor. Been through that one probably around 300 times over the last 15 years. Definitely not a set of buildings, and certainly not symmetrical.

I know English is probably not your strong suit, but it might be better to phrase your critiques less strongly, esp. when the stuff is made for free and based probably on RL examples not in your region.

Sorry for the "strong suit", I forgot the "usually" adverb. :(
And these are only suggestions not orders.





Quote from: riiga on September 04, 2014, 12:55:33 PM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
The lot is asymmetrical and in real life the toll booths are a unique strip of building on the carriageways.
The images shows two lots side by side. The lot is just one side for maximum flexibility.
I refer to the Automatic gantry.

Quote from: riiga on September 04, 2014, 12:55:33 PM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
If you make the building specular, you could use it for the LHD version.
I pretty much only need to flip the model and flip back some textures for the LHD version, but that takes time and requires setting up gMax etc again. The reason I made the RHW-6S version in the first place was that I figured out a way to do it by just changing road textures and other stuff that I can easily do without editing the model.
I suggested this to avoid further work and to make one building for both driving direction. ;)

Quote from: riiga on September 04, 2014, 12:55:33 PM
Quote from: vinlabsc3k on September 04, 2014, 07:21:34 AM
You can make only the RHW-10 section, so the gamers can make custom carriageways.
?
I meant to say to create just the part with gantries and not the width transitions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 07, 2014, 01:52:36 PM
I just wanna share two things:

1. This ramp interface.
2. A rather cheesy but fitting title that I came up whilst chatting with others.

http://www.youtube.com/v/cTFlXo4cSZ8
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 07, 2014, 06:28:18 PM
You know, this is going to be so awesome! And I won't even have to plop starters anymore! Just drag and it appears! Awesome work, Ganaram!!!!

:thumbsup:  &apls  &apls  &apls  &apls  &apls x9002
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 07, 2014, 08:01:45 PM
So, the number of RHWs branching off the DRI area is the number of lanes on the ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 07, 2014, 08:24:34 PM
Quote from: compdude787 on September 07, 2014, 06:28:18 PM
You know, this is going to be so awesome! And I won't even have to plop starters anymore! Just drag and it appears! Awesome work, Ganaram!!!!

If you recall one of the previous dev videos I had (the ones that had the inside D1 ramps), a lot of the ramps are already starterless; more so, the ramp itself is a starter.

Come up with enough patterns and you can theoretically eliminate the need for starters, though the patterns would become progressively more confusing to use since you'd need 30+ patterns.

Quote from: Wiimeiser on September 07, 2014, 08:01:45 PM
So, the number of RHWs branching off the DRI area is the number of lanes on the ramp?

That statement's a bit ambiguous; branching off of what part of the DRI area?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 08, 2014, 01:32:31 AM
Quote from: GDO29Anagram on September 07, 2014, 08:24:34 PM
Quote from: compdude787 on September 07, 2014, 06:28:18 PM

Quote from: Wiimeiser on September 07, 2014, 08:01:45 PM
So, the number of RHWs branching off the DRI area is the number of lanes on the ramp?

That statement's a bit ambiguous; branching off of what part of the DRI area?
You dragged two RHWs perpendicular to the main RHW, instead of one
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 08, 2014, 02:29:19 AM
Awesome  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2014, 04:00:25 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F535122589880206015%2F08B2995AB9874386657566193C094487ACB5A184%2F&hash=689c282059d560c5787a49509fac9704a2fa73ab)

No more random lane jumping when most traffic is turning.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 08, 2014, 07:26:17 AM
Nice addition, could be useful.

(Also, my previous post messed up...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: CasperVg on September 08, 2014, 07:57:28 AM
Very nice work, I'm looking forward to building some more Volleyball interchanges soon
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 08, 2014, 11:19:39 AM
Quote from: Wiimeiser on September 08, 2014, 07:26:17 AM
Nice addition, could be useful.

(Also, my previous post messed up...)

I agree, this is a nice addition here. BTW @Wiimeiser you can edit your previous post. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on September 08, 2014, 04:26:04 PM
Quote from: jdenm8 on September 08, 2014, 04:00:25 AM
http://cloud-4.steampowered.com/ugc/535122589880206015/08B2995AB9874386657566193C094487ACB5A184/

No more random lane jumping when most traffic is turning.

What! What? I come back after the Summer only to find traffic signals installed in the middle of this thing? I don't get why the stop lines are located after the crossing on the single lane MIS-based intersection at the bottom right, assuming RHD.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on September 08, 2014, 05:18:11 PM
That interchange was built in an LHT game, so the stop lines will be on the 'wrong' side of the intersections.

The A1 didn't have its LHT textures included in the installer (:angrymore:) so its stop lines won't match up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 08, 2014, 07:55:28 PM
Guess I didn't state the reason I was making a Type A2 Wide Ramp...

Is this reason enough for you guys?

http://www.youtube.com/v/93Q4PBLBVp4
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 08, 2014, 09:17:11 PM
Every time I see a post from you in this thread, I'm thinking "ooh, I wonder what new thing he just came up with now" and I take a look and everytime, you never fail to amaze This is awesome!!!!!!   :thumbsup: &apls &apls &apls &apls &apls &apls &apls x9003 :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on September 08, 2014, 11:31:53 PM
that really is some sweet sweet sauce, wowowowwow
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 09, 2014, 01:03:10 AM
Alright, I just had to make this video because I thought it'd be a good idea to do so. It shows the work that went into making one of those ramp interfaces. The original vid was about 45 minutes long, but most of that time came from getting sidetracked for a good amount of time, and had I not filled that in with random filler (you'll see what I mean by that), it would've been too boring (literally, about 10 minutes of the original video was just staring at the same window doing nothing).

http://www.youtube.com/v/oa5t4RD6b-U
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 09, 2014, 02:07:48 AM
This is awesome!!! &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: hellodave on September 09, 2014, 11:35:19 AM
WOW.
I mean, erm, what? Mind blown.
Just when I think I can't be any more amazed with the things you guys do, I get more amazed.
Incredible.
&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 09, 2014, 01:11:27 PM
Wow, seeing you do all this (which I don't know if I could do) makes me have even more respect for all the work that goes into making these pieces! Very impressive! :D &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on September 09, 2014, 06:50:40 PM
 :o

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 10, 2014, 05:04:23 AM
If I could, I'd totally give you a K-point, Ganaram! That's seriously impressive stuff.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F271e2ceeb456469e1489be3f22299700.jpg&hash=7f8e8396b8e35b473a98a2da409f86152ff95d43)
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on September 10, 2014, 05:46:01 AM
Quote from: Shadow Assassin on September 10, 2014, 05:04:23 AM
If I could, I'd totally give you a K-point, Ganaram! That's seriously impressive stuff.
Done that for ya! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 10, 2014, 11:53:41 AM
Quote from: Shadow Assassin on September 10, 2014, 05:04:23 AM
If I could, I'd totally give you a K-point, Ganaram! That's seriously impressive stuff.

[pic of FARHW-8S]

Ooh, nice new FARHW-8S photo! That's something that's been missing for a long while. Any plans to make FARHW-10 puzzle pieces too? If so, I'd suggest doing them much the same as the FARHW-6C and -8C pieces are set up, with no gap in between, as there's no RHW-10C. FARHW-10 would be really nice because I currently have a kink in my RHW-10 (two sharp 45 degree curves that make a sharp s-curve) that could use some FA pieces to smooth out.

EDIT: Just noticed that that's FAR-2. Things are getting even better!!!! I also forgot the obligatory applause and two thumbs up for the NAM team. :D

:thumbsup:  :thumbsup: &apls &apls &apls &apls &apls &apls &apls x9004 ;D

EDIT2: Gotta throw in a dancing elephant too because the NAM team deserves one ;D  &dance
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 10, 2014, 12:15:45 PM
Quote from: compdude787 on September 09, 2014, 01:11:27 PM
Wow, seeing you do all this (which I don't know if I could do) makes me have even more respect for all the work that goes into making these pieces! Very impressive! :D &apls &apls
Quote from: Shadow Assassin on September 10, 2014, 05:04:23 AM
If I could, I'd totally give you a K-point, Ganaram! That's seriously impressive stuff.
Quote from: MandelSoft on September 10, 2014, 05:46:01 AM
Quote from: Shadow Assassin on September 10, 2014, 05:04:23 AM
If I could, I'd totally give you a K-point, Ganaram! That's seriously impressive stuff.
Done that for ya! :thumbsup:

Thanks guys. Ironically, when I started EDRI back in May, my only intention was to see if I can draggablise the current set of FlexRamps, like the 8S D2 Ramp and the 8S D1 Ramp. Type A2 and B2 DRIs for all RHW-6S+ networks was the first thing it exploded into. Hopefully it shows that you don't need puzzle pieces for anything. (Well, anything that's periodic, and ramp interfaces are periodic.)

Quote from: compdude787 on September 10, 2014, 11:53:41 AM
EDIT: Just noticed that that's FAR-2. Things are getting even better!!!! I also forgot the obligatory applause and two thumbs up for the NAM team. :D

EDIT2: Gotta throw in a dancing elephant too because the NAM team deserves one ;D  &dance

I was gonna say, the term FARHW has now become as vague as ERHW; if you say ERHW-6, do you mean L1 RHW-6S, L2 RHW-6S, L3 RHW-6S, L4 RHW-6S, L1 RHW-6C, or L2 RHW-6C? FARHW's the same deal now; do you mean FA3 RHW-8S or FA2 RHW-8S?

What else do you think "Nine degrees of separation" means?
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 10, 2014, 07:13:10 PM
Quote from: GDO29Anagram on September 10, 2014, 12:15:45 PM
I was gonna say, the term FARHW has now become as vague as ERHW; if you say ERHW-6, do you mean L1 RHW-6S, L2 RHW-6S, L3 RHW-6S, L4 RHW-6S, L1 RHW-6C, or L2 RHW-6C? FARHW's the same deal now; do you mean FA3 RHW-8S or FA2 RHW-8S?

What else do you think "Nine degrees of separation" means?

Well, I wrote the post before I realized that Shadow Assassin was showing FA-2 in his picture. So now FARHW is no longer an unambiguous term. Anyway, for the currently existing FA puzzle pieces, I'm referring to FA-3 as there aren't any FA-2 RHW puzzle pieces in the publicly-available NAM. But for the FARHW-10 I'm referring to FA-2 and FA-3; both would be nice to have.
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 11, 2014, 12:51:51 AM
"Simply" awesome!! &apls &apls &apls &apls &apls

I can't wait for these new features. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on September 11, 2014, 04:00:47 PM
Great work Ganaram. Keep going ;)


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 12, 2014, 11:44:27 AM
Awesome work Ganaram  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on September 13, 2014, 04:29:26 AM
0_x

http://www.youtube.com/v/Vhcj2I_z76s

I think I just simplified the D1 and E1 ramp patterns by 70 billion light years...

If you wanna compare it with the pattern I had for it before...

http://www.youtube.com/v/xVK19zljqfE

That video also shows some of the patterns I had planned for the Type X2 ramps as well, but with that newfound innovation, it means that I can recycle some of the old patterns and even remove the need of that stub remover method thingamabob doohickey.
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on September 13, 2014, 08:04:03 AM
looks great, specially the one to two lane exit trick.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 13, 2014, 10:30:32 AM
I like the new pattern you came up with; seems a lot simpler. So you basically drag down a few tiles, then out to the left a few tiles to get that diagonal? Did I see that right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 14, 2014, 04:41:39 AM
Quote from: compdude787 on September 10, 2014, 11:53:41 AM
Ooh, nice new FARHW-8S photo! That's something that's been missing for a long while. Any plans to make FARHW-10 puzzle pieces too? If so, I'd suggest doing them much the same as the FARHW-6C and -8C pieces are set up, with no gap in between, as there's no RHW-10C. FARHW-10 would be really nice because I currently have a kink in my RHW-10 (two sharp 45 degree curves that make a sharp s-curve) that could use some FA pieces to smooth out.

EDIT: Just noticed that that's FAR-2. Things are getting even better!!!! I also forgot the obligatory applause and two thumbs up for the NAM team. :D

You were saying about FA-2 RHW-10S?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fd54ad5943990a9e0a32e7c1d0e4d7291.jpg&hash=777c1ddd95f5a542ba46560cb161bbef03cdd58a)

As for quad-tile (that's 2x10S, for example)... wait and see. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 14, 2014, 03:38:12 PM
Amazing stuff here guys &apls &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dexter89 on September 15, 2014, 09:20:41 AM
Hey guys,
I'm really happy with the RHW in NAM32.1 (Mac), but I have one problem: when using the QuickChange Partial Diamond (L0 RHW, L1 Surface) piece and connecting the ramp to the L1 road, the viaduct pieces of the road over the RHW4 change into a surface-level crossing. It's the same thing that happens in Tarkus' video at 7:17: http://youtu.be/aGd4b4YD_84?t=7m16s (http://youtu.be/aGd4b4YD_84?t=7m16s). He does something to revert back to a L1 viaduct, but what?
Thanks!
Title: Re: RHW (RealHighway) - Development and Support
Post by: joshua43214 on September 15, 2014, 10:35:30 AM
Quote from: dexter89 on September 15, 2014, 09:20:41 AM
Hey guys,
I'm really happy with the RHW in NAM32.1 (Mac), but I have one problem: when using the QuickChange Partial Diamond (L0 RHW, L1 Surface) piece and connecting the ramp to the L1 road, the viaduct pieces of the road over the RHW4 change into a surface-level crossing. It's the same thing that happens in Tarkus' video at 7:17: http://youtu.be/aGd4b4YD_84?t=7m16s (http://youtu.be/aGd4b4YD_84?t=7m16s). He does something to revert back to a L1 viaduct, but what?
Thanks!

He just plopped a single RHW tile into the overpass.
When you build NAM intersections or interchanges, you will often see reversion like this. You just click around with the appropriate network until everything sets up correctly. So, use RHW for real highways, use roads or one-way with NWM, etc. Sometimes you have to click many tiles away from where the problem is. When building really complicated interchanges, you can spend a lot of time "madly clicking around" until it all sets up.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on September 28, 2014, 06:10:17 AM
FA2 RHW-4:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F669f7d0f986f8a1c09875241f56ed479.jpg&hash=53218363a84dd795dda078dc28fba6aca90099b2)

Moving at a decent clip - need to rewrite some RULs for the straight piece, flubbed some parts of it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 29, 2014, 06:57:48 AM
Excellent stuff as always &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 29, 2014, 11:09:29 AM
More FARHW FA2 RHW stuff is always a plus in my book.  Nice job, SA.  :thumbsup:

The simplification of the ramps is going to be a big help in those urban areas in which ramps are very close to overpasses and the like.  Nice work, Ganaram.  :thumbsup:

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on September 30, 2014, 09:50:47 PM
Hi, I'm having a problem with the Type A1 Inside FlexRamp. The one the bottom of the picture is the culprit; strangely enough, the one on the top works fine.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FN0oLhgg.jpg&hash=9f0cec283404daf20448ac3e498b72ae5594a5de)

Could you please make sure this gets fixed? Thanks!

EDIT: And with the one on top, the chevrons are in the wrong direction (this is with Ontario textures, btw).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Nosimx on September 30, 2014, 10:37:33 PM
Really good stuff in ugly shape: the L1-Road-MIS crossing is draggable, well done!, but my Euro textures go pretty wild in between.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi8.photobucket.com%2Falbums%2Fa19%2FNosimx%2FL1textures_zpsef05caae.png&hash=62dec22cd092724ca5fc710b62d9047dd8d8ea2d) (http://s8.photobucket.com/user/Nosimx/media/L1textures_zpsef05caae.png.html)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 01, 2014, 06:35:01 AM
FA2 is taking shape...

Here we have FA2 RHW-4 in curve mode:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2Fea977cec015ed418d60cad83d69f90a1.jpg&hash=fed0a676f1f84a61a030b7ff7a6b69740bb74a00)

And in regular fractional-angle mode:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F316093143ab4c3ca18151529b565da62.jpg&hash=a87463385b1030f6e08be6b0d4c5b2c6a5dd9f79)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 01, 2014, 07:45:49 AM
 &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 01, 2014, 01:57:29 PM
That curve actually looks way smoother than if you were to use an ortho-to-FA3 piece, and then an FA3-to-diagonal piece. Nice work!  :thumbsup:  &apls  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 02, 2014, 05:35:41 AM
Thanks guys.

Dual-tile:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F45802901b455542daf0f95a37944fd74.jpg&hash=602b200ed87e06be252976715950f067d96cc97c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 02, 2014, 08:11:57 AM
 :o :o :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 02, 2014, 09:20:39 AM
Tasty :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: packersfan on October 02, 2014, 09:14:32 PM
Someone mentioned that I can use 7.5 meter bridges over RHW if I use the draggable viaducts.  Okay, but how do I transition with the draggable viaducts on a slope.  Do I mix and match with puzzle pieces?  Thanks.  Doubtless most of my issues are due to ignorance and not limitations of NAM.  Keep up the GREAT work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 02, 2014, 09:23:50 PM
Quote from: packersfan on October 02, 2014, 09:14:32 PM
Someone mentioned that I can use 7.5 meter bridges over RHW if I use the draggable viaducts.  Okay, but how do I transition with the draggable viaducts on a slope.  Do I mix and match with puzzle pieces?  Thanks.  Doubtless most of my issues are due to ignorance and not limitations of NAM.  Keep up the GREAT work!

Do you mean the on-slope transitions? Those are there; there should be one for each network.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 02, 2014, 09:45:56 PM
Quote from: compdude787 on October 02, 2014, 09:23:50 PM
Quote from: packersfan on October 02, 2014, 09:14:32 PM
Someone mentioned that I can use 7.5 meter bridges over RHW if I use the draggable viaducts.  Okay, but how do I transition with the draggable viaducts on a slope.  Do I mix and match with puzzle pieces?  Thanks.  Doubtless most of my issues are due to ignorance and not limitations of NAM.  Keep up the GREAT work!

Do you mean the on-slope transitions? Those are there; there should be one for each network.

It's a lot trickier than that, in case you guys don't know; there aren't any dedicated Road, One Way Road, or Avenue FlexOSTs; it might be impossible to make them, even. The only reason that RHW can have dedicated FlexOSTs and not any other network is because the RHW network is just flat-out weird. Instead, you have to use the RHW FlexOST; there's a modified version of it in the Draggable Viaducts tab ring, without RHW stubs. And the extremely tricky part is that it's not a drag-through override, it's a stub adjacency override.

In other words, you first have to place down the FlexOST, and then drag the thing that's below, without EVER dragging THROUGH the actual OST; I can't emphasise this enough because it's so easy to get it wrong here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_stub_adjacency_override.jpg&hash=cb999fa6d6b47084bd1e0800390128ca953cc499)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2014, 12:15:46 AM
Anyone wondering about the status of the FLEXFly project--it's unlikely to make it into NAM 33.  More details in the NWM thread (http://sc4devotion.com/forums/index.php?topic=1200.msg486401#msg486401).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 03, 2014, 11:39:26 AM
Quote from: Tarkus on October 03, 2014, 12:15:46 AM
Anyone wondering about the status of the FLEXFly project--it's unlikely to make it into NAM 33.  More details in the NWM thread (http://sc4devotion.com/forums/index.php?topic=1200.msg486401#msg486401).

-Alex

Shoot, I was really looking forward to being able to use more FLEXFlys at multiple levels. Maybe I can wait another year for them...  &mmm

Or I can join the NAM team and finish them myself. &idea That may be a bit over my head, but I do want to make more diagonal ramp pieces. I can see this happening to me, though: ()testing() (oh wait, it's happened to me already whenever I try and make an RHW interchange  ::) )
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 03, 2014, 02:05:50 PM
Quote from: compdude787 on October 03, 2014, 11:39:26 AM
Shoot, I was really looking forward to being able to use more FLEXFlys at multiple levels. Maybe I can wait another year for them...

Or I can join the NAM team and finish them myself. That may be a bit over my head, but I do want to make more diagonal ramp pieces.

Well, you'd need to know multiple different things to generate a Flex piece from scratch:

- You'd need to have knowledge of INRUL, RUL0, RUL1, and RUL2 modification
- You'd need to have knowledge of using some sort of 3D modelling software, such as Blender or 3DS Max
- You'd need to know how to path
- You'd need to have knowledge of generating textures
- You'd need to know how to use GIMP, Inkscape, or equivalent
- You'd need to know the P57 IID scheme, and the entire NAM IID scheme in general
- You'd need to know how to use Github
- You'd need to know how to use the command prompt or equivalent
- You'd need to have knowledge of geometry to find the correct radii of certain curved components
- You'd need to have general knowledge with writing computer code
- You'd need to have knowledge with using the Reader

Most NAM Team Members are chosen on the basis of knowing and demonstrating some of these skills, and it's usually RUL0, texturing, and pathing because those correspond with all of the publicly available tutorials. Rarely do we have someone learning INRUL modification from the very beginning, but we've had a few people demonstrate very proficient modelling capabilities.

Some of the most experienced NAM Team Members will have knowledge in all of these things, or nearly all of them. I have only very basic knowledge with using Blender, but I can say that I'm very proficient at INRUL and RUL2 code, texturing, and pathing.

But the one thing that makes Flexdev so tricky is this: you not only need to be part-artist, part-modeller, and part-mathematician, you need to be part-computer programmer. Flexdev is probably the most code-intensive thing that ever has to be developed in the NAM, short of generating a network from scratch, or even more, programming a code generator that writes the code for you, or even more so, short of creating the installer. Very few NAM Team Members start out writing RUL2 code or INRUL code.

There's probably no other programming language that's analogous to RUL2 code; it's all numbers, and those numbers are IDs for each tile, and you need to know what all of those numbers correspond to. Because there's absolutely no English words whatsoever and that you have to memorise what the numbers do, it'd be considered a low-level programming language. The only way you can read it is if it's commented. Like this:


0x57830300,3,0,0x57000000,1,0=0x57830300,3,0,0x57020000,3,0
0x57830300,3,0,0x57000000,3,0=0x57830300,3,0,0x57020000,3,0
0x57830380,1,1,0x57000000,1,0=0x57830380,1,1,0x57020000,1,0
0x57830380,1,1,0x57000000,3,0=0x57830380,1,1,0x57020000,1,0
0x57800000,1,0,0x57030000,1,0=0x57830000,1,0,0x57030000,1,0
0x57800080,3,1,0x57030000,3,0=0x57830080,3,1,0x57030000,3,0
0x57800200,3,0,0x57030000,3,0=0x57830200,3,0,0x57030000,3,0
0x57800280,1,1,0x57030000,1,0=0x57830280,1,1,0x57030000,1,0
0x57830000,1,0,0x57000000,1,0=0x57830000,1,0,0x57030000,1,0
0x57830000,1,0,0x57000000,3,0=0x57830000,1,0,0x57030000,1,0
0x57830080,3,1,0x57000000,1,0=0x57830080,3,1,0x57030000,3,0
0x57830080,3,1,0x57000000,3,0=0x57830080,3,1,0x57030000,3,0
0x57830200,3,0,0x57000000,1,0=0x57830200,3,0,0x57030000,3,0
0x57830200,3,0,0x57000000,3,0=0x57830200,3,0,0x57030000,3,0
0x57830280,1,1,0x57000000,1,0=0x57830280,1,1,0x57030000,1,0
0x57830280,1,1,0x57000000,3,0=0x57830280,1,1,0x57030000,1,0
0x57830000,3,0,0x57800200,3,0=0x57830000,3,0,0x57830200,3,0
0x57830080,1,1,0x57800280,1,1=0x57830080,1,1,0x57830280,1,1
0x57830200,1,0,0x57800000,1,0=0x57830200,1,0,0x57830000,1,0
0x57830280,3,1,0x57800080,3,1=0x57830280,3,1,0x57830080,3,1
0x57830200,2,0,0x57800100,2,0=0x57830200,2,0,0x57830100,2,0
0x57830280,0,1,0x57800180,0,1=0x57830280,0,1,0x57830180,0,1
0x57830100,3,0,0x57800300,3,0=0x57830100,3,0,0x57830300,3,0
0x57830180,1,1,0x57800380,1,1=0x57830180,1,1,0x57830380,1,1


Even I can't understand what that says, unless it's commented.

;----RHW-4----
;---L0 RHW-4---
;--Branch--
0x57830300,3,0,0x57000000,1,0=0x57830300,3,0,0x57020000,3,0
0x57830300,3,0,0x57000000,3,0=0x57830300,3,0,0x57020000,3,0
0x57830380,1,1,0x57000000,1,0=0x57830380,1,1,0x57020000,1,0
0x57830380,1,1,0x57000000,3,0=0x57830380,1,1,0x57020000,1,0
;--Override--
;OFT, to 00
0x57800000,1,0,0x57030000,1,0=0x57830000,1,0,0x57030000,1,0
0x57800080,3,1,0x57030000,3,0=0x57830080,3,1,0x57030000,3,0
;OFB, to 02
0x57800200,3,0,0x57030000,3,0=0x57830200,3,0,0x57030000,3,0
0x57800280,1,1,0x57030000,1,0=0x57830280,1,1,0x57030000,1,0
;EFT, from 00
0x57830000,1,0,0x57000000,1,0=0x57830000,1,0,0x57030000,1,0
0x57830000,1,0,0x57000000,3,0=0x57830000,1,0,0x57030000,1,0
0x57830080,3,1,0x57000000,1,0=0x57830080,3,1,0x57030000,3,0
0x57830080,3,1,0x57000000,3,0=0x57830080,3,1,0x57030000,3,0
;EFB, from 02
0x57830200,3,0,0x57000000,1,0=0x57830200,3,0,0x57030000,3,0
0x57830200,3,0,0x57000000,3,0=0x57830200,3,0,0x57030000,3,0
0x57830280,1,1,0x57000000,1,0=0x57830280,1,1,0x57030000,1,0
0x57830280,1,1,0x57000000,3,0=0x57830280,1,1,0x57030000,1,0
;00-02, OFT
0x57830000,3,0,0x57800200,3,0=0x57830000,3,0,0x57830200,3,0
0x57830080,1,1,0x57800280,1,1=0x57830080,1,1,0x57830280,1,1
;02-00, OFB
0x57830200,1,0,0x57800000,1,0=0x57830200,1,0,0x57830000,1,0
0x57830280,3,1,0x57800080,3,1=0x57830280,3,1,0x57830080,3,1
;02-01, Branch
0x57830200,2,0,0x57800100,2,0=0x57830200,2,0,0x57830100,2,0
0x57830280,0,1,0x57800180,0,1=0x57830280,0,1,0x57830180,0,1
;01-03, Branch
0x57830100,3,0,0x57800300,3,0=0x57830100,3,0,0x57830300,3,0
0x57830180,1,1,0x57800380,1,1=0x57830180,1,1,0x57830380,1,1


There's actually one programming language that I know of that is so high-level, it's self-documenting; you can read the source code, with barely any comments, and understand what it does, but I don't know the name of it. RUL2 code doesn't lend itself to that kind of convenience.

And that's just RUL2 code; INRUL code's even more diabolical because it's even more low-level than RUL2 code. You're not dealing with DWORDs, you're dealing with single numbers, and you need to generate 4-8 different versions of the same piece of code to account for all of the rotations and reflections. You may have seen a video where I wrote the INRUL code for one of the in-dev ramps, already...
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 03, 2014, 03:34:24 PM
Wow, that's quite a bit of stuff to know. It seems really daunting! Makes me wonder what will happen first: me learning how to do this myself, or someone on the NAM team making the ramp pieces that I want to use. Having seen the low-level code that's needed for adding new stuff to the NAM, I have so much more respect for you on the NAM team. If it was easy, everyone would be on the NAM team.

I just feel torn between wanting to help add more ramps to the RHW and being overwhelmed by the amount of coding and work involved. :-\ But I want some diagonal ramps for RHW-8S and maybe even -10S, preferably some FA ramps (an offramp that branches off a freeway at a 45-degree angle is pretty unrealistic, IMO).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 03, 2014, 04:12:49 PM
Quote from: compdude787 on October 03, 2014, 03:34:24 PM
I just feel torn between wanting to help add more ramps to the RHW and being overwhelmed by the amount of coding and work involved. But I want some diagonal ramps for RHW-8S and maybe even -10S, preferably some FA ramps

Diagonals are far more awkward to work with than orthogonals, and admittedly, I've done nothing to improve the current suite of diagonal ramps.

They're a whole different ballgame than orthogonals; for example, since the branch coming off of the ramps are determined by an absolute direction and not relative angle, Type A1 Diagonal Ramps have an orthogonal branch and Type B1 Diagonal Ramps have a diagonal branch. If you've called the Type A1 the Type B1 and the Type B1 the Type A1, you've already messed up the name of the ramps.

Would it make sense to refer to them by the angle? It actually isn't. If we kept on using relative angles to determine ramp type, how do you make an ramp with an FA3 mainline and an FA3 branch relative to the mainline? One ramp is easy: it's an FA3 ramp with a branch with an absolute direction of 0 degrees, or orthogonal, but then you'd have another ramp with an absolute direction of 36 degrees, or FA1.5. I've thought of this several times in the past, and ran into the conclusion that an FA mainline/FA branch ramp would have one ramp with an orthogonal branch an another with a diagonal branch, or some super-ugly combination of two other FAs. Confusing.

There's more: dead space on the S and C networks is just massive; diagonal width increases faster than orthogonal width, and in order to maintain fairly smooth ramps, you'd have to make them quite large. It also means that the current Type A1 and B1 diagonal ramps may have to be redone someday.

I also have the intent to (yes, seriously) make the diagonal ramps draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on October 03, 2014, 08:13:35 PM
Quote from: GDO29Anagram on October 03, 2014, 04:12:49 PM
If we kept on using relative angles to determine ramp type, how do you make an ramp with an FA3 mainline and an FA3 branch relative to the mainline?

Now you're giving your teammates nightmares.   :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 03, 2014, 10:09:55 PM
I still get confused with the names of the ramps, and I can never remember which is which. So sorry if my explanation was a bit confusing because I have no idea what type it is. (I admit that I never pay attention when going thru the tab ring; I just plop the one that looks right.) See the 6S ramps on the left side of the picture below? I basically would like to see a ramp like that, except with 8S.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaYfX0Sm.jpg&hash=866e81306d1a2ed8813be6c3ab08a32cc568cd33)

I can live without 'em for now because I'm really looking forward to seeing the expanded draggable ramps and the new elevated ramps for my downtown area. But if one of you guys get really bored one day, then here's something for you to work on.... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 03, 2014, 10:20:08 PM
Quote from: compdude787 on October 03, 2014, 10:09:55 PM
I still get confused with the names of the ramps, and I can never remember which is which.

That would be a (wait for it...) Diagonal L0 RHW-6S Type C1-FA3 Outside Ramp that you're pointing to. The shorthand would just be Diag 6S C1-FA3 ramp.

Type CX and FX ramps are in a weird area between FARHWdev and Rampdev, and probably awkward to try to implement without sitting down and discussing the footprint and standard position. A diagonal ramp adds an extra layer of weirdness in that it's a diagonal ramp; diagonals follow completely different rules than orthogonal ramps, and I've not memorised those patterns fully; orthogonal ramps only need rotations 1 and 3, and those are easy to remember because those are odd numbers; diagonal ramps would end up having rotations 1 and 2, or whatever combination that has two adjacent numbers.

And that's excluding the geometry of such a ramp.

This is why I didn't wanna touch diagonal ramps right away.
Title: Re: RHW (RealHighway) - Development and Support
Post by: blakerussell on October 05, 2014, 03:25:48 PM
Hello. I am having trouble finding textures for the RHW-4 Smooth 45 degree curve. Where in the .dat files might they be? Thanks for the help.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 05, 2014, 03:40:00 PM
Quote from: blakerussell on October 05, 2014, 03:25:48 PM
Hello. I am having trouble finding textures for the RHW-4 Smooth 45 degree curve. Where in the .dat files might they be? Thanks for the help.

There aren't any; since they use morph models, they use the same texture as regular RHW-4, and for model-based items, it's 0x5703000e, in RealHighway_L0_RHW-4.dat.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Shadow Assassin on October 07, 2014, 04:38:05 AM
Like last time...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F06826016c088849856a4282fdd1cf296.jpg&hash=7851a3b8dda0d742a694163c30c65c543b7fd490)

And in curve mode:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.ld-host.de%2Fuploads%2Fimages%2F227909d49472b85b50e8acf971f1ec88.jpg&hash=76f10900542f8c7494a6c3aa12add7d2d14fee69)


It's not quite as slick as the one-tile gap curves, but it is sufficient in most situations.

--SA
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on October 07, 2014, 05:07:40 AM
The FA2 RHW-4 is continuing to impress.  I'm looking forward to more.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on October 07, 2014, 12:30:11 PM
Outstanding work Daniel  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on October 07, 2014, 12:49:32 PM
Like always awesome work Daniel. Proves how FAR the FAR is coming  :D . Keep up the great work  :thumbsup:




Anyways here is my addition to the RHW...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRamp2_zps5d1f9c15.jpg&hash=46f91b93c20a23fc00e7dcc1066a97c44dc8c4d8) (http://s245.photobucket.com/user/Eggman121/media/Ramp2_zps5d1f9c15.jpg.html)

I'm sure you will be able to guess what it is.

-eggman121

Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on October 07, 2014, 01:32:47 PM
Why thanks Eggman, I don't care what Sonic says, your not that bad of a guy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 07, 2014, 03:11:13 PM
Quote from: eggman121 on October 07, 2014, 12:49:32 PM
Like always awesome work Daniel. Proves how FAR the FAR is coming  :D . Keep up the great work  :thumbsup:




Anyways here is my addition to the RHW...

[snip]

I'm sure you will be able to guess what it is.

-eggman121



Awesome! I've been wanting a piece like that for a while now; it's much better than that really steep pre-NAM 31 L0-L2 90-degree transition piece! :thumbsup: &apls  &apls  &apls &apls  &apls &apls x9004 
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on October 07, 2014, 10:34:00 PM
Thanks for all the kind words...

This one may weave into a future NAM...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FDDRHWSmoothTransition3_zpseecbfca3.jpg&hash=e7b2eaa95a7595fb9bad50f061ff31a5f2ba6975) (http://s245.photobucket.com/user/Eggman121/media/DDRHWSmoothTransition3_zpseecbfca3.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FDDRHWSmoothTransition4_zps757628f0.jpg&hash=82f5df8b577ebfeae0d9ac395036fa9092906b1c) (http://s245.photobucket.com/user/Eggman121/media/DDRHWSmoothTransition4_zps757628f0.jpg.html)

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 07, 2014, 10:43:03 PM
Much better than that insanely sharp S-curve that we had before, and of course, much more realistic! Previously the engineers of Simerica considered the old DDRHW transitions to be too sharp, so they decided not to put any DDRHW into Simerica's cities. However, this may now change thanks to Eggman! The engineers offer their gratitude to Eggman:

:thumbsup:  &apls &apls &apls &apls &apls &apls x9005 (how high am I going to get with this before the next NAM is released?)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 08, 2014, 03:21:57 AM
seems like I've lost some amazing stuff guys &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on October 10, 2014, 09:49:24 AM
Is that a  90 degree curve to L1? and dat ddrhw transition...  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pioneer on October 10, 2014, 12:36:37 PM
The DDRHW curve in my opinion, is ESSENTIAL to put in the new NAM
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 11, 2014, 04:53:44 AM
Eggman some amazing stuff from you!Do you think it would be possible to have a 45degree L1 flex curve?
Cheers
Guglielmo
Title: Re: RHW (RealHighway) - Development and Support
Post by: tobsen on October 11, 2014, 07:39:37 AM
First of all I want to say that all the stuff here is really amazing and that i'm looking forward to the next nam.
But is there a possibility for smooth curves for the raised networks to avoid these ugly 45degree corners?
I would love these to build really realistic looking networks and multi-level interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on October 11, 2014, 11:03:46 AM
Quote from: Gugu3 on October 11, 2014, 04:53:44 AM
Eggman some amazing stuff from you!Do you think it would be possible to have a 45degree L1 flex curve?
Quote from: tobsen on October 11, 2014, 07:39:37 AM
First of all I want to say that all the stuff here is really amazing and that i'm looking forward to the next nam.
But is there a possibility for smooth curves for the raised networks to avoid these ugly 45degree corners?
I would love these to build really realistic looking networks and multi-level interchanges.

Well, there's a bit of a problem here. Well, several problems.

1, Functional fixation. People would inadvertently expect a FlexCURVE to be the same as a FlexFLY (emphasis on curve and fly), so there'd be a fair amount of complaints from people who thought that we were able to get in the FlexFlys developed this release cycle, when in reality, we simply couldn't.

2. We're avoiding puzzle pieces as much as possible. It's more convenient to have a singular overridable piece to handle all the thirty-whatever possible situations, and it would be even more convenient to have said curve draggable. However...

3. When I tried to code it, I encountered a major problem. It turns out that the proposed footprint for the draggable curve was receiving a lot of INRUL Interference from something else. It's extremely subtle and it would go unnoticed by the untrained eye, but there are actually two different versions of the 45-degree bend, one of which had the same exact footprint as what I was trying to code. However, I've been told not to touch that, since it's a convenience to the draggability of RHW compared to how RRW changed the Rail network, and since that pattern corresponds to what's known as the "kinked elbow" that's found on One Way Road and Road (you can try it out for yourselves), it wouldn't make sense to have a kinked elbow for RHW, so, yeah, there are two different versions of the 45-degree bend, neither of which I can touch.

It means that draggable curves are impossible and the only way to get FlexCurves (FlexWRCs?) in-game is by using a RUL1-based solution. That's much more trickier than using an INRUL-based solution for me since I have to find a suitable "intersection" for RHW that doesn't exist yet. However, employing that solution would introduce the problem described in #1.

Sadly, I've a lot on my plate already, and I best focus on one of RHW's other main features for this dev cycle: Draggable Ramp Interfaces. It also means that you won't get to see overridable curves (FlexOCs? FlexORCs?) until after the NAM 33 dev cycle.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 18, 2014, 10:28:52 AM
Any indication as to whether Diagonal Bridge fixes will make it into NAM 33? What about diagonal on slopes?

Thanks,
Dan
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on October 19, 2014, 03:06:36 PM
I can't wait for these new feature, &hlp especially the 90° L0-L1 transition and FAR!

Keep up the work!!  &apls &apls &apls

Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 20, 2014, 10:45:07 PM
I'm having a problem getting L1 RHW-6C to cross over a street. No matter how much I click around, that center tile will not change from RHW-2.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F63KFPw4.jpg&hash=e8d3d466d980855fc5aae62ade5660c33ab29bdb)

Can you please make sure this gets fixed in the next NAM? For now, I suppose I'll have to convert all those underpasses to roads.  &mmm

Thanks!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2014, 04:43:03 PM
9 years ago today, on November 16, 2005 . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wiki.sc4devotion.com%2Fimages%2F2%2F21%2FRhwa7small7sh.jpg&hash=e2d25cde21dcd8589626a9522dde5c543cd5b332)

. . . the RHW project was born.  From its humble beginnings as an early alpha, with only a couple intersections, it's now the biggest plugin in the NAM.

How time flies.  Next year marks a decade.

Thank you all for your support over the past 9 years of this project.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on November 16, 2014, 05:59:25 PM
Boy, it's sure come a long way. Even though I wish I found out about SC4 mods sooner, at least I got back into this game when the RHW had become as versatile as it is now. I couldn't even imagine how I'd build some of my region's interchanges with RHW 5.0 or earlier, where you could only have two levels of RHW, elevated and ground-level.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 17, 2014, 01:19:37 AM
Happy birthday RHW  :bnn:  &dance

Thanks to the hard work and perseverance of all those who've contributed to it over the years there's never been a better time to build a highway and things continue to improve all the time  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on November 17, 2014, 08:10:14 AM
Happy Birthday RHW!!


&apls &apls &apls &apls &apls

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.lucianabartolini.net%2Fgif%2Ffeste%2Ftorta-compleanno.gif&hash=c17ca3f38a7f8f21330fc0c1305a4f70faebc7fc)
Title: Re: RHW (RealHighway) - Development and Support
Post by: c.p. on November 17, 2014, 08:55:40 AM
Happy Birthday :bnn:
As Noah said, thanks for you perseverence (9 years, wow!) on this huge project &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on November 17, 2014, 02:56:08 PM
BIG Happy B-day to RHW  :bnn: :bnn: :bnn:

To Tarkus and the entire NAM-Team for their long suffering and perseverance in continued development of this project... it sure has been well worth it...  :thumbsup:  no amount of applause can adequately demonstrate Sim gratitude...

anticipating great things to come for the decade mark  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: thebagleboy on November 17, 2014, 09:33:11 PM
:bnn: :bnn: :bnn: A big Happy Birthday to the RHW  :bnn: :bnn: :bnn:

To the entire NAM-Team, thank you for all the hard work. I certainly appreciate it. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on November 18, 2014, 12:53:22 PM
O'tanjiyobi desu RHW (Happy B-day RHW).  Thanks to all your hard work and creativity, I am re-doing (Updating) all my maps with RHW.

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 19, 2014, 01:50:56 AM
Happy birthday RHW :D :D :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on November 22, 2014, 02:16:49 PM
Hello.  I'm currently having an issue with the RHW.  I have a very important bridge connecting two cities.  The bridge is actually two bridges made with DDRHW-4.  The thing is, it's not getting any traffic across it whatsoever.  I don't remember it ever having traffic, though virtually everyone in the smaller city is now suddenly unemployed, so maybe it did have traffic at some point.  I've already checked that the paths are all there with DrawPaths, and there aren't any problems that I can see.  Couldn't someone help me out with this?  Here (https://docs.google.com/uc?id=0B_f4-vwzut4PbGRpMkVWVkFPUFU&export=download) is an image of the bridge showing the paths.  If you can't tell, the highway converts into AVE-4 after the bridge ends, right before it connects to the neighboring (main) city.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on November 22, 2014, 04:33:14 PM
One thing that I can think of is for traffic to use a road it needs to be able to commute to and from a destination. So make sure that the sims and get on the freeway and then back off at night.

-Billy
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on November 23, 2014, 05:03:28 PM
I have something to report:

The Type A1 Inside FlexRamp only works as a left-entrance for RHW-8S and 10S, but not a left-exit.  Neither the paths nor textures are right.

Is that a known behavior, or is it bugged?
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on November 23, 2014, 07:39:12 PM
Quote from: itsacoaster on November 23, 2014, 05:03:28 PM
I have something to report:

The Type A1 Inside FlexRamp only works as a left-entrance for RHW-8S and 10S, but not a left-exit.  Neither the paths nor textures are right.

Is that a known behavior, or is it bugged?

It's a bug, and I reported it a page or two back. Hopefully it's added to the list of necessary bugfixes... :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 23, 2014, 10:57:47 PM
Was an issue until about 10 minutes ago. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXmDKJCk.jpg&hash=a2fb6d6c7514ae8675c99b5bcae7ba321dd01ed5)

It appears it affected the 6S as well (and since the ramp is now MIS-based rather than RHW-4-based in the current files I have, the 4 was affected, too).  The INRUL code for the base mirrored version (which would be the exit) was referencing the IIDs for the non-mirrored/entrance version, which caused the RUL2 overrides to not recognize it.

As the DRIs/FLEXRamps are a major area of development for NAM 33, that part of the mod will be getting a lot of testing going forward, especially as we're trying to get them functioning well enough that we can pull the plug on many of the puzzle pieces.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 23, 2014, 11:19:27 PM
Quote from: Tarkus on November 23, 2014, 10:57:47 PM
Was an issue until about 10 minutes ago. 

Correction: was an issue about a month or so ago. My über-massive EDRI code rewrite practically squashed all of the bugs that were already there, so...

Uhh, this may have also redefined what should be in the 0-7 and 8-F ranges, because as it stands, I have it by direction of chevrons, so instead of 0-7 for Offramp ans 8-F as Onramps, it's 0-7 for Outside Offramps and Inside Onramps and 8-F for Outside Onramps and Inside Offramps, so^2...
Title: Re: RHW (RealHighway) - Development and Support
Post by: itsacoaster on November 24, 2014, 12:44:13 PM
That is great to hear.  I didn't test the 6S or the 4S because, well, that's not what I was building at the time.  :D

Always happy to keep tabs on you guys' work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on November 26, 2014, 12:23:12 AM
What do you get when you parallel a normal bridge with the Diagonal Bridge Enabler?

This as I discovered today...  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHW_6C_Bridge1_zpsef3f9245.jpg&hash=abc25a894b33cf59ed6c844bfe994e0f7dbeaaf2) (http://s245.photobucket.com/user/Eggman121/media/RHW_6C_Bridge1_zpsef3f9245.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FRHW_6C_Bridge2_zpsa0f64ea3.jpg&hash=7b72c71af682f131becdb925537414fe62c33051) (http://s245.photobucket.com/user/Eggman121/media/RHW_6C_Bridge2_zpsa0f64ea3.jpg.html)

Yep a fully functional RHW 6C Bridge.

By using a hybrid method I was able to use just the median of the RHW 6C and use normal bridges to be the sides.

What do others think?

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on November 26, 2014, 12:53:33 AM
Quote from: eggman121 on November 26, 2014, 12:23:12 AM
What do others think?

Oh, what?!! A hybrid method of making wider-than-two-tile bridges?!! That throws everything out the window again!! That might be just a bit more stable and workable than an all-DBE method. :thumbsup:

Oh, what about something like a cable-stayed bridge, or even a suspension bridge? Would that require the middle section to be a true bridge instead of the outer parts, or a special piece to be placed in the draggable middle part that has a bridge tower attached using a T21, or is modelled to be an entire bridge tower, or a combination of both? (Thinking faar ahead again, here, me...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on November 26, 2014, 01:22:21 AM
As long as the two outer sides are the same length (And the length of the bridge is an even number of tiles unless you use T21s, though that would force a repeat of 10 tiles and can't be terminated for the bridgeheads unless you RUL it, but then we're back at square one), the pylons could just overhang. The centre doesn't need to be anything special at all, it could be plain RHW-C Centre.

You wouldn't even need a special slope mod for this, just something to remove the water. The properties of bridges in the game (Basically, roads consider the terrain to go up to meet the height of the bridgeheads) will force the correct height for the centre anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on November 26, 2014, 08:47:39 AM
GREAT JOB on the RHW6C bridge, this something I have needed and wished for since AVE7 came out.  I always hated to use the Transition piece from 6C - 6S.  The only other thing that would really top this is smoother and cleaner curves for AVE 7/6.  The work around has been FAH6C curves. This game is truly getting better and better with every leaps and bounds.  Great work and keep up all great advances the entire NAM team is creating.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on November 26, 2014, 01:50:00 PM
Quote from: Durfsurn on November 22, 2014, 04:33:14 PM
One thing that I can think of is for traffic to use a road it needs to be able to commute to and from a destination. So make sure that the sims and get on the freeway and then back off at night.

-Billy

I can confirm that there are multiple onramps/offramps for traffic in the city to the left side of the image to use; they're not right near the bridge, but further away along a cross-highway.

All I can think of is some strange unforeseen problem with the RHW-4 converting to AVE-4 right at the edge of the city; I don't think I've got room to move the transition further away, though.  Maybe if I messed around and rebuilt the height transitions...

EDIT:  This was actually wrong.  It's RHW-4 all the way to the neighbor connection (with the appropriate T neighbor connector pieces, of course).

Also, I think one of the two bridge segments is still an old "legacy" rail-based DDRHW-4 bridge.  I'll try replacing it with an RHW-based bridge and see if that changes anything.

EDIT:  Okay, converted the whole route to RHW-based DDRHW-4, still no traffic.

I once had an issue with this kind of thing with High-Speed Rail before; someone told me that if there was a long enough stretch of HSR which traversed an entire undeveloped city tile on the way between two developed tiles, it would have no traffic unless a station was present, even if there would be no need for a station in the wilderness.  I hypothesized that perhaps the same concept could apply to road-type networks, and that it might have no traffic if there was a long enough stretch of RHW without any intermediate job sources or transit switches.  Guess that was probably wrong though, as I tested it by adding some small commercial strip mall buildings, landmarks which provide just a few jobs, along the RHW at the very end of the second bridge and on the island between the two bridges/sections, thinking this would have a similar "jumpstart" effect on traffic and get it working properly.  Of course, nothing happened as far as commuting between the two cities, although I did discover that just a few cars were now using the second RHW bridge to access these buildings' jobs, but nothing more than that.  I guess that at least shows that the second bridge is technically able to carry traffic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2014, 01:38:50 AM
Still alive . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC5dX2hY.jpg&hash=6fded443d8c81d60de07a01ff52f3ab431871e18)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4Dgru4D.jpg&hash=8e0a045c791ab8788d4ba7ff73221538f532680a)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on December 10, 2014, 07:20:30 AM
Are A1-B1 Inside Ramps for L1 ERHW 6s? :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 10, 2014, 08:19:12 AM
Quote from: vinlabsc3k on December 10, 2014, 07:20:30 AM
Are A1-B1 Inside Ramps for L1 ERHW 6s? :o

I can see 8s too ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on December 10, 2014, 02:24:05 PM
Yaaaay, now we can annoy all our roadgeek sims with left exits and entrances!!!! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 12, 2014, 01:39:16 AM
vinlabsc3k and Gugu3, you are correct.  All the height levels of the RHW-6S and 8S (and by extension, the 10S) will have A1 and B1 inside ramps, sure to annoy all the roadgeek sims, as compdude787 rightly pointed out. ::)  The MIS and RHW-4 will as well.  And, as of a few minutes ago, the DDRHW-4 received an A1 Inside ramp. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFbMNtll.jpg&hash=0230c415a45feeb73224070270de331eed47e084)

I also made the DDRHW-4 A1 Outside ramp operate as a FLEXRamp/Draggable Ramp Interface, and will see about the B1 Outside and Inside.  There likely won't be any more DDRHW ramps until the DDRHW-8 happens.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 12, 2014, 08:53:43 AM
Very nice Alex! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 13, 2014, 03:22:48 PM
Quote from: Tarkus on December 12, 2014, 01:39:16 AM
vinlabsc3k and Gugu3, you are correct.  All the height levels of the RHW-6S and 8S (and by extension, the 10S) will have A1 and B1 inside ramps, sure to annoy all the roadgeek sims, as compdude787 rightly pointed out. ::)  The MIS and RHW-4 will as well.  And, as of a few minutes ago, the DDRHW-4 received an A1 Inside ramp. 

<image snip>

I also made the DDRHW-4 A1 Outside ramp operate as a FLEXRamp/Draggable Ramp Interface, and will see about the B1 Outside and Inside.  There likely won't be any more DDRHW ramps until the DDRHW-8 happens.

-Alex

So...never? Or have I missed something about the RHW development plans?
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 13, 2014, 03:34:07 PM
Quote from: APSMS on December 13, 2014, 03:22:48 PM
So...never? Or have I missed something about the RHW development plans?

Current DDRHW plans entail that the next DDRHW to be added be DDRHW-8 (no distinction between S or C), but that entails that it'd be, 1, MHW-based, and 2, possibly draggable. Why? Because it's easy to break apart than, say, DDRHW-6. Something that I wanna revisit, however, is the idea of an MHW-based DDRHW-4, but such an idea would have to render down the current DDRHW-4 useless and be placed down using helper pieces. I'm not sure if it's implementable at this point.

Also, how do you get a Type D1 ramp to work on a DDRHW-4? Do you deal with a DDMIS or do you have asymmetrical DDRHWs, like DDRHW-2+1? Type A1 and B1 are the most logical and the most workable ramp interfaces to add for DDRHW-4 right now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 13, 2014, 05:47:16 PM
Quote from: compdude787 on December 10, 2014, 02:24:05 PM
Yaaaay, now we can annoy all our roadgeek sims with left exits and entrances!!!! :D

Hey! who are you calling a.... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 13, 2014, 08:10:04 PM
Quote from: GDO29Anagram on December 13, 2014, 03:34:07 PM
Quote from: APSMS on December 13, 2014, 03:22:48 PM
So...never? Or have I missed something about the RHW development plans?

Current DDRHW plans entail that the next DDRHW to be added be DDRHW-8 (no distinction between S or C), but that entails that it'd be, 1, MHW-based, and 2, possibly draggable. Why? Because it's easy to break apart than, say, DDRHW-6. Something that I wanna revisit, however, is the idea of an MHW-based DDRHW-4, but such an idea would have to render down the current DDRHW-4 useless and be placed down using helper pieces. I'm not sure if it's implementable at this point.

Also, how do you get a Type D1 ramp to work on a DDRHW-4? Do you deal with a DDMIS or do you have asymmetrical DDRHWs, like DDRHW-2+1? Type A1 and B1 are the most logical and the most workable ramp interfaces to add for DDRHW-4 right now.
I think you missed my point. Given the public clamor for the RHW-10C and 12S networks, both of which have basic textures already drawn, and neither of which will be added in the foreseeable future due to controller size concerns/crosslinking, and the extremely low focus (already) on Dual height RHWs, I figured that the probability of the DDRHW-8 happening was practically nil.

Interestingly, I never considered the idea of a DDRHW-6. It seems logical, but for some reason my mind always jumped straight to the 8-lane variant anyways. Maybe since the DDRHW's purpose is maximum capacity in minimal space and DDRHW-6 has little functional benefit over the 4-lane variant? I don't know  &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 13, 2014, 11:48:09 PM
Quote from: APSMS on December 13, 2014, 08:10:04 PM
I think you missed my point. Given the public clamor for the RHW-10C and 12S networks, both of which have basic textures already drawn, and neither of which will be added in the foreseeable future due to controller size concerns/crosslinking, and the extremely low focus (already) on Dual height RHWs, I figured that the probability of the DDRHW-8 happening was practically nil.

Interestingly, I never considered the idea of a DDRHW-6. It seems logical, but for some reason my mind always jumped straight to the 8-lane variant anyways. Maybe since the DDRHW's purpose is maximum capacity in minimal space and DDRHW-6 has little functional benefit over the 4-lane variant? I don't know  &Thk/(

Then you're really missing a lot of the RHW devplan here.

The thing about DDRHW networks is that they're gonna be using a completely different base network, and what's more is that you're really only adding one network to the mix; adding one network to the NAM doesn't do anything to affect controller size, but adding six of them that need to depend on each other does. Plus, we've already had DDRHW-8 planned for ages.

This is why RHW-RHW crosslinkages are so evil to deal with: we're using only one base network. Consider L1 RHW-4 and L0 RHW-4, and then work our way up. If you crossed those two networks with an RHW-2, you'll get an RHW-2×RHW-2 crossing.

First, you would need override code to convert an RHW-2×RHW-2 crossing into an L0 RHW-4×L0 RHW-2 crossing, and then do the same with the L1 RHW-4 to get an L1 RHW-4×L0 RHW-2 crossing.

That's fine if you're crossing the base network with these two override networks. It gets harder if you're crossing the same two networks together.

In that case, one of two things can happen when you cross L0 RHW-4 with L1 RHW-4: you'll either get the L1 RHW-4×L0 RHW-2 crossing or the L0 RHW-4×L0 RHW-2 crossing. Since there is uncertainty as to which one happens, you need to write code for both situations in order to override either case into the end crossing: L1 RHW-4×L0 RHW-4. Add on top of that a lot of stabilise code to keep the whole thing from deconverting when you click something from five tiles away.

So, you're basically overriding an overridden override. That's just half of the problem. The rest of the problem comes from having multiples of these crossings next to each other, and that's what makes crosslinages so code-hungry. Add to that again a lot of stabilise code to keep the whole thing into turning an ugly mess.

There is a way of mitigating that issue, but it only works if you ditch override networks altogether: use a second network and use that as a helper piece.

This is really hard to understand unless you have a comprehensive understanding of RUL1 and INRULs, but basically, you can theoretically define an entirely new network just by using another network's corresponding INRUL file and then define all of the needed crossings using only RUL1, eliminating half of the needed override code.

The one downside is that such a network would have to be rendered down to being placed using helper pieces instead of being drawn like a base network.

If there were a theoretical .dll that allowed the NAM Team to add its own base networks, then you'd eliminate the entire issue with RUL2 entirely, since every single network in the RHW will be basically a new unique network. The downside is that such a plan would require over 30 different network buttons, and that some of those networks are 3 tiles wide, making drawing those network an issue.

With the case of DDRHW-8, the plan is that such a network be based off of MHW. Whether or not it'll be helper-based or an MHW-based override network is uncertain at this point. If it were an MHW-based helper-based network, you'll be basically avoiding all of the issues that using one single base network would entail. This is why DDRHW-8 would be so easy to add. Additionally, DDRHW-8 doesn't really need to be buddied up with multiple networks parallel to it, probably MIS and nothing else, unlike all of the other networks, where you can basically buddy up one network of one width with nearly anything you want.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2014, 01:02:02 AM
To add onto Ganaram's comments, the RHW-10C and 12S, in addition to creating a lot of complicated crosslinks, don't really add anything new to the table functionally.  The 6C and 8C already occupy the same footprint as the 10C, and the 12S has the same footprint as the 8S and 10S.  I don't think we need three different widths with the same capacity.  The idea of exploiting the higher capacity assigned to the base MHW network has been suggested, but the problem lies with split tile vs. shared tile on the diagonals.  The 10C and 12S are pretty much permanently tabled, until/unless we find some way for them to actually be useful and worth the effort.

The DDRHW-8, however, has been planned since even before the 10C and 12S received prototypes.  There's never been a DDRHW-8 prototype in game, but the plan would be to go for an MHW-based network, which would get a capacity boost by virtue of crossover paths, which act as DIPs (distilled intersection paths).  It would effectively be the highest-capacity highway-type network on a per-tile basis, and thus, add a new capacity/speed niche into the RHW hierarchy.  The shared-tile diagonal issue wouldn't be a problem, and there'd be very few ramp interfaces needed for it. 

The fact that there are no other MHW-based override networks would mean the crosslinkage would actually be quite simple.  The biggest complication is the MHW's AutoPlace tendencies for overpasses and interchanges.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on December 14, 2014, 07:49:47 AM
Quote from: Tarkus on December 14, 2014, 01:02:02 AM
To add onto Ganaram's comments, the RHW-10C and 12S, in addition to creating a lot of complicated crosslinks, don't really add anything new to the table functionally.  The 6C and 8C already occupy the same footprint as the 10C, and the 12S has the same footprint as the 8S and 10S.  I don't think we need three different widths with the same capacity.

Additionally, proper mainline stretches of of 12S are rare as hell. It's much more common that they're simply acceleration lanes for very wide motorways. The longest continual stretch of 12S I know of are the Gateway and Sir Leo Hielcher bridges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 14, 2014, 08:26:15 AM
Now that answers a lot actually. I could already see the reasons for not adding the two additional ground networks. Handy, but hardly justifiable under the current paradigm.

I forget what exactly INRUL code does (not that I had that great of an idea to begin with), but the whole MHW base for DDRHW-8 makes a lot more sense. Not sure how difficult having to use helper pieces would make construction, esp in the middle of a FLEX-based development cycle, but I can see how it minimizes the code needed. Would the plan be to make DDRHW-4 use the same base, utilizing the split MHW dragging method? Or is it to stay RHW/ANT-based?

All the new elevated stuff is pretty neat, too, since it will let us build more compact interchanges, with a lot more smoothness.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 15, 2014, 01:32:33 AM
Quote from: APSMS on December 14, 2014, 08:26:15 AM
I forget what exactly INRUL code does (not that I had that great of an idea to begin with), but the whole MHW base for DDRHW-8 makes a lot more sense.

INRULs handle situations involving just a single network.  The Basic INRUL defines how the base network is dragged, based on the network flags, and the Advanced INRUL allows one to specify what happens in a 5x5 tile radius, based upon flags.  We are using the Advanced INRUL for the RHW network (INRUL14) to define the FLEXRamps and DRIs.

Quote from: APSMS on December 14, 2014, 08:26:15 AM
Not sure how difficult having to use helper pieces would make construction, esp in the middle of a FLEX-based development cycle, but I can see how it minimizes the code needed. Would the plan be to make DDRHW-4 use the same base, utilizing the split MHW dragging method? Or is it to stay RHW/ANT-based?

Helper pieces basically are FLEX pieces.  They're "pseudo-draggable items", in that they're placed like puzzle pieces, but they behave as if they're draggable, rather than behaving like a standard puzzle piece.  Essentially, rather than dragging the network, you'd be building it from FLEX pieces.

Quote from: APSMS on December 14, 2014, 08:26:15 AM
All the new elevated stuff is pretty neat, too, since it will let us build more compact interchanges, with a lot more smoothness.

Thanks, and there's more where that came from. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHflm3hf.jpg&hash=37fff1fbef050cbd5e484295311dea000cd8e29c)

The addition of all these elevated ramps will finally make the long-term RHW vision seem clearer.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on December 15, 2014, 08:23:47 AM
Quote from: jdenm8 on December 14, 2014, 07:49:47 AM
... The longest continual stretch of 12S I know of are the Gateway and Sir Leo Hielcher bridges.

You ought to check out the new Grapevine Funnel http://www.dfwconnector.com/
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 15, 2014, 08:33:31 AM
Quote from: roadgeek on December 15, 2014, 08:23:47 AM
You ought to check out the new Grapevine Funnel http://www.dfwconnector.com/ (http://www.dfwconnector.com/)

Again, not a very long stretch of 12S (and it's not even shown to be complete on Google Maps). The highways down in San Diego are known to be wider and longer, but that's only one of probably two exceptionally large highways in the world, the other being a 14S equivalent on the other side of the US. There's one more in California that's said to be an RHW-26 equivalent, but that's just multiple carriageways stitched together, and that's for an interchange only, not an entire highway.

No, the über-wide roads in Moscow don't count, either; those would be RD-18 equivalent, and NWM's totally another thing altogether.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 15, 2014, 11:52:02 AM
Someone brought up San Diego! Some of the freeways here are of ridiculous size, especially when compared to LA freeways and the fact that many were built around the same time.

Check out Interstate 15 from the 163 Junction up to Escondido. I think most of it can be made with existing RHW 10S, but there are some stretches...

Also, I think the expansion of the I-805 in South San Diego has a few stretches that qualify. Also check out the I-5 near Santa Ana and Anaheim. Again the stretches are relatively few and small (though usually more than the 4km SC4 tile) and the exception to the rule, so the sacrifice/axing of the extra networks is unde
Title: Re: RHW (RealHighway) - Development and Support
Post by: MandelSoft on December 15, 2014, 01:07:36 PM
Houston can be pretty insane too. I had a geek-out moment when I passed this stretch of the US-59 there:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FPhotos%2FRoadPictures%2FUSA%2FHouston%2Fwf-013.jpg&hash=fb834abf75bea3bd622327271321b16417d2f214)

Seven lanes next to each other on a single roadway!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FPhotos%2FRoadPictures%2FUSA%2FHouston%2Fwf-015.jpg&hash=32d4c90259dd666c46f4ae24586be3339b9eaeee)

In the other direction it's the same:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FPhotos%2FRoadPictures%2FUSA%2FHouston%2Fwf-022.jpg&hash=6a716cd59f46ec62979631f6018a10e09c02fdb1)

And how about the I-10 Katy Freeway, just a few miles north-west of the previous stretch?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.majhost.com%2Fgallery%2Fmrtnrln%2FPhotos%2FRoadPictures%2FUSA%2FHouston%2Fwf-037.jpg&hash=cc1a66161ec740f82762c8393c9c51fae4dd1705)

Seems like everything is bigger in Texas. I think the widest undivided roadway on a motorway here is 6 lanes in one direction, but only for a short stretch. The A2 and A4 have longer stretches of 2x5 lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on December 15, 2014, 01:18:34 PM
Quote from: APSMS on December 15, 2014, 11:52:02 AM
Someone brought up San Diego! Some of the freeways here are of ridiculous size, especially when compared to LA freeways and the fact that many were built around the same time.

I bring up San Diego because my brother and I travelled to the San Diego Zoo last year, and dude, those things get insanely empty at 06:00 on a Sunday, and based off of memories from before 2013, insanely congested at 15:00 on a weekday.

Quote from: MandelSoft on December 15, 2014, 01:07:36 PM
Houston can be pretty insane too. I had a geek-out moment when I passed this stretch of the US-59 there:

Correction: THREE exceptionally large US highways.

And don't get me started on Canada's Highway 401.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 15, 2014, 04:46:47 PM
Quote from: GDO29Anagram on December 15, 2014, 01:18:34 PM
And don't get me started on Canada's Highway 401.

We'll wait for Hal on that one.  He's our resident 401 expert.  ;D

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: blakerussell on December 16, 2014, 06:55:29 AM
Quote from: MandelSoft on December 15, 2014, 01:07:36 PM
Seems like everything is bigger in Texas. I think the widest undivided roadway on a motorway here is 6 lanes in one direction, but only for a short stretch. The A2 and A4 have longer stretches of 2x5 lanes.

I live in Houston, we have basically no mass transit. Other than buses and a small GLR (within) downtown, every body drives to work. Many decide to drive trucks despite not having anything to transport ('Merica).

Those lanes are put to good use during rush hour. And the city grows, just add another lane.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on December 16, 2014, 10:50:12 AM
Quote from: blakerussell on December 16, 2014, 06:55:29 AM
And the city grows, just add another lane.

I wish every city in the US, especially Seattle, had that sort of mentality. You definitely need to expand all your roads to handle increases in population!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Meastro444 on December 16, 2014, 02:19:40 PM
Quote from: compdude787 on December 16, 2014, 10:50:12 AM
Quote from: blakerussell on December 16, 2014, 06:55:29 AM
And the city grows, just add another lane.

I wish every city in the US, especially Seattle, had that sort of mentality. You definitely need to expand all your roads to handle increases in population!
And ruin the city with it. Cities in the US should increase in density, suburban living is ruining the planet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on December 16, 2014, 02:58:47 PM
Yep.  Not to turn this into an urban planning discussion, but the Interstate highway system isn't sustainable and is gonna have to go.

Fortunately we have SC4 to build all the virtual 19-lane highways we want without repercussions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on December 16, 2014, 06:57:26 PM
Quote from: Meastro444 on December 16, 2014, 02:19:40 PM
And ruin the city with it. Cities in the US should increase in density, suburban living is ruining the planet.

Actually, while I don't think that the interstate system is particularly good due to the amount of funding it receives over other alternative transit options, I think that increasing density is the wrong way to go, particularly for the cities, mostly because America isn't like Europe, and wouldn't be able to deal with the population increase, and second, because the road networks are already over-capacity, and it'd not like Americans are about to give up their cars anytime soon. That's more a social issue, but it's hardly one you can ignore when considering urban development/highway restructuring.

IMO, the best thing to do would be to create excellent Mass Transit systems (Boston has a very good one, I can attest to this) that serve the suburbs, and let people choose to ride the MT or sit in traffic for four hours.

I can tell you that, personally, I would not want to live in a downtown/urban setting. It's just not my thing, and I like having a yard.
I think, too, that urban living is hardly going to help the planet any more than suburban living, and it makes you more vulnerable to systems failure (electricity, water, gas, food, etc.) if anything catastrophic happens, but that's perhaps another topic for another thread.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on December 16, 2014, 07:15:28 PM
Quote from: APSMS on December 16, 2014, 06:57:26 PM
Quote from: Meastro444 on December 16, 2014, 02:19:40 PM
And ruin the city with it. Cities in the US should increase in density, suburban living is ruining the planet.

Actually, while I don't think that the interstate system is particularly good due to the amount of funding it receives over other alternative transit options, I think that increasing density is the wrong way to go, particularly for the cities, mostly because America isn't like Europe, and wouldn't be able to deal with the population increase, and second, because the road networks are already over-capacity, and it'd not like Americans are about to give up their cars anytime soon. That's more a social issue, but it's hardly one you can ignore when considering urban development/highway restructuring.

IMO, the best thing to do would be to create excellent Mass Transit systems (Boston has a very good one, I can attest to this) that serve the suburbs, and let people choose to ride the MT or sit in traffic for four hours.

I can tell you that, personally, I would not want to live in a downtown/urban setting. It's just not my thing, and I like having a yard.
I think, too, that urban living is hardly going to help the planet any more than suburban living, and it makes you more vulnerable to systems failure (electricity, water, gas, food, etc.) if anything catastrophic happens, but that's perhaps another topic for another thread.

Completely agree with you on everything except the whole mass transit thing. Let's move our discussion over to this thread (http://sc4devotion.com/forums/index.php?topic=16723.new#new), though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2014, 04:47:02 PM
Getting back onto topic, and back to the discussion of DDRHW systems, it looks as though there will be some changes coming to the existing DDRHW-4 network by NAM 34 at the latest (possibly by NAM 33).  The fact that the DDRHW's top deck is at L3 has made it difficult to build interchanges with it, and the userbase tends not to build the L1-under-DDRHW crossings that were originally used as a rationale for the L2/L3 configuration.  There's also the matter of the proposed DDRHW-8, which, if we were to give it a similar L2/L3 setup, would ultimately require us to make an L3 RHW-8S, which is not a desirable move.

To that effect, it appears we will be lowering the DDRHW's two decks from L2/L3 to L1/L2.  The only two things this will really effect are the L1 undercrossings (which will no longer be possible with the L1/L2 configuration, though L3 overcrossings will become viable), and transitions to interchanges involving DDRHWs, which, theoretically, should become more compact with the lower height.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: chosenreject on December 27, 2014, 01:09:06 PM
Quote from: Tarkus on December 19, 2014, 04:47:02 PM
Getting back onto topic, and back to the discussion of DDRHW systems, it looks as though there will be some changes coming to the existing DDRHW-4 network by NAM 34 at the latest (possibly by NAM 33).  The fact that the DDRHW's top deck is at L3 has made it difficult to build interchanges with it, and the userbase tends not to build the L1-under-DDRHW crossings that were originally used as a rationale for the L2/L3 configuration.  There's also the matter of the proposed DDRHW-8, which, if we were to give it a similar L2/L3 setup, would ultimately require us to make an L3 RHW-8S, which is not a desirable move.

To that effect, it appears we will be lowering the DDRHW's two decks from L2/L3 to L1/L2.  The only two things this will really effect are the L1 undercrossings (which will no longer be possible with the L1/L2 configuration, though L3 overcrossings will become viable), and transitions to interchanges involving DDRHWs, which, theoretically, should become more compact with the lower height.

-Alex

i like this plan. It will make transitions smaller and the only time i have ever used a L1 crossing under DDRHW was usually a L1 mis because some of the exits got pretty long and i needed the crossing for space. i wish i had the skills of the nam bridge engineers as ive always thought ddrhw needed some bridge love, but all i can do is be annoying and mention it from time to time   :blahblah: :P... but i will take a ddrhw8 and be happy with that!!!  By the way merry christmas NAM team! thanks for everything you do!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 03, 2015, 01:03:08 PM
The tricky thing is that with the way wealthification works, those textures have to be baked onto the road and highway textures--the grass isn't a separate base texture or underlay.  It's physically possible to do, but it's a heck of a lot of work, because you would have to add the sand textures to pretty much every draggable network tile.  Automation with Photoshop actions helps to a large degree, but it's still a massive effort.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: memo on January 03, 2015, 05:14:35 PM
Quote from: Thomas Diamond on January 03, 2015, 07:30:36 AM
Would it be possible to replace the default NAM grass textures with sand textures,that would better work with my region?

I can do what Tarkus explained in three clicks for 95% of the textures if you provide the three textures to use, one for each wealth.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on January 03, 2015, 05:51:53 PM
Quote from: memo on January 03, 2015, 05:14:35 PM
I can do what Tarkus explained in three clicks for 95% of the textures if you provide the three textures to use, one for each wealth.

I call hacks. $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 23, 2015, 04:28:49 PM
Hey guys, I was just hoping that someone could shed some light on my previous issue (http://sc4devotion.com/forums/index.php?topic=990.msg488398#msg488398) with the DDRHW bridges.  Perhaps it's the case that if no one knew a solution then, there's no reason why anyone will know the solution now, but I thought perhaps that Tarkus's last development update just made everyone forget what was going on before :p (happens I'm sure, it's an impressive update)

The area after the bridge ends near the main city has been re-worked, and extended length-wise, but still no traffic is using it.  I've even added an intersection with another avenue.  I'll try posting an updated screenshot of the configuration when I'm able.

Thanks in advance for any new suggestions.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2015, 01:20:42 AM
Thanks for checking in, Moonraker.  Attempting to zoom in on your image, it does look like there might be a missing path on one of the orth-diag transitions close to the neighbor connection.  That was an earlier reported bug with the NAM 32 release, and I issued a patch about a year ago for it (here (https://www.dropbox.com/s/23f0w3006jkam1e/RealHighway_DD_RHW-4.dat?dl=0)).  You can replace the original DDRHW .dat file with that one, which would be located in Plugins\Network Addon Mod\Real Highway Mod\DDRHW.

If that doesn't do the trick, or if you already have that file, it's going to be a more complex issue, and I don't really have any real guesses without attempting to build a test city to replicate it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Moonraker0 on January 24, 2015, 08:37:55 AM
Thanks for your reply, Tarkus.  This turned out to be the solution I needed!  Now I have very high levels of traffic using the bridge; it's great to finally see it working.

I was also wondering, however, if anyone could perhaps help me with another issue I've been having.  The FlexRamp for L2 RHW-4, type B1 doesn't work right for me; the ramp piece just stays as RHW-2 L0, like in this screenshot (http://imgur.com/isiAxnD).  I see the tooltip says it should support different levels of RHW-4, so I'm not sure why this won't work for me.

Thanks in advance for any help on this matter!
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on January 24, 2015, 08:49:29 AM
IIRC, that piece doesn't actually support Elevated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 26, 2015, 01:03:39 PM
I have been using L1, and it works fine. Try dragging a road under it parallel to the main highway, leaving two empty tiles between.
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on January 26, 2015, 02:44:29 PM
Apart from the various ground RHW types, the FlexRamp type B1 currently supports only L1 RHW4.

There is a total of 3 possible elevated FlexRamp configurations at the moment (also IIRC):
- FlexRamp type A1, L1 RHW4
- FlexRamp type A1, L2 RHW4
- FlexRamp type B1, L1 RHW4

All other other configurations aren't currently supported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 26, 2015, 03:38:53 PM
We're adding a ton more support for elevated ramp interfaces in NAM 33.  In fact, probably two-thirds of the existing ground setups will have elevated counterparts, which is in sharp contrast to how development has typically gone on that front.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 26, 2015, 04:21:51 PM
Quote from: Tarkus on December 15, 2014, 04:46:47 PM
Quote from: GDO29Anagram on December 15, 2014, 01:18:34 PM
And don't get me started on Canada's Highway 401.

We'll wait for Hal on that one.  He's our resident 401 expert.  ;D

-Alex

Eh? You rang?

Also for NAM 33, I have plans to make video tutorials for various components including several RHW demos. It seems to be one of the most heavily requested items in the community, so if you have any suggestions on what we could cover, feel free to let us know.
Title: Re: RHW (RealHighway) - Development and Support
Post by: henrys1996 on January 27, 2015, 12:30:20 PM
Quote from: Tarkus on December 14, 2014, 01:02:02 AM
To add onto Ganaram's comments, the RHW-10C and 12S, in addition to creating a lot of complicated crosslinks, don't really add anything new to the table functionally.  The 6C and 8C already occupy the same footprint as the 10C, and the 12S has the same footprint as the 8S and 10S.  I don't think we need three different widths with the same capacity.  The idea of exploiting the higher capacity assigned to the base MHW network has been suggested, but the problem lies with split tile vs. shared tile on the diagonals.  The 10C and 12S are pretty much permanently tabled, until/unless we find some way for them to actually be useful and worth the effort.

The fact that there are no other MHW-based override networks would mean the crosslinkage would actually be quite simple.  The biggest complication is the MHW's AutoPlace tendencies for overpasses and interchanges.

-Alex

Bringing back the RHW-10C/12S topic, I personally wouldn't mind the RHW-10C and 12S having the same capacity as RHW-6C/8C and 8S/10S (respectively), but it'd be pretty cool to have them mainly for accel/decel lanes with a 8C/10S mainline. IMO, I'd be beyond satisfied with making the RHW-12S (not really finicky about 10C, I can already build 10 lanes) with puzzle-pieces, orthogonal ONLY and no over/underpass capabilities, but of course, I'm not too sure players and NAM Team dev is willing to deal with puzzle pieces again (it's all FLEX pieces for the win now), and even that sounds WAY easier said than done, I'm sure. I do wonder what a 3-tile RHW-12S would do for capacity, though, if the whole crosslinking issues could be ironed out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 27, 2015, 12:55:33 PM
Quote from: Tarkus on January 26, 2015, 03:38:53 PM
We're adding a ton more support for elevated ramp interfaces in NAM 33.  In fact, probably two-thirds of the existing ground setups will have elevated counterparts, which is in sharp contrast to how development has typically gone on that front.

-Alex

I am hopeful that the Inside B1 will get implemented for L3 and L4. I think that would be the last step to get some semblance of a stack interchange. Inside E1 RHW4 L3 and L4 would be even better, because they would work quite nicely with the FlexFly. A single 1 or 2 level onslope MIS to L2 is much nicer than bringing an RHW4 L3 or L4 all the way to ground level, just to make a 90o right turn.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on February 03, 2015, 01:24:30 PM
Forgive me if I'm posting this in the wrong thread. Just point me in the right direction to get this question answered.

Is there a method to getting the RHW bridges to match seamlessly w/the RHW? Some bridges are only prompted when using the maxis hwy tool. Others w/the RHW tool. I'm trying to get a 6 lane bridge. But the only way to get one is with the maxis hwy tool, which converts to 4 lanes once it hits land. I can't find any transition pieces that work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on February 03, 2015, 02:06:51 PM
Quote from: c0rnh0li0 on February 03, 2015, 01:24:30 PM
Forgive me if I'm posting this in the wrong thread. Just point me in the right direction to get this question answered.

Is there a method to getting the RHW bridges to match seamlessly w/the RHW? Some bridges are only prompted when using the maxis hwy tool. Others w/the RHW tool. I'm trying to get a 6 lane bridge. But the only way to get one is with the maxis hwy tool, which converts to 4 lanes once it hits land. I can't find any transition pieces that work.

You just drag in the applicable RHW 6S into the Bridge ends and than that should make the connection. No need for the Puzzle pieces.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: pierreh on February 04, 2015, 08:53:51 AM
In my experience, there is a caveat: a 6S bridge will only be built if it is of sufficient length. How long it has to be, I can't say, because I didn't try all possibilities, but it is not possible to get a 6S bridge to be built over narrow rivers.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on February 04, 2015, 01:17:39 PM
When I try to do it, I get a blank space between the RHW & the bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: joshua43214 on February 04, 2015, 02:16:41 PM
Quote from: c0rnh0li0 on February 04, 2015, 01:17:39 PM
When I try to do it, I get a blank space between the RHW & the bridge.

This happens when any type of starter piece is plopped 2 tiles from the bridge (the tile next to the bridge stub).
Just make sure you plop a starter or transition so it is 3 or more tiles from the bridge.

Any S type (like RHW 6S) will just drag right to the bridge.

-Josh
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on February 05, 2015, 09:38:04 PM
Quote from: joshua43214 on February 04, 2015, 02:16:41 PM
Quote from: c0rnh0li0 on February 04, 2015, 01:17:39 PM
When I try to do it, I get a blank space between the RHW & the bridge.

This happens when any type of starter piece is plopped 2 tiles from the bridge (the tile next to the bridge stub).
Just make sure you plop a starter or transition so it is 3 or more tiles from the bridge.

Any S type (like RHW 6S) will just drag right to the bridge.

-Josh

Got it. That worked. Next question: Is it possible to build a RHW 6s diagonal bridge? The connector is always a 4 lane & I can't figure out how to change it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 10, 2015, 07:58:25 AM
Quote from: c0rnh0li0 on February 05, 2015, 09:38:04 PM
Got it. That worked. Next question: Is it possible to build a RHW 6s diagonal bridge? The connector is always a 4 lane & I can't figure out how to change it.

Over land or water?
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on March 11, 2015, 09:08:59 AM
Quote from: roadgeek on March 10, 2015, 07:58:25 AM
Quote from: c0rnh0li0 on February 05, 2015, 09:38:04 PM
Got it. That worked. Next question: Is it possible to build a RHW 6s diagonal bridge? The connector is always a 4 lane & I can't figure out how to change it.

Over land or water?

I think it was land. I posted this over a month ago w/no response so I just moved on. But I would like to know for future reference.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 11, 2015, 09:19:50 AM
Quote from: c0rnh0li0 on March 11, 2015, 09:08:59 AM
Quote from: roadgeek on March 10, 2015, 07:58:25 AM
Quote from: c0rnh0li0 on February 05, 2015, 09:38:04 PM
Got it. That worked. Next question: Is it possible to build a RHW 6s diagonal bridge? The connector is always a 4 lane & I can't figure out how to change it.

Over land or water?

I think it was land. I posted this over a month ago w/no response so I just moved on. But I would like to know for future reference.

Have you tried dragging an RHW from an elevated ortho 6S?
Title: Re: RHW (RealHighway) - Development and Support
Post by: bremnertx on March 11, 2015, 04:46:15 PM
Not to come off impatient, but was wondering how far off are the Nam team in releasing NAM33?  I understand that you guys do not usually or probably do not want to state a release date, but I am just excited for its release.  I am writing in hopes that you can give  us a little info.  Thanks for EVERYTHING you guys do to make this game much more fun after every release!!   
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 11, 2015, 05:04:59 PM
Development on NAM 33 is actually at the "feature freeze" state, in that we've stopped adding content.  But we haven't put all the parts together into any semblance of a complete build, and RL has slammed a bunch of us (present company included) pretty hard in recent months.  Because everything is kind of scattered--both content-wise and personnel-wise--it's really hard to tell when NAM 33 will be released.  It's going to take getting through what looks to be a very painful integration phase in our release engineering before we have any idea internally.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on March 11, 2015, 05:11:13 PM
well here is hoping it can all come together with at little soap opera as possible...  ;)

and then, to be released sooner than expected on the LEX...  :thumbsup:

go NAM 33   :bnn:

standing by in the mean time  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on March 11, 2015, 06:39:42 PM
Well, at least its good to know that there will be a NAM 33, and that you guys are still working on it.. On another subject, are you considering leaving sc4 as xannepan did? or are you standing on the sc4 in terms of continuity and future projects?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 11, 2015, 08:23:51 PM
Quote from: cmdp123789 on March 11, 2015, 06:39:42 PM
Well, at least its good to know that there will be a NAM 33, and that you guys are still working on it.. On another subject, are you considering leaving sc4 as xannepan did? or are you standing on the sc4 in terms of continuity and future projects?

Personally, I'm not planning on leaving SC4 at present, especially as I don't yet own Cities: Skylines.  I do really like what I've seen from Paradox/CO, and plan to purchase it in the near future--Tropod is egging me on. :D  Quite a few NAMites have already purchased it and started sizing up the transport side of things, so in sharp contrast to what happened with CX(X)L and previous post-SC4 SimCity titles, it might well be that the NAM Team has an official C:S presence.  As you might have also noticed, SC4D has taken the unprecedented step of giving C:S a prominent subforum, which we never did with any of the previous titles.  The sense is that this game is in fact the mythical "SC5".

I can't speak with any certainty as to what might happen after I pick up C:S--RL's probably going to be a bigger factor than anything--but as someone of the "retro gamer" bent, SC4 has become a classic, and I've personally invested a lot in it.  It's not going to magically vanish, and I want to see the SC4 NAM tradition continue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 11, 2015, 08:33:51 PM
I am going to settle some things down now!!!  ::)

Quote from: eggman121 on March 11, 2015, 08:11:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3way%2520Flexfly%2520interchange%25201_zps2ejohjcr.jpg&hash=c5a776a8248a83c9d03d749ac37e7b9f8a234fa9) (http://s245.photobucket.com/user/Eggman121/media/3way%20Flexfly%20interchange%201_zps2ejohjcr.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3way%2520Flexfly%2520interchange%25202_zpstmatlomo.jpg&hash=a7bd172b66daef59ab4220a15b63148d65b5151e) (http://s245.photobucket.com/user/Eggman121/media/3way%20Flexfly%20interchange%202_zpstmatlomo.jpg.html)

Why stop the NAM for a new game when we have come this far. Yes I am not going to tell you by words but rather by pictures. What are your impressions?

Not a definite certainty but I'm pretty sure these will make it in  ;)

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 11, 2015, 09:35:38 PM
Let's hope our flood insurance covers accidental peeing and overkill drooling this time. If not...

Mops, towels, and washcloths are over at the left, where the bathrooms are. Buckets to catch your drool are down the hall. Rubber boots to prevent electrocution are to your right. The circuit breaker's at the back of the building, and the emergency backup generator should keep things up and running for about a few hours, at at best. Giant squeegees to push excess drool away are also where the rubber boots are, and be sure to push it all through the side entrance and not into the lobby; I just had the carpet changed last week.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 11, 2015, 11:33:54 PM
We may want to add additional coverage.  A Tarkusian BYSOI (Blow Your Socks Off Interchange) will be making a landing shortly . . . party like it's 2007.  8-)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on March 12, 2015, 03:40:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ficonbug.com%2Fdata%2F1c%2F128%2F451ef4cb64dab0570c25a2903593d7ef.png&hash=4f8b35e1264eda55719480345f1b4f5889410d61)

Help me!!...
Someone throw me...
a lifebelt!...
I'm drowning...
in my drool!! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on March 12, 2015, 04:17:40 AM
OMG!can't believe what i see :bnn: :bnn: :bnn: :bnn: :bnn: :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 12, 2015, 08:12:59 AM
Cities: Skylines beats SimCity 4's 'out of the box' highways, but the RHW still has a huge upper hand on them, especially when it comes to realism.

Not that this is a competition, but these improved elevated curves are an example that SC4 will still amaze us for many years to come. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 12, 2015, 10:51:54 AM
Quote from: Haljackey on March 12, 2015, 08:12:59 AM
Cities: Skylines beats SimCity 4's 'out of the box' highways, but the RHW still has a huge upper hand on them, especially when it comes to realism.

Not that this is a competition, but these improved elevated curves are an example that SC4 will still amaze us for many years to come. :)

Did somebody say ELEVATED CURVES?!?!?!?!  :bnn: :drool: %BUd% :party:
BTW, awesome vids on C:S! I hope they fixed that OWR issue that you ran into in Beta.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 12, 2015, 10:55:29 AM
Quote from: GDO29Anagram on March 11, 2015, 09:35:38 PM
Let's hope our flood insurance covers accidental peeing and overkill drooling this time. If not...

Mops, towels, and washcloths are over at the left, where the bathrooms are. Buckets to catch your drool are down the hall. Rubber boots to prevent electrocution are to your right. The circuit breaker's at the back of the building, and the emergency backup generator should keep things up and running for about a few hours, at at best. Giant squeegees to push excess drool away are also where the rubber boots are, and be sure to push it all through the side entrance and not into the lobby; I just had the carpet changed last week.

Is there a stockpile of socks? I might need some new pairs after the BYSOI is shown.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 12, 2015, 11:05:19 AM
Quote from: Tarkus on March 11, 2015, 05:04:59 PM
Development on NAM 33 is actually at the "feature freeze" state, in that we've stopped adding content.  But we haven't put all the parts together into any semblance of a complete build, and RL has slammed a bunch of us (present company included) pretty hard in recent months.  Because everything is kind of scattered--both content-wise and personnel-wise--it's really hard to tell when NAM 33 will be released.  It's going to take getting through what looks to be a very painful integration phase in our release engineering before we have any idea internally.

-Alex

Hmmm....perhaps a pre-release?
Title: Re: RHW (RealHighway) - Development and Support
Post by: McDuell on March 12, 2015, 01:01:12 PM
Quote from: eggman121 on March 11, 2015, 08:11:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3way%2520Flexfly%2520interchange%25202_zpstmatlomo.jpg&hash=a7bd172b66daef59ab4220a15b63148d65b5151e) (http://s245.photobucket.com/user/Eggman121/media/3way%20Flexfly%20interchange%202_zpstmatlomo.jpg.html)


*finding my jaw on the floor and putting it back in place*

I very much like what I see here, in many aspects!    :) :thumbsup:

Elevated FLEXFly curves, and these in different heights and widths!
Have the 90° ones been done with only one piece by chance? I'm just thinking loud, because until now you either had FLEX pieces which are flexible in width and height, but could not be crossed by other RHW, or the FLexFly MIS which are the opposite. Are these now FLEX&Fly pieces?  :D

Then the 45° curves. It seems they are FLEX&Fly-ed as well. The flyover going westbound is way too smooth to have been done with a draggable curve. For a moment I thought that the normal dragged curves could have got the auto-smooth feature as in the (G)HSR.


Quote from: Tarkus on March 11, 2015, 11:33:54 PM
We may want to add additional coverage.  A Tarkusian BYSOI (Blow Your Socks Off Interchange) will be making a landing shortly . . . party like it's 2007.  8-)

-Alex
That's why I'm walking around bare-foot for the time being ...  :D
Eagerly awaiting a full stack teaser!  $%Grinno$%

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 12, 2015, 02:34:45 PM
Quote from: McDuell on March 12, 2015, 01:01:12 PM
Have the 90° ones been done with only one piece by chance? I'm just thinking loud, because until now you either had FLEX pieces which are flexible in width and height, but could not be crossed by other RHW, or the FLexFly MIS which are the opposite. Are these now FLEX&Fly pieces?  :D

Then the 45° curves. It seems they are FLEX&Fly-ed as well. The flyover going westbound is way too smooth to have been done with a draggable curve. For a moment I thought that the normal dragged curves could have got the auto-smooth feature as in the (G)HSR.

For both angles, there's separate pieces for each height level, mainly for the sake of stability.  We were, from an efficiency standpoint, able to design things such that the 90-degree and 45-degree curves actually share much of the same geometry, which cut out a ton of code.  Credit to memo and eggman121 for their efforts on that front.

Quote from: Tarkus on March 11, 2015, 11:33:54 PM
That's why I'm walking around bare-foot for the time being ...  :D
Eagerly awaiting a full stack teaser!  $%Grinno$%

Mine's not a full stack, but it is a rather exotic and context-sensitive design, much like the original BYSOI from 2007.  Still might expand it more.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbeXsYxa.jpg&hash=c534fe0ae5a31db1835482f30c1015058989e308)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on March 12, 2015, 02:42:13 PM
That interchange looks awesome! I just want to see if  you can do an RHW stack yet.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 12, 2015, 09:38:15 PM
Quote from: Tarkus on March 12, 2015, 02:34:45 PM

For both angles, there's separate pieces for each height level, mainly for the sake of stability.  We were, from an efficiency standpoint, able to design things such that the 90-degree and 45-degree curves actually share much of the same geometry, which cut out a ton of code.  Credit to memo and eggman121 for their efforts on that front.

Quote from: Tarkus on March 11, 2015, 11:33:54 PM
That's why I'm walking around bare-foot for the time being ...  :D
Eagerly awaiting a full stack teaser!  $%Grinno$%

Mine's not a full stack, but it is a rather exotic and context-sensitive design, much like the original BYSOI from 2007.  Still might expand it more.

<image removed>

-Alex

Sweet!!!  &apls I can hardly wait to start (re)building some of my interchanges! That 45o flex-fly has been requested for a long time, and
it seemed like it would never get done. NAM 33 gives SC4 the edge over S:C IMO. I love you guys!!!! The earlier image looked similar to PS, so I had
to contain my excitement somewhat. Now I have some drool that I have to clean up. Thanks a million!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on March 13, 2015, 03:10:05 AM
Great interchange Alex!RHW4 45degrees curves as well??? :bnn: :bnn: &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 13, 2015, 03:42:14 AM
Quote from: Gugu3 on March 13, 2015, 03:10:05 AM
Great interchange Alex!RHW4 45degrees curves as well???

No; just another FlexFly. As I stated before, draggable curves of that nature are impossible to implement due to INRUL interference with the 45 degree bends. Which is a bit of a shame since, 1, FlexFlys are a bit slope intolerant and using a FlexFly as an elevated curve is a bit of overengineering and an understatement to their true functionality, and 2, a truly draggable curve would mean that one curve can satisfy all 33 RHW override networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: strucka on March 15, 2015, 08:20:13 AM
While at the moment, I have tried the C:S and it proved to be a possible successor to SC4, it still has around 10-15 years of community mod development to get to the point where SC4 is. SC4 has long since been about the modding community. It's a good foundation, as is the S:C, but if there will be no room for the community making mods in the extent of SC4's NAM, CAM and thousands and thousands of others. S:C still has no chance!
So to a thriving community!
We (the humans) are only as strong as a community! When joined as one, nothing and no one can beat us!

To the NAM team. I just hate the looks of C:S transport systems. They're for little children and in a big need of modding.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 15, 2015, 03:12:05 PM
Quote from: strucka on March 15, 2015, 08:20:13 AM
While at the moment, I have tried the C:S and it proved to be a possible successor to SC4, it still has around 10-15 years of community mod development to get to the point where SC4 is. SC4 has long since been about the modding community. It's a good foundation, as is the S:C, but if there will be no room for the community making mods in the extent of SC4's NAM, CAM and thousands and thousands of others. S:C still has no chance!
So to a thriving community!
We (the humans) are only as strong as a community! When joined as one, nothing and no one can beat us!

To the NAM team. I just hate the looks of C:S transport systems. They're for little children and in a big need of modding.

Watching the Simtropolis C:S videos, it is quite painful to watch Haljackey create those on ramps and off-ramps, and I can sympathize with his frustration. Who has 10-15 years to wait around for mods? Those fixes need to be made by the developers themselves, before I will spend my money on the product. I don't think Modders are capable of making those fixes.

My intro to NAM came when I was searching around for a stack interchange, and I was pleasantly surprised to see that a plop-able stack had been created for MHW. While the wait for RHW to produce stack capable curves, seems to be finally approaching an end, I have always found that I could always plop one of those MHW stacks for the time being, and while I could never run collector/distributor OWRs through the stack, the new curves for OWR have been quite useful in getting "around" those stacks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2015, 04:50:29 PM
Quote from: compdude787 on March 12, 2015, 02:42:13 PM
That interchange looks awesome! I just want to see if  you can do an RHW stack yet.

Once the files are finally sorted into working order, the non-developers will get a crack at it.  I imagine you'll then see some stacks pop up.  From all appearances, it is possible, though I haven't yet succeeded in the little bit of time I've had.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on March 15, 2015, 07:12:04 PM
Quote from: Tarkus on March 15, 2015, 04:50:29 PM
Quote from: compdude787 on March 12, 2015, 02:42:13 PM
That interchange looks awesome! I just want to see if  you can do an RHW stack yet.

Once the files are finally sorted into working order, the non-developers will get a crack at it.  I imagine you'll then see some stacks pop up.  From all appearances, it is possible, though I haven't yet succeeded in the little bit of time I've had.

-Alex

Hey hey, that will be great! I'm looking forward to seeing one. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 15, 2015, 07:36:16 PM
Quote from: Tarkus on March 12, 2015, 02:34:45 PM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbeXsYxa.jpg&hash=c534fe0ae5a31db1835482f30c1015058989e308)

-Alex

From the looks of it, one of the 45o curves appears to cross both an ERD and an RHW4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 15, 2015, 08:23:15 PM
It's an L1 RHW-2, actually.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 15, 2015, 08:31:15 PM
Quote from: Tarkus on March 15, 2015, 08:23:15 PM
It's an L1 RHW-2, actually.

-Alex

Well, I have never been able to tell the difference, but if the flex curve can cross both networks, we have entered a new dimension.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on March 15, 2015, 08:31:47 PM
I can't believe I didn't notice this till now, but it seems that we do have a L1 flexfly now! Awesome!! And Tarkus, you said awhile back that the revamped FlexfFlys weren't going to be in NAM 33--but luckily, you were wrong. :D
&apls &apls &apls &apls &apls &apls &apls &apls x9006

Also, something else I'm wondering about: is there going to be an L0 45-degree FlexFly piece (both MIS and RHW-4)? This would be useful for the same reason that the elevated 45-degree flexfly is used in Tarkus' interchange example above. Also, what about a 90-degree RHW-4 L0 FlexFly piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 15, 2015, 08:40:04 PM
Quote from: roadgeek on March 15, 2015, 08:31:15 PM
Well, I have never been able to tell the difference, but if the flex curve can cross both networks, we have entered a new dimension.

Too much cross linkage would occur and the controller size would be bigger than the request for new networks to cross underneath. RHW/ Dirtroad network only!

Quote from: compdude787 on March 15, 2015, 08:31:47 PM
I can't believe I didn't notice this till now, but it seems that we do have a L1 flexfly now! Awesome!! And Tarkus, you said awhile back that the revamped FlexfFlys weren't going to be in NAM 33--but luckily, you were wrong. :D

Also, something else I'm wondering about: is there going to be an L0 45-degree FlexFly piece (both MIS and RHW-4)? This would be useful for the same reason that the elevated 45-degree flexfly is used in Tarkus' interchange example above. Also, what about a 90-degree RHW-4 L0 FlexFly piece?

The flexfly models made by Jondor only considered 90 deg curves and where modeled as such. So a new approach was taken, and yes there may be L0 variants.

-eggman121

Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 15, 2015, 08:55:25 PM
Quote from: eggman121 on March 15, 2015, 08:40:04 PM

Too much cross linkage would occur and the controller size would be bigger than the request for new networks to cross underneath. RHW/ Dirtroad network only!

-eggman121

Got it...now the curve is actually crossing both networks, and not just the ortho extension coming out of the curve, correct?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on March 15, 2015, 09:06:37 PM
Quote from: roadgeek on March 15, 2015, 08:55:25 PM
Got it...now the curve is actually crossing both networks, and not just the ortho extension coming out of the curve, correct?

The new flexfly will operate like the old flexfly, so yes. The new flexfly system will allow multiple crossings as long as the networks are orthogonal and operating on separate tiles. Hope that clears up some confusion.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 15, 2015, 09:12:06 PM
Quote from: eggman121 on March 15, 2015, 09:06:37 PM
Quote from: roadgeek on March 15, 2015, 08:55:25 PM
Got it...now the curve is actually crossing both networks, and not just the ortho extension coming out of the curve, correct?

The new flexfly will operate like the old flexfly, so yes. The new flexfly system will allow multiple crossings as long as the networks are orthogonal and operating on separate tiles. Hope that clears up some confusion.

-eggman121

I guess I wasn't aware this functionality was already available.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2015, 12:53:56 AM
Quote from: compdude787 on March 15, 2015, 08:31:47 PM
I can't believe I didn't notice this till now, but it seems that we do have a L1 flexfly now! Awesome!! And Tarkus, you said awhile back that the revamped FlexfFlys weren't going to be in NAM 33--but luckily, you were wrong. :D
&apls &apls &apls &apls &apls &apls &apls &apls x9006

Also, something else I'm wondering about: is there going to be an L0 45-degree FlexFly piece (both MIS and RHW-4)? This would be useful for the same reason that the elevated 45-degree flexfly is used in Tarkus' interchange example above. Also, what about a 90-degree RHW-4 L0 FlexFly piece?

I was happy to be wrong on those counts, too. ;D You have eggman121 and memo (Edit: and Ganaram--thanks for the correction) to thank.  We were going to hold off on showing them altogether until release, but with the radio silence we've had of late on NAM development, we figured it was the best way to demonstrate that the project is still alive and kicking.  Believe it or not, this November will mark the 10th anniversary of the first RHW release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 16, 2015, 03:16:42 AM
Quote from: Tarkus on March 16, 2015, 12:53:56 AM
I was happy to be wrong on those counts, too. You have eggman121 and memo to thank.

HEY!!! I was the one who figured out you can geometrically modularise the thing in the first place; am I really THAT irrelevant?!!

Quote from: GDO29Anagram on September 20, 2014, 03:43:33 PM
If L1, L3, and L4 4×4 90deg FlexFlys are called for, I don't know how much code they'll require, even if they're limited to just the single-tile networks, but I think the L0 and L2 FlexFlys would have to be redone for the sake of consistency. There are still a lot of people who are too attached to the 4×4 curve... In which case, the 4×4 FlexFlys will be reserved for the MIS, all five height levels, but get this, because of how the 2×4 45deg curve overlapping yields the 5×5 curve, what if the 5×5 90deg FlexFly was instead two 2×4 45deg FlexFlys with an overlap tile in the middle? We've more or less determined that a 5×5 curve, with the right geometry, can be subdivided into two 2×4 curves.

There was even an initial test to see if the 5×5 FlexFlys can be cut up into two smaller 45deg curves that merged at the middle, but the geometry of the curve wasn't the same.

Quote from: memo on August 05, 2014, 01:51:39 AM
What has just occured to me is, is it possible to arrange the models such that the 45 curve only differs in the 5/5' tile? That would allow for sharing of RUL2 code, on a large scale.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedwarfers.net%2Fotherstuff%2Frandom%2Fsc4%2FUpdated%25205x5%2520FlexCurve%2520Template.png&hash=b8689b69876bb23f80a68c27d4b68e28930fe31f)
Quote from: Tarkus on August 05, 2014, 02:43:54 AM
I looked into that when I made my MIS 45 model, as it would be very handy.  Unfortunately, truncating 90 curve right at the 4/6' or 5/5' caused it not to line up with the network's diagonals.  I've been able to test this with my 5x5 90 curve prototype, by placing MIS Diagonal Fillers in the middle.  Here's what happened when I placed the filler over the 6/4' tile:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxBxQzkb.jpg&hash=e3b7962fb16fbc15827b23a65457e0ea72cd4154)

Gah, it means that all of Jondor's modelling work would have to be scrapped and redone to fit the modular FlexFly scheme... I can see why FlexFlys are so fiendishly hard to develop; it's not just the code, but the models; you'd need to have several hundred of them... (Markus, I think you mentioned taking elevated RHW decks and turning them into T21 props...)

It also means that, in the long run, FlexFlys have to follow the <CENSORED> model of modularising 90deg curves; instead of just having a 5×5 90deg FlexFly and who knows what for the 45deg FlexFly, we could kill two stones with one bird by turning the 5×5 FlexFly into a 2×4 45deg FlexFly; the only thing different with the 5×5 is that it would need to have a third anchor tile, one in the middle where the blend tile is. We'd have to take whatever Alex has developed for the 5×5 FlexFly and toss it aside... 0_x (Then again, I've kinda done the same with FlexRamps/EDRI already...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 16, 2015, 08:05:01 PM
Quote from: GDO29Anagram on March 16, 2015, 03:16:42 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxBxQzkb.jpg&hash=e3b7962fb16fbc15827b23a65457e0ea72cd4154)

[/quote]

Wow! What an awful looking curve! Might be a little fun for UDIs though.  :D :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2015, 09:18:23 PM
You have that awful looking curve to thank for the nice ones you've been seeing. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on March 16, 2015, 11:39:50 PM
So basically what I've done to help is basically irrelevant that the others deserve credit and I don't? That's how it goes? Well...

That's just really upsetting to me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2015, 11:45:41 PM
Quote from: GDO29Anagram on March 16, 2015, 11:39:50 PM
So basically what I've done to help is basically irrelevant that the others deserve credit and I don't? That's how it goes? Well...

That's just really upsetting to me.

I edited my original post after your correction, and apologize for inadvertently omitting you initially.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: cmdp123789 on March 17, 2015, 11:52:51 AM
The mistake has been recognize.. =) lets not argue anymore.. right now, the NAM team is keeping the game alive.. wouldnt want to see this team go to bleh because of something like this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 19, 2015, 09:14:55 PM
Quote from: roadgeek on March 15, 2015, 09:12:06 PM
Quote from: eggman121 on March 15, 2015, 09:06:37 PM
Quote from: roadgeek on March 15, 2015, 08:55:25 PM
Got it...now the curve is actually crossing both networks, and not just the ortho extension coming out of the curve, correct?

The new flexfly will operate like the old flexfly, so yes. The new flexfly system will allow multiple crossings as long as the networks are orthogonal and operating on separate tiles. Hope that clears up some confusion.

-eggman121

I guess I wasn't aware this functionality was already available.

I played around with it and found I could in fact intersect an L0 and L1 RHW-4 under a level 2 Flex-Fly in NAM 32, provided a left a tile space between the RHW and the MIS on both ends of the Flex-Fly. I tried a number of others as well: Adjacent L0 RHW 4 under a single L1 RHW-4, L1 RHW-4 intersecting an L2 RHW-4 over Level 0 Flex-Fly, and IIRC, adjacent RHW-4 L1 under adjecent RHW-4 L2 worked fine over Level 0 Flex-Fly.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 20, 2015, 12:30:42 PM
NAM Team,

I would like to start off by saying thank you for all your creativity and work.  I had posted this in "NAM Issues" with no hits or replies.  I am hoping for a hoot or whisper of possible error.

I am not sure if the attached have been reported.  The first of the cloverleaf interchange, this started about a month ago.  I use to be able to do this with ease, but now, no joy.

The second is so close for this type of interchange.  Now sure why it is doing this. 

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on March 20, 2015, 11:01:55 PM
Have you tried clicking around with the RHW tool all over the place? If you click enough, it will hopefully override correctly and resolve these problems.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 21, 2015, 12:30:58 PM
compudude787,

Yes, I have tried clicking everywhere and even moving it up to 15M and still no joy.  My work around is to have to ERHW6S.  Again, I use to be able to do this, but the problem appears to be dragging three or four rows of either road or RHW above or below. 

As for the diagonal MIS, yes again I tied all difference combinations and even tried using filler pieces and when I plop the filler piece, the pieces before reverts back.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on March 21, 2015, 01:11:33 PM
For the first picture I'd recommend two things, fistly stick some starters in either side of the elevated RHW bridges, it looks like you have space for them, otherwise move everything back one tile, it will be more stable this way. Also draw the network under the bridge after the bridge is in place, sometimes it helps the networks to show correctly if done this way.

In the second picture I'd move the bridge another tile from the MIS lane if necessary, diagonals are a pain to get stable I find, not sure if there are diagonal MIS starters (think they exist), so once again try adding them if you can either side of the bridge.
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on March 21, 2015, 02:16:44 PM
Quote from: mgb204 on March 21, 2015, 01:11:33 PM
...not sure if there are diagonal MIS starters (think they exist), so once again try adding them if you can either side of the bridge.

AFAIK, there are no standalone diagonal MIS starters. There might be some in certain ramp pieces, but I have no idea which ones do have those.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 22, 2015, 10:14:44 AM
All,

I do not have room as this is a 7.5M and I needed the Flex 7.5 cliff to Elevated starter piece to make this work.  Again, I even tried 15M and still no joy.  I have done this before and I am not sure what happened between two months ago and today as I did not download anything in fears of prop plox.  My solution was to result to no merge lanes and instead only have RHW6S going across as it is only two lines of RHW and not four.

As for the diagonal piece, "compdude 787"is correct, there is not starter piece for diagonal starter piece.  I truly believe this may be an issue with NAM 32 that may or may not have been reported.  I resulted into a Trumpet interchange instead. 

Don
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 23, 2015, 08:02:59 PM
Quote from: dyoungyn on March 20, 2015, 12:30:42 PM
NAM Team,

I would like to start off by saying thank you for all your creativity and work.  I had posted this in "NAM Issues" with no hits or replies.  I am hoping for a hoot or whisper of possible error.

I am not sure if the attached have been reported.  The first of the cloverleaf interchange, this started about a month ago.  I use to be able to do this with ease, but now, no joy.

The second is so close for this type of interchange.  Now sure why it is doing this. 

dyoungyn

For your first image, there is a spot on the upper RHW-6C near the flex transition, that if you click it, seems to resolve that issue.

For the second image, there have been known issues with diagonals. It works much better with RHW-4 than it does with the wider networks.

Dan
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 24, 2015, 03:46:39 PM
roadgeek,

Thank you for the reply.  I have tried it again and this time I did as you suggested and even plopped the 7.5M flex piece and a RHW8S before and still no joy.  I honestly believe it is the dragging 4 lines of RHW over 3 lines of RHW.

As for the diagonal, I agree this may be an issue to RHW.

dyoungyn
Quote from: roadgeek on March 23, 2015, 08:02:59 PM
Quote from: dyoungyn on March 20, 2015, 12:30:42 PM
NAM Team,

I would like to start off by saying thank you for all your creativity and work.  I had posted this in "NAM Issues" with no hits or replies.  I am hoping for a hoot or whisper of possible error.

I am not sure if the attached have been reported.  The first of the cloverleaf interchange, this started about a month ago.  I use to be able to do this with ease, but now, no joy.

The second is so close for this type of interchange.  Now sure why it is doing this. 

dyoungyn

For your first image, there is a spot on the upper RHW-6C near the flex transition, that if you click it, seems to resolve that issue.

For the second image, there have been known issues with diagonals. It works much better with RHW-4 than it does with the wider networks.

Dan
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 24, 2015, 04:19:21 PM
As the plan is to jettison a large part of the existing base RHW code after NAM 33, it's unlikely we'll be able to address that until then.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 24, 2015, 06:52:58 PM
Tarkus,

Thank you for the reply.  I did try addressing this under the "NAM Issues" with no hits. 

Are you address the  ERHW8S over RHW6C or the diagonal?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 24, 2015, 07:51:43 PM
Quote from: dyoungyn on March 24, 2015, 03:46:39 PM
roadgeek,

Thank you for the reply.  I have tried it again and this time I did as you suggested and even plopped the 7.5M flex piece and a RHW8S before and still no joy.  I honestly believe it is the dragging 4 lines of RHW over 3 lines of RHW.

As for the diagonal, I agree this may be an issue to RHW.

dyoungyn

I would recommend clicking right here with the standard RHW piece. I have found it works when I had a similar glitch RHW-6C over Ave-6. You might also try moving your exit ramp out a tile or two.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Patricius Maximus on March 27, 2015, 03:04:58 PM
Quote from: Tarkus on March 11, 2015, 11:33:54 PM
We may want to add additional coverage.  A Tarkusian BYSOI (Blow Your Socks Off Interchange) will be making a landing shortly . . . party like it's 2007.  8-)

-Alex
Party like 2007? Let's do it  :bnn:.

Quote from: eggman121 on March 11, 2015, 08:33:51 PM
I am going to settle some things down now!!!  ::)

Quote from: eggman121 on March 11, 2015, 08:11:14 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3way%2520Flexfly%2520interchange%25201_zps2ejohjcr.jpg&hash=c5a776a8248a83c9d03d749ac37e7b9f8a234fa9) (http://s245.photobucket.com/user/Eggman121/media/3way%20Flexfly%20interchange%201_zps2ejohjcr.jpg.html)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2F3way%2520Flexfly%2520interchange%25202_zpstmatlomo.jpg&hash=a7bd172b66daef59ab4220a15b63148d65b5151e) (http://s245.photobucket.com/user/Eggman121/media/3way%20Flexfly%20interchange%202_zpstmatlomo.jpg.html)

Why stop the NAM for a new game when we have come this far. Yes I am not going to tell you by words but rather by pictures. What are your impressions?

Not a definite certainty but I'm pretty sure these will make it in  ;)

-eggman121

In one word, my impression is "heavenly". Building interchanges like that in SC4 has been a fond dreamscape of mine since I first laid eyes on the MIS. I am very pleased at the progress the NAM has made, and I'm already plotting how that will that into my style of city, since those components will prove extremely useful. My pre-emptive congratulations.

Quote from: Tarkus on March 11, 2015, 05:04:59 PM
Development on NAM 33 is actually at the "feature freeze" state, in that we've stopped adding content.  But we haven't put all the parts together into any semblance of a complete build, and RL has slammed a bunch of us (present company included) pretty hard in recent months.  Because everything is kind of scattered--both content-wise and personnel-wise--it's really hard to tell when NAM 33 will be released.  It's going to take getting through what looks to be a very painful integration phase in our release engineering before we have any idea internally.

-Alex

Nice to see an update on how far along it is, and I'm glad to see that you're continuing to work on it. We shall be happily awaiting the release for as long it takes to release it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on April 24, 2015, 10:33:35 AM
I know this has been requested before: I would like to know if the Basket Weave interchange will make it into NAM33.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 24, 2015, 11:42:49 AM
It's already possible to do a basketweave with the existing content.  There's not really anything new coming to that side of things for NAM 33, however, if you're wanting there to be some sort of QuickChange-like setup.

Also, on another note, today happens to mark the 11th birthday of the NAM. :party:  The RHW project will be hitting the 10-year mark later this year, on November 16th.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on April 24, 2015, 01:08:05 PM
Very much congratulations on 11 years of this amazing plugin, you guys are seriously the best :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on April 27, 2015, 01:40:50 AM
happy birthday NAM and a huge congratulations to all present and past team members as well a huge thank for the amazing work so far done, and, may the "NANce be with you" for the future work/releases :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 09, 2015, 10:02:37 AM
Quote from: Tarkus on April 24, 2015, 11:42:49 AM
It's already possible to do a basketweave with the existing content.

Is it possible using FA X FA?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 09, 2015, 11:56:17 AM
FA x FA isn't possible with the RHW at present, let alone for basketweaving.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on May 10, 2015, 06:24:05 AM
Quote from: roadgeek on May 09, 2015, 10:02:37 AM
Quote from: Tarkus on April 24, 2015, 11:42:49 AM
It's already possible to do a basketweave with the existing content.

Is it possible using FA X FA?

For RHW2 you could use, as workaround, the T or X Intersection in the FA Road puzzle pieces. ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 11, 2015, 08:44:46 AM
Quote from: vinlabsc3k on May 10, 2015, 06:24:05 AM
For RHW2 you could use, as workaround, the T or X Intersection in the FA Road puzzle pieces. ;)

I am not quite sure what you are getting at. Are you aware that a basket weave interchange involves parallel multi-lane RHWs? Actually, it would be much nicer to interface with a OWR as is possible with MHW.

Edit: See this image
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi240.photobucket.com%2Falbums%2Fff211%2FMcDuell%2FSC4%2520Interchanges%2FBasketweave.jpg&hash=f164ab2a1a7d7079461794860ea1809972b8d469)

shows that there is no RHW2 involved, whereas this one

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.bripizza.net%2Fsc4%2F1107overcrossroad%2Fimg%2Fovercross01.jpg&hash=b666e6113146dc412af695aed6bb1994e9223a0b)

uses parallel roads. It looks similar to an FA x FA basketweave, and I am sure it would generate a lot of drool, if it were adapted to RHW.
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on May 22, 2015, 09:49:01 AM
Can anyone tell me why this exchange doesn't work?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Foi59.tinypic.com%2F11jp15x.jpg&hash=686d5be9b46ad424b14e6ed84d352b3c49dd091d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Foi60.tinypic.com%2F5pewe8.jpg&hash=ea3c76d7052fe3fbe76e7c241223bf38dc809ecf)
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 22, 2015, 01:53:14 PM
 &mmm I'm afraid that's because the paths do not exist on the middle diamond center of that piece where they're supposed to exist, thus no arrow paths, no connection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on May 22, 2015, 08:31:12 PM
Looking at it, all the diagonal RHW intersections in Symphony seem to have bad paths. I'll have a look into fixing it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2015, 12:29:44 PM
"Wealthification" work under way with the new FLEXRamps and Draggable Ramp Interfaces.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHo2LZX8.jpg&hash=e1673c06d2d05863e1c40ed904a80e880cd5f16d)

We've managed to kill all but 9 of the non-FARHW static puzzle piece ramps.  Everything else now has a FLEX or draggable implementation, complete with this snazzy "wealthification", and a whole bunch of new possibilities as well--the ramp above (an RHW-8C Type B2, added this release by Ganaram) never existed in puzzle form.  By the release following NAM 33, that number should be down to 0, with possible inroads on the FARHW ramps. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on July 13, 2015, 12:51:10 PM
Can anyone point me to a fix addressing the fact no sidewalks show up? I'vie tried taking out any plugins I thought might be causing a conflict, but nothing is working.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Korot on July 13, 2015, 12:55:45 PM
On the RHW? Which RHW should have sidewalks then? For more in general missing sidewalks: I have no idea, but I don't think this is the right topic.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2015, 01:01:44 PM
The RHW shouldn't have sidewalks.  There's a few newer items where NAM 32 doesn't have wealth textures in place, causing sidewalks to appear, but those aren't intended, and NAM 33 is designed to eliminate those situations.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on July 13, 2015, 01:17:12 PM
Sorry. My streets & avenues don't have sidewalks
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 13, 2015, 02:19:27 PM
Do your roads and One-Way roads have sidewalks? The sidewalks are not baked-in to the bulk of the network textures, they simply take the remaining space that is left transparent in the texture, so the sidewalks themselves are nothing to do with the NAM. Since no NAM components change these textures in such a way, either something is very wrong with your game or more likely some erroneous mod that you've installed is making this happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 13, 2015, 05:19:45 PM
All but nine? I assume three are the volleyball pieces and three are the RHW-6C shifts (to 4 and 8 with MIS and the RHW-2&4 splitter) so I can't really guess what the other three are. Also, what do you mean by "possible inroads"?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2015, 06:10:54 PM
Quote from: Wiimeiser on July 13, 2015, 05:19:45 PM
All but nine? I assume three are the volleyball pieces and three are the RHW-6C shifts (to 4 and 8 with MIS and the RHW-2&4 splitter) so I can't really guess what the other three are. Also, what do you mean by "possible inroads"?

The volleyball pieces aren't counted in the 9, but they won't be converted to FLEX for NAM 33.  The 6C "shift" ramps account for 3 of the 9, and those will presumably be the most difficult to convert.  The full list is as follows:


The reason the RHW-3 ramps haven't gotten the FLEX/DRI treatment yet is because they're surprisingly complicated beasts, and we also haven't entirely figured out just how the IID scheme will work for its ramps, while still allowing room for proper wealthification and L1/L2 RHW-3 ramps.  I have actually managed to get the DDRHW-4 to accept FLEX/DRI ramps (it'll be gaining B1 ramps and Inside ramps for NAM 33), which might give us a precedent to follow with the RHW-3, however.  The reason for the 10S D2 and E2 not getting the treatment yet is because there are some complications with having the 6S mainline come out of it (the D2 is technically a D2 Wide).  They are by no means insurmountable difficulties, but we're saving them for a later phase of development.

As far as the possible inroads with the Type C and Type F ramps, that will depend in large part on efforts to implement a non-puzzle version of FARHW, an idea that's been kicked around for a very long time.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on July 14, 2015, 08:26:03 AM
Quote from: mgb204 on July 13, 2015, 02:19:27 PM
Do your roads and One-Way roads have sidewalks? The sidewalks are not baked-in to the bulk of the network textures, they simply take the remaining space that is left transparent in the texture, so the sidewalks themselves are nothing to do with the NAM. Since no NAM components change these textures in such a way, either something is very wrong with your game or more likely some erroneous mod that you've installed is making this happen.
Thanks. I wonder what it could be though? I'm thinking of calling it quits & trying Skylines
Title: Re: RHW (RealHighway) - Development and Support
Post by: titanicbuff on July 14, 2015, 08:40:41 AM
Skylines is fun, just bought it myself. The game is very picky though
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 14, 2015, 02:43:14 PM
uh what do you mean by very picky?

From what I've seen so far, Skylines seems to lack the extra lanes before the interchange ramps, and looks a lot more abrupt than how the RHW has it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: titanicbuff on July 14, 2015, 02:48:30 PM
Quote from: j-dub on July 14, 2015, 02:43:14 PM
uh what do you mean by very picky?


Try having 6 hospitals in a city of 10,000 and 4 cemetaries.
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on July 14, 2015, 02:49:48 PM
Yeah, yeah unreal :/
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 14, 2015, 03:04:21 PM
Quote from: c0rnh0li0 on July 14, 2015, 08:26:03 AM
Quote from: mgb204 on July 13, 2015, 02:19:27 PM
Do your roads and One-Way roads have sidewalks?
Thanks. I wonder what it could be though? I'm thinking of calling it quits & trying Skylines

Well if you want help with it, it would be nice if you answered any questions being asked of you to identify the problem. If you are not looking at spending your time to fix this, it's hard to understand why using mine to assist you would be a worthwhile endeavour. In any case this is not usual, there is no bug I'm aware of that causes such a problem so something is ultimately wrong with your game as you've set it up. Frankly Skylines (IMO) is not a magical fix to the inherent problems with SC4, it has a whole load of it's own issues you'll need to overcome, not to mention needing a fairly decent modern PC to have a chance of running it well.

Quote from: titanicbuff on July 14, 2015, 02:48:30 PM
Try having 6 hospitals in a city of 10,000 and 4 cemetaries.

That's only the beginning, get to about 100,000 Cims and you'll soon find that the game necessitates a ridiculously elaborate road-setup with many motorways otherwise traffic will get blocked, and when traffic gets blocked, everything breaks because every part of the game fundamentally relies on smooth traffic flow to operate.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 15, 2015, 12:24:12 PM
Quote from: Tarkus on July 13, 2015, 06:10:54 PM
Quote from: Wiimeiser on July 13, 2015, 05:19:45 PM
All but nine? I assume three are the volleyball pieces and three are the RHW-6C shifts (to 4 and 8 with MIS and the RHW-2&4 splitter) so I can't really guess what the other three are. Also, what do you mean by "possible inroads"?

The volleyball pieces aren't counted in the 9, but they won't be converted to FLEX for NAM 33.  The 6C "shift" ramps account for 3 of the 9, and those will presumably be the most difficult to convert.  The full list is as follows:


  • RHW-3 Type A1a/A1b
  • RHW-3 Type B1a/B1b
  • RHW-3 Type A1 Dual/B1 Dual (this one could arguably count as 2, but they're accessed through Home/End rotation)
  • RHW-6C Diagonal Type A1
  • RHW-6C Type D1 Shift Dual
  • RHW-8S Type D1 Shift Dual
  • RHW-6C Type D1 Shift Dual Inside
  • RHW-10S Type D2
  • RHW-10S Type E2

The reason the RHW-3 ramps haven't gotten the FLEX/DRI treatment yet is because they're surprisingly complicated beasts, and we also haven't entirely figured out just how the IID scheme will work for its ramps, while still allowing room for proper wealthification and L1/L2 RHW-3 ramps.  I have actually managed to get the DDRHW-4 to accept FLEX/DRI ramps (it'll be gaining B1 ramps and Inside ramps for NAM 33), which might give us a precedent to follow with the RHW-3, however.  The reason for the 10S D2 and E2 not getting the treatment yet is because there are some complications with having the 6S mainline come out of it (the D2 is technically a D2 Wide).  They are by no means insurmountable difficulties, but we're saving them for a later phase of development.

As far as the possible inroads with the Type C and Type F ramps, that will depend in large part on efforts to implement a non-puzzle version of FARHW, an idea that's been kicked around for a very long time.

-Alex

Made my day! &apls &apls &apls %BUd% :party: :drool: Can hardly wait!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: c0rnh0li0 on July 15, 2015, 12:30:17 PM
Quote from: mgb204 on July 14, 2015, 03:04:21 PM
Quote from: c0rnh0li0 on July 14, 2015, 08:26:03 AM
Quote from: mgb204 on July 13, 2015, 02:19:27 PM
Do your roads and One-Way roads have sidewalks?
Thanks. I wonder what it could be though? I'm thinking of calling it quits & trying Skylines

Well if you want help with it, it would be nice if you answered any questions being asked of you to identify the problem. If you are not looking at spending your time to fix this, it's hard to understand why using mine to assist you would be a worthwhile endeavour. In any case this is not usual, there is no bug I'm aware of that causes such a problem so something is ultimately wrong with your game as you've set it up. Frankly Skylines (IMO) is not a magical fix to the inherent problems with SC4, it has a whole load of it's own issues you'll need to overcome, not to mention needing a fairly decent modern PC to have a chance of running it well.

Quote from: titanicbuff on July 14, 2015, 02:48:30 PM
Try having 6 hospitals in a city of 10,000 and 4 cemetaries.

That's only the beginning, get to about 100,000 Cims and you'll soon find that the game necessitates a ridiculously elaborate road-setup with many motorways otherwise traffic will get blocked, and when traffic gets blocked, everything breaks because every part of the game fundamentally relies on smooth traffic flow to operate.
Its more than just sidewalks. I've been trying to play this game since it came out (2004?). And I always run into some kind of problem before I can finish a project. My computer breaks down. A file gets corrupted. Something new comes out that allows me to come closer to bringing my imagination to life. I got screwed by the game sending the sims in a circle causing the demand to go out of wack. I'm just tired of having to start over all the time. I'm ready for something new. I'll comeback if Skylines isn't fun.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 15, 2015, 02:46:07 PM
Quote from: c0rnh0li0 on July 15, 2015, 12:30:17 PM
Its more than just sidewalks. I've been trying to play this game since it came out (2004?). And I always run into some kind of problem before I can finish a project...

Well I can certainly sympathise, I've killed a good two or three regions, one of which took a ridiculous amount of effort to make then just broke. Just bear in mind, despite some issues the game isn't hideously broken or full of bugs, it's a decent stable, reliable experience, but unlike so many other titles it takes a bit of learning to get there.

Skylines is good fun if your PC's up to it, despite a number of annoyances of it's own.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 29, 2015, 12:26:36 PM
Rampage I (Roman numeral 1).

http://www.youtube.com/v/b2PeDUDlwvw
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on July 29, 2015, 12:41:06 PM
 :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Girafe on July 29, 2015, 02:39:45 PM
looks really good.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 29, 2015, 09:54:14 PM
Ya know, I like to plop a RHW-2 wye between two B1s. It's the best use I've found. Obviously this can still be done somehow. If anyone wants a reference for it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 29, 2015, 11:48:11 PM
Gosh darn that looks fancy and smooth and just down right awesome, congrats NAM team for being incredible :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: mrsmartman on July 30, 2015, 05:50:46 AM
NAM is great!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 30, 2015, 10:57:23 AM
Disco.

http://www.youtube.com/v/8xPc4f5WceE
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on July 30, 2015, 04:33:32 PM
That disconnector piece is going to be so awesome! No more getting annoyed at the bulldozers destroying more than what you wanted it to. And no more autoconnect craziness!

I think I'm going to have a lot of fun this evening playing with the new pre-release. I'll be VERY impatiently waiting for it to download and install! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pat on July 31, 2015, 03:07:41 AM
Just simply have to say I need a droool bucket!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 31, 2015, 03:40:28 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6zWdvNq.png&hash=402e3a8a17b0da423a1c9e6eafbcca80d43c4148)
These four three ramp pieces are deprecated and obsolete, but currently have no DRI or flexramp alternatives. Also, the 6S A2 flexramp is broken to the point of being completely unusable.

EDIT: It appears the 6S piece does have a functional DRI. The other three... The RHW-2 pieces are already used by the 6S DRIs.
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on July 31, 2015, 03:50:54 AM
I'll let Ganaram give a more definitive answer, but at least three of the ramps in your picture have DRI alternatives (the 8S D2 ramp is the only one I'm not sure of). You can drag the 6S A2 DRI by following the drag pattern in the top right of the following diagram (it doesn't matter what order or direction you actually drag the different parts in):

(https://dl.dropboxusercontent.com/u/54771042/edri-drag-patterns-test.png)

As for the RHW-2 D1/E1 ramps, Ganaram demonstrates how to drag them in this video (https://www.youtube.com/watch?v=b2PeDUDlwvw) (starting at 1:22).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 31, 2015, 04:07:05 AM
Quote from: Wiimeiser on July 31, 2015, 03:40:28 AM
These four three ramp pieces are deprecated and obsolete, but currently have no DRI or flexramp alternatives. Also, the 6S A2 flexramp is broken to the point of being completely unusable.

All four of them have draggable equivalents; if you remember from the dev videos I have from many posts back (and from Teaservid 1; link above), you'll basically find the patterns for... three of the four ramps.

And from other posts back...

Quote from: GDO29Anagram on September 13, 2014, 04:29:26 AM
http://www.youtube.com/v/Vhcj2I_z76s

I think I just simplified the D1 and E1 ramp patterns by 70 billion light years...

If you wanna compare it with the pattern I had for it before...

http://www.youtube.com/v/xVK19zljqfE

That video also shows some of the patterns I had planned for the Type X2 ramps as well, but with that newfound innovation, it means that I can recycle some of the old patterns and even remove the need of that stub remover method thingamabob doohickey.

All of the old prototype D1 and E1 patterns are basically now the D2 and E2 patterns.

Quote from: woodb3kmaster on July 31, 2015, 03:50:54 AM
You can drag the 6S A2 DRI by following the drag pattern in the top right of the following diagram (it doesn't matter what order or direction you actually drag the different parts in):

I had to edit your diagram to help illustrate the 8S-specific DeDRIs (Dedicated DRIs), which are set apart from the RHW-2 OrDRIs (Overridable DRIs), RHW-4 DOrDRIs (Dedicated+Overridable DRIs), and RHW-6S DOrDRIs. Red arrows indicate what you need to do to get X2 variants of X1 ramps; blue arrows indicate connections needed for connecting these ramps (not AB1) to RHW-8S (the 8S E1 is the biggest oddball since it defies all prescribed patterns; it only uses the blue arrows as shown and none of the black arrows).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_x1_x2dri.png&hash=29c8942b11fa7803d8705e78b72703de5241f5df)

If this is still too confusing, then you're gonna have to wait for teaservid 8; I got delayed by a thunderstorm in starting it, so you're gonna have to wait a bit.
Title: Re: RHW (RealHighway) - Development and Support
Post by: belfastsocrates on July 31, 2015, 04:14:36 AM
Goodness! That is rather lovely indeed. I haven't really experimented with RHW as I like the compactness of the maxis highway (I know) and the condensed highway access options, which suit my more 'British' urban design style.

I do want to have a good crack at RHW though as it does look a hell of a lot better. I just need to work on creating tidy and compact slip roads and flyovers
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on July 31, 2015, 05:48:40 PM
In case you missed it in the NAM 33 PR support thread, there's a mystery feature in the RHW. Can you guess what it's used for?

http://www.youtube.com/v/EKOclR8lMOY
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 31, 2015, 08:18:37 PM
Transitions?
Title: Re: RHW (RealHighway) - Development and Support
Post by: NielsC007 on August 02, 2015, 01:15:23 PM
I've been trying to get this RHW 8C E1 Level 2 Exit to work. I tried to both drag the transition and plop down a flex transition. Am I the only one having this issue or have I found a bug?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FviOPcdC.jpg&hash=a46a3f4d6591db222083462facf8acf3ed347497)
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 02, 2015, 01:21:45 PM
Quote from: NielsC007 on August 02, 2015, 01:15:23 PM
I've been trying to get this RHW 8C E1 Level 2 Exit to work. I tried to both drag the transition and plop down a flex transition. Am I the only one having this issue or have I found a bug?

It's a bug with the models; the paths are correct, but the models and textures aren't.

Since this is a bug with the NAM 33 Prerelease, it's best to report it in the prerelease support thread instead of here.

http://sc4devotion.com/forums/index.php?topic=17038.0
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 07, 2015, 04:52:07 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ffwh6Fj5.png&hash=e8027ef9d44162d4e7a19213e5b1da1b0dc26ad1)
Any non-deprecated alternative to this?

No?

Guess I'll just do this then:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2yKm5JM.png&hash=3a0e90cb8e13d65f436bde89fcfc48c14bd3e8e8)

EDIT: FlexFly doesn't support L0 RHW-2 in any way whatsoever.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQKzGDRf.png&hash=594a656eab6ba9095ff42a18c0b3f794023d03e1)

Also, how long's it gonna take to fix stuff like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fuy6BQMj.png&hash=46f54590b535a36b6d83d0088a5cfc1c9eb922f6)

-----------

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzozlZ48.png&hash=24b6d4b2d53a097b73c375859f8972d3808d2bb2)
This looks like it's on life support...

EDIT2: What are you doing, Escher?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWDKFtLn.png&hash=d669de2ea7edfb351980eee18773e085f92e8ae6)
Escher, stahp.

I bet Boss Cass did this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4FSCXsY.png&hash=e8f58a829ed93210b4a313ffd2e07e43903b41c1)

EDIT3: Either I did something wrong, or this piece's tiles are swapped around:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxKdkRCb.png&hash=44695a0955f80d1f96ca99d9f388906a04afe745)
Maybe all these texture glitches are a LHD thing?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 07, 2015, 06:00:03 AM
I don't get why you wanna go from a road to an avenue to then revert back to mis actually ()what()
It doesn't make much sense to me...if you wanna do something similar just go from RHW2 to RHW4 and then transition form RHW4 to mis?

As far as I know this is just a pre release so issues are expected to come out at this stage...good of you to report them but think there's a specific thread for this...and think we just need a bit of patience for this glitches and issues to be solved :thumbsup:

Cheers
Gugu3
Title: Re: RHW (RealHighway) - Development and Support
Post by: selles on August 07, 2015, 06:32:12 AM
Quote from: Wiimeiser on August 07, 2015, 04:52:07 AM

EDIT: FlexFly doesn't support L0 RHW-2 in any way whatsoever.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQKzGDRf.png&hash=594a656eab6ba9095ff42a18c0b3f794023d03e1)


I think I found a solution to this one. If you use the disconnector piece on the missing flexfly tile, then use RHW and click that same spot, the flex fly should be back to normal. Then drag the RHW under the flexfly, and it should work!



Now, for a problem that I've encountered, I can't seem to get this filler piece to work.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpD6t8QQ.jpg&hash=19e415df52ea1889c8f444d209d5db3d1b4c7afa)

It doesn't even plop in the same orientation as the preview shows.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 07, 2015, 08:20:49 AM
Quote from: Gugu3 on August 07, 2015, 06:00:03 AM
I don't get why you wanna go from a road to an avenue to then revert back to mis actually ()what()
It doesn't make much sense to me...if you wanna do something similar just go from RHW2 to RHW4 and then transition form RHW4 to mis?

Because there's supposed to be a draggable RHW-2 Type D1 Ramp... and there is... from the very first video in the entire series.

http://www.youtube.com/v/b2PeDUDlwvw
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 07, 2015, 09:49:17 AM
Quote from: Wiimeiser on August 07, 2015, 04:52:07 AM
Maybe all these texture glitches are a LHD thing?

It's definitely an LHT thing, hence why it wasn't fixed before the PR. I've brought it up in the internal dev threads twice now and nobody's acknowledged it. It'll probably be up to me to fix it. I know what needs to be done and how to do it, it's just the matter of actually doing it. I bought a Wii U a few weeks ago and have been playing through Wind Waker HD.Then I'll probably play through Splatoon, Twilight Princess, Bayonetta or Hyrule Warriors.

Aka, it'll take me getting annoyed enough with it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 07, 2015, 10:02:05 AM
Quote from: jdenm8 on August 07, 2015, 09:49:17 AM
It's definitely an LHT thing, hence why it wasn't fixed before the PR. I've brought it up in the internal dev threads twice now and nobody's acknowledged it.

It's all a super-complicated super-interconnected issue with the overhangs and textures that we've squirrelled away under "Unconverted Overhangs". I'll open a new issue for it, anyway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on August 07, 2015, 10:57:48 AM
First off all, I love the new Pre-relase of nam 33, but will be there in the final Version  a

static puzzle piece: 45° Diagonal - orthogonal from L0 to L1..L2.....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 07, 2015, 04:18:27 PM
Quote from: GDO29Anagram on August 07, 2015, 08:20:49 AM
Because there's supposed to be a draggable RHW-2 Type D1 Ramp... and there is... from the very first video in the entire series.
I thought I was missing something...
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on August 07, 2015, 04:40:57 PM
Quote from: DJSun1981 on August 07, 2015, 10:57:48 AM
First off all, I love the new Pre-relase of nam 33, but will be there in the final Version  a

static puzzle piece: 45° Diagonal - orthogonal from L0 to L1..L2.....
No, there won't be one of those. The features that are in the NAM33 Pre-Release are all that will be in the final release, only with all the (known) bugs fixed.

I also don't think any new static puzzle pieces will be added in any future releases. The NAM Team is moving away from static puzzle pieces in general and replacing the existing ones with FLEX or draggable equivalents. What you're requesting could end up being implemented as a curved Flex-Height Transition, but I don't know if/when such a piece will be added to the NAM.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on August 07, 2015, 08:56:45 PM
Good to hear that...and is there a way to make diagonal and diagonal-ortho ave/street/oneway over diagonal/ortho RHW and Railway and ortho/diagonal railway over diagonal/ortho RHW

And Flex/dragable parts to connect NWM/ave/street/oneway crossings to RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 07, 2015, 09:08:22 PM
Um, @DJSun1981:

OK, here's the deal. NWM may or may not have supported crossings with RHW. All the crossings would be ground level NWM, elevated RHW. Anything you get to work is a bonus, anything that doesn't isn't currently supported, so don't ask about it.

Rail viaducts are in a transition state; likely the only support you'll get for them with RHW is the current puzzle-pieces that are currently available.
You can optionally drag rail under most (I think all) elevated RHW. I would say experimentation is key here, but I expect full support for Elevated RHW x Ground Level Heavy Rail

Connections to RHW are mostly limited to the game's base networks, like Road and OWR base. Again, NWM interfaces are probably not supported (like OWR-1), and anything you get should be considered a bonus. All the ones from the past are still supported, like Avenue into adjacent RHW-4 stretches, and OWR-2 into MIS, etc. No new ones have been added that I am aware of.

All of the game's base road networks like street, road, avenue, etc. at ground level should be able to pass under elevated RHW without issue, at any standard (non-fractional) angle (well, maybe not diagonal street, but a test would be needed). The key here is to experiment, as there are a lot of draggable features in the NAM, and it isn't always easy to list out every single one that is supported (nor would it probably be a terribly helpful list).
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 07, 2015, 09:37:21 PM
Quote from: APSMS on August 07, 2015, 09:08:22 PM
Connections to RHW are mostly limited to the game's base networks, like Road and OWR base. Again, NWM interfaces are probably not supported (like OWR-1), and anything you get should be considered a bonus. All the ones from the past are still supported, like Avenue into adjacent RHW-4 stretches, and OWR-2 into MIS, etc. No new ones have been added that I am aware of.

There's also the RHW-4 to TLA-5 and RD-4 transitions, the RHW-6S to RD-6 and OWR-3 transitions, the RHW-6C to TLA-7 and AVE-6 transitions, and RHW-2 to NRD-4 transitions, and all of those have been around even before the Monolithic NAM.

-----

Be forewarned: this next part is a giant block of text.

Any sort of RHW intersection or crossing is subject to the exponential problem of having to override such intersections. Dirtroad (unoverridden RHW) and another base network is completely fine and can be supported using a RUL1 entry. Overridden RHW times a base network is also fine (albeit with a little bit of RUL2), but once you start crossing an overridden RHW with another override network, things get messy really fast. In the shortest way I can put it, you have to override an override an override an override; that is, you first have the base RUL1 intersection to contend with, then you have both overrides overriding the intersection into one of two degenerate states, then you need to keep both degenerate states from destabilising, and then you need to override both degenerate states into the desired override, and the worst part is that you don't know which degenerate state it'll be in.

If you take an L1 RHW-4 × GLR crossing, for example, it works like this. First, the base intersection of Dirtroad×Lightrail (yes, that's what RHW and Elevated Rail is called) needs to be overridden, and because of how there are two overrides fighting over the same intersection, it could override into L1 RHW-4 × Elevated Rail or L0 RHW-2 × GLR. You never know which one it defaults to.

Next, you need to be able to override both situations because you don't know which it could go; you need to override both the L1 RHW-4 × Elevated Rail AND the L0 RHW-2 × GLR crossings into the final crossing: L1 RHW-4 × GLR.

That's not enough. You need to also keep it from degenerating to its intermediate forms, so there also needs to be lots of stabilise code to handle that. This is why it's so difficult to even get an RHW×RHW intersection to work right, because with this many layers of overriding, it's impossible to get it to work without having to write lots of code.

This could be made a lot easier if we could somehow create independent RHW network for each RHW width and height; that way, each intersection would behave the same way as crossing an RHW with a base network. The one problem then is that you'd have about 33 RHW buttons, one for each height and width of RHW.

The next viable solution that I've considered is to add in a helper piece for each RHW width and height, which would then cut out a lot of the required override code for such complex intersections and crossings. Such helper pieces would have to be added in using RUL1, which is how the FlexFlys work. Since these helpers would already default to an RHW intersection, there wouldn't need to be a lot of override or stabilise code required; it'd work much the same way as trying to intersect an RHW-4 with the Road network.

Fun fact: prior estimates put the amount of code needed for the FlexFlys at about a million lines of code, and from past experience, this is where RHW begins to choke the NAM. With the FlexFlys being almost entirely all anchors, it currently takes a tenth of that amount, 100000, to cover every possible FlexFly, all the way to L4. In comparison, the last four FlexFlys, which have the exponential override stabilisation issues as I explained already, took 50000 lines of code. That's an average of 13000 lines of code per FlexFly, and each of the new FlexFlys takes a little over half of that amount, and a lot of it is shared with the 45-degree FlexFlys.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 07, 2015, 10:59:59 PM
Quote from: GDO29Anagram on August 07, 2015, 09:37:21 PM
Quote from: APSMS on August 07, 2015, 09:08:22 PM
Connections to RHW are mostly limited to the game's base networks, like Road and OWR base. Again, NWM interfaces are probably not supported (like OWR-1), and anything you get should be considered a bonus. All the ones from the past are still supported, like Avenue into adjacent RHW-4 stretches, and OWR-2 into MIS, etc. No new ones have been added that I am aware of.

There's also the RHW-4 to TLA-5 and RD-4 transitions, the RHW-6S to RD-6 and OWR-3 transitions, the RHW-6C to TLA-7 and AVE-6 transitions, and RHW-2 to NRD-4 transitions, and all of those have been around even before the Monolithic NAM.
Ah, yes, I thought I was forgetting some. :P

Anyways, the point still stands that generally speaking NWM compatibility with RHW, and in fact, advanced NWM features period should be considered a bonus, not a standard feature, until there is further NWM development, which I understand is currently on hiatus following a potential code realignment/rethink.

So just don't expect miracles from the NWM is what I'm trying to say.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GDO29Anagram on August 08, 2015, 12:00:59 AM
Quote from: APSMS on August 07, 2015, 10:59:59 PM
Anyways, the point still stands that generally speaking NWM compatibility with RHW, and in fact, advanced NWM features period should be considered a bonus, not a standard feature, until there is further NWM development, which I understand is currently on hiatus following a potential code realignment/rethink.

Actually, since RHW×NWM crossings fall under the RHW IID range, that makes it more of an RHW feature than an NWM feature. It also makes RHW×NWM features independent of the NWM, regardless of whatever new NWM IID scheme we ever come up with. (Still, just don't expect anything to happen soon.)

This also includes RHW×TRAM, RHW×RRW, RHW×HSR, and RHW×GLR, all under the RHW IID range and not their respective projects.

For those wondering, this is the primary IID allocation scheme for the entire RHW; note that RHW×NWM, RHW×HSR, RHW×GLR, RHW×Symphony, and RHW×TRAM is all accounted for in here. https://docs.google.com/spreadsheets/d/1zSeFMOuGVcT4Y1XAZpls3aOhkLjZeCfWhTEQWzxQ9jk/edit#gid=0 (https://docs.google.com/spreadsheets/d/1zSeFMOuGVcT4Y1XAZpls3aOhkLjZeCfWhTEQWzxQ9jk/edit#gid=0)

This excludes RHW×SAM, since it's got its own IID range somewhere else as an extension to the SAM range.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 08, 2015, 01:41:38 AM
Quote from: GDO29Anagram on August 08, 2015, 12:00:59 AM
This excludes RHW×SAM, since it's got its own IID range somewhere else as an extension to the SAM range.

And if anyone is wondering what happened to RHWxSAM, there had been some code for it at one point, but I believe most of it was cut during the controller size crisis during the NAM 31.x era.

Also, it's my understanding that the lack of L0 RHW-2 support for the new FLEXFly is intentional, as it was a lesser-used crossing, and its omission made the support for all the other RHW networks vastly more stable.  So that's not a bug--it's intentional.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 17, 2015, 12:07:30 AM
As has been well-known for some time with the NAM 33 Pre-Release, there's some issues with the Euro and Ontario texture sets, with some of the new overhangs and the myriad of new ramp interfaces that have been added.  With MandelSoft's retirement from SC4 modding, we've also been left without anyone to continue his work--which also happens to have been based on RHW 4.0 specifications, with substantially different lane and shoulder widths compared to the current default texture specs used since the NAM 30/RHW 5.0 release in 2011.  This means that updating his sets would entail adding even more overhangs, and a considerable amount of work compensating for the different lane and shoulder geometry for dozens of new RHW items, a maintenance load that is already unsustainable, and would increase each NAM update.

To get around this, and be able to offer Euro users a working set that encompasses all of NAM 33's new features (and updates in subsequent NAM releases), we're going back to a plan that had originated when the current default North American set was developed, during the NAM 30/RHW 5.0 release cycle--using a unified texture set spec, with modifications done via batch processing and scripting.  Here's a couple samples:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwXRr15.jpg&hash=e6ff565cdb7357d0fdf6af85f50f8ea1f1896fe4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbqCAL4V.jpg&hash=6218bdbaf66151751557cf29feda6fa05a22d824)

The at-grade intersections between the RHW and non-RHW networks are having to be produced with light manual adjustment, but the other RHW features (including all those ramp interfaces) can be handled through automation.  The result is that we'll be much better able to produce Euro textures on the fly, when new RHW features are added.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 17, 2015, 01:15:48 AM
Perhaps not the most appealing solution to long-time users of MandelSoft's Euro Textures, but certainly one that should provide a satisfactory solution until someone decides they want to make a better set.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 17, 2015, 05:50:39 PM
Indeed--MandelSoft's efforts were truly superhuman . . . unfortunately, he started getting burnt out with doing all that texture work on his own (having done three revisions of the default US RHW set, I understand completely), and the active developers on the team already have a pretty full plate, between our normal development activities and real life.  If there is anyone out there who is interested in carrying his efforts on and updating those sets for future releases, and has the time and dedication to do it justice, we'd definitely be interested. 

This unified texture project is basically just to ensure we'll always have at least something for the Euro users each release.  The plan presently is to cover at least standard and dark asphalt versions of the US and general Euro RHW textures, and those four will probably be what's available out of the box in the installer.  If time/interest permits, we may do some more regionalized variations of the unified textures, probably as a separate package, though those are a lower priority right now.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: binnsbre on August 19, 2015, 03:25:06 AM
Quote from: GDO29Anagram on July 31, 2015, 04:07:05 AM
Quote from: Wiimeiser on July 31, 2015, 03:40:28 AM
These four three ramp pieces are deprecated and obsolete, but currently have no DRI or flexramp alternatives. Also, the 6S A2 flexramp is broken to the point of being completely unusable.

All four of them have draggable equivalents; if you remember from the dev videos I have from many posts back (and from Teaservid 1; link above), you'll basically find the patterns for... three of the four ramps.

And from other posts back...

Quote from: GDO29Anagram on September 13, 2014, 04:29:26 AM

ave been unsuccessful. Can you tell me if they are already included in the pre release.
http://www.youtube.com/v/Vhcj2I_z76s

I think I just simplified the D1 and E1 ramp patterns by 70 billion light years...

If you wanna compare it with the pattern I had for it before...

http://www.youtube.com/v/xVK19zljqfE

That video also shows some of the patterns I had planned for the Type X2 ramps as well, but with that newfound innovation, it means that I can recycle some of the old patterns and even remove the need of that stub remover method thingamabob doohickey.

All of the old prototype D1 and E1 patterns are basically now the D2 and E2 patterns.

Quote from: woodb3kmaster on July 31, 2015, 03:50:54 AM
You can drag the 6S A2 DRI by following the drag pattern in the top right of the following diagram (it doesn't matter what order or direction you actually drag the different parts in):

I had to edit your diagram to help illustrate the 8S-specific DeDRIs (Dedicated DRIs), which are set apart from the RHW-2 OrDRIs (Overridable DRIs), RHW-4 DOrDRIs (Dedicated+Overridable DRIs), and RHW-6S DOrDRIs. Red arrows indicate what you need to do to get X2 variants of X1 ramps; blue arrows indicate connections needed for connecting these ramps (not AB1) to RHW-8S (the 8S E1 is the biggest oddball since it defies all prescribed patterns; it only uses the blue arrows as shown and none of the black arrows).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi887.photobucket.com%2Falbums%2Fac72%2FGDO29Anagram%2Fcapture_x1_x2dri.png&hash=29c8942b11fa7803d8705e78b72703de5241f5df)

If this is still too confusing, then you're gonna have to wait for teaservid 8; I got delayed by a thunderstorm in starting it, so you're gonna have to wait a bit.

Hi

I have been trying to recreate these intersections unsuccessfully. Can you tell me if they are included in the pre release.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 28, 2015, 10:51:43 PM
Thought I'd play around with the new NAM for a little bit, next thing I know I'm up to the wee hours of the morning making stuff like this.

Click for full size
(https://i.imgur.com/cQdcJBd.jpg) (https://i.imgur.com/cQdcJBd.jpg)

SC4ever.




Edit: see what this turned into here (http://community.simtropolis.com/forums/topic/35443-show-us-your-interchanges-the-sequel/?page=122#comment-1588230).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 29, 2015, 12:35:01 AM
Hal, great to see you working your interchange magic with the new version. :thumbsup:

binnsbre, to answer your question, all of those ramp interfaces with those patterns are indeed included in the NAM 33 Pre-Release.  Make sure you've dragged out a tile on each side beyond what is shown with the pattern to ensure the override kicks in as intended.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 07, 2015, 08:12:06 AM
Built my first RHW exchange with the NAM 33 pre release. Gotta say I am loving the relative ease of utilizing all the new connections and the revamp of existing content.

Here it is with a cityscape around it. Click for full size if you want.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrDjqj75.jpg&hash=7048b893f20796ff17ef45dae17b6b74f6bba392) (http://i.imgur.com/rDjqj75.jpg)

High res picture:
https://farm6.staticflickr.com/5758/21221733605_bd2cbbb7cf_o.jpg

I also did a UDI tour of it if interested:
https://www.youtube.com/watch?v=bk1w38-x1gA

As you can see, it works great! No broken pathing in it, in fact I'm noticing some fixes to existing pathing bugs in UDI mode (namely FAR pieces)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on September 07, 2015, 06:53:49 PM
Awesome work Haljackey, you've inspired me to download NAM 33 and give it a spin, as I have been for the past few hours.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on September 08, 2015, 06:16:29 AM
I can't wait for the final release!! &hlp

I love all the new feature!! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 16, 2015, 11:32:36 AM
Quote from: binnsbre on August 19, 2015, 03:25:06 AM
Hi

I have been trying to recreate these intersections unsuccessfully. Can you tell me if they are included in the pre release.

I can. They are. :) :) :)

I watched the videos on my laptop, while playing the game on my PC, just to get practice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2015, 12:20:45 AM
Ten years ago, on November 16, 2005, the first ever public build of what was then called the Rural Highway Mod, or RHW, was unleashed.  It was a simple proof of concept, for a new, modular highway system, with a limited set of features.  Based on initial ideas from modding pioneer Teirusu, it was ultimately seen through by qurlix, with texture work by nooneatall and Zeddic

(https://simtarkus.files.wordpress.com/2015/11/angstrom-hwy61-calderaln.jpg)

It couldn't even really do interchanges then.  There were two puzzle pieces, and only Rails and Streets could intersect it at-grade.  (This was my personal first interchange that attempted to use the RHW . . . complete with lack of slope mod.)

(https://simtarkus.files.wordpress.com/2015/11/argentum-hwy61-204-interchange.jpg)

From that limited set of features, some of us who tried out the mod in its early days saw a glimmer of amazing potential, for a new modular highway system, and the ability to cause the game's default networks to behave in new ways, helping bring about the draggable revolution that has changed the landscape of SC4 transit mods.

Ten years later, the RHW--now RealHighway, as it has long surpassed merely being "rural"--is still going. 

It's been an amazing ride--thanks to everyone who has supported this project over the past decade, and to all the other developers and contributors I've had the pleasure of working with, who have helped pave this road.  Here's to many more years of the highway revolution.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fui0IWGe.jpg&hash=92ed9835d3b7bd4fd5426c6f248045cfd10d0464)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on November 16, 2015, 12:52:50 AM
Gosh dang ten years congratulations to you all, you've made this game something more than what it was, and it is beautiful
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on November 16, 2015, 02:07:57 AM
Ten years of absolutely incredible effort made by a team of devoted players. This is really one of the most game changing mod of all time. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on November 16, 2015, 04:17:54 AM
Absolutely incredible development! &apls &apls &apls
RHW has been and still is a real gmae changer!

Thanks NAM team for the effort
Title: Re: RHW (RealHighway) - Development and Support
Post by: fefenc on November 16, 2015, 08:26:14 AM
This was arguably the most important project ever made for SC4 :)

&apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on November 16, 2015, 10:04:45 AM
Ten years. Wow! I bet back in 2005, nobody thought that the RHW, or even SC4, would end up being around for this long.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on November 16, 2015, 10:15:39 AM
NAM Team,

Ditto on the Real Highway mod.  SC4 would truly not be what it is today if it wasn't for creative imaginative thinkers as your selves.  Keep em coming!
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on November 17, 2015, 05:44:21 AM
A ten years long walk, full of great successes. I hope many more came :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on November 17, 2015, 06:41:21 AM
Congrats NAM - the RHW redefined SC4 in so many ways.   :thumbsup:
And I love your old school RHW pics - classic!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on November 17, 2015, 09:01:26 AM
An amazing accomplishment for all those whose contributions have built the RHW mod from its relatively humble beginnings into what it is today: one of the biggest, most important, and most popular mods available for SimCity 4 and I believe the largest and most developed area of the NAM. Thanks, Alex, for your special role in contributing vision, talent, and commitment to the project over so many years  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Themistokles on November 17, 2015, 10:30:12 AM
The RHW and the NAM as a whole has been and continues to be a real game-changer. With all this new progress - in draggables, flex solutions, and also RRW - it feels like we're entering a new era of SC4... and that's just so awesome to witness :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on November 18, 2015, 06:50:55 AM
It has been a great ride! Every new MOD brings about exciting possibilities. When I first encountered NAM, I was pleasantly surprised to see there was a stack interchange available. Now, we can see on the horizon, the ability to customize our own stack interchanges, and unlimited possibilities seem to keep opening up. I cannot thank you guys enough for your hard work and dedication to this task. You have made an excellent product even better.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 18, 2015, 03:53:21 PM
I am just filled with the utmost appreciation for Alex, and all who have worked on RHW for the past 10 years. I consider it an honor to have been able to use this mod during that time.. I cannot thank all of you enough for the best transit mod sc4 has ever had  &apls

Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: eugenelavery on November 18, 2015, 08:03:06 PM
RHW really did revolutionize the game. Amazing work from all involved.
Title: Re: RHW (RealHighway) - Development and Support
Post by: EDGE4194 on November 19, 2015, 04:52:59 AM

It is absolutely amazing what RHW has become. Thanks to all who have contributed to the project over the years and especially 

Quote from: noahclem on November 17, 2015, 09:01:26 AM
Thanks, Alex, for your special role in contributing vision, talent, and commitment to the project over so many years  &apls &apls &apls


:party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 05, 2015, 02:39:39 AM
Thanks to everyone for their kind words about the project on its 10th anniversary. :thumbsup:  And we're not done yet . . .

One of the missing crosslinks out there has been with the GLR/Tram dual-networking, and that's finally getting knocked out. 

(https://simtarkus.files.wordpress.com/2015/12/rhw-12052015-1.jpg)

(https://simtarkus.files.wordpress.com/2015/12/rhw-12052015-2.jpg)

In order to accomplish it without having to make 34 puzzle pieces, it actually entailed utilizing a piece of hidden functionality that's been sitting in the NAM for 2 years without much fanfare--semi-draggable Tram-in-Avenue, Tram-in-Road, and Tram-on-Street, which are activated by clicking over the base road network with the El-Rail tool, one tile at a time.  While the RHW can't be dragged right through those, as there's already two networks involved, dragging the RHW right up to the edges of the GLR/Tram-in/on semi-draggable networks gives RUL2 enough of a foothold to make an override possible.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on December 05, 2015, 03:41:07 AM
Quote from: jgehrts on December 04, 2015, 08:35:02 AMDo you ever sleep? I'm beginning to wonder!



I think that is the only possible question.  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on December 05, 2015, 10:18:36 AM
Very cool stuff with the GLR crossings, I didn't think it would be so quick  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 05, 2015, 03:03:53 PM
Quote from: matias93 on December 05, 2015, 03:41:07 AM
Quote from: jgehrts on December 04, 2015, 08:35:02 AMDo you ever sleep? I'm beginning to wonder!

I think that is the only possible question.  &apls


I do actually sleep quite a bit (had 9 hours last night), though I'm a night owl, especially on days where I'm not working, and can end up with a pretty odd schedule as a result ::).

Quote from: mgb204 on December 05, 2015, 10:18:36 AM
Very cool stuff with the GLR crossings, I didn't think it would be so quick  :thumbsup:

Thanks!  I had the basic logic worked out from an earlier prototype some time ago, and it also operated similarly to some of the OWR signalization stuff.  I've actually coded all the Tram-on-Street, Tram-in-Road, and Tram-in-Avenue crossings for L1-L4 and DD RHWs, but still need to assemble the models and paths for L2-L4--probably about a two-hour task.  The L1s and the DDRHW-4 are completely done. I don't yet know how Tram-on-Road will be implemented to start, though, but as the rest of the functionality will work identically to the existing ones once implemented, I have been assembling the overrides and models along with the ones that are now in place.

Edit: Scratch the two hours business.  Including getting the screenshot and uploading it, it ended up being 47 minutes.

(https://simtarkus.files.wordpress.com/2015/12/rhw-12052015-3.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on December 05, 2015, 05:09:53 PM
How hard would it be to include some diagonal support here? I'm really thinking just L1/L2 going diagonally over the GLR would be the most useful crossing. Either way though this is useful, any chance of getting hold of the code/models early please?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 05, 2015, 06:24:21 PM
I'll have to take a look to see if there's a semi-draggable solution I can set up for the diagonals.  Their footprints are a bit unusual, so I'm not 100% sure--it might entail creating a FLEX piece.

I have a whole ton of stuff that's nearing the point of being ready for internal testing within the next few days, and this will definitely be among that content.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 06, 2015, 03:17:46 AM
Amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on December 06, 2015, 03:42:29 AM
I really like the idea of clicking the base networks together to create the cool ones :D that's so awesome you're all constantly making this just such a greater game thanks everyone!
Title: Re: RHW (RealHighway) - Development and Support
Post by: packersfan on December 06, 2015, 04:48:55 AM
I can't believe RHW has been around for 10 years!  I suppose if I really think about it, yeah...I was probably just phasing out of Fort Cambellsport into Rabourn and maybe I first tried it in Sessquenna (2007 - 2010?).  RHW made a bigger appearance in District of Wenzel: Martin County, but there was still probably more Maxis and one-way roads for my freeway interchanges...maybe DoW: Quisconsin will see full devoted use of RHW...10 years!  Amazing.  To think I've been playing this game since it came out, what 13, 14 years ago...half my life!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Synthael on December 09, 2015, 12:07:38 PM
Thanks for all the work you put into NAM, I wish I could help out, but I don't have a clue where to start  ;D

One question only... Has RHW 6S been "tampered" with since the NAM 33 pre-release? When I installed NAM 33 and started loading different tiles in my region to update highways, I noticed that on regional view (terrain view, the default one) North-South RHW 6S was invisible, I could still see 4, 6C and 8S. On  Not a big deal, everything works normally pathing wise and doesn't bother me, just wondering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Blue Lightning on December 09, 2015, 03:02:13 PM
Well, I must say I think my hiatus may be ending soon.

Wow. I'm absolutely blown away. Tinkered around with the new NAM for an hour or so and rebuilt an old interchange to make this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXqcll5V.png&hash=557ebbbd22918c967e0c0833d5b806e01de6654e)

Please tell me I'm not dreaming. Besides a few minor fix-with-clicking-around issues (which is to be expected) this was such a pleasant experience to build. :thumbsup:

(And there are no RHW static puzzle pieces in this picture besides the NC pieces and a smooth MIS curve which I'm pretty sure could be replaced. I am impressed)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2015, 11:47:02 PM
Quote from: Synthael on December 09, 2015, 12:07:38 PM
One question only... Has RHW 6S been "tampered" with since the NAM 33 pre-release? When I installed NAM 33 and started loading different tiles in my region to update highways, I noticed that on regional view (terrain view, the default one) North-South RHW 6S was invisible, I could still see 4, 6C and 8S. On  Not a big deal, everything works normally pathing wise and doesn't bother me, just wondering.

There's been no changes to the base network, so I'm not sure why that would be happening.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 10, 2015, 08:20:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F24n3RJn.png&hash=39f9cba056445006fdc28da8ccf2741e1736899f)
No RHW-2 stub on this piece (RHW-2 to RHW-3 transition), this wouldn't be a problem if the base network had filler pieces...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIAwRS9d.png&hash=19f26bf8cf86b860461b13ebf01e453ae85d49bf)
This piece is deprecated, but no alternative exists in any form, forcing people who didn't install the deprecated to do this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlWuWEMr.png&hash=177604d047a1d43b099e59b83931ad3316704592)
I can't find any other alternatives except maybe the 6C shift pieces if you want to split a RHW-8 into RHW-4s...
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on December 10, 2015, 10:40:22 PM
Quote from: Wiimeiser on December 10, 2015, 08:20:33 PM
This piece is deprecated, but no alternative exists in any form, forcing people who didn't install the deprecated to do this:
<snip>
There actually is a DRI for that. It's labeled "D2 Outside (8S only)" on my DRI drag pattern table (http://www.wiki.sc4devotion.com/images/0/09/Dri-table.png) (near the bottom-left corner).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 10, 2015, 11:22:34 PM
There's also a FLEXRamp for it, which has been around since NAM 32. 

Transitions without end stubs (and there are a few of them around) are still usable if you build the underlying base network beforehand and then add the transition over top.  It will be obsolete in any case soon.  And there's definitely no plans for any L0 RHW-2 Fillers.  After the NAM 31.x-era, the mere mention of filler pieces makes my blood pressure jump about 40 points.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on December 10, 2015, 11:36:25 PM
You can get an RHW-2 stub by placing two fillers next to each other (like the RHW-4 ones) and demolishing the one that is not on the same tile as where you want the stub to be. Once you do that, you will have a stub made for you.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 14, 2015, 02:03:03 AM
A milestone in RHW/Tram Dual-Networking compatibility:

(https://simtarkus.files.wordpress.com/2015/12/rhw-12142015-1.jpg)

Interchanges with RHWs and Tram-in-Avenue will be possible in NAM 34.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on December 14, 2015, 02:30:42 AM
This is truly incredible! &apls
You guys are amazing &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on December 14, 2015, 06:25:37 AM
 :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jimmyson on December 19, 2015, 04:42:56 PM
 &apls &apls &apls &apls &apls
Awesome to see this work! Kudos Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 20, 2015, 07:53:43 PM
So. Much. Freedom.

Used the two lane flex fly pieces for the first time. NAM 33 is awesome.

(https://c1.staticflickr.com/1/695/23253209473_98ae4107dd_b.jpg) (https://c1.staticflickr.com/1/695/23253209473_26c00e4b46_o.jpg)

Inspired by this real-world location: https://www.google.ca/maps/@43.7169943,-79.5163695,16.63z

Zoom out here if interested: https://c1.staticflickr.com/1/674/23771689002_103d620757_o.jpg

Edit: session 1 of me building it if interested: https://www.youtube.com/watch?v=3ALcyKU_XlE

Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on December 21, 2015, 09:39:03 AM
Nice rendition of that 400/401 interchange!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 07, 2016, 05:22:26 PM
Quote from: Tarkus on December 05, 2015, 02:39:39 AM
While the RHW can't be dragged right through those, as there's already two networks involved, dragging the RHW right up to the edges of the GLR/Tram-in/on semi-draggable networks gives RUL2 enough of a foothold to make an override possible.

-Alex

I wonder if the same approach would work with FA-OWR, FARR, FAMIS, and FA-AVE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 07, 2016, 06:30:49 PM
The technique can accomplish quite a few different things that wouldn't otherwise be possible, though I'd say the FA situations would be a good bit more complicated than the orthogonal ones, and it'll probably be some time before that happens.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: M4346 on January 21, 2016, 12:31:04 PM
Throwback...
Quote from: M4346 on April 29, 2014, 01:12:03 AM
Quote from: M4346 on April 27, 2014, 02:56:02 PM
Please forgive me if this has been asked and addressed before, but I can't seem to find it.

I'm having a problem with the RHW crossing a railway. Trains can't cross the RHW at the intersection.

Is this "normal"? If I replace the RHW / Rail crossing with a road / rail crossing it works fine.

Upon closer investigation, this is what I found:

(https://farm8.staticflickr.com/7401/14037797746_4a14113cc8_o.jpg)

Is this normal?  ()what()
Quote from: memo on April 29, 2014, 02:07:19 PM
Oh dear, I just had a look at the LHD paths and remember why there are some issues. When NAM 31 was supposed to be released on March 1st, 2013, we had quite a tight schedule... There were no LHD paths for the entire RHW mod until just before the release, so I created them in a hurry... while not having slept the night before. Apparently, there are still some bugged ones left, but I got the majority right I hope. Just for fun, I've just looked up the exact date of completion: March 01, 2013, 23:57:28, CET.

You could try the simple fix I have attached, but bear in mind that other RHW intersections might still be broken. Although SC4Paths are rather simple objects, there are just enormously many of them which makes it hard to cope with all of them, and we still don't have the right tool to deal with them efficiently.

I seem to have the same issue with the latest version of the NAM (sans the fix in the second quoted post).

Here's what it looks like now:

(https://farm2.staticflickr.com/1457/24499330256_36e0d1c151_c.jpg)

ETA: This is an orthogonal railway crossing a diagonal RHW-2 (The RHW-4 is fine, see below).

There also appears to be an issue with the RRW (I can't remember the correct acronym) crossing:

(https://farm2.staticflickr.com/1554/24229955480_b0512c0127_o.png)



Title: Re: RHW (RealHighway) - Development and Support
Post by: Swordmaster on January 21, 2016, 02:19:03 PM
These look like problems from a previous NAM version (32 I think, possibly the pre-release version). Either you have old files laying around, or you still have NAM 32 installed by mistake.

Edit: Apologies, I see you're in LHD country--I don't have a clear view on what is missing there as I can't get a LHD version working for the moment (Steam...).

Edit2: The path files for these items seem indeed to be missing from the LHD file. We'll fix this in short order.


Cheers
Willy
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jimmyson on January 30, 2016, 03:41:52 AM
What is the chance of updating the FlexSPUIs to work with the new RHW code? I remember that they worked at the R0 level, but no longer work with R2. And would it be possible to get them setup with R1's given that is now avaliable, along with R1 heights for AVE?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Flb0r8ODh.png&hash=957955ca013a1df3d95f90af18e4c55a6a99029e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on January 30, 2016, 11:19:46 AM
Yeah, the FlexSPUIs are pretty much not in a functional state right now due to changes in recent NAM versions. There's been plans for quite sometime to fix them, but I'm not sure when that is planned to happen.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 30, 2016, 02:06:39 PM
FlexSPUI is going to be the last pre-P57 component fixed, mainly as it involves crosslinks between multiple components that have been undergoing implementation transitions themselves (Avenue Viaducts, and TuLEPs, which are being replaced with FTLs).  As a result, fixing FlexSPUI is complicated, and may not happen until NAM 36 or 37. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 02, 2016, 02:45:07 PM
Help, I thought this was addressed with NAM 33.  What am I doing wrong.  I tried clicking EVERYWHERE and with no success.  I know I have done this before and not sure why this is doing this.  Problems at 15m and at 7.5m and with Flex Slopes.  Not even sure if this was reported or not.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on February 09, 2016, 08:40:29 AM
This bug has already been confirmed by Tarkus 2 years ago, but since it is still there in recent NAM, I thought it might be forgotten?

old post from Jan 2014:
http://sc4devotion.com/forums/index.php?topic=990.msg476597#msg476597 (http://sc4devotion.com/forums/index.php?topic=990.msg476597#msg476597)

it seems that the L3/L4 and L2/L4 RHW-4 FLEX on-slope transitions are out of order
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUU1Pf2o.jpg&hash=afe8a868f55ef75f849b9c57c8aebbbbeb94ba32)
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on February 17, 2016, 08:14:18 AM
How can i build curves from Level 0 to level 2?
45 and 90 degree curve?
With the Nam 34
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 17, 2016, 08:50:12 AM
Quote from: dyoungyn on February 02, 2016, 02:45:07 PM
Help, I thought this was addressed with NAM 33.  What am I doing wrong.  I tried clicking EVERYWHERE and with no success.  I know I have done this before and not sure why this is doing this.  Problems at 15m and at 7.5m and with Flex Slopes.  Not even sure if this was reported or not.

dyoungyn

I now have an update to this bug.  I tried this interchange once again with the same result; however, I did find a work around.  I ended up placing a filler 6C which fixed the paths.  Only hope this will be corrected in the next update as I truly do appreciate the capability from the entire NAM team for giving us this option for interchanges.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on February 17, 2016, 08:27:36 PM
Quote from: DJSun1981 on February 17, 2016, 08:14:18 AM
How can i build curves from Level 0 to level 2?
45 and 90 degree curve?
With the Nam 34

Hmm, is that possible or not?
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on February 17, 2016, 08:36:21 PM
Quote from: DJSun1981 on February 17, 2016, 08:27:36 PM
Quote from: DJSun1981 on February 17, 2016, 08:14:18 AM
How can i build curves from Level 0 to level 2?
45 and 90 degree curve?
With the Nam 34

Hmm, is that possible or not?

Considering that the L0 to L2 flex ramp is 8 tiles long, you had to have a curve long enough to preserve that minimum slope. Up to what I've seen, there's no such curve. What you could try is to make the curved slope terraforming and then plopping a legacy puzzle-based flat curve (not a L0 flexfly), but maybe this workaround does not match your specifical trouble.
Title: Re: RHW (RealHighway) - Development and Support
Post by: DJSun1981 on February 17, 2016, 08:51:56 PM
@matias93 thank you for your help:

Sadly, the static puzzle pieces are no longer inside the NAM 34, coz with the static puzzle pizzes such curves (45 and 90 degree L0 to L2)was possible to make
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 17, 2016, 10:53:20 PM
The static piece is still there, but it's not installed by default anymore--it's under the "Deprecated RHW Height Transitions" option.  There is only a 90-degree version--a 45-degree version was never made.  The idea of coming up with a new FLEX equivalent has been discussed, but the current one was built to the old standards, when L2 was still considered low elevation.  Any replacement is going to be L0-L1, probably with a slightly wider radius (more akin to the current FLEXFly specs), so it's going to require new models before we can even consider implementation.

With as large as the RHW is, the transition to the newer specifications has had to be a long-term, gradually-implemented project--we're over 4 years into it (the first Project 57 specs went into internal usage in October 2011), and we still have quite a few features that haven't yet gotten the modern treatment.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on February 25, 2016, 04:56:21 PM
Spot the new Piece  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg72%2FEggman121%2FSpot%2520the%2520new%2520Piece_zpszw9i35od.jpg&hash=64717e7c23f7bc49ea9dc564797e16cfd9245f99) (http://s245.photobucket.com/user/Eggman121/media/Spot%20the%20new%20Piece_zpszw9i35od.jpg.html)

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on February 25, 2016, 07:12:40 PM
Well, that was easy. :P

That being said, it's a most welcome addition to the RHW (and a long time coming, I might add).
Title: Re: RHW (RealHighway) - Development and Support
Post by: omgitskosc on February 25, 2016, 08:00:33 PM
So awesome... &apls

Will there be 4 and 6S versions as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on February 25, 2016, 09:37:58 PM
It's FLEXed, so a RHW-2 and RHW-4 version are probably a given.

RHW-6S might require a new model, but it is probably going to be supported too.

Great work! I've been pining for something like that for awhile. Makes McDuell's method obsolete (though, obviously his method has other uses; I just realized what I could use it for in my cities, too &idea).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 26, 2016, 02:22:06 AM
Great stuff Stephen! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 26, 2016, 09:12:48 AM
I agree that it is great to see diagonal slope piece at L1.  GREAT JOB.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Simcoug on February 26, 2016, 10:29:01 AM
More L1 development... yipee!   :party:
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on February 26, 2016, 04:40:19 PM
Yaaay, a diagonal on-slope transition sure is awesome!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on February 29, 2016, 08:51:21 PM
While development continues behind the scenes, I just want to bring a little bug to the team's attention. As I just discovered last night, there's a problem with the orthogonal L2 RHW-4 over diagonal L0 RHW-6C overrides:

(https://dl.dropboxusercontent.com/u/54771042/rhw4err.jpg)

No amount of clicking around could fix this situation. Given that the two circled tiles are identical in the code, and that the L2 RHW-4 is simply facing the wrong way, I suspect that a single rotation flag was set incorrectly in the RULs for this setup.

EDIT 2016-03-05 0132U: I've taken a look at the RUL2 code for this particular setup, and I think I've found the problem. In the section for the L0 RHW-6C, the lines that handle Ortho L2 RHW-4 over Diag L0 RHW-6C (lines 9207-9223) are as follows on GitHub:

0x57080200,3,0,0x57234A00,0,0=0x57080200,3,0,0x57235405,0,0
0x57080200,0,0,0x57234A00,2,1=0x57080200,0,0,0x57235405,2,1
0x57080200,3,0,0x57234A80,0,0=0x57080200,3,0,0x57235405,0,0
0x57080200,0,0,0x57234A80,2,1=0x57080200,0,0,0x57235405,2,1
0x57080300,3,0,0x57234A00,0,0=0x57080300,3,0,0x57235400,0,0
0x57080300,0,0,0x57234A00,2,1=0x57080300,0,0,0x57235400,2,1
0x57080300,3,0,0x57234A80,0,0=0x57080300,3,0,0x57235440,0,0
0x57080300,0,0,0x57234A80,2,1=0x57080300,0,0,0x57235440,2,1
;> TILE 2
0x57235400,3,0,0x57234A80,1,0=0x57235400,3,0,0x57235405,1,0
0x57235405,3,0,0x57234A80,1,0=0x57235405,3,0,0x57235480,1,0
0x57235400,1,1,0x57234A80,3,1=0x57235400,1,1,0x57235405,3,1
0x57235405,1,1,0x57234A80,3,1=0x57235405,1,1,0x57235480,3,1
0x57235440,3,0,0x57234A00,1,0=0x57235440,3,0,0x57235405,1,0
0x57235405,3,0,0x57234A00,1,0=0x57235405,3,0,0x57235400,1,0
0x57235440,1,1,0x57234A00,3,1=0x57235440,1,1,0x57235405,3,1
0x57235405,1,1,0x57234A00,3,1=0x57235405,1,1,0x57235400,3,1


The last two lines of the first section (lines 9213-4) reference IID 0x57235440, which doesn't seem to exist in the L2 RHW-4 dat. The corresponding lines in the Orth L1 RHW-4/Diag L0 RHW-6C section reference 0x57235480 instead, which definitely exists (and appears to be the mirror of 0x57235400). The same reference is also found in lines 9220 and 9222, in the "Tile 2" block. My hypothesis is that changing the seemingly-erroneous references to better resemble their L1 counterparts will solve this issue. Am I on the right track here?

EDIT 2016-03-05 0147U: I almost forgot to mention that the same references to 0x57235440 are also present in the code for higher-level Orth RHW-4 over Diag L0 RHW-6C.

EDIT 2016-03-05 2253U: After making a few other corrections to the IID references, I succeeded in fixing the L2 DxO intersection above. However, in testing the other RHW-4 height levels (3, 4, and DD), I found it impossible to continue the overrides across the whole width of the diagonal L0 RHW-6C without plopping an extra set of RHW-4 starters opposite the original ones. A cursory look at the override code for the C Median DxO intersections revealed yet more errant references - this time, to an exemplar (0x57X35380) with no associated model or path files. The L1 RHW-4 code block lacks these references, and I had no issues dragging it as a control. I suspect that changing the references for the higher-level RHW-4 intersections will likewise solve this issue.

EDIT 2016-03-06 0034U: Well, my fix works for the L2 RHW-4 intersection, but not entirely for L3/L4/DD; the overrides for those networks still won't continue across the other half of the diagonal L0 RHW-6C without a second starter on the other side. I suspect this issue is lurking somewhere else, perhaps in the code for these other heights. For now, however, I'm satisfied that my edited code works for L2. For the team's benefit (and possible further testing), I am including my L2 code below.

Sec7b_09_L0_RHW-6C.txt, lines 9206-9223:
;L2 RHW-4
0x57080200,3,0,0x57234A00,0,0=0x57080200,3,0,0x57235405,0,0
0x57080200,0,0,0x57234A00,2,1=0x57080200,0,0,0x57235405,2,1
0x57080200,3,0,0x57234A80,0,0=0x57080200,3,0,0x57235485,0,0
0x57080200,0,0,0x57234A80,2,1=0x57080200,0,0,0x57235485,2,1
0x57080300,3,0,0x57234A00,0,0=0x57080300,3,0,0x57235400,0,0
0x57080300,0,0,0x57234A00,2,1=0x57080300,0,0,0x57235400,2,1
0x57080300,3,0,0x57234A80,0,0=0x57080300,3,0,0x57235480,0,0
0x57080300,0,0,0x57234A80,2,1=0x57080300,0,0,0x57235480,2,1
;> TILE 2
0x57235400,3,0,0x57234A80,1,0=0x57235400,3,0,0x57235485,1,0
0x57235480,3,0,0x57234A00,1,0=0x57235480,3,0,0x57235405,1,0
0x57235405,3,0,0x57234A80,1,0=0x57235405,3,0,0x57235480,1,0
0x57235485,3,0,0x57234A00,1,0=0x57235485,3,0,0x57235400,1,0
0x57235400,1,1,0x57234A80,3,1=0x57235400,1,1,0x57235485,3,1
0x57235480,1,1,0x57234A00,3,1=0x57235480,1,1,0x57235405,3,1
0x57235405,1,1,0x57234A80,3,1=0x57235405,1,1,0x57235480,3,1
0x57235485,1,1,0x57234A00,3,1=0x57235485,1,1,0x57235400,3,1


Sec7b_08_L0_RHW-C median.txt, lines 3961-3970:
;L2 RHW-4
0x57080280,3,0,0x57234A80,0,0=0x57080280,3,0,0x57235380,0,0
0x57080280,0,0,0x57234A80,2,1=0x57080280,0,0,0x57235380,2,1
0x57080280,3,0,0x57234A00,0,0=0x57080280,3,0,0x57235300,0,0
0x57080280,0,0,0x57234A00,2,1=0x57080280,0,0,0x57235300,2,1
;> TILE 2
0x57235300,3,0,0x57234A80,1,0=0x57235300,3,0,0x57235380,1,0
0x57235300,1,1,0x57234A80,3,1=0x57235300,1,1,0x57235380,3,1
0x57235380,3,0,0x57234A00,1,0=0x57235380,3,0,0x57235300,1,0
0x57235380,1,1,0x57234A00,3,1=0x57235380,1,1,0x57235300,3,1


I hope some good will come of my sharing this code. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 10, 2016, 02:42:44 PM
I think we have a color discrepancy here.  The pix below is what RHW 8C diagonal looks like in the region view  Even the FAAR 8C gentle curves.  Personally, I would rather have 6C look like this and 8C the same color as Real Highway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 10, 2016, 05:39:40 PM
Due to how the RHW Transportation View plugin works, there's likely no way to fix that.  It seems some model-based items (which the FARHW-8C would be, being puzzle-based right now) have some quirks with that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Geometry123 on March 11, 2016, 09:44:53 PM
A couple of bugs I have discovered:

* RHW-8C lane reduction cosmetic piece is completely blank. Not sure about paths, but the piece appears completely blank.
* Not sure if it affects all the 3-tile cosmetics, but I couldn't override them on top of starter pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 04, 2016, 05:52:51 PM
Been about 10 years since I made this stretch.
(https://c2.staticflickr.com/2/1613/25639900493_3f62dd9232_b.jpg)
https://c2.staticflickr.com/2/1613/25639900493_f173da199f_o.jpg

Time flies, eh?
(https://c2.staticflickr.com/2/1607/25637804184_1f3ede59ff_b.jpg)
https://c2.staticflickr.com/2/1607/25637804184_140e0deba7_o.jpg
Title: Re: RHW (RealHighway) - Development and Support
Post by: InvisiChem on April 05, 2016, 12:12:45 AM
Beautiful work as always Haljackey. I love watching your network progressions. They teach me alot. BTW, loved the building a city from scratch series. I originally watched them to learn how to use the NAM, but found my networks became more fluid from your work. Thank you and enjoy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on April 18, 2016, 06:44:02 AM
there's no on/off ramps for diag 8s yet, widest is 6s, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on April 18, 2016, 08:47:53 AM
Correct.
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on April 19, 2016, 11:38:32 AM
bummer. suburbia gonna be stuck in diagonal traffic forever on 6s only  %%Order?/ :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 07, 2016, 04:02:50 PM
Great work on that diagonal on-slope, Stephen  &apls &apls :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 08, 2016, 09:45:11 AM
I suspect this is out of date, considering the use of puzzle pieces:

https://www.youtube.com/watch?v=KGXVyGy3Xfg

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 08, 2016, 11:36:25 AM
Based on the date, it would be of NAM 32 vintage.  That said, the DBE method is still the only way to diagonal RHW on-slopes with NAM 34.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2016, 12:54:22 PM
I feel d...i...r...t...y....

https://www.youtube.com/v/BMSLNUGVI5I

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on July 12, 2016, 03:01:43 PM
That's a pre-fab RHW interchange? Wasn't this supposed to not happen?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 12, 2016, 03:12:35 PM
Really???? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2016, 04:24:49 PM
Quote from: matias93 on July 12, 2016, 03:01:43 PM
That's a pre-fab RHW interchange? Wasn't this supposed to not happen?

Well . . . kind of.  On both accounts.  There's a little more to it.  Can anyone guess how many new Instance IDs were used for it? ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 12, 2016, 04:55:39 PM
I'm guessing 1?

For the piece and ID reference?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2016, 05:07:25 PM
Quote from: APSMS on July 12, 2016, 04:55:39 PM
I'm guessing 1?

For the piece and ID reference?

You're very close.  It is a single-digit number.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on July 12, 2016, 05:45:43 PM
Maybe four, with one quarter cascading the plopping of the other three pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2016, 06:49:36 PM
Four is farther away from the correct answer. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 12, 2016, 07:44:16 PM
Hint: It's not 5, 6, 7, 8 or 9 either   $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 12, 2016, 10:06:24 PM
I wouldn't say zero (0) is the correct number, because I'm assuming at least 1 ID needs to be there for the tab-ring entry (unless you replaced something, but that borders on cheating).

So... 2? One for the entry to reference the original quarter pieces (turn a quarter into a half and add the road overpass) and then the second to mirror the one half and modularize the creation process (done by halves)?

But again, if you repurposed an existing ID, then... &sly

Just Kidding. But to be honest, I'll never use that piece. But I guess if it improves RHW adoption... :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 12, 2016, 11:12:56 PM
Well, if you're referring to HighwayIntersectionInfoIDs (often called HIDs or H3IDs), then yes, there's 1.  Actually, as will soon be revealed, this one just takes up ¼ of a TAB Loop entry. 

However, the original question looked at Instance IDs (IIDs), which are the reference points for transit tiles (i.e. 0x57000000 is the IID for the ortho RHW-2, and 0x57740010 would be the IID for the L1-to-L2 RHW-6S OnSlope transition).

With static puzzle pieces, including the Maxis Highway Interchanges, every single tile in the piece normally requires its own IID, in order for the game to read the RUL0 entry and know the x- and y-coordinates for each chunk on the grid.  Even if a model or section is being re-used in another piece, the static approach requires that that piece get assigned another IID.  Maxis Highway Interchanges require dozens of IIDs, and that's one of the infuriating and tedious things in trying to make one.  And if there's a pathing bug anywhere among those dozens of IIDs, particularly if the piece is symmetrical, good look trying to find it.  Additionally, it has generally been considered that these static pieces are limited to a 16x16 square grid area (there are ways around this within the static paradigm, but they get ugly).

Now, that brings us to . . . that thing . . . in the video.  If it were built like an MHW pre-fab, it's occupying a 15x4 area, with an additional tile bumpout on either side where the Road crossing is located.  That'd be 62 new IIDs.  But . . . this thing . . . isn't built like an MHW pre-fab.  It's 100% FLEX, and uses "optional" flags to basically assemble a series of FLEX pieces, plus the L1 Road Viaduct starters.  Technically, anything placed in RUL0 will have one static tile, but its IID is set to the "construction tile" that's been in use with FLEX pieces since the Diagonal Streets from NAM 20 a decade ago--definitely not a new IID.

So, that leaves us with a grand total of 0 new IIDs.  Nil.  Zilch.  Donut.

The move toward FLEX is actually what made this project possible.  Everything in here is directly referenced out of an existing component built for use in the standard modular RHW paradigm.  And our future development will still focus on building components that can be used modularly, but this technique allows us to have our cake and eat it, too.  As long as the FLEX components exist for the setup, it's a total joke how quick these can be make, especially when compared to building an equivalent static component.  The hardest part, actually, is building the preview model (which wasn't done when the video was made).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on July 12, 2016, 11:32:05 PM
To further add to the conversation there is limited or no extra RUL2 needed to accomplish the overrides. It should all be contained in the existing RUL2.

In essence Flex is a much better approach since it allows for more streamlining of resources.

I am using many of these principles for a top secret project that I am spearheading and will use this functionality. It won't feature in the next NAM but I am working on getting the bases ready for a NAM 36+ Release. Some of you may have see dev pics on ST while SC4D was down for the server change.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 13, 2016, 01:09:46 AM
In which forum did you post your project over at simptropolis eggman? I am curious... :P :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mandarin(a) on July 13, 2016, 11:49:03 AM
Quote from: Gugu3 on July 13, 2016, 01:09:46 AM
In which forum did you post your project over at simptropolis eggman? I am curious... :P :P

You may want to look at those two posts ...  ;)
http://community.simtropolis.com/forums/topic/13543-show-us-your-railroads/?do=findComment&comment=1623288
http://community.simtropolis.com/forums/topic/13543-show-us-your-railroads/?do=findComment&comment=1624681
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 13, 2016, 02:36:45 PM
Thanks! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 13, 2016, 04:38:33 PM
An elevated version:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07112016-1.jpg)

Right now, they're RHW-2-based on the mainline, mostly to allow some flexibility in terms of what overrides can go through, and currently are using Type A1 ramps (though since they're FLEX, a D1 could be placed over top).  I'm still trying to determine the best balance between flexibility, ease-of-use, and realism, however.  In case anyone's wondering about wider RHWs, or the common setup where a two-tile RHW (i.e. RHW-4) has a one-tile median, that's covered, too:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07112016-2.jpg)

If you have your RHW stretch built before hand, since all four of these setups are included on the same RotationRing (and are cycled through with Home/End), in many cases, the game can look at the RULs, and select the correct variant for the RHW network you're using, while you're hovering the interchange over it.

The official name for these full interchange items is QuickChange Xpress, or QCX–a rather unique acronym, as it includes both a Q and an X (and indirectly pays tribute to Q and X enthusiast and RHW project founder qurlix).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 13, 2016, 09:31:14 PM
You know, just for fun, we should call them QuickChange Xpress pieces (acronym/initialism QLX) to directly honor Qurlix and make people wonder where the heck we got the L from. And to mess with new users.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 14, 2016, 12:28:20 AM
That would really mess with people.  :troutslap:

In any case, here's the Avenue version.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07142016-1.jpg)

I'm still debating about whether to go for D1 ramps in at least a couple of spots (namely, the entrances) in place of the A1 ramps, though even in the present form, it's possible to plop a D1 FLEXRamp right over the A1 setup in the QCX.  There's also one other thing I'm considering, which I can't quite talk about yet, as it pertains to future functionality.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 14, 2016, 01:04:49 AM
This is getting really interesting Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 15, 2016, 09:26:12 PM
Quote from: Tarkus on July 14, 2016, 12:28:20 AM
That would really mess with people.  :troutslap:

In any case, here's the Avenue version.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07142016-1.jpg)

I'm still debating about whether to go for D1 ramps in at least a couple of spots (namely, the entrances) in place of the A1 ramps, though even in the present form, it's possible to plop a D1 FLEXRamp right over the A1 setup in the QCX.  There's also one other thing I'm considering, which I can't quite talk about yet, as it pertains to future functionality.

-Alex

D1 would be totally awesome! Quite useful when creating Auxiliary lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 15, 2016, 11:17:26 PM
I think personally having them support D1 as a flex-override might be a better solution than adding D1 alternatives for each piece. My rationale being mainly that it helps encourage users to get used to how these overrides work for RHW in general. At the same time, it keeps things simpler in terms of the number of options presented to users. Since the whole idea of breaking one of our cardinal rules, is to help make RHW simpler, in an attempt to encourage it's adoption.
Title: Re: RHW (RealHighway) - Development and Support
Post by: wallasey on July 16, 2016, 03:26:40 AM
Those interchanges are looking great! Chance to create some really tight junctions! Great work!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Allein on July 19, 2016, 03:14:53 PM
Quote from: Tarkus on July 14, 2016, 12:28:20 AM
That would really mess with people.  :troutslap:

In any case, here's the Avenue version.

https://simtarkus.files.wordpress.com/2016/07/rhw-07142016-1.jpg

I'm still debating about whether to go for D1 ramps in at least a couple of spots (namely, the entrances) in place of the A1 ramps, though even in the present form, it's possible to plop a D1 FLEXRamp right over the A1 setup in the QCX.  There's also one other thing I'm considering, which I can't quite talk about yet, as it pertains to future functionality.

-Alex

Will that be possible with L1 RHW and L2 avenue too ?

For the moment it doesn't work for me:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F29%2F1468966418-sans-titre.jpg&hash=269538853ce90ac344dc15536dde189392575ffd)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2016, 04:25:09 PM
Having just attempted to plug in an L1 RHW-4 mainline on the L0 RHW/L1 Avenue QCX, it looks like pretty much every component in the interchange would require a good chunk of adjacency stability override code to accomplish the conversion to L1 RHW/L2 Avenue.  It's not a particularly common setup, and accordingly, one that ordinarily wouldn't be a high priority, though now that the challenge is there (;D), I'm kind of curious to take a look at it.

In your non-QCX setup you've built, it looks like the main problems are there actually isn't a reference exemplar for the L2 Avenue x L2 MIS intersection (0x57221320), and likely, a lack of adjacency stability to handle L2 Avenue x L2 MIS next to L2 Avenue-over-L1 RHW-4.

Edit (40 minutes later): Still need to add a little more stability with to make the adjacent L1 RHW-4s always play nice, but here's your basic setup realized.  Still a lot more I'd need to do to handle a QCX like this, however.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07192016-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 19, 2016, 09:22:13 PM
If that interchange setup is merely supported going forward, I'll be happy. No need to kill yourself trying to make a QCX piece for it, esp. since it's a more specialized setup.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 19, 2016, 09:54:39 PM
On the QCX side, I'm actually just trying to get the overrides in place such that the L0 RHW/L1 Avenue setup can be converted into an L1 RHW/L2 Avenue setup by virtue of plugging an L1 RHW into the L0 RHW end.  It's being rather . . . uncooperative . . . but I'm getting closer to kicking its posterior.  Some of the stuff I'm having to do for it should improve other aspects of RHW FLEX-HT and Avenue Viaduct functionality, so there's some very beneficial side effects that can come from it.

Edit: It's still rather fragile.  The fact that there's L1 AVE Viaduct starters on the ends really does a fair bit to interfere with the L2 AVE support.  I have some . . . ideas . . . however.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07192016-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 20, 2016, 01:11:45 AM
Wow!Great stuff! &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: JoeST on July 20, 2016, 01:27:08 AM
noiiiiiiice you're blowing us all away once again Alex daaaaang
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on July 20, 2016, 09:42:28 AM
I agree, looks very promising and hopeful.  However, the one "Pre-Fab piece that has always been wanted is a "T" interchange at L2, like the one that has already been created for Maxis Highway Override (MHO).  Was really hoping for one that connects to RHW 6S L2 instead of 4S MHO.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 28, 2016, 12:44:18 PM
FLEXing some RUL muscles, making some more static puzzle pieces redundant . . .

(https://simtarkus.files.wordpress.com/2016/07/rhw-07262016-11.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Vizoria on July 28, 2016, 04:58:27 PM
Just wanna say Tarkus- brilliant work with the prefab interchanges both RHW and Project Symphony. These will save a lot of time when interchange building in this game.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on July 29, 2016, 01:05:16 AM
That's incredible Alex! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2016, 01:16:19 AM
Thanks, everyone! :thumbsup:  To add to a couple of points:

Quote from: dyoungyn on July 20, 2016, 09:42:28 AM
I agree, looks very promising and hopeful.  However, the one "Pre-Fab piece that has always been wanted is a "T" interchange at L2, like the one that has already been created for Maxis Highway Override (MHO).  Was really hoping for one that connects to RHW 6S L2 instead of 4S MHO.

There's still a fair bit of work to do before T-interchange QCXs become reality.  Everything QCX is FLEX-based (which actually gets around the oft-mentioned 16x16 limit on puzzle pieces), and in order to do something similar to the MHO T-int, with the same degree of compactness, it'd likely require FLEXFly-over-FLEXFly.  We'll have to look further at the possible options to see what the best footprint/arrangement would be.

Quote from: Vizoria on July 28, 2016, 04:58:27 PM
brilliant work with the prefab interchanges both RHW and Project Symphony.

Actually, everything shown here so far with the QCX prototypes is RHW-based.  QCX pieces require a FLEX-based approach, and Project Symphony isn't set up for FLEX.  The one QCX that may have looked like Project Symphony is actually an L1 RHW-4/L2 Avenue setup. 

As far as new developments go, the RHW-6C-to-4 transition showed in my last post is merely the base form of this new FLEX piece, which, when hooking an RHW-10S into the S-side of the transition, turns the whole thing into a brand new RHW-10S-to-8C transition.  Still some cosmetic things to sort, of course (the overhang "bite" being the most obvious), and pathing, but this should give you the basic idea.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07292016-1.jpg)

Overall, this piece will support the following setups:


Once elevated forms of these transitions are created, the plan is to use the same FLEX piece to support those as well.  This piece is, as you might guess, a type of FLEX Width Transition, or FLEX-WT.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 29, 2016, 02:30:33 AM
I would add that while compact T-interchanges are a nice thought, the notion of compact with anything bigger than RHW-4 is going to be misleading, and while I would love FLEX-Fly over FLEX-Fly support, IIRC the amount of code to support such a situation is ridiculous for the payout (unless something has dramatically changed in the implementation of FFs, which could be the case).

For the most part we are probably better off either making our own or using the PS RHW-4 one instead (where applicable).

Really liking how the transitions seem to be progressing Alex. I've not been using RHW that much lately, but I think I'll need to figure out a way to fit it in given all the work that's been made over the last few dev cycles. Any chance the RHW-6C to 6S symmetrical transition will get FLEXed, or is that likely to stay a PP given it's specificity?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on July 29, 2016, 09:33:30 AM
wonderful! I love to see the FLEX project shaping up.
The announcment of the QCX (or QLX regarding to APSMS's mad idea) and upcoming FLEX-WT reminds me to ask, whether there is something like a list of acronyms/register people can use to translate. I think this could be pretty useful in respect to the tons of acronyms the NAM has already produced. I asume I am not the first to think about that, so has anybody done it already?
A search in the SC4 Wiki found things like FLEX and RHW, but ERHW, DRI, FTL or QCX were negative. Anyway, a simple list with short explanations, maybe as a sticky thread, might be useful?

(in case none exists, I think I could start to work on that)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 29, 2016, 10:48:52 AM
Quote from: APSMS on July 29, 2016, 02:30:33 AM
Any chance the RHW-6C to 6S symmetrical transition will get FLEXed, or is that likely to stay a PP given it's specificity?

Yes, the plan is for symmetrical versions of all six of the width transitions mentioned in my post to be covered with a FLEX piece.  That's the next step.  I haven't shown it yet, but the more straightforward transitions (i.e. RHW-6S-to-4, etc.) have already been FLEXed.  After all of that, the only width transitions left would be the RHW-2-to-4 and RHW-3-to-4 setups.  In total, it'll take a total of five FLEX-WT pieces to replace the current contingent of 30 static width transitions, plus cover a few new setups not included in those 30 (like the 8C-to-10S transition).

Quote from: Seaman on July 29, 2016, 09:33:30 AM
The announcment of the QCX (or QLX regarding to APSMS's mad idea) and upcoming FLEX-WT reminds me to ask, whether there is something like a list of acronyms/register people can use to translate. I think this could be pretty useful in respect to the tons of acronyms the NAM has already produced. I asume I am not the first to think about that, so has anybody done it already?
A search in the SC4 Wiki found things like FLEX and RHW, but ERHW, DRI, FTL or QCX were negative. Anyway, a simple list with short explanations, maybe as a sticky thread, might be useful?

(in case none exists, I think I could start to work on that)

I know of at least three glossaries posted around the community--there's one here on the SC4D forums (http://sc4devotion.com/forums/index.php?topic=15114.0) from 2012, one at ST (http://community.simtropolis.com/forums/topic/51276-nam-glossary-terms-and-acronyms/) of the same vintage (both forum posts are already stickied), and the one on the Wiki (http://www.wiki.sc4devotion.com/index.php?title=Namdoc:Glossary) that you already mentioned (which was created from the previous two).  The biggest thing these need is just needs a minor update--there haven't been that many acronyms added since then.  (Edit: DRI and ERHW are already on there.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2016, 10:58:27 PM
One huge advantage of the new FLEX system--asymmetrical setups where an RHW-6C transitions into an RHW-6S on one side and an RHW-4 on the other become viable.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07302016-3.jpg)

All of the base FLEX-WT pieces are now in place.  The last override work that's needed is to get these beasts to support RHW-3 input:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07302016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/07/rhw-07302016-2.jpg)

After that, it's cleanup (color correction and overhang adding) and pathing.  Presently, I have the FLEX Width Transitions (FLEX-WT) under the same button as the FLEX Height Transitions (FLEX-HT), and the TAB loop with both combined is about a third of the length of the existing one for the static puzzle piece width transitions.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on July 31, 2016, 08:57:19 AM
Alex,

Looks VERY PROMISING and OUTSTANDING.  Only one concern is in the first pix with the RHW6C splitting into RHW6S/4S has a shoulder in the middle which looks weird when connecting with existing RHW.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on July 31, 2016, 05:23:37 PM
Looks nice! I really like the merge arrows too!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 31, 2016, 07:47:16 PM
Thanks, dyoungyn and compdude! :thumbsup:

Quote from: dyoungyn on July 31, 2016, 08:57:19 AM
Only one concern is in the first pix with the RHW6C splitting into RHW6S/4S has a shoulder in the middle which looks weird when connecting with existing RHW.

The textures are coming right off the non-split ones, where it doesn't look quite so obvious.  I'm going to adjust that in my cleanup phase.

Quote from: compdude787 on July 31, 2016, 05:23:37 PM
Looks nice! I really like the merge arrows too!

Thanks!  Between what I was able to do with the length standardization (the in-line S-to-S and C-to-C versions are all 4 tiles, save for the MIS-to-RHW-4, and the S-to-C ones are all 6 tiles), and my experiences with the chevrons on the FLEXRamps/DRIs, the merge arrows became a viable possibility.  I modeled the placement right after the MUTCD section on them, and they're built into all the FLEX-WTs where appropriate, without having to use the Cosmetic Pieces.  (And LHD users, worry not--it's just a matter of swapping some IIDs around to get them on the correct side.)

In any case, the RHW-3-to-4 overrides on the RHW-2-to-4 FLEX-WTs are now operational.  I've also determined the footprint also works for the DDRHW-4-to-L1/L2-RHW-4 transition, so it'll be getting FLEXed as well.  The override would work exactly like these RHW-3 versions, except that you'd plug in the DDRHW-4 in place of the RHW-3.  With that completed, the existing RHW Width Transition Puzzle Piece button can be retired.

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-2.jpg)

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-1.jpg)

And here's the one base FLEX-WT setup I haven't shown:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-3.jpg)

It starts out as an RHW-2-to-3 transition, but it actually supports all of these setups:


Elevated versions exist of the latter five in the existing puzzle pieces, and so the FLEX-WT will incorporate those as well, making this single piece capable of replacing 16 puzzle pieces.  L3 and L4 support for the MIS-to-RHW-4 and RHW-4-to-RHW-6S will be added, and as soon as the models are made, it'll support L1 and L2 RHW-2-to-3 as well, upping that total to 22.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 01, 2016, 01:11:37 AM
This is becoming incredible! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: vinlabsc3k on August 01, 2016, 01:42:32 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-0xKCgtYBn50%2FU5XnqxkLn2I%2FAAAAAAAAIN0%2FwYwzLy4oZrw%2Fs1600%2Fdrooling-smiley.png&hash=902ebfe201137f2e7a3e73e4b9f84a642367c83e)
I can't waiiiiiiiiit!!

After this, it's the time for Flex-MRC for all height of Road, OWR and NWM
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 01, 2016, 05:18:35 PM
Thanks, Gugu3 and vinlabsc3k! :thumbsup:

I'd like to show another handy aspect of the new FLEX-WTs--slope tolerance.  Many of the old static puzzle piece-based width transitions had starters on them, which made them rather difficult to use around any sort of slope, even a slight incline.  The FLEX-WTs, however, are extremely slope tolerant, as this rather ridiculous test I put together with a very steep ridge and no slope mod shows:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-4.jpg)

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-5.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: spot on August 01, 2016, 08:04:15 PM
RHW has come a long way since the last time I checked. Good job guys! Amazing stuff!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jimmyson on August 01, 2016, 08:05:13 PM
Awesome! That's going to make my rural highways better with steep hills! If I can ever move to a hilly terrain map!

Would the same apply to FARHW pieces? I have tried in the past to build diamond FARHW ramps in my cities, but become a problem with the puzzle piece structure, as I try to level them out, and they easily destroy other RHW roads around it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 02, 2016, 02:03:34 AM
This is great!building highways in hilly terrains it's going to become fun rather than a pain $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: jdenm8 on August 02, 2016, 04:05:52 AM
To be fair, that first one's never had starters. Mandelsoft's prototype was entirely PP-Based and I didn't bother putting on starters (Or an RHW stub on the RHW-3 end, oops) when I polished it up for release.

That doesn't stop it looking awesome though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 02, 2016, 10:45:39 AM
Quote from: Tarkus on July 31, 2016, 07:47:16 PM
With that completed, the existing RHW Width Transition Puzzle Piece button can be retired.

and

Quote from: Tarkus on August 01, 2016, 05:18:35 PM
The FLEX-WTs, however, are extremely slope tolerant, as this rather ridiculous test I put together with a very steep ridge and no slope mod shows:

hallelujah!!! christmas seems to be early this year (I hope  ;) )

The cool RHW-3 transitions would go nicely along with some additional ramps for RHW-3 (like d1 or splitter)  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 03, 2016, 11:38:13 AM
I would like to see the median barriers continue all the way through the transition. &idea
I prefer that the shoulder line on one side remains straight as well.

Asymmetry and slope tolerance are definitely worth salivating over!!! FlexFly over FlexFly...well that is just too good to be true...or is it... 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Allein on August 03, 2016, 02:13:07 PM
Great work :thumbsup:

I've spotted some others bugs by the way.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F31%2F1470258317-1.jpg&hash=1fb229ecfd9926af954e803aab198f1659e04381)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F31%2F1470258409-2.jpg&hash=d22f4362463f4ab92c6438b07b9b15ac0bbb3d78)
Yellow can be solved by rebuildind L1 section but seems unstable

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F31%2F1470258317-3.jpg&hash=5e98bda983807ded97cffba649a37dbf1caea04b)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 05, 2016, 11:23:35 PM
Thanks, everyone, for the continued support and kind words! :thumbsup:  Now, to get to a few comments/questions:

Quote from: Jimmyson on August 01, 2016, 08:05:13 PM
Would the same apply to FARR pieces? I have tried in the past to build diamond FARR ramps for RHW in my cities, but become a problem with the puzzle piece structure, as I try to level them out, and they easily destroy other RHW roads around it.

Provided any new FARHW implementation uses similar techniques with the network flags, slope tolerance would exist there as well.  I suspect it'd be some time before we got to fully FLEXing that whole feature set with the diamond ramp intersections, as that'd likely entail some sort of FTL interface with FARHW.

Quote from: Seaman on August 02, 2016, 10:45:39 AM
The cool RHW-3 transitions would go nicely along with some additional ramps for RHW-3 (like d1 or splitter)  ::)

The RHW-3 is one area we're looking at improving in the near future.  Stay tuned. ;)

Quote from: roadgeek on August 03, 2016, 11:38:13 AM
I would like to see the median barriers continue all the way through the transition. &idea
I prefer that the shoulder line on one side remains straight as well.

Asymmetry and slope tolerance are definitely worth salivating over!!! FlexFly over FlexFly...well that is just too good to be true...or is it...

Barriers have been planned from the get go--they just haven't been made yet.  The alignment of everything works out better with the shoulder line as-is, however, due to the way the pieces operate when mirrored.  I don't have much to add on FLEXFly-over-FLEXFly situations, other than that they would involve a lot of code--definitely not a project for this release cycle.

Quote from: A. Gates on August 03, 2016, 02:13:07 PM
I've spotted some others bugs by the way.

Thanks for the report!  Those first two are at points where there would be a ton of really complicated adjacency stability involved, so I'm not too surprised.  memo had plans to use his MetaRUL system (which made the new FLEXFly implementation possible) to fix up the RHW base network code, which would have covered those situations, but he's been inactive for a year now, and it's unknown if/when he'll be back.  I do have pieces of what he had done on that project, though some of the specifics of how he put that together are above my paygrade.  I'd rather not code those by hand in light of that, so they probably won't get fixed until either he returns, or I figure out how to decipher what he did to the point where I can get it operational for release usage.

The third one is simply the result of the Elevated Avenue/MIS T-intersections lacking adjacency stability.  In general, T-intersections are going to be a lot more prone to breakage, because they're more complicated, and often coded in a completely different phase of development than the +-intersections.  That one is more likely to get a look in the near future.




While we're on the subject of transitions and swapping from static puzzle pieces to FLEX, the main questions/complaints we've gotten with the creation of the non-default "Deprecated RHW Height Transitions" option has been the curved MIS height transition, which swamp_ig designed for the RHW 4.1/NAM 29 release, almost exactly 6 years ago.  It's pretty much the only real reason why someone who isn't a staunch puzzle holdout and/or really wed to the old elevated paradigm, and would really want to check that box. 

As one would expect from that, this particular transition has been on our radar screen for awhile for re-implementation.  However, given the fact that it's also a product of the old days when L2 was *the* elevated height, its existing models don't match well with the current standards, the new implementation plans also required new models, which is usually a huge bottleneck in the pipeline for these sorts of features. 

However, after digging around some in the private RHW development thread, looking at posts of 2010-2011 vintage, I happened to discover that swamp_ig, being the rather unsung transit modding hero that he was, had actually attached the Max models he used to create the original transition.  After a few days of thrashing about in 3ds Max, learning a few new things in the process, I managed to adapt the source files to produce the elusive FLEX-based L0-L1 90-Degree Curved MIS Transition.  Its dimensions are designed to match with the new 5x5 FLEXFly specifications introduced in NAM 33.

(https://simtarkus.files.wordpress.com/2016/08/rhw-08052016-1.jpg)

It still requires pathing--and I'm sure the "Pylon Police" probably want to write me a ticket for that image--but this officially puts the old Height Transitions button into full deprecation.  It'll also now be possible to include as a component in future QuickChange-related items, where it should come in handy.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 06, 2016, 12:37:51 AM
Ah, that explains the FLEXFly. I was trying to rebuild a better version of an interchange I had seen over on ST, and the 45 deg FLEXFly kept breaking at the curved ends on a number of underpasses. It's a shame that memo has been away, but hopefully that bug can get earmarked for fixing when he comes back or when we figure out better how to work the MetaRUL system.

Funnily enough, that one piece is the only reason I've kept the deprecated transitions around. Who knew? well I guess you did.... :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 06, 2016, 08:34:00 AM
Quote from: APSMS on August 06, 2016, 12:37:51 AM
Funnily enough, that one piece is the only reason I've kept the deprecated transitions around

me too. I love the curved hight transition for saving space and keeping my cloverleaf turns in a nice shape without a lot of terraforming.

But unfortunately, I didn't get the whole point. I infer from Tarkus' post that a FLEX-based L0-L2 90-Degree Curved MIS Transition already exists  ()what() (by him stating that the L0-L1 officially puts the old Height Transitions button into full deprecation).

What exactly will the Flex part in this curve be? To support other RHW types like RHW-4 or is there a integrated Flexfly capability? (with the last one beeing the most awesome and therefore most unlikely feat  ;))
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 06, 2016, 11:30:56 AM
Quote from: Seaman on August 06, 2016, 08:34:00 AM
But unfortunately, I didn't get the whole point. I infer from Tarkus' post that a FLEX-based L0-L2 90-Degree Curved MIS Transition already exists  ()what() (by him stating that the L0-L1 officially puts the old Height Transitions button into full deprecation).

The old L0-L2 one is a static puzzle piece, hence why it's under the old Height Transitions button.  There won't be a new L0-L2 curved transition made, as it would have to be enormous to fit with present-day RHW standards.

Quote from: Seaman on August 06, 2016, 08:34:00 AM
What exactly will the Flex part in this curve be? To support other RHW types like RHW-4 or is there a integrated Flexfly capability? (with the last one beeing the most awesome and therefore most unlikely feat  ;))

The full features of what it'll be able to do are still up in the air.  The fact that it is FLEX-based does give us the option to eventually support FLEXFly-type functionality, if we decide to implement it.  The more immediate thoughts are of overriding it in various ways, to produce different height levels, like the other FLEX Height Transitions.

Right now, it works about like the 180-degree L0-L1 MIS transition that made its debut in the initial QuickChange launch in NAM 32.  The fact that it is FLEX will, at the very least, allow us to use it in future QuickChange and QuickChange Xpress setups.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 06, 2016, 01:11:11 PM
FLEXFly like support for higher levels would be amazing, assuming it can be coded just like existing FLEXFly. I assume that would destroy any slope tolerance the piece might currently have?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 07, 2016, 09:59:43 PM
The slope tolerance really depends on the underlying CheckTypes on the piece.  Right now, it's set up kind of like the old FLEXFly, with a bunch of RHW stubs being overridden by false intersections on either end, and the stub setup isn't particularly slope tolerant.  Unlike a standard static puzzle piece with starters on the end, which won't even plop on many inclines, this one will, but it'll mostly flatten the underlying terrain.  Given that we're not expecting the piece to get as heavy of usage on slopes as some of those FLEX-WTs, it's not as much of a concern, and of course, if we do add FLEXFly-like capabilities to it, the resultant over/underpasses will be treated by the game's terrain engine as intersections, which are automatically going to end up flat.

-Alex

Edit: Corrected late night "slops" typo into the intended "slopes".
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 08, 2016, 12:13:40 AM
Tarkus, thank you for the explanations.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on August 10, 2016, 03:57:07 AM
that slope tolerance on the flex is gold over blue :o I play a lot on non flat lands and that was always something that bothered me much.. but no more!  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 16, 2016, 12:24:15 PM
One could say that this is going to be a . . . transitional release . . . for the RHW. ::)

(https://simtarkus.files.wordpress.com/2016/08/rhw-08162016-1.jpg)

Went through a few different designs on that, dating back to last year, before settling on this 6-tile model.  It also comes in handy for something else:

(https://simtarkus.files.wordpress.com/2016/08/rhw-08162016-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: art128 on August 16, 2016, 12:53:56 PM
This is really cool !
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 16, 2016, 06:21:19 PM
Ditto, now that is cool to FINALLY see ramp height transitions diagonal.  Great job!
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on August 16, 2016, 07:29:59 PM
Expect Haljackey redoing all interchanges once again with NAM 36. BTW, I assume the previously showed on-slope diagonal transition is on the update too...
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 17, 2016, 08:22:48 AM
Quote from: matias93 on August 16, 2016, 07:29:59 PM
Expect Haljackey redoing all interchanges once again with NAM 36. BTW, I assume the previously showed on-slope diagonal transition is on the update too...

So...has NAM35 been released? Will this diag not make it into NAM35?
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on August 17, 2016, 08:33:48 AM
Sorry, another typo, I meant NAM 35
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 17, 2016, 01:37:01 PM
whoho... some months ago, NAM 35 was pretty nice but after the latest announcements it will be real awesome. big one! can't wait for it  :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 17, 2016, 07:03:13 PM
Thanks, Arthur, dyoungyn, matias, roadgeek, and Seaman! :thumbsup:

Here's a few more of these beasts.  The single-tile L0-L1 situations are currently coded and have models.  No pathing yet.

(https://simtarkus.files.wordpress.com/2016/08/rhw-08172016-3.jpg)

(https://simtarkus.files.wordpress.com/2016/08/rhw-08172016-2.jpg)

(https://simtarkus.files.wordpress.com/2016/08/rhw-08172016-11.jpg)

Quote from: matias93 on August 16, 2016, 07:29:59 PM
BTW, I assume the previously showed on-slope diagonal transition is on the update too...

The on-slope version hasn't been touched in awhile.  No guarantees, though it wouldn't shock me to see it resuscitated.

At this point, we don't really know what NAM 35's feature list will look like.  We have a ton of unfinished projects in various stages, and I suspect we'll be holding some of them in reserve for NAM 36 or 37.  All these new transitions here are the result of me taking a break from the FLEX Turn Lanes (FTL) project.  At this point, I'd say that FTL stands a good chance of being one of the things we push back to NAM 36, mainly because of the LHD support (which is pretty intense).  I'm also still figuring out what will happen with QuickChange Xpress (QCX).  I've figured out some interesting things with it that should be introduced at the outset with it, but those things hinge on stuff that likely won't be ready for NAM 35.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 17, 2016, 07:11:19 PM
Now that is really sexy.  Finally diagonal L0-L1.  Great job and keep em coming.
Title: Re: RHW (RealHighway) - Development and Support
Post by: omgitskosc on August 18, 2016, 11:13:37 PM
Inspiring! These updates are the best incentives for me to come out of a hiatus. Cannot wait for the next NAM for sure!.=
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on August 19, 2016, 04:11:51 AM
Yes, Yes, Yes... Diagonal transitions are very desirable to me, along with curving height transitions. Another great addition to improve our interchanges. :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 19, 2016, 04:24:38 PM
Quote from: Tarkus on August 17, 2016, 07:03:13 PM
All these new transitions here are the result of me taking a break from the FLEX Turn Lanes (FTL) project.  At this point, I'd say that FTL stands a good chance of being one of the things we push back to NAM 36, mainly because of the LHD support (which is pretty intense).

ohhhh sad to hear that  &cry2. I'm amazed by the huge potential for the FTLs and really have a crush on them (anticipating them by postponing projects till release or planing in advance to upgrade intersections). But I totally understand your point there.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 19, 2016, 06:26:47 PM
Thanks, dyoungyn, KOSC, Robin, and Seaman!

Quote from: Seaman on August 19, 2016, 04:24:38 PM
ohhhh sad to hear that  &cry2. I'm amazed by the huge potential for the FTLs and really have a crush on them (anticipating them by postponing projects till release or planing in advance to upgrade intersections). But I totally understand your point there.

I hear you--I'm looking forward to the FTLs, too.  There's a couple positives of pushing it out until NAM 36, however, as it cuts down the timetable for NAM 35's release, and there may be a few more things we can slip into the initial offerings of FTL.  Also, there may be a pattern in terms of what's getting delayed . . . which might give you an idea of some of the stuff that's around the corner for NAM 36. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: _Michael on August 20, 2016, 12:28:54 AM
I've always been excited for the new tuning lanes, and those height transitions look awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 20, 2016, 01:20:19 AM
Quote from: Tarkus on August 19, 2016, 06:26:47 PM
There's a couple positives of pushing it out until NAM 36, however, as it cuts down the timetable for NAM 35's release, and there may be a few more things we can slip into the initial offerings of FTL.

ah, I see what you did there ;)

I will appreciate whatever conclusion the NAM team will make for the NAM35 feature list. You've done tremendous work in the past and made quite some experiences with releases. You will know best.

With the dawn of diagonal ramps I can imagine tight diagonal interchanges may become possible  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on August 20, 2016, 09:52:42 AM
This is awesome!
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on August 21, 2016, 09:10:55 PM
Don't know if I have shown this transition yet?  ;)

Just dusting off some old work on the transition front.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEo3SIjj.jpg&hash=4de47522ae63ad8abce79a2ce4e29fef6dcb2a44)

That is all for now before I go to work.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 21, 2016, 09:16:15 PM
It just keeps getting better and better with every leap and bound.  The entire NAM team are just pure geniuses.  Keep em coming and NAM35 and NAM36 is just going to be plain AMAZING! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on August 22, 2016, 02:36:44 AM
Quote from: eggman121 on August 21, 2016, 09:10:55 PM
Don't know if I have shown this transition yet?  ;)

ah, just an ordinary RHW-6s to 8s transition, nothing special... wait WHAT?  :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on August 22, 2016, 03:54:47 AM
Oh Man!!!

I love what you are doing with the RRW and than you showed those funy RHW crossings, and than the OWR ramps, now this!!!  :popcorn:  &apls &apls &apls &apls &apls &apls

Thank You!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 22, 2016, 11:58:12 AM
NAM Team,

I am running into this problem again.  I tried everywhere and clicked everywhere and still no joy.  The difference between the last problem and this one is I now have a space in between the over passes.  I have also noticed a consistent issue.  Every time I try to build this type of interchange on maps pointing North in the Region view, I have this issue.  Those interchanges such as going from East to West in the Region view no problem.  Again, it seems that only those maps pointing North seem to be the problem for some reason.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2016, 03:13:50 PM
The inner tiles do indeed seem to be rather uncooperative in my attempt at replication.  I'll take a look at it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 22, 2016, 08:24:53 PM
Alex,

Thank you for the reply.  I really believe the direction of the maps must have something to do with it as other maps pointed horizontally do not appear to be affected.  The reason I believe this is because the same map at which this interchange is in I have the same interchange around the corner that works fine; i.e. this map is the top left corner and the highway turns towards the horizontal direction.  The things that make you go humm!

dyoungyn 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 22, 2016, 09:14:47 PM
With the way the RUL2 code works, it works on a relative basis rather than an absolute compass-point basis (unlike some of the other RULs), so it's more likely that you simply got lucky with the other orientation.  I'm sure if you poked and prodded the one that does work, you could probably get it to break, unless you did something different with starter placement or the like that somehow made it more stable.  The ways it has broken in my testing have been different from what your image showed.

I threw some extra adjacency stability at it, to wipe out the "deconversion" to the RHW-2 +-intersection.  I also handled the L2-over-L0 version.  Though I imagine someone is going to ask next about the L2-over-L1 version, which I haven't fixed, so I guess I'll have to go take care of that now. :D

By the way, here's a behind the scenes pic--this (https://simtarkus.files.wordpress.com/2016/08/rhwfix-08222016-1.jpg) is what part of the fix looks like in the RUL2 code. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 22, 2016, 09:50:36 PM
Alex,

Yes, it probably did look a bit different.  What I tried to do is placing a RHW6C Filler in the gap and it did fix one side but not the other.  I am at a loss.  The other Interchange I did nothing different as I have always had a particular pattern in doing this type of interchange IRT smoothness.  I am not a computer programmer and never understood computer code and the like.  Thank you for addressing this as my only other work around is change the cross ramps to RHW6 ramps as RHW6 crosses fine.  From what I can guess is that 4 lines of RHW appears to shake things up a bit at both 7.5 and 15 heights and again, this only appears to happen to when RHW is pointing in the Northern direction, East and west is working fine.  Could it possibly be the fact that it is at the maps on the edge of the region is why it is doing this?

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 23, 2016, 10:11:12 AM
Alex,

BTW, I found a work around.  I lowered the interchange at which the RHW6C is going over the 8S with no issues.  As long as the map is able to lower 7.5m then I am fine with it.  At the same time, this will eliminate the raising the freeway and rather it being flat and easy to manage with the same effect.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2016, 01:25:02 AM
A few small things whose proposed existence has been debated at times, that I've relented to in my old age . . .

(https://simtarkus.files.wordpress.com/2016/09/rhw-09162016-2.jpg)

Well, this one has had active code since one of the NAM 31.x releases, but produced a bad draw until I added textures . . .
(https://simtarkus.files.wordpress.com/2016/09/rhw-09162016-3.jpg)

And these two are more designed for using the RHW-4 as an "MIS-2".  The first eliminates the need for the capacity-dropping One-Way Road transition workaround people used to get traffic signals on an Avenue.  The T21s are designed so as to discourage people pumping two directly adjacent RHW-4s through an Avenue, which was the main hangup on this intersection's inclusion.  The second is for frontage road type deals.  Texans, you're welcome.

(https://simtarkus.files.wordpress.com/2016/09/rhw-09162016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/09/rhw-09162016-4.jpg)

More to come, including some stuff that is perhaps not all that interesting to look at, but actually pretty exciting.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on September 16, 2016, 06:59:43 AM
I guess now there is no excuse for us not to revamp our entire highways with those little marvels! Only a question, though: will that RHW-4 intersection be as stable as to use it on a L1 interchange? This would allow for compact high capacity interchanges, perfect for centric environments.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2016, 06:23:48 PM
If you're referring to an actual L1 AVE x RHW-4 intersection, those haven't been made yet, though are due to be in very short order.  However, if you're looking at using it in a situation where the RHW is L1 and the surface street is ground-level, it does presently work there.  The process of getting there is slightly less smooth compared to using an MIS at this point, but it's rock solid once it's fully built. 

(https://simtarkus.files.wordpress.com/2016/09/rhw-09162016-5.jpg)

That stability is largely due to the aforementioned "not all that interesting to look at" stuff I've been doing, which has been adding a ton of adjacency stability to the existing ramp-style FLEX Height Transitions.  That block of code has gained about 70,000 lines in the past couple weeks or so, with a bit more still to be added, allowing them to operate as we've always envisioned.  Tighter situations work a ton better, and it'll pay dividends once we get further into the QuickChange Xpress project.

Another "not that interesting to look at" project has been re-implementing the starters for the wider RHW networks, giving them dedicated false intersections (rather than sharing parts with the narrower networks), eliminating the need for extra stabilization code.  The NWM is also getting a similar treatment, in preparation for the FTL project, though there's still more legacy support code to add there, for converting the old starters.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on September 16, 2016, 07:17:17 PM
You get a big Texas football Friday thanks from me, Alex!  &apls  I've used the OWR transition for frontage roads almost exclusively; that is to say, I've used OWR-2 for frontage roads as opposed to RHW-4, except for places where a ramp is needed.  Now, I can see myself breaking that slowly but surely breaking that habit.  :)  Touchdown!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 16, 2016, 07:31:17 PM
Alex,

Looks very promising and outstanding.  Don't mean to complain, but I do not see the light for cross traffic from the ramps.  I only see the light for the AVE.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2016, 08:36:55 PM
Thanks, metarvo and dyoungyn! :thumbsup:

Quote from: dyoungyn on September 16, 2016, 07:31:17 PM
Don't mean to complain, but I do not see the light for cross traffic from the ramps.  I only see the light for the AVE.

Similar to the situation with the OWR network, the RHW network does not natively support stop points, and the signal placement here is designed to be a carbon copy of the Avenue x OWR intersection.  Unlike the OWR, we do have RUL-based control over RHW directionality, so that makes things less problematic, but a signal there would still be permanently stuck on green.  The ultimate plan is to implement something along the lines of what we did with the OWR signalization in NAM 34--essentially, an extension of SITAP ("Signalized Intersections and Turn Arrows Project") for select RHW intersections--but that likely won't happen until after NAM 35.

Right now, the plans entail doing that particular phase of SITAP expansion in consort with the plans to add FLEX Turn Lanes (FTLs) for the MIS Ramps.  That, by the way, is also part of the reason QuickChange Xpress (QCX) won't be part of NAM 35, as we are looking to build FTL and SITAP functionality into many of the QCX setups.  This initial prototype should give you a partial idea of the end goal:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07182016-1.jpg)


-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 16, 2016, 11:21:01 PM
Good thing I wasn't sipping my coffee, or else I'd have gotten my computer wet and sticky...

Great stuff here Alex! &apls

Sure it won't make it for NAM 35, but great things are being planned, which is very exciting.

-Absalom
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on September 17, 2016, 02:42:45 AM
Let's see here... Signalized MIS intersections + asymmetric MIS/Road intersections + FTL overrides on FLEX-HTs = not enough jaws to drop to express my amazement! There's a lot to look forward to in NAM 36+, that's for sure!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ernestmaxis on September 17, 2016, 06:51:45 AM
Sim city isn't that great withouth these great modding performance. Great work !  %confuso
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 17, 2016, 07:15:22 AM
I must have been half awake when I seen your reply Alex, I did not notice what an amazing ramp interchanges you created.  WOW, WOW, and WOW.  Can't wait for release.  Only hope the same would apply for ground ramps.  Hopefully, also AVE4/6 will apply also. :P
Title: Re: RHW (RealHighway) - Development and Support
Post by: Vizoria on September 17, 2016, 01:04:06 PM
NAM 35 is going to be incredible. Keep it up with the "stuff that is perhaps not all that interesting to look at, but actually pretty exciting". The added functionality will allow for even tighter and compact urban areas. Also the draggable transitions, and intersections, for RHW and NWM look amazing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 17, 2016, 10:49:36 PM
Thanks, Absalom, Zack, Ernestmaxis, dyoungyn, and Vizoria! :thumbsup:

Quote from: APSMS on September 16, 2016, 11:21:01 PM
Good thing I wasn't sipping my coffee, or else I'd have gotten my computer wet and sticky...

Coffee is a sacred Tarkusian beverage, so I'm glad to hear there was no spillage. :D

Quote from: woodb3kmaster on September 17, 2016, 02:42:45 AM
Let's see here... Signalized MIS intersections + asymmetric MIS/Road intersections + FTL overrides on FLEX-HTs = not enough jaws to drop to express my amazement! There's a lot to look forward to in NAM 36+, that's for sure!

You got all of them . . . and there's some interesting possibilities opened up by the FTL overrides existing on the FLEX-HTs.  There will be more on that in awhile.

Quote from: dyoungyn on September 17, 2016, 07:15:22 AM
Hopefully, also AVE4/6 will apply also. :P

I'm actually pretty excited to work on those, as there's some really fun stuff planned there.

Quote from: Vizoria on September 17, 2016, 01:04:06 PM
Keep it up with the "stuff that is perhaps not all that interesting to look at, but actually pretty exciting".

That we will. :D  We're getting close to that point where the vision we had for the FLEX stuff is fulfilled.

And while I'm here, I might as well show matias93 that I've now covered both interpretations of his question:

(https://simtarkus.files.wordpress.com/2016/09/rhw-09172016-1.jpg)

The only problem is that it's now distracted me into working on the Road/OWR/AVE Viaducts (you can see a tiny bit of that on the left side). ()testing()

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on September 18, 2016, 06:14:34 AM
It is... simply perfect!! &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on September 18, 2016, 09:23:33 AM
this thread turns out to be my weekly shot of endorphin. Regardless I'm not actually able to buid it, simply dreamin' it makes me kind of high.

keep it up  &apls


(seriously, keep it up! I'm addicted :D)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Vizoria on September 18, 2016, 09:56:28 AM
Oh yeah!!! Nice one Tarkus!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on September 18, 2016, 11:19:35 AM
Oh dear, this is amazing too (among the other nice additions what you guys make). I can't wait the release! :)  :popcorn: :popcorn:  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 18, 2016, 03:12:40 PM
Great job and totally amazing.  Will we be able to see the same configuration on AVE6/7 except this time to the appropriate lights?

Finally, I know this is off topic on what is shown, is there any way you could expand the "Crossing Diamond FAR interchanges" to AVE6/7?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 18, 2016, 10:38:32 PM
Thanks, matias, Seaman, Vizoria, Tyberius, and dyoungyn!

Now, to answer a couple of questions:

Quote from: dyoungyn on September 18, 2016, 03:12:40 PM
Will we be able to see the same configuration on AVE6/7 except this time to the appropriate lights?

Finally, I know this is off topic on what is shown, is there any way you could expand the "Crossing Diamond FAR interchanges" to AVE6/7?

Support for RHW-3 and RHW-4 x NWM at-grade crossings is very unlikely for NAM 35.  Once those intersections are made, the matter of signal placement will be handled the same way there as it is for the new Avenue intersections with those RHW networks--no RHW-facing signals by default, but the potential for them with a SITAP override.  I'd imagine it'd probably come together once we get to the point of adding RHW SITAP support.

As far as the second question, there is no further development planned for the Crossing Diamond FA pieces at present.  The developers who did the bulk of the work there have long been inactive, and pretty much anything FARHW-related is stalled until we figure out the future roadmap for that part of the mod.  The rough direction we're headed for the next phase of FARHW, as one might guess based on our current development strategies, entails a shift toward a FLEX and/or draggable implementation.  If a FLEX replacement for these pieces were to be made, it would require not only the new FARHW, but FTLs for it.  I'd say it's NAM 40+ in terms of when it'll make it in.

Before I close out this message, here's a development pic--Multi-Radius Curves have now been made for the L1 and L2 RHW-2 networks.

(https://simtarkus.files.wordpress.com/2016/08/rhw-08282016-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on September 18, 2016, 10:48:09 PM
Smoothier interchanges are coming, this is getting better by the hour!!  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on September 19, 2016, 12:57:56 AM
Excellent stuff! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 20, 2016, 03:20:33 AM
Quote from: matias93 on September 18, 2016, 10:48:09 PM
Smoothier interchanges are coming, this is getting better by the hour!!  &apls

and after smoothier, compact interchanges? :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 22, 2016, 07:04:33 PM
Lot's of exciting work here!! Extremely excited about the adjacency and of course I'm always enthusiastic about MRC work  &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 22, 2016, 07:08:29 PM
Agreed, smoother it is.  Now if only one can draw with RHW as one can draw gentle curves with roads would be awesome &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on September 25, 2016, 11:06:17 AM
The diamond interchanges that are shown in this URL (https://simtarkus.files.wordpress.com/2016/09/rhw-09172016-1.jpg) are quite an accomplishment; still, I do have to object to the use of the A2 ramp as a highway access because it is not something that happens in RL (at least not in San Antonio where I live) due to the fact that the motorists do not understand what it means to "yield the right-of-way" when on the highway.

If I were you, I would replace those A2 entry ramps with D2 entry ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on September 25, 2016, 04:43:00 PM
Quote from: Pythias900KMB on September 25, 2016, 11:06:17 AM
...motorists do not understand what it means to "yield the right-of-way" when on the highway.
This is a problem everywhere. It doesn't mean it's not realistic, nor does it seem to stop Highway Engineers from making these types of offramps. There are plenty on the west coast, although a number of them have been "revised" (read: changed the lane paint to produce extreme awkwardness when driving through these 'revisions') so that they merge to one lane beforehand. It doesn't really help, but then again the biggest issue with amateur RHW isn't poor highway design (this exists in RL) but rather lack of smoothness (even bad highways IRL have to be reasonably smooth).

Of course, the main point is to showcase the RHW-4/Avenue intersection capability, which until now was non-existent. Well, that and elevated RHW-2 MRCs. Exciting stuff!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 26, 2016, 01:29:55 AM
Thanks, everyone, for the kind words.  Now, to respond to a few comments, after which I'll have some new stuff:

Quote from: gn_leugim on September 20, 2016, 03:20:33 AM
and after smoothier, compact interchanges? :D

I kind of want a smoothie now, even though it's 1:22am here. :D

Quote from: dyoungyn on September 22, 2016, 07:08:29 PM
Agreed, smoother it is.  Now if only one can draw with RHW as one can draw gentle curves with roads would be awesome &hlp

The Multi-Radius Curves--at least the two smaller radii (R1 and R2)--are draggable.  They work a little bit differently from the Road ones because the auto-connect issues prevent the stub trick from really working, but there are patterns that you can use instead.  These L1/L2 RHW-2 MRCs were built using those patterns.

Quote from: Pythias900KMB on September 25, 2016, 11:06:17 AM
I do have to object to the use of the A2 ramp as a highway access because it is not something that happens in RL (at least not in San Antonio where I live) due to the fact that the motorists do not understand what it means to "yield the right-of-way" when on the highway.

If I were you, I would replace those A2 entry ramps with D2 entry ramps.

If I were building this in an actual city rather than simply for a quickie test scenario, then yes, I'd absolutely use D2s here, or transition down to single-lane MIS before hitting the highway.  I am considering some modifications to the A2 and B2 designs, to revise them in the way that APSMS described.  The main reason that wasn't done before was RHD/LHD localization concerns, but now that we're sticking chevrons on all the ramp interfaces, that isn't really an issue anymore.

Now, onto the latest developments . . .

I've gotten barriers installed on the "Shift" FLEX Width Transitions (FLEX-WT) at last, along with tweaking the textures so the bottom of the symmetrical versions fit with the ground networks better.

(https://simtarkus.files.wordpress.com/2016/09/rhw-09262016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/09/rhw-09262016-2.jpg)

Also, support for the L2 version of the previously seen RHW-4/Avenue intersection is in place, along with some adjacency overrides to help the X2 ramps convert the FLEX Height Transitions (FLEX-HT) properly.

(https://simtarkus.files.wordpress.com/2016/09/nam-09242016-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on September 26, 2016, 01:36:22 AM
I think the A2 offramps are quite common (at least in Germany)  and I think there's nothing unhandy about them. A2 onramps are weird, indeed. But I think in this situation they are absolutely ok in order to keep everything symetrical. So for the sake of workload reasons... :)

But since we know, that Tarkus has waaay too many freetime ;) and likes to suprise us, maybe he does, at some point in the future, have an idea for that. Maybe something like this: https://www.google.de/maps/@52.4693746,13.2369523,487m/data=!3m1!1e3 (https://www.google.de/maps/@52.4693746,13.2369523,487m/data=!3m1!1e3)
But for that, there's the need for a new onramp (d1 with integrated width transition on the onramp stub) or a height transition (with integrated width transition), so I don't expect that to happen anytime soon.

edit: see what I mean: while I was wrighting this, Tarkus was busy enough to provide us another update! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alan_Waters on September 26, 2016, 07:11:05 AM
Very good! But do not comply with road markings.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 28, 2016, 03:31:58 PM
It's too bad about not having signalized traffic light on elevated networks.  I have always been fond of building more realistic cities in SC4 even with those traffic congested lights.  On the flip side, in the U.S., one turning left, the light is always a blessing &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2016, 05:40:36 PM
Quote from: dyoungyn on September 28, 2016, 03:31:58 PM
It's too bad about not having signalized traffic light on elevated networks.

Actually, there are signals.  I just haven't shown any pictures since they were added. $%#Ninj2

(https://simtarkus.files.wordpress.com/2016/09/rhw-09282016-1.jpg)

They've only been added to the L1 version so far, but the L2 version will be getting the same treatment in due time, probably once I get back into signal mode.  The usual process is 1) make the item show up in game (RUL code, initial texture/model work), 2) make it accept traffic (pathing), 3) make it look nicer (texture/model refinement, and/or prop additions like signals, as needed).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on September 29, 2016, 01:25:23 AM
pretty cool! though, there are still signals missing there are they not?  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 29, 2016, 06:21:19 AM
Awesome, getting closer.  Ditto about a missing light.  Finally, what about adding some arrows like you did with one way roads for the exiting ramp?  Oh boy, this game is truly getting better and better.  Once again, what was once thought IMPOSSIBLE, is now becoming a reality thanks to creative and imaginative thinkers such as yourself.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Vizoria on September 29, 2016, 01:33:30 PM
This added functionality and all of these prefab pieces is wonderful!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 29, 2016, 05:02:12 PM
Thanks, gn_leugim, dyoungyn, and Vizoria for the kind words--and to everyone who liked the last post! :thumbsup:

Now, to respond to a few points:

Quote from: gn_leugim on September 29, 2016, 01:25:23 AM
pretty cool! though, there are still signals missing there are they not?  :thumbsup:

You are correct in that there are no signals facing the RHW approach.  Just as with the ground version, that is intentional, as this is a base setup, in which the stop points are non-operational on that approach (causing the signals to remain permanently green).  An alternate version with a signalized RHW approach will be produced once the SITAP (Signalized Intersection and Turn Arrow Project) concept from the OWR network is ported to cover this setup.

Quote from: dyoungyn on September 29, 2016, 06:21:19 AM
Awesome, getting closer.  Ditto about a missing light.  Finally, what about adding some arrows like you did with one way roads for the exiting ramp?  Oh boy, this game is truly getting better and better.  Once again, what was once thought IMPOSSIBLE, is now becoming a reality thanks to creative and imaginative thinkers such as yourself.

This is just the base version, that you would get for dragging the intersection the most basic way.  The future SITAP setup will feature both arrows and signals on the RHW approach.

Quote from: Vizoria on September 29, 2016, 01:33:30 PM
This added functionality and all of these prefab pieces is wonderful!

These latest ones are actually non-prefab, but we'll likely cover similar setups with QuickChange Xpress (QCX).  The last few images were built using the existing modular methods, and take advantage of the same adjacency FLEX Height Transition stability improvements that made the QuickChange Xpress setups possible.  Those QCX setups will also have built-in SITAP support.

I'll be back with some more development later.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Baltimore on September 29, 2016, 07:48:20 PM
Tarkus , you and the rest of the NAM Team have been doing so much for the SC4 Community  &apls &apls . I personally thank you and the rest of the team . Keep it up , you guys are great .  :thumbsup: Long live Simcity4 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 03, 2016, 11:44:19 PM
Thanks, Baltimore!

A small update here . . . support for DxD Avenue x MIS T-intersections is now in place.

(https://simtarkus.files.wordpress.com/2016/10/rhw-10032016-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 04, 2016, 01:09:13 AM
The next NAM is going to be amazing!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 04, 2016, 04:44:47 AM
Alex,

Great update indeed.  What would make it even greater is to see you connect that road network with diagonal AVE2 and RHW1 intersection.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 04, 2016, 06:41:08 PM
Thanks, Gugu3, and dyoungyn!

Quote from: dyoungyn on October 04, 2016, 04:44:47 AM
What would make it even greater is to see you connect that road network with diagonal AVE2 and RHW1 intersection.

Support for NWM diagonal intersections is still quite a distance away.  We will get there, but it'll take some time.

Just to make a note about where we are in terms of NAM 35 development, we're in the process of narrowing the feature list down more, in order to get something out sooner rather than later.  It won't really result in any substantial delay to the features that are going to be cut (FLEX-WT is among them), but it will allow us to get some of these new toys into the hands of our loyal fans in the meanwhile.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 04, 2016, 07:47:55 PM
Sounds great, Tarkus! Really looking forward to the next NAM version.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 04, 2016, 08:04:02 PM
Alex,

Thank you for the reply.  What you have graciously described for NAM35 sounds exciting :thumbsup:  Thank you and the entire NAM Team so much and can't wait for next release &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 04, 2016, 09:40:17 PM
Sounds like a plan. I look forward to ironing out the bugs!

Thanks for all the hard work. Hopefully a stable release, early, will help in moving NAM 36 along without too much fuss, if the less stable bits are cut out.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on October 05, 2016, 01:35:47 AM
Quote from: Tarkus on October 04, 2016, 06:41:08 PM
but it will allow us to get some of these new toys into the hands of our loyal fans in the meanwhile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.giphy.com%2FMTclfCr4tVgis.gif&hash=4b587eeac90c87b5555d03b20f432c9e7a69b375)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 05, 2016, 06:42:47 PM
Thanks, compdude, dyoungyn, Absalom, and Seaman! :thumbsup:

Small update here, which intersects the two main things I've been doing of late for NAM 35 . . .

(https://simtarkus.files.wordpress.com/2016/10/rhw-10052016-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on October 06, 2016, 12:59:08 AM
Great stuff Alex! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on October 06, 2016, 05:09:40 AM
all elevated and draggable networks... nice :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: kelis on October 06, 2016, 05:15:43 AM
That's a really cool piece  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 07, 2016, 11:30:39 AM
Thanks, Gugu3, gn_leugim, and kelis! :thumbsup:

A couple other small things I've added as of last night:

(https://simtarkus.files.wordpress.com/2016/10/rhw-10072016-1.jpg)

(https://simtarkus.files.wordpress.com/2016/10/rhw-10072016-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on October 07, 2016, 12:54:59 PM
Great and useful! Thank you very much for your work  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on October 07, 2016, 01:40:43 PM
Again these are some really useful little additions, only the other day I was trying to hook into avenue with MIS diagonally like this. With every new development we get closer to the utopia of supporting every eventuality.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2016, 11:16:27 AM
Thanks, kbieniu7 and Robin!

Another added benefit of these recent additions, coupled with some new adjacency code:

(https://simtarkus.files.wordpress.com/2016/10/rhw-10092016-1.jpg)

No more need to try to shoehorn the poorly-fitting TuLEP slip lane in there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on October 09, 2016, 11:18:00 AM
Oh, yes, that's quite really pretty!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on October 09, 2016, 11:53:47 AM
Damn Alex, you are on fire with these...  :bnn:

How is LHD support looking for these?
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 09, 2016, 01:29:40 PM
Alex,

Looks OUTSTNDING &apls &apls &apls &apls  Only one complaint, I personally do not like the ped crossings for the diagonal slip lane on the AVE4. Finally, would love to have the capability to put a turning lane on the AVE4 onto the ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on October 09, 2016, 02:49:23 PM
Actually, I'm inclined to agree with ditching the diagonal ped crossings... but I have a feeling that might mess up any setups where the diagonal runs through both sides of the avenue. One of those all or nothing choices?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2016, 04:33:45 PM
Thanks, kbieniu7, Robin, and dyoungyn!

Quote from: mgb204 on October 09, 2016, 11:53:47 AM
How is LHD support looking for these?

There's nothing super special happening with them on the RHD side, so LHD will work right out of the box.

Quote from: dyoungyn on October 09, 2016, 01:29:40 PM
Only one complaint, I personally do not like the ped crossings for the diagonal slip lane on the AVE4.

Quote from: mgb204 on October 09, 2016, 02:49:23 PM
Actually, I'm inclined to agree with ditching the diagonal ped crossings... but I have a feeling that might mess up any setups where the diagonal runs through both sides of the avenue. One of those all or nothing choices?

Yeah, I wasn't entirely sold on the markings there, either.  Fortunately, they have separate IIDs and have no crossover with the "Long T" or the full "+", so there's no harm in changing them.

(https://simtarkus.files.wordpress.com/2016/10/rhw-10092016-2.jpg)

Quote from: dyoungyn on October 09, 2016, 01:29:40 PM
Finally, would love to have the capability to put a turning lane on the AVE4 onto the ramp.

I certainly would, too--it is high on the priority list for when the FLEX Turn Lanes (FTL) project gets going again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 09, 2016, 05:16:36 PM
Much better  ;D  Keep em coming and looking forward to FLEX turning lanes.  Great job.  Finally, more realistic slip lanes for AVE4.  Can the same thing be done with AVE6/7?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 09, 2016, 05:43:32 PM
Thanks! :thumbsup:

The FTL project will include its own slip lanes, so AVE-6/TLA-7 will be getting those.  Once diagonal intersections with RHW networks are added to the repertoire of the NWM networks, this MIS-based slip lane setup will be ported over there as well.

While I'm here, here is another little thing I did, after a discussion over at ST--median-side barriers on the L0 RHW-8S and 10S.

(https://simtarkus.files.wordpress.com/2016/10/rhw-10082016-2.jpg)

(https://simtarkus.files.wordpress.com/2016/10/rhw-10082016-1.jpg)

They'll be optional, for those of you who are using another barrier mod (i.e. Catalyst's) or don't want barriers.  Basically, I just took the L1 models (which have barriers built in), removed the substructure, lowered everything, and converted the median tiles from texture-based to model-based.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 09, 2016, 05:50:32 PM
Now that is sweet  :bnn: Even better with a more gentle curve or FAR curve.  I use FAR pieces combined with far to diagonal to create more gentle curves.  I do love the barrier and does look more realistic and consistent.   WOW, NAM 35 is going to be AWESOME &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on October 10, 2016, 03:24:11 AM
smexy barriers! :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 13, 2016, 12:42:36 PM
Yay, barriers on -8S and 10S! That is going to be awesome!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 21, 2016, 03:22:35 PM
Thanks, dyoungyn, gn_leugim, and compdude! 

The barrier bit may be held off until a later release, however, as there's a lot of other situations with those networks (particularly with underpasses) where I'd need to edit the models.  It's definitely on the list now, however.

On another note, I've been putting the finishing touches on some more "stuff that is perhaps not all that interesting to look at, but actually pretty exciting"™.  Namely, this latest round includes some additional stabilization for FLEX-HT, including situations where FLEX-HT is adjacent to FLEXRamps or DRIs.  There may still be a few more obscure setups that aren't covered at the moment, but the majority of them now can support things like this:

(https://simtarkus.files.wordpress.com/2016/10/rhw-10212016-1.jpg)

This functionality should prove useful in replicating the MHW Parallel Ramps in RHW form (and yes, this improvement has put the prospect of a similar QuickChange Xpress setup on the table in the future):

(https://simtarkus.files.wordpress.com/2016/10/rhw-10212016-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on October 21, 2016, 03:40:18 PM
Finally!!  &hlp  Realistic interchanges that aren't absurdly overstretched for urban environments.  &apls


I'm beggining to fear you'll find some kind of Windows XP syndrome with NAM 35: it will be so milestone-y that many casual users won't mind to try further versions...
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on October 21, 2016, 11:40:23 PM
Well unlike Microsoft, there is no NAM support for older versions, so obviously the number one piece of advice for those casual users is to upgrade (which, in this case isn't a problem because it's not only free, but also won't break existing stuff).

Though, I guess that begs the other question of how many casual RHW users there are, since it's well, you know, RHW....

Very exiting stuff with how close you've gotten those pieces. I assume this is primarily for FLEX-based setups, however? Can the draggable patterns handle this kind of adjacency?

NVM. I see you included DRI in your explanation. This is actually pretty exciting, considering.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on October 22, 2016, 01:31:12 AM
 &hlp yay!!! This issues my "problems" with almost all of my RHW interchanges: getting hight transitions closer to ramps! Thank you so much.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 22, 2016, 02:05:27 AM
Thanks, matias, Absalom, and Seaman, for the kind words!

Quote from: APSMS on October 21, 2016, 11:40:23 PM
NVM. I see you included DRI in your explanation. This is actually pretty exciting, considering.

The DRIs actually use the exact same IIDs as the FLEXRamps (the only difference is the mechanism by which they are placed), so any RUL2 code written for one will apply to the other automatically.

Quote from: matias93 on October 21, 2016, 03:40:18 PM
I'm beggining to fear you'll find some kind of Windows XP syndrome with NAM 35: it will be so milestone-y that many casual users won't mind to try further versions...

We did actually have a bit of that effect with NAM 30 and 31--the latter being nicknamed "NAM Vista" by some in the community.  We had some real growing pains then, which we've learned a great deal from, much as Microsoft did with Windows 7.  Hopefully, we won't experience another one of those moments again, and the subsequent releases will continue to improve the feel of the mod.

As we've had to scale down just what all is going into NAM 35, I think there will be further room to grow still, particularly if we can get our release engineering momentum built back up again.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: omgitskosc on October 22, 2016, 10:05:16 AM
Oh man, that ramp and height transition stabilization is a godsend. Can't wait to create some uber-compact interchanges with these. Fantastic stuff! :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on October 22, 2016, 11:55:49 AM
Looks awesome!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on December 27, 2016, 01:25:50 AM
Anything new on the diagional front? new transitions, ramps, etc?

there's been so many additions in the last updates to the nam but barely anything for diagonal networks...  :crytissue:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 27, 2016, 02:18:32 AM
There was some work done on diagonal height transitions, but it's stalled at the moment.  The ramp-style ones shown earlier this year are going to need to be reworked, as the L0-L1 design didn't scale nicely into an L0-L2 setup (as happens with the ortho versions).  There's been very little done with width transitions, and no movement on ramp interfaces since the initial FLEXRamp support was added.  Those latter two things have been in the plans for years, but it's going to need quite a bit of texture work (and model work for elevated versions) in order for things to even get started.

I'd love to do a release that's nothing but new RHW diagonal items at some point, just to finally fill that gap, but it's probably going to be several more releases before we get to it.  Diagonals are labor-intensive and easy to screw up.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: GMT on December 27, 2016, 03:16:33 AM
Just what I understood from reading the last 20 or so pages  ;)

Thanks for the answer. gotta leave some room then for redesigning my network sometime down the road  :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on January 08, 2017, 08:30:53 AM
Here's neat little trick I tried today:

If you use the RealHighway Disconnector piece on the middle tile of a RHW 6-C, you can fill it in with NWM triple tile TuLEPs. The result makes for a great RHW-to-arterial transition, as it allows you to build ramps nearby.

Example:
(https://i.imgur.com/f84ARaN.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on January 08, 2017, 08:46:26 AM
Wow, that's very useful! Thanks  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 08, 2017, 04:52:54 PM
Thanks, Haljackey--it looks like I may want to code in a conversion on the Type 130 FTL starters to support a 6C/8C median out the bottom, so the new system will also support that.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 08, 2017, 11:39:18 PM
Just dusting off some old content that has sitting on my HDD ;D

Who like the "sound" of that  :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPRyhxpU.jpg&hash=2213922bdb751daa4b2123e8dede306410b0b0fd)

Of course the new curves have some Override ability  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FX4FPs3q.jpg&hash=93fabc65f31f4d7e3e5cff236e7f176adb86f965)

Of course the icing on the cake would not be complete without this awesomeness  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLMfzkws.jpg&hash=28494dd21b957933a9d0db6f7da407db178af385)

The following pieces (Guess what the Radius types are) will be offered as flex pieces only.

The feeling I am getting is that users would like better ease of use and that is something I am working on.




In RRW land I am fiddling around with the flextrack pieces to make them flex pieces for the pieces that are currently available in the tab ring. If successful the same concept will be ported over to other content.

I have rudimentary plans to use the flex pieces for the road to tie in nicely with the NWM. I already have the curves thanks to rivit's outstanding texture bender tool.

Just needs to be allocated a range and paths.

This is just the tip of the iceberg. More content is in the pipeline.

-eggman121

Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 09, 2017, 01:12:39 AM
eggman this new content is great! Think we can expect some other cool stuff from you as always
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ernestmaxis on January 09, 2017, 01:29:14 AM
Friend of my Catalyst named Bloemkolie on Simtropolis has also made a mod for ramps. Maybe use full for the Nam mods
http://community.simtropolis.com/files/file/30851-catalysts-t-21-for-real-highway/

Pictures look good so great work. But maybe this looks the same :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 09, 2017, 03:45:36 AM
Looks promising indeed. I have personally always loved the flex pieces and the draggable road curves.  Would only be nice to see the barrier in the middle for RHW 6/8.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 15, 2017, 01:32:03 PM
One thing I noticed with Haljackey's setup is that the lines disappear... Not sure how you'd address that...

The C networks just seem to have those oddities, like the RHW-6C transition to RHW-2, and then there's this (https://www.google.com.au/maps/@-37.8337828,144.9976467,3a,75y,82.69h,63.26t/data=!3m7!1e1!3m5!1szaPYL6-ulLomceiePPCTYA!2e0!6s%2F%2Fgeo3.ggpht.com%2Fcbk%3Fpanoid%3DzaPYL6-ulLomceiePPCTYA%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D121.84252%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656?hl=en) possible setup...
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on January 15, 2017, 02:37:38 PM
Quote from: Wiimeiser on January 15, 2017, 01:32:03 PM
The C networks just seem to have those oddities, like the RHW-6C transition to RHW-2, and then there's this (https://www.google.com.au/maps/@-37.8337828,144.9976467,3a,75y,82.69h,63.26t/data=!3m7!1e1!3m5!1szaPYL6-ulLomceiePPCTYA!2e0!6s%2F%2Fgeo3.ggpht.com%2Fcbk%3Fpanoid%3DzaPYL6-ulLomceiePPCTYA%26output%3Dthumbnail%26cb_client%3Dmaps_sv.tactile.gps%26thumb%3D2%26w%3D203%26h%3D100%26yaw%3D121.84252%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656?hl=en) possible setup...

Such a setup Is quite exotic since the entrance to the monash freeway is via this route since the South Eastern Freeway use to use this route before the tunnels for citylink where put in place in the early 2000's.

To make such a setup I would recommend a MIS network with the RHW 8S network.

Such asymmetry is not needed in most circumstances but in this case it was justified due to the cost of making an extra tunnel entrance for the burnly tunnel and subsequent widening.

-eggman121

Title: Re: RHW (RealHighway) - Development and Support
Post by: kbieniu7 on January 15, 2017, 02:45:20 PM
That looks fantastic! May I ask if you also plan to make wider curves for double-carriageway setup for RHW-4 as they are currently for R2 45deg curves and FA pieces?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Schwenda on April 07, 2017, 02:51:56 PM
Thanks a million to ALL that y'all've done so far, NAM Team! Certainly can't wait what else awaits for us, somewhat patient players!

I'm pretty sure somebody asked this multiple times somewhere on this 600 page discussion, but since ALL straight starter/transition pieces have well been made, is there any diagonal starters or bridge transitions in the works? I would like to finally make a realistic-looking three level Y interchange in the game someday (Primest examples are all over Central Illinois, mostly along I-57)! Don't even get me started about how much more realistic & beautiful the slopes to even bigger interchanges could look with this!

That has to be about the only missing piece in the puzzle left for a "complete" Real Highway mod IMO...

Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on April 07, 2017, 05:22:43 PM
Hello Schwenda

Thanks for the enthusiasm you have in the project  :thumbsup:

Although we won't be making diagonal starters (Although you can get some from the depreciated puzzle piece ring), you can make some interchanges with little or no starters using FLEX Pieces.

Here is an interchange that matches your description I whipped up just now!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNNUbb3D.jpg&hash=a323f053f000d48caf2ee75fd93ad9c6e37d7735)

Referring to this interchange here: https://www.google.com/maps/@38.2706663,-88.92279,14z/data=!3m1!1e3

So eventually you will be able to make any interchange type with modular, overridable and flexible pieces.

The new pieces will come in the NAM 36 package once released.

-eggman121



Title: Re: RHW (RealHighway) - Development and Support
Post by: 911Diva on April 07, 2017, 05:32:55 PM
This is very realistic!!!  Thanks for all your work!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on April 08, 2017, 05:31:40 AM
Can I cry?  :crytissue:  Tue is simply too magical to contain the feelings  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 08, 2017, 06:22:11 AM
Quote from: eggman121 on April 07, 2017, 05:22:43 PM


The new pieces will come in the NAM 36 package once released.

-eggman121

Pieces... plural. I only noticed one new piece... makes me wonder what else is hidden ...  $%#Ninj2
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on April 08, 2017, 06:31:40 AM
Yahoo!  :bnn: I like it!  &apls I will waiting!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 18, 2017, 05:22:32 PM
I can not get the 8s e2 wide to work:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.glidingeagle.com%2Fimages%2Fsc4%2Fbuge2.jpg&hash=6d22bc3af61c20ca07f22abfa8d8f47912605174)

I can get that texture to appear if I draw it a different way - except that way deconverts everything once you drag out the 8s.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 18, 2017, 11:45:30 PM
I've never been able to get the regular one of that to work (the inner highway is always a 6S without fail, there doesn't appear to be a way to distinguish them), so I can't really help. But do the paths appear? And what's the different way?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 19, 2017, 07:12:13 AM
Yes the draw paths does show it is pathed. And I forgot the other way... oy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on April 19, 2017, 01:20:24 PM
Actually I think what you are trying to make here is a 8S D2 Wide ramp, the E2 would have a diagonal branch. I've uploaded a short video on YouTube (https://youtu.be/bF8a0n_mC3Q) to show how to make that.

There was a patch needed for NAM 34 for this interchange, but it was fixed in NAM 35, so make sure you are using the latest version. Otherwise let me know if you are using US or EU textures, perhaps something is wrong, but then again, it's working fine for me.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 19, 2017, 01:46:46 PM
It is US textures NAM 35. I never installed NAM 33 or 34.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on April 19, 2017, 02:20:18 PM
Can you confirm that the method shown in the video is what you are trying though. Because it's working fine with my NAM 35 install, which shouldn't be any different to the release version. It looks like a texture is missing, but that would be kinda odd. In which case you could try seeing if the 8S fix attached to this post (http://sc4devotion.com/forums/index.php?topic=1444.msg503648#msg503648) helps. Although that should have been included in NAM 35.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 19, 2017, 04:40:50 PM
I followed it just now ... it worked, for one rotation. It seems to affect the other 3. My method is to draw out the 6s and then use starters to get it to convert.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 23, 2017, 08:08:35 AM
Also found another bug: The type B1 narrow exit overplop will not overplop the deprecated B1 ramp. The A1 however still works.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 23, 2017, 09:52:13 PM
Quote from: Kitsune on April 23, 2017, 08:08:35 AM
Also found another bug: The type B1 narrow exit overplop will not overplop the deprecated B1 ramp. The A1 however still works.

I don't think that one has ever worked, and my previous attempts to fix it met with abysmal failure.  It's probably just going to be removed from the menu.

I'll investigate the other issue later, once I'm at my desktop PC again (currently on my phone in a hotel in Arizona).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on April 24, 2017, 06:03:12 AM
I was looking at it again last night (8S D2 Wide), oddly it seems I just happened to pick the right (or wrong) rotation when I made the video. But indeed there are problems in the other rotations. Sometimes I can get a preview texture to appear when hovering over the missing tile. But I'd have to assume this is a code issue, since it's only affecting three rotations. It you keep the 8S as a 6S after the interchange (so that's 6S with 4S branch, opposed to two 4S networks from the ramp), then all four rotations work. Otherwise the normal D (non wide) and E (diagonal) variants seem fine too. So I'd use one of those as a work-around for now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 24, 2017, 07:19:24 AM
... the interchange itself has two unflippable tiles but its such a nice interchange that I'm just living with it. You should btw buy a lottery ticket :). On the narrow b1 front, could the lane exit/entrance just be shifted a tiny bit? As if you use the RHW Disconnect 3 times from the straight portions you can get the flex fly to fit perfectly to the ramp except for the textures not lining up:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fglidingeagle.com%2Fimages%2Fsc4%2Fnarrowb1.jpg&hash=c42029cf2449e163099fcfe6f00af187bbc2cd8d)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 26, 2017, 06:15:50 PM
Is there a way to get inside ramps without having to use the deprecated ramp pieces? If there is then I can't seem to find it anywhere. Doing it the normal way just deconverts it to a RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on April 26, 2017, 06:39:15 PM
Back now from Arizona (and I did indeed buy a Powerball ticket while I was there ;D).  Lots of absolutely gorgeous freeways there--the Loop 101 and 202 are amazing.

Regarding the 8S D2, if it's working in only one rotation, it likely points to an INRUL issue, rather than a RUL2 issue.  RUL2 doesn't look at absolute cardinal directions, but relative directions, so something partially broken there likely would likely result in either the exit or entrance version malfunctioning.  The cosmetic pieces--and the overplops, especially, are kind of unofficially legacy items, since they're puzzle-based (and many aren't even on the P57 scheme).  I'd say an alternate implementation--perhaps tying in with the FTLs--would be more likely at this point.

Quote from: Wiimeiser on April 26, 2017, 06:15:50 PM
Is there a way to get inside ramps without having to use the deprecated ramp pieces? If there is then I can't seem to find it anywhere. Doing it the normal way just deconverts it to a RHW-2.

If you're using the Draggable Ramp Interfaces, the Inside Ramps have separate patterns from the Outside Ramps, mainly due to the fact that the MIS orientation on the base RHW-2 version causes issues if the same pattern is used.  This chart (http://www.wiki.sc4devotion.com/images/0/09/Dri-table.png) from woodb3kmaster shows the Inside Ramp patterns, along with all the others.

Additionally, the A1 Inside and B1 Inside setups also exist in FLEXRamp form, at the end of the FLEXRamps button.  The base network for both FLEXRamps is MIS.  The D1 Inside and E1 Inside only exist as DRIs presently, though are planned to receive FLEXRamp treatment in a future release.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on April 27, 2017, 11:31:29 AM
Quote from: Tarkus on April 26, 2017, 06:39:15 PM
Back now from Arizona (and I did indeed buy a Powerball ticket while I was there ;D).  Lots of absolutely gorgeous freeways there--the Loop 101 and 202 are amazing.

Regarding the 8S D2, if it's working in only one rotation, it likely points to an INRUL issue, rather than a RUL2 issue.  RUL2 doesn't look at absolute cardinal directions, but relative directions, so something partially broken there likely would likely result in either the exit or entrance version malfunctioning.  The cosmetic pieces--and the overplops, especially, are kind of unofficially legacy items, since they're puzzle-based (and many aren't even on the P57 scheme).  I'd say an alternate implementation--perhaps tying in with the FTLs--would be more likely at this point.


-Alex

cool. I love these ramps as they allow to depict a 1930's era expressway that has had little modification done to it since. Sharp corners, narrow exits / entrance (somtimes without slip lanes...) and even a random street intersecting with MIS before or after it meets the road/ave.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 07, 2017, 12:55:59 AM
Has there ever been a way to split this (http://imgur.com/a/vngHD) RHW setup? I don't see one, which is strange considering such an option exists for the 10S...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on May 07, 2017, 08:01:46 AM
Quote from: Wiimeiser on May 07, 2017, 12:55:59 AM
Has there ever been a way to split this (http://imgur.com/a/vngHD) RHW setup? I don't see one, which is strange considering such an option exists for the 10S...


Yes, there is such an option. It's the 8S A2 outside ramp. You can look it up here (http://www.wiki.sc4devotion.com/images/0/09/Dri-table.png). Be careful to drag the pattern exactly as shown in the table (note that the colours indicate the order to drag as described above the table).
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 09, 2017, 10:05:41 PM

Do you have any idea about how to do this more reasonablily? My first thought was to use a RHW-2 flexfly, but it doesn't exist (it is because of the bidirectional pathing? now I'm curious and that's why I post this here).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYly3zZb.png&hash=7538ea1e8eae9ced0f8284ce2e687d60f27c584f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on May 10, 2017, 03:42:53 AM
The lack of support for the RHW-2 flexfly is actually a technical one, it ensures the overrides are more stable. In short by not supporting the base network (RHW-2), it means once the game sees the override network, it has no code that could cause the override to revert to the base network. This in turn makes them work much better for every other network, at the cost of RHW-2 support, which isn't really so commonly used for interchange building.

What I'd do is use Drag/Flex based WRCs for the RHW-2, moving things such that the networks crossing it did not do so as part of the curves. Using two 45° bends in this way, with a strech of diagonal where the overpasses are would work. It might require some changes to the placement of other networks though, but the basic curve pattern (R1) is a pretty small footprint), so it really depends on what curves you want.

It might be helpful to see exactly what other connections/networks will eventually be used here. Right now it's not so clear how the entire interchange will come together. As such, it's hard to factor into the advise given. It might be a solution for example to split the MIS to the outside and not the middle? But I can't be sure this is even helpful without an idea of the whole.
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 10, 2017, 09:43:00 AM
Well, that seems like a very logical reason...


I ended keeping the weird double curve because it was smooth enough, and built the intersection around it. Certainly, on the previous image it is hard to discern what is happening, but I guess this one is much clearer.


The super wide avenue is meant to reduce its median after this interchange, and to go over a rail yard, so there will be more on-slope weirdness ahead. It is truly impressive how many things one can do with your tools, guys; once again, you are our Mod Heroes!  &apls


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTRVJiYy.png&hash=2583c6df9ad099cfe0765082fff306c85d62857e)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 10, 2017, 11:35:56 PM
Could this perhaps be worked around with WRHW2 support in the (unlikely) event that WRHW2 is ever made draggable?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on May 11, 2017, 02:21:15 AM
Since it's an override network, yes there would be no problem supporting it as such, IF it was made draggable.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 11, 2017, 02:50:20 AM
That's why I said unlikely. It'd most likely be part of the RHW FTLs if at all...
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on May 24, 2017, 08:11:09 PM
Quote from: mgb204
RHW-2 support, which isn't really so commonly used for interchange building.

Oh no? I still favor RHW-2 use for at-grade cross junctions featuring turn lanes without traffic signals, but I feel I've seldom seen others use it. It comes in handy.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 29, 2017, 08:17:27 PM
Can we get some inside ramps for DDRHW? I'm surprised they're the only RHW network that doesn't have them (other than the C networks for obvious reasons...)

Also, is it just me or is the RHW FlexHeight the only puzzle piece that destroys things to the side when it's demolished? I can't find anything else that has rail in it like that...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 30, 2017, 02:42:46 AM
The DDRHW already supports inside ramps, though they're not the easiest to construct.  You can use the existing DRI or FLEXRamp setups to get them, though as there's no code at present to allow the DDRHW-4 to override the MIS that comes out either end, you'll need to have a DDRHW-4 starter right next to the the ramp setup, which will initiate the override.

The C networks technically do have an inside setup--the RHW-6C D1 Dual Shift Inside, which splits the inner lanes of the 6C into an RHW-2, with the outer lanes becoming RHW-4.  It's one of the few non-deprecated puzzle-based ramps left in the system, though it is planned to receive the FLEX treatment in the future.

The FLEXHeight technically isn't a puzzle piece--it's a FLEX piece.  As far as its side-demolishing behavior, I haven't really investigated it.  It wouldn't surprise me if the particular RUL1 setup used for the override initiation on one or both ends had something to do with it.  It's probably advisable to use the Disconnector on it instead of the normal Bulldozer tool, anyway.

-Alex

Edit: I've just added some additional overrides to allow the DDRHW-4 to run over the base MIS that the A1/B1 Inside ramps spit out by default, so the DDRHW-4 Inside A1/B1 setups will be a lot easier to use with NAM 36.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 30, 2017, 10:20:04 PM
Thanks for that, it'll make things much easier.

I'm aware of that piece. When a FLEX version appears there might have to be RHW-8 support as well.

As for the FLEXHeight issue, I noticed if you demolish the top part, sometimes the bottom turns into what appears to be a perpendicular straight rail. I read that rail used in this manner also appears to be what causes the "infinite construction sounds" glitch, though figuring out exactly how it works would require some sort of memory viewer...

EDIT: This (http://imgur.com/khHmtQs) is causing me no end of trouble. Random stability or no, the rail seems to be a big culprit here.

This (http://imgur.com/Ui11Xpp) is the rail piece I was referring to.
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on July 31, 2017, 04:34:33 AM
This is quite the interesting error your reporting here..

I do not think i have ever seen that rail piece pop up like that ..

But when you say "demolish" i assume your still than using the bulldozer rather than the preferred  RHW Disconnector Tool. I would tend to use in such a complex RHW set up ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 31, 2017, 07:08:29 AM
This is one of those setups where a brief understanding of RUL2 code, and how it works illuminates the problem. The sheer number of different crossings stacked together make this a hugely complex setup, one that the code simply can not handle. The real problem though is the Road 7.5m overpass next to the road over rail piece. I'm guessing code simply doesn't exist for those two pieces to exist right next to each other. If it were just those two with some gaps either side, you might be able to lock in the override, but with other crossings on either side, it's never going to work. Because the code needs to be there not for a simple overpass segment, but for the road over rail to fit next to a L1 4-way road intersection. Not to mention all the other stability code needed to make it work.

Since that code is quite specific, coupled with the rather unconventional design of your network, the only solution is to use a workaround. My advice would be to move the rail one tile over, to give a single tile gap between it and the elevated roadway that currently runs parallel to it and the L1 RoadxMIS intersection. You will additionally need a L1 Road starter in this gap, to have any chance of making it work. However done this way it will stabilise (tested). Realistically speaking that's the only way you are going to get anything like this to work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 31, 2017, 07:19:00 AM
Actually, that elevated road was just an attempt at a workaround, it was supposed to go under.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 31, 2017, 07:35:18 AM
How about thanks for taking the time to look at the problem? Or yeah, maybe you are right, I just need to accept a gap needs to be here. If you are wondering why you keep failing, it might be because you are too inflexible?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 31, 2017, 05:52:18 PM
Sorry, thanks for looking into it. I'll just move the road between the highway and rail so it merges with the road on the other side.

EDIT: Done (http://imgur.com/w32v4GK)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 11, 2017, 06:50:09 AM
Are there any proposed U-Turns in the works.

https://www.google.com/maps/place/75+Parker+Rd,+Plano,+TX+75023/@33.0376027,-96.70462,193m/data=!3m1!1e3!4m5!3m4!1s0x864c1854b4df77ed:0x4ffbf693fcfc997f!8m2!3d33.0380466!4d-96.7065124 (https://www.google.com/maps/place/75+Parker+Rd,+Plano,+TX+75023/@33.0376027,-96.70462,193m/data=!3m1!1e3!4m5!3m4!1s0x864c1854b4df77ed:0x4ffbf693fcfc997f!8m2!3d33.0380466!4d-96.7065124)

Moved out of the dead NAM OSITM thread from a year ago. -Tarkus
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 11, 2017, 02:39:39 PM
In the works, no, but it is something under consideration down the line.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 11, 2017, 06:07:36 PM
The two features of that SPUI (U turns and no corners, the other underpasses can just be done with MIS) are probably things you could quickly code up while redoing the FlexSPUI code (if it's not being done this version, that is)

Maybe Quarter-SPUI pieces could be a thing? Would that be possible?

EDIT: Maybe even MIS and 6S support for ramps? Of course, that's wishful thinking...
Title: Re: RHW (RealHighway) - Development and Support
Post by: nighthawk9008 on August 11, 2017, 11:05:25 PM
I think it would be cool if the NAM team was able to bring multiple selective highway textures for all the roads, because not all the roads in the world are freshly paved. I know its probably not possible, though (graphics glitching & crash to desktop issues). If i could find a Rural Highway 1.x  download, i would like that just for the classic texture
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on August 12, 2017, 12:24:01 AM
Quote from: nighthawk9008 on August 11, 2017, 11:05:25 PM
I think it would be cool if the NAM team was able to bring multiple selective highway textures for all the roads, because not all the roads in the world are freshly paved. I know its probably not possible, though (graphics glitching & crash to desktop issues). If i could find a Rural Highway 1.x  download, i would like that just for the classic texture
Yes, well... The resident texture maker has since retired to ETS2 (is that really a retirement?) and since texture creation is very time consuming, aside from basic euro texture compatibility all texture options are on the back burner. You are welcome to create you own set of textures. The NAM team is very supportive of these efforts and provide support where needed, though in that case having a proof of concept is usually a good place to start.

There really just isn't enough manpower to work on cosmetic requests given all the moving parts and coding that goes into the NAM, but new contributions and development are never a bad thing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 14, 2017, 11:25:39 PM
Would it be worth making the future FlexSPUI revamp only a quarter of an interchange instead of a half?

Also wouldn't hurt to make variations with U-turns and/or only inside turns, I guess?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 15, 2017, 02:07:41 AM
The quadrant idea has been considered, given there are an increasing number of "Half SPUIs" out there--I know of one in Washington, and have recently discovered a couple (which don't even have a highway overpassing them) in Arizona.  The trick is to figure out just how the implementation would work.  It would more than likely throw a big wrench into the FlexSPUI revamp that's been underway since the NAM 35 cycle, however, due to the asymmetry.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 15, 2017, 05:11:23 AM
I more thought of the quadrant idea because someone else requested U-turns, and there's also the odd case of inside turns only.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 30, 2017, 10:54:30 AM
I understand the quick interchange thingie is still several cycles away however are there plans to put incoporate a 8s d1 into that project ?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 30, 2017, 12:18:19 PM
The QuickChange (QC) and QuickChange Xpress (QCX) setups are all built using the existing FLEX items, so whatever you can do with the FLEXRamps and FLEX Height Transitions can also be done with QC and the future QCX.  The design of the QCX setups has not been finalized, but at least at ground level, you should be able to use an RHW-8S D1 setup in some fashion.  The L1/L2 networks don't support the standard D1, due to the overhang on the RHW-6S elevated models, so there'd have to be some sort of other variant to handle them. 

I have actually been considering making some of the QCXs use new FLEX versions of the Type C or F ramps for a number of reasons, one of which being that it would avoid this issue.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on September 30, 2017, 04:34:41 PM
ok ... as yeah that no d1 makes the elevated 6s harder to use. I've tried doing the wide d1 and the pieces just end badly aligned and I assume not supported.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on October 01, 2017, 07:51:02 AM
It seems stage to me that the new curve pieces are smoother than the fractional angle pieces:
(https://i.imgur.com/4HcK5so.jpg)

Also original cloverleaf compared to my newest interchange:
(https://i.imgur.com/5anTpXh.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2017, 07:39:35 PM
12 years ago today, on November 16, 2005, the first release of the now-RealHighway package hit the web.  Here's to many more.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: gn_leugim on November 17, 2017, 08:23:59 AM
To many more!  :laugh:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcdn.clubzone.com%2Fcontent%2Fuploads%2F2014%2F11%2FChampagne-Toast.jpg&hash=de593c39a4e53e3940a79a2bf65843a1cff01703)
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on November 17, 2017, 08:44:25 AM
Cheers! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.skyscrapercity.com%2Fimages%2Fsmilies%2Fbeer.gif&hash=6c8260cbf107847321628e6fdedfb4b3f3cdb94f)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 17, 2017, 09:18:40 AM
Other than the NAM itself, of course the greatest transit Mod in the history of SC 4 for sure !!

All the hard work from especially Tarkus,  but many others as well who contributed thru the years, my many thanks can never suffice for what had been accomplished here..  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on November 17, 2017, 09:44:19 AM
Aye, I second that!  RHW truly is a blessing and keeps getting better and better breaking that annoying grid. &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on November 18, 2017, 03:15:33 AM
I loves RHW forever! Enjoy!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimages32.fotki.com%2Fv1089%2Fphotos%2F9%2F933007%2F5753456%2Fsmileycheersblank-vi.gif&hash=cf34a0451ca50fbad72ba28277233518b75cbc2c)
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 21, 2017, 09:26:43 PM
Alex,

on this piece here , which is the flex 180 transitional piece-

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F924%2FYTYXia.jpg&hash=56951164c197c634f522fef65e48ecc8cab4ab12)

Which i think this is a relatively new piece,

I was having some trouble getting this piece to be bi - directional.. flipping the piece..

it seems to want to work only with one direction with a MIS...

thanks, brian

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 21, 2017, 10:52:18 PM
That one's been around since NAM 32, albeit unintentionally until one of the past couple releases (it was originally designed to be part of the QuickChange Parclo Loop setup).  There isn't a version of it where the lines are reversed, since it was designed to be an inner loop.

I am planning on revisiting the curved height transitions at some point in the near future, particularly as they're going to be an integral part of the future QuickChange Xpress system.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on November 22, 2017, 03:16:30 AM
Alex,

thanks for your posting here..As usual it was outstanding as you anticipated both parts of my next response here :)

QuoteThat one's been around since NAM 32, albeit unintentionally until one of the past couple releases (it was originally designed to be part of the QuickChange Parclo Loop setup).  There isn't a version of it where the lines are reversed, since it was designed to be an inner loop.

Yes, I was trying to give it a usage of course that it was not intended for.. Although perhaps a little bit  ;D,
As I was trying to use it for a quick change type transition ... I had just upgraded a level 1 RHW-4 to a RHW- 6S on my main highway, and so this precluded me from using my so reliable quick change.. However i did end up using a the new diagonal flex height transition to help me out in this situation   :thumbsup:

I just had to move the connecting road over a few tiles to free up some space.. and no doubt with most of  my RHW constructions there is of course a better way I am sure to engineer this  ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F924%2FkCZNYI.jpg&hash=a28d099f05496cf0f3e1d31d020b2c21276c0138)

QuoteI am planning on revisiting the curved height transitions at some point in the near future, particularly as they're going to be an integral part of the future QuickChange Xpress system.

I think your right on the money here with this idea.. I assume other players (including myself), would greatly appreciate this . And it does seem the next logical progression to the height levels and extension of the highly popular quick change system  ;)

EDIT :

And so although I am both your friend + fellow NAM team member.. I will give you some input as a player building high density cities with usually a lot of RHW construction and planning needed. of course keeping in mind I am sill one players viewpoint and perspective  of a unique playing style, and would like to hear from other highway minded players on this..

But i would say one area of priority ( of many in the future RHW planning scheme ), would be the integration of NWM + RHW content . The reason I mention this is as in real life, the under + overpasses in SC4 tend to become congested earlier than most other highway networks and associated highway content. So clearly you would be taking advantage of the higher traffic capacity networks that the NWM affords you ie; in particular the mult - lanes ones like he OWR 4,5 .. the TLA 5,7, the Rd 4,6 and other networks.. Keeping in mind that the NAM has currently provided us with some existing higher content overpasses + FLUP options..
So call this a - Wish List item to be sure  $%Grinno$%

However I am going to assume , ( or else more would have been created by now), that this is -

1) a lot of work and time to put into place such integration of RHW + NWM networks ...
2) a lot of new RULS code + complexity of coding
3) 1 +2

On a positive note here i am hopeful i would be able to help you out with the pathing of such an endeavor , should your expertise feel i am capable of handing such pathing complexity  :)

Thanks for your prompt reply and wish you the best of all T-  Days tomorrow   :bnn:




Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on November 23, 2017, 11:06:07 AM
Quote from: Tarkus on November 21, 2017, 10:52:18 PM
I am planning on revisiting the curved height transitions at some point in the near future, particularly as they're going to be an integral part of the future QuickChange Xpress system.

:thumbsup: (especially since I cannot let go the old puzzlepieced curved MIS 90° height transition. Although, the proliferation of L1 RHW in my city made it quite hard to use it. Therefore I have sweet dreams about curved height transitions matching the FlexFly curves...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on November 28, 2017, 10:46:56 AM
Quote from: Tarkus on August 01, 2016, 05:18:35 PM
I'd like to show another handy aspect of the new FLEX-WTs--slope tolerance.  Many of the old static puzzle piece-based width transitions had starters on them, which made them rather difficult to use around any sort of slope, even a slight incline.  The FLEX-WTs, however, are extremely slope tolerant, as this rather ridiculous test I put together with a very steep ridge and no slope mod shows:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-4.jpg)

(https://simtarkus.files.wordpress.com/2016/07/rhw-07312016-5.jpg)

-Alex


ähem... I am aware of "thou shall not nudge a dev!", but the curiosity nibbles away my patience  ::) :

How's the patient, Dr Tarkus. Is he going to make it?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 01, 2017, 04:47:24 PM
Thanks to everyone for their well wishes on the RHW's birthday!  There will be some interesting developments coming down the line here soon.

Quote from: b22rian on November 22, 2017, 03:16:30 AM
But i would say one area of priority ( of many in the future RHW planning scheme ), would be the integration of NWM + RHW content .

Thanks, Brian! :thumbsup:  There is support for NWM OxO crossings under the elevated RHW networks presently (albeit not the most stable in some adjacency situations).  Going the other way--NWM over an RHW--will require the NWM's viaducts to be in place.  Those have been on the list since the beginning for the NWM, but are probably still a few releases away.

Quote from: Seaman on November 28, 2017, 10:46:56 AM
ähem... I am aware of "thou shall not nudge a dev!", but the curiosity nibbles away my patience  ::) :

How's the patient, Dr Tarkus. Is he going to make it?

We're still working on the best course of treatment for that patient, which most likely won't be part of NAM 37.  The same thing we were looking at doing with the FLEX Height Transitions--removing any instantiation of override networks out of the base configuration--also needs to be done with the FLEX Width Transitions, and that should solve many of the lingering issues that were left on that front.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on December 03, 2017, 03:10:07 AM
QuoteThere is support for NWM OxO crossings under the elevated RHW networks presently (albeit not the most stable in some adjacency situations).

Alex,

thanks so much for the heads up here  :thumbsup:

I had no idea that this was supported so I went to my city and I try to build a  RWH-2 X  Rd-6 ( level -1), and i was pleased that everything seemed functional here  even with the nearby adjacent MIS X RD-6..

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F1024x768q90%2F922%2F6SPnfn.jpg&hash=19162b3f9eca01be5b1de25efeee1f9b3a6c18d4)

I think what i will try to do for you is create more of these types of overpasses and give you input with further functionality and stability of them  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on December 20, 2017, 05:09:16 AM
Just a follow up on :

RHW X NWM Integration testing...

I am trying to stay relevant here to the upcoming REW release so staying with the OWR's for now,,

I decided to push the barriers here a bit in terms of coding stability -

I was pleased everything still turned out fully functional with this new set up  :thumbsup:

(https://imagizer.imageshack.com/v2/1024x768q90/922/mQ1sKE.jpg)

Main test areas :

1) RHW 8S ( L1) X OWR-5 -                      PASSED

2) RHW-4- L1 ( Onslope trans) X OWR-5 -  PASSED

3) MIS X OWR-5 ( At- Grade crossing) -     PASSED

Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 24, 2017, 09:50:12 PM
Having an issue with RHW5S L1 over ARD3.  Seems to invert the direction even though I have starters on both sides for ARD3.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 25, 2017, 12:17:15 AM
That's actually the 10S (a 5S would be an RHW-4 on one side and a 6S on the other).  In any case, unfortunately, the ARD-3 has always been somewhat of a hot mess, so I'm not surprised to see it invert.  It's a virtual certainty the other RHW crossings over ARD-3 have similar issues (since the code is ported).  It's likely going to entail a complete re-write of the ARD-3 to fix.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 25, 2017, 10:30:53 AM
Thank you for the reply and correction of identification of RHW network. 

I can tell you that RHW4 and 6S work fine. 

I have not tested with RHW6C/8C or 8S.  I just assumed that Sims could still use the road only one lane and inverting is a Highway Dept screw up until funds become available for a fix.

From my experience, I have noticed RHW10S appears to be acting out and refuses to work.  Not sure why and I love the RHW10S bridge and would love to have a 8S bridge the same.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 04, 2018, 03:24:42 AM
Now, for something fun . . . don't know when this will be coming, but stay tuned . . .

(https://simtarkus.files.wordpress.com/2018/02/rhw-02042018-1.jpg)

(https://simtarkus.files.wordpress.com/2018/02/rhw-02042018-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on February 04, 2018, 03:37:03 AM
This is incredible work here , Alex !

and looks fantastic also :)  :thumbsup:  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 04, 2018, 03:56:23 AM
Okay, I have to know how that even works. Is it just dragging a MIS-FTL + intersection next to a height transition?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 04, 2018, 05:18:07 AM
... to nitpick why are the cars not allowed to turn right from the road ? :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on February 04, 2018, 05:40:47 AM
ah... wonderful! To me, the FTL under the elevated part is the most interesting, since it may enable other tight interchanges/intersections near ERHWs.  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: shanghai kid on February 04, 2018, 06:49:27 AM
Quote from: Kitsune on February 04, 2018, 05:18:07 AM
... to nitpick why are the cars not allowed to turn right from the road ? :)

Alex problably forgot to change the arrow to straight/right hand arrow on the right lane in the pic :P, or as this is a preview just used a ftl/intersection with two straight arrows :thumbsup:... pretty sure there will be right turn allowed when it's finished and released though :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 04, 2018, 03:36:48 PM
Quote from: Kitsune on February 04, 2018, 05:18:07 AM
... to nitpick why are the cars not allowed to turn right from the road ? :)

Because modding at 4:15am in the morning. :facepalm:  :D  Thanks for catching me there.  It's now been addressed.  Required adding a new texture to the repertoire of Type 110 setups, too.

(https://simtarkus.files.wordpress.com/2018/02/rhw-02042018-3.jpg)

This whole thing was actually built as a QuickChange Xpress, but there's a falsie for the MIS FTL transition embedded in the middle of the height transition, and the intersection itself is a product of tricky RUL1 work--it actually generates the Dual Type 110 that goes underneath the RHW.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 05, 2018, 01:15:45 AM
This is incredible!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on February 05, 2018, 02:57:37 AM
Quote from: Tarkus on February 04, 2018, 03:36:48 PM
It's now been addressed.  Required adding a new texture to the repertoire of Type 110 setups, too.

This whole thing was actually built as a QuickChange Xpress, but there's a falsie for the MIS FTL transition embedded in the middle of the height transition, and the intersection itself is a product of tricky RUL1 work--it actually generates the Dual Type 110 that goes underneath the RHW.

Does this FTL improvement mean, that this enables similar non-RHW setups, like at grade crossings with an alley of OWR-2 and a single tile median?

I'm not on my machine, so I'm borrowing Marasts pic to illustrate what I mean.
(https://simtropolis.nyc3.digitaloceanspaces.com/screens/monthly_09_2007/thumb-8e67317b1170f2b44b46b862dabc9fc2-Avenue%20Divider%2002.JPG)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 05, 2018, 04:02:03 AM
Thanks for all the likes and kind words!

Doing this a half-hour earlier makes all the difference in the world. :D

(https://simtarkus.files.wordpress.com/2018/02/rhw-02052018-1.jpg)

You can probably guess what's coming next . . .

Quote from: Seaman on February 05, 2018, 02:57:37 AM
Does this FTL improvement mean, that this enables similar non-RHW setups, like at grade crossings with an alley of OWR-2 and a single tile median?

I haven't coded that sort of situation as of yet, but the plan is eventually to go there on the FTL side--there's still implementation details to consider there, however.  The under-RHW (and under-MHO) setups are the first step.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on February 05, 2018, 11:53:54 AM
This would/could fall under localization.... but in Canada there would be an island opposing the left hand turn lanes to keep the lanes straight instead of having that slight jog.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on February 06, 2018, 12:22:09 AM
Quote from: Kitsune on February 05, 2018, 11:53:54 AM
This would/could fall under localization.... but in Canada there would be an island opposing the left hand turn lanes to keep the lanes straight instead of having that slight jog.

I guess it's easier to do the jug since you do not need to create new textures other than the intersection itself...? Though, I have to admit that an island would look a little bit more familiar to my eyes, too.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 06, 2018, 08:10:34 AM
Great work on those ramps with turning lanes Alex  &apls  Definitely looking forward to the hint at what's next  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 06, 2018, 05:46:46 PM
Thanks for all the kind words, likes, and feedback!   :thumbsup:

Regarding the design, it is actually based on an actual RL setup that is quite familiar to me--the interchange (https://www.google.com/maps/place/Coburg+Rd+%26+Randy+Pape+Beltline+%26+OR-569,+Eugene,+OR+97401/@44.087872,-123.0678286,202m/data=!3m1!1e3!4m5!3m4!1s0x54c0e23dfa64257b:0x10418f7c66cebcf9!8m2!3d44.0879096!4d-123.0712889) between Coburg Road and Oregon Route 569 (the Randy Pape Beltline) in Eugene.  (Side note: I used to fill up at the Costco there all the time when I lived there--still my go-to when I pass through town.) 

(https://simtarkus.files.wordpress.com/2018/02/coburg-beltline-2.jpg)

The OR-569/River Road interchange a few miles west (https://www.google.com/maps/place/Coburg+Rd+%26+Randy+Pape+Beltline+%26+OR-569,+Eugene,+OR+97401/@44.0971256,-123.1284006,203m/data=!3m1!1e3!4m5!3m4!1s0x54c0e23dfa64257b:0x10418f7c66cebcf9!8m2!3d44.0879096!4d-123.0712889) also has a similar design (albeit Type 220 on one side, Type 120 on the other), with the jogs in the lanes, though there are some actual raised medians on the approaches there. 

The Type 110 version was an extrapolation of what this would look like at a smaller scale.  The next step is to go wider.  I'll have more on that soon.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 07, 2018, 03:18:37 AM
Double posting, but . . . I have development.

How about this here design?  (Sorry--the color correction on the MIS turn lanes got away from me a little. :D)

(https://simtarkus.files.wordpress.com/2018/02/rhw-02072018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 07, 2018, 05:51:07 AM
Great stuff! Alex your work is simply amazing &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on February 07, 2018, 09:46:56 AM
This is getting more and more beautiful, Alex! :D &apls &apls &apls &apls

- Tyberius
Title: Re: RHW (RealHighway) - Development and Support
Post by: riiga on February 07, 2018, 01:28:02 PM
Wow. Just wow.  &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on February 07, 2018, 01:54:48 PM
Simply put, Ditto and not only wow, but WOW as loud and excited as one can be.  Stupendous work. &hlp
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 08, 2018, 04:15:39 PM
Thanks, Gugu, Tyberius, riiga, dyoungyn, and all those who hit the like button! :thumbsup:

Thus far, I've completed texture color correction, T21 work, and all pathing except for the transition in/out of the Dual Type 230.  I've also been experimenting with a redesign on the Type A2 ramps, such that the entrance tapers to a single lane before entering the highway, alleviating a common complaint about that ramp's design.

Here's a wider overview of the whole thing:

(https://simtarkus.files.wordpress.com/2018/02/rhw-02082018-1.jpg)

And up close and personal with the signalized intersection:

(https://simtarkus.files.wordpress.com/2018/02/rhw-02082018-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on February 08, 2018, 04:45:28 PM
Best highway ever!!!  :thumbsup:  &apls   :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: druidlove on February 08, 2018, 10:07:46 PM
Awesome work here. One question, would it be possible to have a right turn lane between the ramp and the intersecting road as well?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 09, 2018, 01:15:38 AM
Very nice!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 10, 2018, 02:34:48 AM
Thanks, AsimPika3172, druidlove, Gugu3, and everyone for the support!

Quote from: druidlove on February 08, 2018, 10:07:46 PM
One question, would it be possible to have a right turn lane between the ramp and the intersecting road as well?

Are you referring to a right turn lane off of the surface street that goes onto the entrance ramp?  If so, it is something that may become possible down the road (no pun intended).  The two potential ways of doing that would either entail a lane drop, or a lane add (which would also involve lengthening the interchange, and might provide room for a slip lane as well).

And as this video shows, this thing is surprisingly easy to build--here's the prototype in action:

https://www.youtube.com/v/DgmQxle8xvA

And that is indeed real, in-game time.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 12, 2018, 01:09:26 AM
Very nice indeed! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Akallan on February 12, 2018, 02:03:00 PM
Oh my god, it's so crazy to see that in SimCity 4! This type of intersection is really impressive and imposing, I love a lot ... Even if I can not see where I can place them in my small European style cities! XD

Great job, I'm always surprised to see everything that can be done with SC4- Obviously it takes a lot of time, unlike CS where we can create this kind of exchanger more easily, but it worth it!

I can not wait to see the rest of the NAM! &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 13, 2018, 02:42:24 PM
Thanks, Gugu, Akallan, and everyone for the kind words and support!

Quote from: Akallan on February 12, 2018, 02:03:00 PMObviously it takes a lot of time, unlike CS where we can create this kind of exchanger more easily, but it worth it!

This one's actually a full-on pre-fab, so at least on the user end, it won't be any more difficult.  If I weren't adding all the extra bells and whistles with all the new FTL setups and the like, these would be a 30-minute job.  Weirdly, I found C:S's road system to be extremely finicky, and was incredibly disappointed with it, especially after a bunch of people hyped it up to me.  The by-product is that it led me to fall in love with SC4 all over again.

In any case, I have some more to show here . . .

Slope tolerance--this is with the gnarly standard Maxis slope settings:
https://www.youtube.com/v/syjdarKkrts

A revision on the Type 120 version . . . I tried setting it up more like the Type 230.

(https://simtarkus.files.wordpress.com/2018/02/rhw-02132018-1.jpg)

And finally, the piece de resistance:

(https://simtarkus.files.wordpress.com/2018/02/rhw-02132018-2.jpg)

Haven't gotten the pathing in place just yet, so that's why the signals remain green all around.  I'm also not sure about the arrow situation on the overpass portion.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on February 13, 2018, 03:37:28 PM
Yabedabedu!!!!  :bnn: :bnn: &apls &apls &apls
We want more quick change express! RHW becomes popular!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on February 13, 2018, 10:14:14 PM
Is it about the through arrow? I don't think the Victorian Government could decide either... (https://www.google.com.au/maps/@-37.8468622,145.2162157,3a,75y,10.03h,82.75t/data=!3m6!1e1!3m4!1sNJj0B8_UwnBFkcQco9qPRA!2e0!7i13312!8i6656?hl=en)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on February 15, 2018, 01:10:48 AM
OMG! Great stuff
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on February 15, 2018, 10:13:03 AM
So good!

(Just remove the through arrows. Here it makes it look a lot less cluttered!)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Squizie3 on February 16, 2018, 03:17:57 PM
Great work! But I have a little suggestion: maybe you could lengthen the turn lanes on the exit ramps. To me, they seem rather short and it looks like they could easily being lengthened by 1, 2 or even 3 tiles. At least where I live, those turn lanes are usually much longer to max out capacity. I guess in the US they would do the same on those types of high-capacity exits? I've attached an example of what I mean.

I also have a request: would it be possible to make an on-slope variant as well? Because in RL most highways are on-slope in stead of on a viaduct. I know in SC4 it's less easy to make compact on-slope setups, but maybe it is possible if you leave one blank tile in between the highway and the exit ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on February 16, 2018, 03:38:02 PM
regarding squizie3's comment: The on-slope variants would be totally cool, but I understand, they are simply waiting on the back of the line. Although longer exit ramps would resemble reality more accurately, I want to point out that Tarkus's approach has the advantage of beeing more compact since you can start using your Ave or RHW right after the hight-transition (e.g. for other FTL-transitions). It's the combination of a FTL and a hight-transition in one piece, instead of two, which saves space and fits nicely in crowded urban situations.
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on February 16, 2018, 09:39:40 PM
The elevated intersection for diamond interchanges is absolutely amazing, Alex!

Can't wait to see more in that vein (like for normal Avenues and/or roads)! :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 17, 2018, 01:24:28 AM
Thanks, everyone, for the kind words and support!

Quote from: Tracker on February 15, 2018, 10:13:03 AM
(Just remove the through arrows. Here it makes it look a lot less cluttered!)

Indeed, I ended up referencing some Arizona examples . . . liking this cleaner look a lot more. :thumbsup:

(https://simtarkus.files.wordpress.com/2018/02/rhw-02172018-1.jpg)

Quote from: Squizie3 on February 16, 2018, 03:17:57 PM
Great work! But I have a little suggestion: maybe you could lengthen the turn lanes on the exit ramps. To me, they seem rather short and it looks like they could easily being lengthened by 1, 2 or even 3 tiles. At least where I live, those turn lanes are usually much longer to max out capacity. I guess in the US they would do the same on those types of high-capacity exits? I've attached an example of what I mean.

I also have a request: would it be possible to make an on-slope variant as well? Because in RL most highways are on-slope in stead of on a viaduct. I know in SC4 it's less easy to make compact on-slope setups, but maybe it is possible if you leave one blank tile in between the highway and the exit ramp?

Thanks, and to answer your questions, speaking generally, the QCXs are kind of at an interesting "market segment" of the userbase.  The intent was partly to "compete" with the Maxis Highways, providing an easy interchange solution that is as compact as possible without significant compromise, but with enough bells and whistles that they provide something the RHW faithful can enjoy, too. 

The idea on the length was to try to keep things compact and minimize the amount of modeling work (an area where the NAM Team has historically been rather resource-poor, since the process of doing transit network models is a whole different animal compared to BATing).  Moving the point where the ramp gains lanes back one tile, to the tile where the slope begins, would be a bit more complicated on the model end, and I'd have to investigate how it affects the override situation.  It's not out of the realm of possibility, however, and that would get the actual turn lane portion to 2 tiles in length, without actually lengthening the interchange itself.

Of course, the plan with these "bells and whistles" at some point after their introduction in the QCX system is to also provide "a la carte" versions of them, such that the more advanced users can go wild with them, and manually build the turn lanes as long as they'd like.

As far as the On-Slopes go, that is something I've thought about, and it's probably best suited for that manual "a la carte" situation.  Including the On-Slopes in a QCX might end up proliferating a bunch of novice users awkwardly trying to use them in place of the "ramp style" setup currently in place.  The current setup is pretty close to what the original Maxis Highway interchanges did, albeit at a more realistic scale.  (The "a la carte" option would allow the surface street turn lanes to be extended as well.)

In theory, right now, with some additional RUL2 code, appropriation of the existing On-Slope models, and the use of the Disconnector on the user's end, it'd be possible to demolish the ramp style transitions and manually place the On-Slopes if desired.  That RUL2 code may not be added right out of the gate, however.  Another option would be for a third-party creator to design some decorative lots, to cover the underneath bits and make it look as if it is all earthen.

Quote from: APSMS on February 16, 2018, 09:39:40 PM
Can't wait to see more in that vein (like for normal Avenues and/or roads)! :popcorn:

The Road and Avenue ones shown earlier with the RHW passing overhead will indeed be getting "reverse" versions soon as well.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 17, 2018, 01:26:15 PM
Outstanding work  &apls

I do have one hope or suggestion though: It would be really nice to see the sidewalks on the overpass wide enough to be passable for pedestrians, ideally with a somewhat similar width to the others. Given that the lanes for the 3-tile NWMs are the widest I'm aware of, perhaps narrowing them at the turning lane area to something more along the lines of the 3-tile RHWs or other NWMs would leave a bit of room for the pedestrians? Just a thought and things overall are looking great  :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 17, 2018, 03:11:26 PM
Thanks, Noah! :thumbsup:  And to answer your question, I agree it looks a bit tight with the sidewalk right now.  I'm actually looking at doing a slight overhang here to extend the sidewalk, as it's unlikely that anyone will have anything right in the way of an overpass like this, and the lanes can stay at their present width.  (Fun fact: the underlying textures for the Dual Type 230 are actually built off of a theoretical "RD-10" network.  Don't know if the RD-10 will ever be made, but the models will be ready for its viaducts.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on February 17, 2018, 05:08:53 PM
I was actually thinking overhang could be a good way to go--don't see any disadvantage of it, so long as ped paths fit, and my track record with persuading larger lanes' widths to be reduced is...nut so good  :squirrel: ;)  Certainly something to be said for keeping standardization that's been spec in those networks.

I've actually jokingly made a RD10 or my retexturing project because the geometry of TLA7 doesn't really cooperate with even the roughly standardized lane widths I've used and is only really applicable if I'm going North American style. Think I even put a tiny median in the center and still ended up with sidewalks wide enough to consider leaving a bike/parking/shoulder area ;) Would just be a cosmetic change though and with pretty limited uses. An actual RD10 could be pretty cool  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on March 08, 2018, 06:37:13 AM
Hi there!

@Tarkus/Alex:
What happened with the RHW-2 over GHSR crossing what you showed back in 2012 in this post?

http://sc4devotion.com/forums/index.php?topic=990.msg433795#msg433795 (http://sc4devotion.com/forums/index.php?topic=990.msg433795#msg433795)

I've tried to make just the ortho version and it doesn't work, so I guess it hasn't been implemented, but here on that pic it looks quite OK to me.

Thanks in advance!

- Tyberius
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 08, 2018, 02:56:12 PM
There were quite a few things I was showing from 2012 that didn't make it in, or may have even been accidentally removed.  That would have been during the NAM 31 development cycle, which had the whole release date debacle, followed by the controller size crisis.  Looking at the code base I have at present, I can confirm there is no base code in place there for the OxD, although, strangely, some of the adjacency stability cases are still in place.  The DxD seems to still be there, however.

The whole base network part of the RHW's RUL2 code is in need of a re-write.  I started on one awhile ago, but it's a big undertaking, and not one I've returned to yet, between my other NAM projects and RL.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 09, 2018, 06:16:12 AM
Quote from: dyoungyn on November 17, 2017, 09:44:19 AM
Aye, I second that!  RHW truly is a blessing and keeps getting better and better breaking that annoying grid. &hlp

Indeed. Every time I turn around I see another feature that breaks the grid! Gotta love it.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kuewr665 on March 10, 2018, 04:22:16 PM
How do I drag the RHW-2 D1 Folded ramp?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 10, 2018, 07:15:11 PM
This video (starting around 1:30) should help:

https://youtube.com/v/b2PeDUDlwvw

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 11, 2018, 07:17:24 PM
Back at it . . .

(https://simtarkus.files.wordpress.com/2018/05/rhw-05112018-1.jpg)

QCX stuff hit an inexplicable snag, then RL hit, and I've now started revisiting some other RHW-related things, with encouraging results.  Some rather crazy stuff is on the horizon, including some unfinished work of memo's that I've salvaged.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 11, 2018, 09:59:55 PM
This could be really handy  :clap: :clap:
Title: Re: RHW (RealHighway) - Development and Support
Post by: woodb3kmaster on May 11, 2018, 11:45:12 PM
Looks like the Type A1 Inside Dual ramp is getting some TLC - not to mention FLEXification and expansion to new networks. Fantastic work so far, Alex, and I look forward to seeing more soon!
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on May 12, 2018, 07:03:58 PM
Keep moving forward!!!  &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2018, 04:38:24 AM
Thanks, Matias, Zack, AsimPika, and everyone for the support!

Still doing some cosmetic work on this one with the overhangs (and trying to figure out how the color-correction somehow ended up being comically terrible), but yet another one of the last remaining "holdout" puzzle ramps has entered the FLEX repertoire.  This one's built just using the already extant Type E2 FLEXRamp, plugging the shoulder end of the RHW-10S into the ramp.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05142018-1.jpg)

The D2 is also nearing completion . . . more on that soon.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 14, 2018, 09:36:11 PM
And . . . as promised . . .

(https://simtarkus.files.wordpress.com/2018/05/rhw-05142018-3.jpg)

(still need to make one minor tweak with the branch)

And here's the color correction corrected on the E2.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05142018-2.jpg)

Not counting the FA ramps (Types C and F), there's just three to go.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on May 14, 2018, 10:00:36 PM
 %BUd%

Great work so far Alex!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 15, 2018, 08:49:28 AM
Great work Alex  &apls  So nice to see activity humming along here! I'm excited for possibility of some connections being made possible again and quite intrigued by your comment on Memo's unfinished work and "crazy stuff on the horizon" sounds tantalizing indeed  :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 15, 2018, 04:46:49 PM
Thanks, Noah, APSMS, and everyone for the kind words and support!

And in the words of Freddie Mercury, "another one bites the dust" . . .

(https://simtarkus.files.wordpress.com/2018/05/rhw-05152018-1.jpg)

There's now just two left.  And because we're in FLEX territory now, this antepenultimate (https://en.wiktionary.org/wiki/antepenultimate) ramp is quickly gaining some friends.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05152018-2.jpg)

Quote from: noahclem on May 15, 2018, 08:49:28 AM
quite intrigued by your comment on Memo's unfinished work and "crazy stuff on the horizon" sounds tantalizing indeed  :bnn:

Here's a look into the "crazy":

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-3.jpg)

Can't make any guarantees yet, mainly because "Project Crazy Stuff" (which is in fact the mythical Project 57 Mark IV) really pushes the envelope, particularly in the realm of adjacency stability.  Just need to make sure it doesn't end up like this envelope:

https://youtube.com/v/J-zConMzGHo

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on May 15, 2018, 06:15:52 PM
That was I called a real real real REAL HIGHWAY in the world!!!!  &apls &apls &apls &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on May 16, 2018, 01:03:59 AM
This is insane!
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on May 16, 2018, 04:02:04 PM
the coding alone would send me crazy/crazier  ?=mad)=
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 16, 2018, 06:02:02 PM
Those are seriously amazing levels of stability!!! This NAM version has taken more than the previous ones, but certainly the wait is more worthy each day  &apls &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 17, 2018, 04:26:00 AM
Thanks, AsimPika, Gugu, Matt, Matias, and everyone for the kind words and support! :thumbsup:

Quote from: mattb325 on May 16, 2018, 04:02:04 PM
the coding alone would send me crazy/crazier  ?=mad)=

Part of it was handled by memo's MetaRUL scripting system, which was used for the current FLEXFly RUL2 code.  He had been working on an expansion to cover other areas of the RHW, which ended up being partially salvageable--mostly with its handling of RHW x RHW crossings, and especially those that involved diagonals.

The form that it was left in wasn't as strong with the RHW x Everything Else situations.  I'm not adept with Scala (the language memo used for the MetaRUL scripts), but I am quite adept with raw RUL2, so I've been doing a manual re-write of those other situations, using a different structure (by individual network tile types rather than by individual networks) in order to organize things.  This has so far worked out quite well--and the way I've designed it is very RegEx-friendly, meaning the efficiency borders on scripting anyway. 

In the long run, I'm going to have to figure out just which adjacency situations people are unlikely to be used, and cut those to keep the controller size manageable.  Right now, with all the adjacencies, the average individual piece runs about 25,000-28,000 lines to cover all networks, with the base orthogonal file running 62,439 lines, and the base diagonal file at 72,138 lines.  The chunk of RHW x RHW code from MetaRUL sits at 425,000 lines total, plus some additional by-product code (which I rigged up for certain adjacency situations, in which one of the tiles is an RHW x RHW crossing, or part thereof).

Quote from: matias93 on May 16, 2018, 06:02:02 PM
This NAM version has taken more than the previous ones, but certainly the wait is more worthy each day  &apls &apls &apls

NAM 36 came out mid-September, so we're sitting at 8 months presently.  The "modern era" average (since NAM 20) has been 8 months.

The record wait is 22 months, which was the gap between NAM 32 and 33 (January 14, 2014 to November 26, 2015).  Second place was the NAM 30 to 31 gap (18 months, which also saw 2012 go by without a release), and in third, the NAM 20 to 21 gap (15 months).  Shortest wait was NAM 7 in July 2004, which superseded NAM 6 after all of four days.

The NAM 37 cycle has meandered quite a bit, due to the impact of RL on our small development team (which did recently grow by one, thanks to Kitsune), and the fact that a few of us have drifted between different projects, though that's kind of normal.  RL's going to hit me in the next month (and it'll be a sustained hit, for at least a month), so it's almost a given that we're looking at a longer than average cycle, though I'm hoping to get enough done before then that testing on the really crazy RHW stuff can get underway.

On another note, there's just one to go now, after I managed to FLEX this beast after work.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05172018-1.jpg)

Still needs chevrons, but it'll also be gaining some friends as a by-product, too.  The last remaining non-FA puzzle ramp is the RHW-8S counterpart of the above D1 Shift Dual setup, which has a different enough footprint that it appears it'll require another FLEX piece to cover.  Fortunately, that one shouldn't be too hard to do in the grand scheme of things.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 18, 2018, 02:11:10 AM
RIP useful life of non-Fractional Angle static puzzle piece-based RHW ramp interfaces (2008-2018).

The RHW-8S Type D1 Dual Shift has now gotten the FLEX treatment:

(https://simtarkus.files.wordpress.com/2018/05/rhw-05172018-2.jpg)

I'm also using the FLEXification as means to easily play around with some related designs as well . . . here's a symmetrical variant of the RHW-6C version, which wasn't possible before with the old puzzle pieces.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05172018-3.jpg)

Also, before I go, a little more of a peek at the crazy stuff. This one still requires an occasional bit of clicking around, due to the complexity, but wasn't even close to being possible with the existing RHW codebase that's still in place for NAM 36.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bladeberkman on May 18, 2018, 12:46:16 PM
I am sooooooooooooooo excited about this. Like, for real.  :popcorn:
Love the symmetrical transition option, too. That'll be super-useful.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on May 18, 2018, 01:32:42 PM
Quote from: Tarkus on May 18, 2018, 02:11:10 AM
Also, before I go, a little more of a peek at the crazy stuff. This one still requires an occasional bit of clicking around, due to the complexity, but wasn't even close to being possible with the existing RHW codebase that's still in place for NAM 36.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-1.jpg)

go home Tarkus, you're drunk! $%Grinno$%
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 18, 2018, 03:38:07 PM
Quote from: Tarkus on May 18, 2018, 02:11:10 AM
(https://simtarkus.files.wordpress.com/2018/05/rhw-05172018-3.jpg)
This. I need this. Even better if it becomes available on a further version of the REW. Huge avenues are made of this kinds of things.

Impressive work with all of this advances, no less than herculean!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 18, 2018, 06:08:44 PM
Thanks, bladeberkman, Seaman, Matias, and everyone for the kind words and feedback!  I wasn't sure just how popular the symmetrical option would be, given the relative obscurity of the D1 Dual Shift ramps, but I'm very glad to see it's been well-received.  I've already given the new RHW-8S Type D1 Dual Shift the same treatment:

(https://simtarkus.files.wordpress.com/2018/05/rhw-05182018-1.jpg)

And of course, since this is all FLEX stuff now, other fun things can happen.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05182018-2.jpg)

(https://simtarkus.files.wordpress.com/2018/05/rhw-05182018-3.jpg)

It is, of course, possible to have one side remain RHW-8S/6C and only override one side, too.  I've been in such a ramp-making mood of late that I've begun looking at some other related possibilities as well--more on that soon.

And in other news, work on support for ramps branching from diagonal mainlines has also been ongoing as well.  The hope in the near term is to cover all ground-level networks at the least for this setup:

(https://simtarkus.files.wordpress.com/2018/05/rhw-05182018-4.jpg)

Hope you enjoy.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on May 18, 2018, 06:34:29 PM
We want more! We want more! We want more! We want more! We want more! We want more!  &apls &apls &apls

(https://www.talkinfrench.com/wp-content/uploads/2015/09/we-want-more.gif)

:bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Akallan on May 19, 2018, 10:09:50 AM
Oh my god! What work... :o
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 20, 2018, 02:52:22 PM
So the only static ramp pieces left are the fractional angle pieces? Were the volleyball pieces ever flexed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ramona Brie on May 20, 2018, 11:08:30 PM
Quote from: Wiimeiser on May 20, 2018, 02:52:22 PM
So the only static ramp pieces left are the fractional angle pieces? Were the volleyball pieces ever flexed?

Or, for that matter, the DDI Avenue piece?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on May 21, 2018, 01:13:38 AM
Amazing development! :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 21, 2018, 04:06:18 AM
Thanks, everyone, for the kind words and support!  And a couple of great questions, too:

Quote from: Wiimeiser on May 20, 2018, 02:52:22 PM
So the only static ramp pieces left are the fractional angle pieces? Were the volleyball pieces ever flexed?

That is correct--the Type C and Type F ramps are the only ones that have not received the new implementation as of yet.  My plan had been to hold off until FlexFARHW development was back going again, since it'll hook into there.  That said, there is part of me that just wants to massacre all the static ramps, even though the actual FARHW part that would hook into them might still be in static puzzle form.

The Volleyball Intersection pieces have not been FLEXed--there was some intense debate about it back when the big DRI/FLEXRamp expansion was going on during the NAM 33 cycle, as there were some questions about whether or not there was enough gain to FLEXing them.  I believe there is--namely, the ability to add elevated variants without new pieces, and a few other potential QoL improvements--but they're lower on the priority list at the moment.

The old Volleyball puzzle pieces may end up being moved to a new menu button, however.  The plan at present is isolate all the deprecated parts under the old "Ramps" button, and put it back into its old order, minus the Volleyball pieces, since they haven't become deprecated.

Quote from: Tracker on May 20, 2018, 11:08:30 PM
Or, for that matter, the DDI Avenue piece?

It's on the list, though likely won't happen for another couple versions.  FlexSPUI's revamp/expansion is the highest priority among the "specialized crossings", and the DDI and Volleyball pieces follow on the order.  The FlexSPUI (re-)development is still stalled at the moment--I plan to give it another look in the near term, to see if I can finish up at least enough to replace the old version (which is still at NAM 30 specs).

Before I call it a night here (yes, it's 4:05am here, but since I haven't yet gone to bed, I refuse to call it morning :D), here's a look at the current work in progress on the Type B1 Diagonal ramps. 

(https://simtarkus.files.wordpress.com/2018/05/rhw-05212018-1.jpg)

Also, if anyone missed the other thread, I've fixed an issue with the L2 RHW-8S Type A1 Inside ramp models, which were a level too low.  See the attachment below (which can go in the z___NAM folder, or anywhere that will cause it to load after the main RHW files).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on May 21, 2018, 06:26:27 AM
Has it been considered to remove the starters from the depreceated ramps? Possibly leaving just a rhw-2 stub or even no stub, and moving the depreciated ramps to the advance install? The thought is the depreciated ramps could serve as a rock solid stable in situations where you might not be able to get the required stability (although its possible some of these situations might be "fixed" with REW).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on May 21, 2018, 11:25:57 PM
Out of curiosity, what's planned for NAM 38? If there's less focus on the RHW then it might actually be the best time to get the FlexSPUI fixed. I know it doesn't normally work that way, but...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 22, 2018, 12:09:12 AM
Quote from: Kitsune on May 21, 2018, 06:26:27 AM
Has it been considered to remove the starters from the depreceated ramps? Possibly leaving just a rhw-2 stub or even no stub, and moving the depreciated ramps to the advance install? The thought is the depreciated ramps could serve as a rock solid stable in situations where you might not be able to get the required stability (although its possible some of these situations might be "fixed" with REW).

Great question--I'm still evaluating just what all will happen in the "deprecation process", though I'm anticipating taking a different approach than what was done with the Height Transitions.  We're still taking flack for that one three years/three versions later on the STEX comments.  Likely, there will be a (non-default) option to disable the button, for those who are all-in on FLEX, and a big red "OLD" stamp over the menu icon, to alert people that those pieces are no longer the preferred way, and won't be getting any new additions. 

Given that the old static ramps are also a small subset of what's available now--there's at least 100 ramps in the mod now that are FLEX/draggable only, and that number continues to grow--de-stubbing would have a limited impact, especially as the FLEXRamps are stable enough when a starter is placed immediately in front of them.

Speaking of FLEXRamps . . . work continues on the diagonal expansion--still doing minor tweaks on the textures as needed, including later addition of chevrons.

(https://simtarkus.files.wordpress.com/2018/05/rhw-05212018-2.jpg)

(https://simtarkus.files.wordpress.com/2018/05/rhw-05212018-3.jpg)

(https://simtarkus.files.wordpress.com/2018/05/rhw-05212018-4.jpg)

Quote from: Wiimeiser on May 21, 2018, 11:25:57 PM
Out of curiosity, what's planned for NAM 38? If there's less focus on the RHW then it might actually be the best time to get the FlexSPUI fixed. I know it doesn't normally work that way, but...

NAM 37 development is still jumping all over the place right now, so NAM 38's hard to tell.  That said, at present, it appears the FlexSPUI revamp is more likely to be a NAM 38 launch.  Having Elevated FTLs--even in a limited form--is likely necessary for the elevated variants to be useful, and they have yet to enter development.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on May 23, 2018, 11:02:20 PM
Ahoy, NAM team!  I am zealously awaiting the NAM 37 but know to hold my horses; still, I have a question.  I am planning to run a RHW 8S under a rail viaduct as part of a Maxis Highway replacement project.  What can NAM 36 do to help me?
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on May 24, 2018, 12:24:46 AM
Quote from: Pythias900KMB on May 23, 2018, 11:02:20 PM
Ahoy, NAM team!  I am zealously awaiting the NAM 37 but know to hold my horses; still, I have a question.  I am planning to run a RHW 8S under a rail viaduct as part of a Maxis Highway replacement project.  What can NAM 36 do to help me?

Hello. The ERRW will be your friend here...

(https://i.imgur.com/doX0vmM.jpg)

They come in L1 (7.5 meters) and L2 (15.5 meters)

Here is the video I made to help users activate the ERRW on my Youtube (https://www.youtube.com/watch?v=l0vq-NSdSHk) Channel

If you did not already know you have to click a Rail tile on the underneath network for trains to pass over the viaduct. This is an inherent mechanic of the game.

The L1 and L2 Onslopes act as starters. I will be beefing up the code for NAM 37 in terms of the ERRW space but I would not expect much extra functionality this time around.

We (The NAM Team) are working on a swath of new content and Patience is probably the best position to view the NAM status. We are working on new content but as per our policy there is no timeline for release.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on May 24, 2018, 01:54:52 AM
Quote from: eggman121 on May 24, 2018, 12:24:46 AM
Quote from: Pythias900KMB on May 23, 2018, 11:02:20 PM
Ahoy, NAM team!  I am zealously awaiting the NAM 37 but know to hold my horses; still, I have a question.  I am planning to run a RHW 8S under a rail viaduct as part of a Maxis Highway replacement project.  What can NAM 36 do to help me?

Hello. The ERRW will be your friend here...

(https://i.imgur.com/doX0vmM.jpg)

They come in L1 (7.5 meters) and L2 (15.5 meters)

Here is the video I made to help users activate the ERRW on my Youtube (https://www.youtube.com/watch?v=l0vq-NSdSHk) Channel

If you did not already know you have to click a Rail tile on the underneath network for trains to pass over the viaduct. This is an inherent mechanic of the game.

The L1 and L2 Onslopes act as starters. I will be beefing up the code for NAM 37 in terms of the ERRW space but I would not expect much extra functionality this time around.

We (The NAM Team) are working on a swath of new content and Patience is probably the best position to view the NAM status. We are working on new content but as per our policy there is no timeline for release.

-eggman121


(Growls and headbutts the desk angry at himself) . . . Eggman, I am planning for the RHW to run diagonally below the railway.
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 24, 2018, 05:59:09 AM
What about making a groove to cross the line orthogonally?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on May 24, 2018, 09:12:46 AM
Quote from: eggman121 on May 24, 2018, 12:24:46 AM
Quote from: Pythias900KMB on May 23, 2018, 11:02:20 PM
Ahoy, NAM team!  I am zealously awaiting the NAM 37 but know to hold my horses; still, I have a question.  I am planning to run a RHW 8S under a rail viaduct as part of a Maxis Highway replacement project.  What can NAM 36 do to help me?

Hello. The ERRW will be your friend here...

(https://i.imgur.com/doX0vmM.jpg)

They come in L1 (7.5 meters) and L2 (15.5 meters)

Here is the video I made to help users activate the ERRW on my Youtube (https://www.youtube.com/watch?v=l0vq-NSdSHk) Channel

If you did not already know you have to click a Rail tile on the underneath network for trains to pass over the viaduct. This is an inherent mechanic of the game.

The L1 and L2 Onslopes act as starters. I will be beefing up the code for NAM 37 in terms of the ERRW space but I would not expect much extra functionality this time around.

We (The NAM Team) are working on a swath of new content and Patience is probably the best position to view the NAM status. We are working on new content but as per our policy there is no timeline for release.

-eggman121

Pretty awesome attention to detail there with the overpasses the width of the 8S rather than 2 full tiles and a really nice-looking viaduct stone texture  &apls

Great work, Alex  &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 24, 2018, 10:47:54 AM
Quote from: Tarkus on May 21, 2018, 04:06:18 AM
My plan had been to hold off until FlexFARHW development was back going again, since it'll hook into there.  ...

-Alex

Oh! I can hardly wait!!!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on May 24, 2018, 03:00:16 PM
This is the crossing I want to convert to sunken RHW
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on May 24, 2018, 04:18:36 PM
Certainly doable, but consider that sunking a network on a trench makes it to occupy two extra tiles to acommodate the slopes. You will need to demolish many lots there...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 26, 2018, 07:08:56 PM
It's alive!  It's alive! (And 100% FLEX/draggable.)

(https://simtarkus.files.wordpress.com/2018/05/rhw-05262018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on May 27, 2018, 06:44:40 AM
Way to go, Alex!!!!  &apls &apls &apls &apls &apls &apls &apls
Continue make more diagonal version of RHW!!!!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on May 27, 2018, 01:13:32 PM
Incredible stuff! &apls &apls
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on June 02, 2018, 05:12:04 PM
Amazing job  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on June 04, 2018, 11:38:59 AM
I am really sorry for putting a puzzle piece issue between this FLEXible wonders.

Has anybody already come up with a way to solve this?
(https://i.imgur.com/57654xm.jpg)

I mean, back in the old days, I would have used relics such as "Fillers", but the 6C and 8C diagonals never got the treat of receiving some. The obvious workaround here would be to stretch the diagonal part to have a stable stub. But I wonder wether there is way to get a (possibly instable and "don't touch it") solution.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on June 04, 2018, 01:01:38 PM
Quote from: Seaman on June 04, 2018, 11:38:59 AM
I am really sorry for putting a puzzle piece issue between this FLEXible wonders.

Has anybody already come up with a way to solve this?


Don't be sorry! This is still a support thread after all!

What I do to fix this sort of thing is to drag the 'sharp' curves on one side so it configures to the right RHW network. You can then carefully demolish the curve pieces or use the remove tool (probably works better). Then plop our smooth curves / FAR in place. Should stabilize.

Note for really short stretches it might default back to RHW-2 after you do this. Yours seems to be 3 tiles so might be a tight fit! You might have to extend it an extra tile or two or use the curve piece instead of FARHW.

Anyways hope this helps!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on June 04, 2018, 01:39:37 PM
Quote from: Haljackey on June 04, 2018, 01:01:38 PM
What I do to fix this sort of thing is to drag the 'sharp' curves on one side so it configures to the right RHW network. You can then carefully demolish the curve pieces or use the remove tool (probably works better). Then plop our smooth curves / FAR in place. Should stabilize.

Note for really short stretches it might default back to RHW-2 after you do this. Yours seems to be 3 tiles so might be a tight fit! You might have to extend it an extra tile or two or use the curve piece instead of FARHW.

I tried dragging out the network, then remove-tooled the unwanted part and plopped the FAR piece. Unfortunately, this FAR piece has some inbiult stubs which poked the unstable short strech of the 6C network to revert back to RHW-2.

I really like the look of the 6/8C-RHW for the curves, since I am sometimes a little bit itchy about how the median of the RHW-4/6S doesn't stay the same width in the curves. Also the use of FARHW makes for some smooth curves which look really nice in the region view.

I guess the removal of the inbuilt stubs would help in this kind of situations, since the remove tool is a nice feature, which wasn't available in the earlier NAMs. But on the other hand it would make the "normal" use of the pieces more complicated...

Thanks for your suggestion, Haljackey!
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on June 04, 2018, 02:05:34 PM
I love the look of those networks too! Since Stephen's R5 curves (for 1-tile networks) there's now an (at worst) comparably wide-radius and realistic-looking option out there that supports modern implementation. But if you, like me, often find times you'd prefer your highway in a "C" setup you'll have to work within the bounds of the old pieces. I assume it was because their geometry would make filler piece creation and use something of a circus that those diagonal networks were left out of the original implementation and the new methods followed quickly enough that doing that would become deprecated before long anyway, that they weren't made.

To do a 90 degree curve you're limited by how far the innermost part needs to be to maintain its network override. That should be 3-4 tiles in an ortho direction, roughly twice that in actual diagonal tiles. That's a bare minimum though and one wrong click, including after you've already successfully made it, can send you back to having to redo enough curve to override it again. Throw in trying to deal with slopes or terraforming and you've got yourself one hell of a half-day headache--but it can look pretty good  ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 04, 2018, 03:17:31 PM
I have actually begun initial work on implementing diagonal starters . . . so far, I've just done the L0 RHW-4 as an initial proof-of-concept, but once I can find nice false intersections that work well, I plan to get all the networks.  That might help in this situation, as there is at least one base diagonal tile in between the puzzle pieces.  FlexFARHW is, of course, the ultimate solution.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on June 05, 2018, 03:07:11 AM
Thx, Noahclem and Tarkus.

Quote from: Tarkus on June 04, 2018, 03:17:31 PM
I have actually begun initial work on implementing diagonal starters . . . so far, I've just done the L0 RHW-4 as an initial proof-of-concept, but once I can find nice false intersections that work well, I plan to get all the networks.  That might help in this situation, as there is at least one base diagonal tile in between the puzzle pieces.

Diagonal starters would indeed be helpful in this situation. Especially the dual and triple tile networks always take a considerable amount of effort to start a diagonal stretch. But I assume, they need also more effort to create the diagonal starters for, compared to the single tile networks. Maybe, at some point, you'll get to them...  ::)

Quote from: Tarkus on June 04, 2018, 03:17:31 PM
FlexFARHW is, of course, the ultimate solution.
Well I just wanted to start laughing about the hilarious finicky pattern for a draggable FARHW-6C layout. But then I realized, that the NAM team tends to think in FLEX pieces lately. And for something like that, at least all the textures and paths are already there... hmm doesn't look impossible on a second thought.  &Thk/(
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2018, 03:31:22 AM
Working on optimizing the fully diagonal parclo setup . . .

(https://simtarkus.files.wordpress.com/2018/06/rhw-06102018-1.jpg)

Added a little code to allow one to "cheat" the end of the diagonal Type A1 interface there by stuffing part of an R1 MRC in there.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: bladeberkman on June 10, 2018, 08:38:54 AM
So stable! Loving the slight curve on the second orthogonal exit, very smooth.  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on June 10, 2018, 08:58:21 AM
wait... this geometry seems... unfamiliar. Alex, have you sneaked in a new ramp type?  :bnn:

(https://i.imgur.com/f4ON8hq.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on June 10, 2018, 11:16:15 AM
To me it looks like a skillful usage of the disconnector and a flex curve over a diagonal B ramp. If you note, the first tile is identical on the exit ramp at the other side.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2018, 05:36:55 PM
Thanks, bladeberkman, Seaman, Matias, and everyone for the kind words/support! To clear up the mystery as to just what all is going on with the diagonal FLEXRamp in question:

https://www.youtube.com/v/e3MnnUT92Uk

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on June 11, 2018, 01:10:10 AM
Very exciting!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 12, 2018, 06:52:51 PM
Thanks, Gugu and everyone!  Now, for a follow up . . . the other two potential orientations for parclos (OxD and DxO).  I built both as "AB" or "Folded Diamond" variants, to best show off the potential geometry.

(https://simtarkus.files.wordpress.com/2018/06/rhw-06122018-1.jpg)

(https://simtarkus.files.wordpress.com/2018/06/rhw-06122018-2.jpg)

And yes, a side-effect of all this is that there will be some improvements to the draggable version of the Elevated Road Viaducts--potentially enough to vanquish the old puzzle pieces to legacy status, once and for all.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: compdude787 on June 12, 2018, 09:04:27 PM
Wow, I haven't been on this forum for a while but this all looks awesome!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 13, 2018, 09:23:57 AM
Alex, This is FANTASTIC!!!! Those ramps are incredible. No more ploppables, except for the FARHW. Every time I see you mention Flex FARHW, my heart skips a beat. I suspect it won't make it into NAM 37 though, but it has been fun watching all this development. I especially love watching the videos, because when it comes to draggable, images don't always do it justice.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on July 13, 2018, 07:44:29 PM
Been meaning to show these pics off for a couple of weeks...

(https://farm1.staticflickr.com/926/41586274620_fc36f1a434_o.jpg)

In case you missed it, what's special here is the triple stacked pieces, more clearly seen here:

(https://farm2.staticflickr.com/1816/42052506825_26f151307e_o.jpg)

Totally stable flex pieces, I've four of them used in the centre here all touching each other :). Can't take credit for the modding, that's all Memo and Tarkus. But this is one of the potential possibilities of using the expanded RUL code for RHW that Tarkus mentioned recently.

Quote from: Seaman on June 04, 2018, 11:38:59 AM
I am really sorry for putting a puzzle piece issue between this FLEXible wonders.

Has anybody already come up with a way to solve this?
(https://i.imgur.com/57654xm.jpg)

Yup, just another time to break out the indispensable RHW disconnector tool, I made a tutorial for how:

https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s (https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s)
Title: Re: RHW (RealHighway) - Development and Support
Post by: bladeberkman on July 13, 2018, 10:11:30 PM
Another game-changer!  &apls &apls &apls Can you make a symmetrical, directional, 3-way or "T"? Either way, I'm so, so excited about this!  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 26, 2018, 11:48:40 AM
Quote from: mgb204 on July 13, 2018, 07:44:29 PM
Been meaning to show these pics off for a couple of weeks...

(https://farm1.staticflickr.com/926/41586274620_fc36f1a434_o.jpg)

In case you missed it, what's special here is the triple stacked pieces, more clearly seen here:

(https://farm2.staticflickr.com/1816/42052506825_26f151307e_o.jpg)

Totally stable flex pieces, I've four of them used in the centre here all touching each other :). Can't take credit for the modding, that's all Memo and Tarkus. But this is one of the potential possibilities of using the expanded RUL code for RHW that Tarkus mentioned recently.

Quote from: Seaman on June 04, 2018, 11:38:59 AM
I am really sorry for putting a puzzle piece issue between this FLEXible wonders.

Has anybody already come up with a way to solve this?
(https://i.imgur.com/57654xm.jpg)

Yup, just another time to break out the indispensable RHW disconnector tool, I made a tutorial for how:

https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s (https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s)

Ahhhh! Triple stacking! Yay! I could recreate San Antonio with those stacks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on July 27, 2018, 07:34:06 PM
Quote from: roadgeek on July 26, 2018, 11:48:40 AM
Quote from: mgb204 on July 13, 2018, 07:44:29 PM
Been meaning to show these pics off for a couple of weeks...

(https://farm1.staticflickr.com/926/41586274620_fc36f1a434_o.jpg)

In case you missed it, what's special here is the triple stacked pieces, more clearly seen here:

(https://farm2.staticflickr.com/1816/42052506825_26f151307e_o.jpg)

Totally stable flex pieces, I've four of them used in the centre here all touching each other :). Can't take credit for the modding, that's all Memo and Tarkus. But this is one of the potential possibilities of using the expanded RUL code for RHW that Tarkus mentioned recently.

Quote from: Seaman on June 04, 2018, 11:38:59 AM
I am really sorry for putting a puzzle piece issue between this FLEXible wonders.

Has anybody already come up with a way to solve this?
(https://i.imgur.com/57654xm.jpg)

Yup, just another time to break out the indispensable RHW disconnector tool, I made a tutorial for how:

https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s (https://www.youtube.com/watch?v=7w9y19j3DbA&t=1s)

Ahhhh! Triple stacking! Yay! I could recreate San Antonio with those stacks.

RoadGeek:

I am very touched at your interest in recreating San Antonio (aka my new hometown); still, there are some things that San Antonio has gotten wrong so please temper that zeal.  The Robert F. McDermott Freeway has a split-level set up where there are two lanes on the lower level and three lanes on the upper level in both directions; how are you going to emulate that with the NAM the way it currently is?

The Connally Loop has four lanes both clockwise and anti-clockwise that bypass the interchange with the McDermott Freeway from which two lanes access the interchange.  Vehicles egressing the interchange will find themselves on a six-lane carriageway; in the case of westbound McDermott Freeway, that is a seven lane carriageway.  What is your plan for that?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 28, 2018, 02:16:53 AM
Quote from: Pythias900KMB on July 27, 2018, 07:34:06 PM
Vehicles egressing the interchange will find themselves on a six-lane carriageway; in the case of westbound McDermott Freeway, that is a seven lane carriageway.  What is your plan for that?

The P57 IID scheme does take "Ultra-Wide" RHWs into account . . .

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Pythias900KMB on July 28, 2018, 03:48:39 AM
Quote from: Tarkus on July 28, 2018, 02:16:53 AM
Quote from: Pythias900KMB on July 27, 2018, 07:34:06 PM
Vehicles egressing the interchange will find themselves on a six-lane carriageway; in the case of westbound McDermott Freeway, that is a seven lane carriageway.  What is your plan for that?

The P57 IID scheme does take "Ultra-Wide" RHWs into account . . .

-Alex

I am so eager to have at hand the RHW-12S and the RHW-14S, Tarkus!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on July 30, 2018, 04:17:10 AM
I don't think the wider RHWs are planned, are they?

Also, with the diagonal RHWs clipping into the ground, this happens at ANY height difference. Forget 12m, it seems to happen at 1cm of height difference. In theory, a slope mod designed to prevent this would make a RHW have to be the length of a default region just to go up or down 1m. Maybe a slope mod will fix it, but the last time I used one it insisted on putting unnecessary pits at the bottom of every ramp and refusing to drag if I put stubs there to stop it...
Title: Re: RHW (RealHighway) - Development and Support
Post by: APSMS on July 30, 2018, 09:42:54 AM
Quote from: Wiimeiser on July 30, 2018, 04:17:10 AM
Also, with the diagonal RHWs clipping into the ground, this happens at ANY height difference.
In my experience, RHW clipping is caused by uneven ground more than anything, but particularly with RHW-4, since the adjacent draw patterns for wider RHWs tends to smooth out neighboring hillocks.

So a very moderate slope mod, combined with sloping out the pathway on either side of the RHW, should eliminate most of the jaggedness. You can tweak the slope settings to your liking in the Reader; there's a guide lying around somewhere on Simtropolis. I have my RHW slope set rather loose and use a more restrictive network like monorail or El-rail to smooth the area out first, and in 99% of cases I have never had an issue with this method even on very steep slopes (well, steep for RHW with a slope mod).

And no, the 12s and 10c are not scheduled for release anytime in the next century as far as I can tell, not the least of which for the reason that they have limited usefulness aside from cosmetics and add a lot of extra weight to the Controller, not to mention complicating cross-link compatibility even further.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on July 31, 2018, 06:59:22 PM
Can't add any time frame into here but I think the "ultra-wide" question has been pretty definitively answered

Quote from: Tarkus on July 28, 2018, 02:16:53 AM
Quote from: Pythias900KMB on July 27, 2018, 07:34:06 PM
Vehicles egressing the interchange will find themselves on a six-lane carriageway; in the case of westbound McDermott Freeway, that is a seven lane carriageway.  What is your plan for that?

The P57 IID scheme does take "Ultra-Wide" RHWs into account . . .

-Alex

Great to hear people expressing what feel like fever dreams of RHW hope here--keep it going but with ones that still at least might be "fever dreams"  :squirrel:

BTW, my remaining dreams are complex ramps around interchanges, for example diagonal RHW4->{left}FA MIS + diagonal (continued in same direction) MIS or {right} MIS. Also FARHW supporting exits and overpasses. [/dreams normally kept to self largely out of gratitude for all the amazing content that's been created that I'd often not dared to dream of or request]
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 31, 2018, 09:39:58 PM
Quote from: APSMS on July 30, 2018, 09:42:54 AM
And no, the 12s and 10c are not scheduled for release anytime in the next century as far as I can tell, not the least of which for the reason that they have limited usefulness aside from cosmetics and add a lot of extra weight to the Controller, not to mention complicating cross-link compatibility even further.

The initial reason the 12S and 10C got pulled from NAM 31 was that there had not been any ramp interfaces made for them of yet, which would have made them effectively useless for the time being.  The controller size issues following NAM 31, coupled with the lack of capacity differentiation put them on hold indefinitely.  The only real use they would have would be as a transitory network between the current top of the S and C lines (10S and 8C, respectively), and even wider networks (i.e. RHW-14S and RHW-12C) that do actually have a functional purpose.  The IID scheme for P57 does have spots allotted for four (possibly five) new widths beyond what's currently been seen.

If we were to make a chain of networks in which lane gains equal capacity gains in a smooth fashion, you'd get something like RHW-2 (1-tile) > RHW-3 (1-tile DIPped) > RHW-4 (2-tile) > RHW-6S (2-tile DIPped) > RHW-8C (3-tile) > RHW-10S (4-tile) > RHW-12C (5-tile) > RHW-14S (6-tile).  The 16C, IIRC, would still be a 5-tile-wide network, so 14S would be the logical top end from a capacity perspective.  DIPping stops working after reaching 3-tile width (crossover paths become required, which automatically DIP any network out of the gate), so there's no extra niches we can work out there.

And yes, the 12C and 14S are under consideration.  They're arguably a higher priority than the 12S and 10C, though unlike those two, they haven't yet been made into a prototype.  It'll depend a lot on how things go with P57-Mark IV and the resultant CPU load of the controller (the RUL2 file in the P57-MkIV test controller build is around 4.2 million lines).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 02, 2018, 05:12:53 AM
Regarding the lack of 12S and 10C, while it probably doesn't exist IRL you could probably have both the inner and outer lanes terminate, though that's just speculation and would probably actually be harder to make...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 17, 2018, 08:46:05 PM
Might not be the most useful piece out there, but should there be a piece that splits a RHW-6S into three separate MIS? Not sure what it could be used for, though... Pinavia interchanges?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 05, 2018, 01:31:06 PM
Quote from: noahclem on July 31, 2018, 06:59:22 PM
BTW, my remaining dreams are complex ramps around interchanges, for example diagonal RHW4->{left}FA MIS + diagonal (continued in same direction) MIS or {right} MIS. Also FARHW supporting exits and overpasses. [/dreams normally kept to self largely out of gratitude for all the amazing content that's been created that I'd often not dared to dream of or request]

I share your FARHW dreams.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on September 05, 2018, 02:19:03 PM
Quote from: Wiimeiser on August 17, 2018, 08:46:05 PM
Might not be the most useful piece out there, but should there be a piece that splits a RHW-6S into three separate MIS? Not sure what it could be used for, though... Pinavia interchanges?

You can try this instead. Not too shabby.

(https://i.imgur.com/KAzEdkv.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 16, 2018, 11:42:10 PM
13 years ago today, this happened . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.wiki.sc4devotion.com%2Fimages%2F2%2F21%2FRhwa7small7sh.jpg&hash=e2d25cde21dcd8589626a9522dde5c543cd5b332)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 06, 2018, 10:33:00 PM
So, it looks like a certain something is back on the menu . . . and expanding, to boot.

(https://simtarkus.files.wordpress.com/2018/12/rhw-12062018-1.jpg)

Still playing around with the overhangs, to see if I can satisfy the concerns regarding narrow sidewalks.  The main difficulty is that overhanging networks and at-grade intersections do not make a particularly good mix.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 07, 2018, 04:39:38 AM
Neato, this'll be much better than what I'm doing now, I might have to reboot my regions again.

Multi-tile networks should probably get contraflow options eventually.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on December 07, 2018, 01:15:59 PM
Looks great!

I don't mind the narrow path. That is actually fairly common place. Each of those little maxis squares = 1.6m (you look to have 1.5 of them at the narrowest point) which is better than many of the US minimum regulations of 1.5-2m wide sidewalks measured from the curb....plenty of room for sims to walk from no-where to no-where and avoid the many traffic accidents along the way :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 07, 2018, 04:04:13 PM
Thanks, Wiimeiser and Matt, for the kind words and feedback--and thanks to all who hit "Like" as well! :thumbsup:

For comparison on the sidewalks, this is what happens without the overhang:

(https://simtarkus.files.wordpress.com/2018/12/rhw-12072018-2.jpg)

The overhang setup I used in my last post was based off the L1 RHW-3 models, which overhang by 2.25m on each side--pretty close to Matt's estimate.  Based on regulations, it looks like the L1 RHW-3 result meets and exceeds standards, and I think I have some ideas as to how to get the ramp termini intersections to meet up cleanly with the overhangs.

And in other news:

(https://simtarkus.files.wordpress.com/2018/12/rhw-12072018-1.jpg)

All three of the QCX diamond setups now have the option of RHW-over-surface or surface-over-RHW.  I've also changed the implementation on the FTL transitions, from my initial "exploratory" method of using the surface x ramp intersections to initiate the transitions, to actually having dedicated starters for the transitions at the other end.  This was ultimately necessary to fully support future modular use of these components in various settings, as well as some other potential surprises.

Quote from: Wiimeiser on December 07, 2018, 04:39:38 AM
Multi-tile networks should probably get contraflow options eventually.

The Diverging Diamond (DDI) setup is something I'm considering as a future option, once the DDI connectors get converted to a FLEX setup.  It may end up taking up a slightly longer footprint if set up similar to these, unless one of my surprises ends up being particularly successful.  With the FlexSPUI-V2 spec being planned for NAM 37 inclusion, however, it does appear there will definitely be SPUI QCXs in the nearer term, and I'm looking at some other things that can be done without much additional effort.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 07, 2018, 04:51:16 PM
Here's hoping we get more options with the new FleSPUI, like that U-turn version someone requested.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 07, 2018, 08:49:27 PM
Looks great and happy to finally see Right hand turning lanes/arrows.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 11, 2018, 02:46:50 AM
Thanks, Wiimeiser, dyoungyn, and everyone! :thumbsup:

Quote from: Wiimeiser on December 07, 2018, 04:51:16 PM
Here's hoping we get more options with the new FleSPUI, like that U-turn version someone requested.

The U-turn request--if it's the one I think you're referencing--is more of a general thing that isn't specifically tied to SPUIs, but is common in Texas.  If you are able to dig up the FlexSPUI-V2 development that's been shown here, you'll find there are some new turn lane configurations for the standard 4-way setup.  Things like Partial SPUIs and the "frontage SPUIs" like they have on I-17 in Phoenix may happen at some point, but they're not the main priority at the moment.

Quote from: dyoungyn on December 07, 2018, 08:49:27 PM
Looks great and happy to finally see Right hand turning lanes/arrows.

You'll be seeing quite a few more on the FTL side in the not-too-distant future, too.  It's easier to do them on a ramp like this . . . the intersection geometry has been the killer issue for the normal surface street ones (as evidenced by the discussion about Type 111 footprints not too long ago on the FTL thread).

In any case, here's the latest QCX development . . . there's something else very new here as well (which is still getting refined at the moment), as well as a little glitch I just noticed on one arrow on the undercrossing:

(https://simtarkus.files.wordpress.com/2018/12/rhw-12112018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on December 11, 2018, 06:55:04 AM
Oh, well, it looks pretty amazing so far! :) I love these QCX features. Nice work, Alex!  &apls &apls

- Tyberius

EDIT: oh, and thanks for the karma for the DMScopio files. I do appreciate it! :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Alan_Waters on December 11, 2018, 07:29:06 AM
This is Michurinsky Avenue in Moscow!
https://www.google.ru/maps/@55.6846632,37.4730919,328a,35y,60.3h,44.92t/data=!3m1!1e3?hl=ru
Title: Re: RHW (RealHighway) - Development and Support
Post by: Akallan on December 11, 2018, 09:00:48 AM
 :o

... This is sexy! :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 11, 2018, 10:14:37 AM
Very sexy indeed.  I was wondering about wider network for QCX interchanges.  The only thing missing is traffic lights.  This is TOTALLY AWESOME and I have a need NOW in my downtown areas.

BTW, on another note, has the issue with Flex L2 cliff extender (proper name slips my mind) been fixed;  L1 works GREAT each and every time.  L2 seems to be quirky and have never been able to make it work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 11, 2018, 05:17:25 PM
That elevated highway offramp with the additional lane looks amazing (same with everything else).

It really reminds me of this ramp that was built in downtown Toronto in 2017 & early 2018. I watched it slowly get built over the year.
(https://urbantoronto.ca/forum/attachments/20171121_165749-jpg.127929/)
(Via https://urbantoronto.ca/forum/threads/toronto-lower-simcoe-ramp-and-new-park-m-s-city-of-toronto.21786/page-67)

Location in Google Maps, although the old exit still there:
https://www.google.ca/maps/@43.6402505,-79.382673,318m/data=!3m1!1e3


I am eager to build some of my own in game!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on December 11, 2018, 06:15:57 PM
Yeah - it makes me wonder if OWR-3 will be able to shot out the other end instead of a ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on December 11, 2018, 09:46:36 PM
These new setups both look awesome  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2018, 09:00:59 PM
Thanks, Tyberius, Alan_Waters, Akallan, dyoungyn, Haljackey, Kitsune, Matt, and everyone for the kind words and feedback! :thumbsup:

Quote from: dyoungyn on December 11, 2018, 10:14:37 AM
BTW, on another note, has the issue with Flex L2 cliff extender (proper name slips my mind) been fixed;  L1 works GREAT each and every time.  L2 seems to be quirky and have never been able to make it work.

Are you referring to the On-Slopes by chance?  L2 support in general isn't as solid as L1 support.  There are some proposed changes to the On-Slope implementation as part of the P57-Mark IV effort--getting rid of the auto-RHW-2 on the elevated end--which seems to have stabilized things for the override networks (at the expense of the RHW-2), and may end up helping. 

I am still figuring out just what to do with the P57-Mark IV code, however, due to the fact that its technical demands (in its present form) preclude it from reliably running on a pre-2011 computer, and it would be preferable to not have to continue supporting the Mark III code after that. 

The QCX project does, interestingly enough, raise the possibility of an "RHW Lite" existing as well.

Quote from: Kitsune on December 11, 2018, 06:15:57 PM
Yeah - it makes me wonder if OWR-3 will be able to shot out the other end instead of a ramp.

The pathing isn't particularly clean right now (2-lane entrance ramp vs. 3-lane network), but texturally, it looks rather smooth.  Did this as an ad hoc with some clever disconnector use on two QCXs:

(https://simtarkus.files.wordpress.com/2018/12/rhw-12132018-1.jpg)

With some additional overrides, that looks to be something that could be supported.

In other news, C-type support is now in place.  I've also shortened the transition on the ramp turn lanes (and somehow made them cleaner in the process), and extended the actual turn lane portion, as had been requested by Squizie3 back in February.

(https://simtarkus.files.wordpress.com/2018/12/rhw-12132018-2.jpg)

There's also another new feature in the above image . . . and not the signals (which aren't new--they were temporarily taken off while troubleshooting the previous QCX issues, and just re-added tonight).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 15, 2018, 10:23:56 PM
One thing I've really started to take for granted (and I shouldn't!) with the RHW is just how modular it has really become. We went from fixed puzzle pieces with the Maxis Highways to the ability to make things to our own scale.

For example, take something as simple as a loop ramp.

We can make them pretty tight...
(https://i.imgur.com/TYx9rC2.jpg)

Or more realistic...
(https://i.imgur.com/B8IWv5m.jpg)

...And even crazy wide
(https://i.imgur.com/mZomgGX.jpg)

It just baffles my mind. Even modern games like Cities Skylines are more painful to make such perfectly aligned scales. You either have to drag everything absolutely perfectly, or painstakingly mod and/or install one asset with a pre-fabricated piece you have to again perfectly align with your highway.

Even though we all like to break the grid system, it is fundamental for easy symmetry and a relatively low learning curve.

Mind. Blown.
(https://media.giphy.com/media/xT0xeJpnrWC4XWblEk/giphy.gif)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 17, 2018, 06:57:46 AM
May we ask u to show the pathing for this one.  Love the style, compactness, and overall the ability to AVE6/7.  Great job &hlp

"In other news, C-type support is now in place.  I've also shortened the transition on the ramp turn lanes (and somehow made them cleaner in the process), and extended the actual turn lane portion, as had been requested by Squizie3 back in February."

Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 19, 2018, 01:08:08 AM
Thanks for the very kind words, Haljackey!  My real hope with the RHW's modular component approach is that it would "liberate" highways, allowing greater freedom and creativity in transportation networks--seeing what you've done with it, with all the amazing user creations that have dotted the SC4 community since the MIS came into being . . . almost 11 years ago . . . continues to amaze me.  Thank you to all who have found this project to be a useful part of your game! :thumbsup:

I also agree with you on the grid . . . I gave Cities: Skylines a try, and something felt really off with the whole interface for building networks.  It really became painfully obvious when I tried to build a grid layout for my downtown area--then loaded up SC4 and built a massive such layout in mere seconds.  And I haven't touched C:S again since--that was 3 years ago.  The freedom of being able to have more than 45° increments is a nice thing, and there are definitely some more things we can do to improve the ability to orient against the grid in new ways (i.e. more Fractional Angle content, and improved implementation there).  But my experience really suggests to me that the anchoring mechanism that an underlying grid provides really improves in-game QoL. 

Quote from: dyoungyn on December 17, 2018, 06:57:46 AM
May we ask u to show the pathing for this one.  Love the style, compactness, and overall the ability to AVE6/7.  Great job &hlp

"In other news, C-type support is now in place.  I've also shortened the transition on the ramp turn lanes (and somehow made them cleaner in the process), and extended the actual turn lane portion, as had been requested by Squizie3 back in February."



Thanks for the compliments on the interchange, dyoungyn!  I'm still doing a bit of work on the pathing for that particular setup (big thing was to get the RULs working first), so I can't quite show it yet.  There are also some interesting bells-and-whistles underpinning the whole thing, too, that will be more apparent later on.

In other news, in light of a report from Metacity over at ST, I've fixed up the L0 MIS R2 Curve's ability to overlap on the orth end and create smooth larger angles--there had been a missing model and paths.  The patch attached below solves the issue--the Plugins\z___NAM folder is probably the best spot for it.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 19, 2018, 07:16:58 AM
I whole heartily agree that the grid system is SC4 is something rather "in the way" sometimes to be break the barrier.  I to tried CS and love the detail and amazing flexibility, but SC4 has really come a LONG WAY since inception and we have invested too much time creating great cities; it is hard to hang up the hat.  Not to mention, one can build to it's hearts content in SC4 and really expand, while CS is limited.  Still love the creations is CS but SC4 has really really impacted my heart.

Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 19, 2018, 08:43:54 AM
Sorry, been thinking about this thought for a while. 

Is it possible to modify the L1/2 Flex Curves to allow other networks underneath like the rest of RHW? 

Currently, the only network able to run underneath Flex Curves is RHW. 

Would like to have other NAM networks, RD; ST; AVE; and OWR be dragged underneath.
Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on December 19, 2018, 10:26:53 AM
Quote from: dyoungyn on December 19, 2018, 08:43:54 AM
Is it possible to modify the L1/2 Flex Curves to allow other networks underneath like the rest of RHW? 

Currently, the only network able to run underneath Flex Curves is RHW. 

Unfortunately it is not possible. This is because it already uses falsies for dirtroad: (aka RHW) and the Ground highway network.

To mix a variety of networks under the flexfly would entail alot of work. As such it is not on the radar.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 20, 2018, 01:54:55 AM
Since the huge ramp expansion 3 years ago, of the 34 networks presently in the RHW, 32 of them have ramp interface capability.  The two that didn't?  The L1 and L2 RHW-3.

That's now about to change.

(https://simtarkus.files.wordpress.com/2018/12/rhw-12202018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on December 20, 2018, 01:25:27 PM
ohhh... it's happening.  :)

It must be satisfying to close the gap on the RHW-Chart ;)

I really feel happy for the RHW-3, since it always seemed to be a little bit neglected. What's actually a shame since at least I frequently wish to use it more often in complex RHW interchange setups if it weren't for the lack of ramps.

I do understand that you're working on the elevated A-ramps. But if you're ever coming to the D ramps for the RHW-3, be assured that I'll be over the moon about that.  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 20, 2018, 03:40:50 PM
About time, I guess. Still wanting that split into RHW-4 and MIS...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 21, 2018, 08:07:57 PM
Thanks, Seaman, Wiimeiser, and everyone!  There may indeed be some more ramps on that end at some point in the near future.  The implementation side of things is the big thing to work out with things like the D1.  Being that we're going for FLEXRamps/DRIs, and considering the fact that the base D1 FLEXRamp is RHW-4-based, and the RHW-2 version exists as a separate DRI (currently with no FLEXRamp equivalent), it brings up a few scenarios:


And since dyoungyn asked about pathing on that one QCX . . . it's now done.

(https://simtarkus.files.wordpress.com/2018/12/rhw-12212018-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 21, 2018, 09:30:36 PM
Not sure which of those options is best. #1 seems to be, but it might impact existing networks ingame (then again, maybe it won't).

Also, is there a download for all the RHW textures including puzzle pieces? I'd like to try splicing some pieces together...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 21, 2018, 10:20:14 PM
Look at that!!!!  Pathing that once seemed once again improbable is now a reality with cross ramps with stop lines and traffic lights.  FINALLY for simple ramps in AVE6/7 should make a lot of interchanges of this type much more simplified.

Sorry to nit-pick this, but there appears to be one hell of a "bottle neck" entering the freeway.   Is it possible for the RHW8S QCX be modified to be entering the highway at RHW10S for smooth entrances?

Thank you soo much for showing us all what can be done with hard dedicated work and patience.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on December 22, 2018, 04:45:55 AM
Oooohhhh.... I'm speechless. It's a real beauty! :)

- Tyberius
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on December 22, 2018, 06:58:55 AM
Quote from: dyoungyn on December 21, 2018, 10:20:14 PM
Sorry to nit-pick this, but there appears to be one hell of a "bottle neck" entering the freeway.   Is it possible for the RHW8S QCX be modified to be entering the highway at RHW10S for smooth entrances?

That might be an interesting additional feature, but I like it already the way it is since most of the interchanges in my area (https://www.google.de/maps/@52.4699694,13.3834657,249m/data=!3m1!1e3) show Tarkus' pattern.

---

@Tarkus, about the options:

I really tried to think about it and it's a pitty, that I am not cappable of considering all RUL2 implications.
From my (player's) point of view, my initial thought was to keep it simple and have only one FLEXRamp for all D1-ramps (option 1 and 2?).
On the other hand, the RHW-4 D1 ramp is maybe the ramp I use the most (sometimes I use the DRI pattern as a lazyman's starter for MIS and RHW-4), so I would like the D1 FLEXRamp to stay the way it is (RHW-4-based). Additionally, the RHW-3 D1 ramp may remain a special case since it would be the only ramp with contraflow traffic on the same tile.
Considering all this I might tend to option 3.
Also, if this option is the one which would enable a auto RHW-3 override out of the top: I think this auto override as a bypass to need extra starters is the feature I like the most, regarding the FLEX technology. So I would try to have it on the RHW-3 D1...

Not sure wether my thoughts are meaningful, but I hope they help you when you are about to consider the options.
Title: Re: RHW (RealHighway) - Development and Support
Post by: druidlove on December 22, 2018, 06:15:53 PM
That looks sweet Tarkus. As to dyoungyn's concerns, the bottle neck is common on the offroad to the highway. I-25 south of I-225 in south Denver uses this all the time. imagine 4 or 5 ramps like this back to back... or I could send you this area (https://www.google.com/maps/place/Denver,+CO/@39.6173192,-104.8977918,15z/data=!4m5!3m4!1s0x876b80aa231f17cf:0x118ef4f8278a36d6!8m2!3d39.7392358!4d-104.990251) to look at.

As to the option of the ramp, I think I like option 2 as the better option, as I would hate to override for every RHW4 (my more common option)
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 22, 2018, 06:35:52 PM
I agree all over particularly in the USA, this kind of setup with two lanes merging into one when approaching the highway is common.  However, in all the cases provided, all have a MUCH LONGER ramp leading to the highway which allows drivers to safely merge over in time to merge onto the highway.  The QCX setup has much shorter ramps at which traffic will bleed onto the intersection hence creating congestion. 

My proposal of taking three lanes and adding two more for the ramp will allow drivers whom are numerous for this condensed version of an interchange.  One can then add a merger going back down to four. 

Regardless of any changes made this QCX is so sweet and a dream for elevated ramps for mid/downtown interchanges for AVE6/7 and so thankful for the consideration; again, great job Alex.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2018, 09:33:19 PM
Thanks, Wiimesier, dyoungyn, Tyberius, Seaman, and druidlove for the useful feedback on the QCX and the Type D1 situation. :thumbsup:

Regarding the RUL2 implications with the Type D1, the initial consideration that prompted Option #1 has to do with the base networks of not only the top end, but the product at the bottom end of the ramp interface, after the lane drop.  With the current RHW-4 base, the end product at the bottom of the ramp is an MIS--an override network.  The end product of the RHW-2 version is also an MIS, but it is going the opposite direction of the one from the RHW-4 version.  The RHW-3 version, however, produces an RHW-2--the base network, not an override--out the bottom. 

The efforts to make the initial D1 FLEXRamps/DRIs were complicated by this whole matter.  Originally, the idea was to mirror the A1 ramps and have them be RHW-2-based, but having the MIS coming out the end in the direction it was ended up being a huge problem.  Both "un-overriding" the MIS into an RHW-2 (for the RHW-3 version), and trying to flip an MIS to go the opposite direction (for the RHW-4 version) proved to be incredibly unstable prospects, forcing the current solution for the RHW-2 and RHW-4 versions (with no RHW-3 version).

The notion of not having the RHW-3 D1 initiate an RHW-3 override out the top is based on the same logic underpinning the proposed modifications to the FLEX Height Transition (FLEX-HT) and FLEX On-Slope Transition (FLEX-OST), since removing the built-in L1/L2 RHW-2 starter functionality, while making the L1/L2 RHW-2 applications more difficult to use, greatly eases the ability to initiate transitions (and cover adjacency situations--i.e. building an overpass right next to the end of the transition) for all the other override networks, because the product out the elevated end of the transition is now the base (L0) RHW-2, with no overrides. 

However, it does sound like the existing ability to have the RHW-4 be auto-initiated with the current D1 setup is a popular feature, which may point more to Option #3 being the eventual solution.

Now, onto the QCX matter, the idea was to try to find a balance, wherein the end product is at least somewhat realistic in design, but compact enough that it will get ample use from the segment of the NAM userbase that finds the RHW unwieldy.  Yes, in theory, having a D2 ramp instead of an A2 (with the modifications I've made on the entrance version, to get rid of the merge issues that previously existed with that design) would perhaps solve the bottleneck concern, but the issue here is that the networks in question are not the RHW-6S and 8S, but the RHW-6C and 8C

The network that would be required to have the second onramp lane continue, an RHW-10C, does not exist in the mod at present.  There was a prototype for it and the RHW-12S at one point during NAM 31 development, but those networks were shelved at the time because we had not yet made any ramps or transitions to connect it to any of the other RHW networks.  Including them in such an "orphan" state would have served no purpose. Not to mention that with those widths, there would have been high expectations among the userbase for a wide array of different ramp configurations for those networks.  The then-temporary plans to shelve the RHW-10C and RHW-12S (along with the NWM's TLA-9 and AVE-8) were extended indefinitely after the issues with NAM 31, and the desire to try to fill in the many gaps with the existing network slate before resuming plans to add new ones.

The prospect of reviving the RHW-10C and RHW-12S is not off the table (and in fact, I may have even done some work on them since their shelving--none of which has been put into the game or tested yet, however), though if it were to happen, I would imagine that it would not happen until NAM 39 or 40 at the earliest.  And at that point, the prospects of either allowing user-plopover of the A2 ramps with D2 ramps, or revamping the interchanges to avail them of the new D2 ramp availability, would be viable options.

As far as acquiring all the textures for everything, right now, your only real option would be to extract them manually from the .dat files.  MandelSoft did have a repository for his textures, though those were based on the old V4 specifications (with much wider lanes) and are pretty out of date now, with respect to ramp interfaces and curves in particular.  I do have my own personal depositories, though they're kind of split up and not particularly organized, and not particularly complete with respect to things I didn't develop.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: j-dub on December 22, 2018, 10:34:27 PM
QuoteHowever, in all the cases provided, all have a MUCH LONGER ramp leading to the highway which allows drivers to safely merge over in time to merge onto the highway.  The QCX setup has much shorter ramps at which traffic will bleed onto the intersection hence creating congestion. 

@dyoungyn Ideally while the newer builds should stretch longer, I have actually been on ramp systems scaled that tight like this picture, they start as two lanes at a double turn, merge to one, then immediately merge back on the highway. I personally hate driving that double merge setup if single merge lane road rage races weren't bad enough. My sister had room, but got ran off the road merging, causing her to go off not just the shoulder, but the pavement, so I immediately rolled down the window and cursed the other driver out, and got into a fight with them for not having any consideration and putting us in a dangerous situation. I'm glad to see this setup finally exist in SC4 though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2018, 05:49:23 PM
(https://simtarkus.files.wordpress.com/2018/12/5679a0ee6d41a.image_.jpg)

The holiday armadillo bringeth a little bit more development.  The narrower surface networks are getting the wider RHW support in place now.  Here's the Type 120-Dual version with the L1 RHW-6C/8C.

(https://simtarkus.files.wordpress.com/2018/12/rhw-12242018-1.jpg)

A little bit more code, some LHD support, and some cleanup on the IID scheme (mostly just with the tiles where the RHWs cross over/under the FTL setups), and the QCX diamonds will be in good shape.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on December 24, 2018, 07:46:11 PM
Alex,

Looks GREAT!!!! Hope to see the same for AVE6/7 with MIS for the ramps.

dyoungyn
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on December 24, 2018, 08:51:26 PM
Merry Christmas!  :bnn: Best RHW ever! Also for more LHD support!  :thumbsup: Waiting for next NAM release soon!  ()stsfd()
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on December 25, 2018, 08:00:01 AM
High-elevation RHW interchanges on Christmas - traffic shows the outlines :P

(https://i.imgur.com/C5Cuvpl.jpg)

Happy Holidays everyone!

Title: Re: RHW (RealHighway) - Development and Support
Post by: eggman121 on December 25, 2018, 10:51:56 PM
Very much like the Northern Hemisphere @Haljackey

BTW Please throw some of the snow down to Australia. It is a scorcher down here ()flamdev()

And @Alex

You are just doing an awesome job on the RHW side of things  :thumbsup:

I have something that I am caving up at the moment. I will post here once I have enough progress made.

It involves a project that Shadow Assassin SA Started a while back.

Thew. Finally past the Christmas period. I mean its fine except the retail aspect.

I hope everyone had a merry merry time this festive season.

-eggman121
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on January 17, 2019, 09:37:10 PM
All,

Wish there was a forum for "RHW wish list". 

On that note, wish there were RHW "Neighbor Connections" for L1 networks and other wider L1 networks like there is for ground. 

Yes, I am away there is a work around and I am doing just that raising the edge upto 7.5 Meters.  However, would been even smother is one could draw across then plop the neighbor connection.

Finally, the Flex L2 is still a little finicky.  One must plop the RHW L2 8/10S in front to make it work.  This would then add an extra square to your network.  This really extends the ramps for "Clover Leaf" L2 Interchanges. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: Seaman on March 01, 2019, 03:03:21 PM
Well, I hesitated to shovel this one into the "show us your interchange thread" as it's not really an interchange. So I placed it here to share my idea with you and maybe inspire one or two people to use the Double Decker Real Highway more often. What it really lacks is the possibility to get smooth curves. But I just had the idea to do something like this. It might be a workaround but it sure looks more spectacular than a regular wide radius curve :D

(https://i.imgur.com/MZEm6lp.jpg)

Since it incorporates FLEXflys, you could also run some RHW under it, just for kicks  :D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 01, 2019, 08:55:54 PM
That's rather nifty, Seaman!   :thumbsup:  Given that we do have the models done for both L2 and L1 curves . . . the only thing that may be necessary to make DDRHW-4 curves would be the little support columns to hold the upper deck.  The code and pathing is basically a copy-and-paste job.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 16, 2019, 05:06:40 PM
The massive RHW override code re-write that has been codenamed "Project 57-MarkIV" ("P57-MkIV") will be known as "RealHighway Xtreme" (or "RHWx") when it debuts in a public open beta.

(https://simtarkus.files.wordpress.com/2019/03/rhwx-logo-800x200.png)

Time* to drink some Mountain Dew, and build some "Xtreme" highways!

*There is, of course, no scheduled release date or timeline for release for when you'll be able to build said "Xtreme" highways, per standard NAM Team policy, so save your Mountain Dew in reserve at least until it becomes "imminent".

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: tomvsotis on March 16, 2019, 05:19:47 PM
Oh man, I misread your tweet and thought it was being released now -- I rushed over here with a bottle of Mountain Dew and everything!  ()what()
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on March 17, 2019, 12:01:07 AM
Fun fact, the US Mountain Dew contains caffeine, whereas the Australian version does not...they both taste completely different.  ::)

Either way, this looks very exciting  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: tomvsotis on March 17, 2019, 12:12:20 AM
Quote from: mattb325 on March 17, 2019, 12:01:07 AM
Fun fact, the US Mountain Dew contains caffeine, whereas the Australian version does not...they both taste completely different.  ::)

Either way, this looks very exciting  :thumbsup:

Wait, really? As an Australian who has lived in the US for nearly a decade, I feel like I should have know this — the terrifyingly luminescent colouring of the US version always scared me off trying it, though!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on March 17, 2019, 05:14:10 AM
Quote from: mattb325 on March 17, 2019, 12:01:07 AM
Fun fact, the US Mountain Dew contains caffeine, whereas the Australian version does not...they both taste completely different.  ::)

Either way, this looks very exciting  :thumbsup:

Actually this is somewhat incorrect. The Mountain Dew most popularly sold here (in Melbourne anyway) is Mountain Dew Energised which unlike its predecessor here does actually contain a load of caffeine ;). I have also tasted Mountain Dew in Japan of all places where it has distinctly less carbonation as well!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on March 17, 2019, 06:29:55 AM
Canada also has the caffeine based Mountain Dew. Its how I got through high school a decade and a half ago... a vending machine that like to give you 4 dollars for every 2 dollars put in. :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: metarvo on March 17, 2019, 08:29:47 PM
Mountain Dew.  My favorite!  Especially the Code Red flavor.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on March 18, 2019, 12:41:00 AM
My country Malaysia also have nice Mountain Dew! So very delicious!!!  :D :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: PaPa-J on March 18, 2019, 10:51:32 AM
I hook a 2 liter bottle up to an I.V. and run it straight into my blood stream everyday.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on March 22, 2019, 10:17:37 PM
Wow, this really turned into a surprisingly educational discussion about the availability and variation of Mountain Dew in various countries. :thumbsup:  :D

In case anyone really wants to take a sip before the open beta, here's a good chance:

(https://simtarkus.files.wordpress.com/2018/10/rhw-10292018-1.jpg)

(I think I've shown this one here before, but here's another look at it.)

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-3.jpg)

And if we can get it to work right (it's been very fragile--have been trying to include it since the infamous NAM 31 release, and it worked with RHWx Build 01, but somehow broke down again with Build 02):

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-2.jpg)

Additionally, the L3 and L4 FLEXFly setups are enabled by RHWx.

In case anyone is wondering what all is the plan on the RHW front, NAM 37 will feature a few smaller additions--and while small, I suspect they'll be heavily used (FlexSPUI-V2 and some new ramp interface support).  RHWx is looking like it'll enter the open beta sometime shortly after NAM 37--getting those Three-Level Crossings working properly again is a goal for Build 03 (either it or Build 04 will be the open beta build).  The QuickChange Xpress system won't be in NAM 37 (the diamond setups are only about 55-60% done), but is currently planned for NAM 38.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 22, 2019, 11:16:56 PM
Looking spectacular regardless of what you interpret as "small" as in leaps an bounds and true "spaghetti" interchanges look so promising. 

Thank so much for sharing and all the truly hard work the entire NAM team has completed thus far.
Title: Re: RHW (RealHighway) - Development and Support
Post by: mattb325 on March 23, 2019, 06:48:02 PM
This looks awesome!  :thumbsup: I shudder to think of the coding involved  ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: PaPa-J on March 23, 2019, 06:57:45 PM
These are outstanding!  Thanks for the teaser.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 23, 2019, 07:45:44 PM
Quote from: Tarkus on March 22, 2019, 10:17:37 PM
Wow, this really turned into a surprisingly educational discussion about the availability and variation of Mountain Dew in various countries. :thumbsup:  :D

...

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-3.jpg)

And if we can get it to work right (it's been very fragile--have been trying to include it since the infamous NAM 31 release, and it worked with RHWx Build 01, but somehow broke down again with Build 02):

(https://simtarkus.files.wordpress.com/2018/05/rhw-05082018-2.jpg)

...

-Alex

Unfortunately I couldn't find a "Love It!!!!" button, so I just clicked "Like".
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 23, 2019, 07:53:34 PM
Quote from: Tarkus on March 22, 2019, 10:17:37 PM

(https://simtarkus.files.wordpress.com/2018/10/rhw-10292018-1.jpg)


I guess I could use this in place of a basket weave interchange. I change paid a visit to the DFW area. I cannot believe how many basket weaves they use! There is a new one on US 75 at 15th in Plano. SH121 has exploded in growth since I lived up there. Now there is this new basket weave down here in Round Rock I-35 crossing McNeil, where both the entrance and exit are elevated.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Bipin on March 24, 2019, 09:59:25 AM
I can't believe after all these years, the NAM is still a thing. I've been out of the community for years and kept busy with other ways to pass the time, but major kudos to everyone who's kept the torch alive for this 15-year old game. Still lookin' good as ever!  :thumbsup: :thumbsup:

(Those smooth double-decker ERHW curves are a great touch, by the way)!
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years. 
Title: Re: RHW (RealHighway) - Development and Support
Post by: BusyBee on July 24, 2019, 07:20:05 PM
I'm having a problem with a bunch of text in the plop box and can't see the piece I want to lay. Is there a way to fix this???
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 27, 2019, 10:01:03 PM
Addressing that would require that we re-write all the tooltip text items, to shorten them such that they don't occupy as much space.  We kind of got carried away with some newer items, trying to convey as much information as possible, and head off questions about how to use certain items, but arguably introduced a new problem in the process, and one that is magnified if one is playing the game on a lower resolution. 

The installer/architecture change that we're having to do for NAM 37 (indeed, one of many reasons there still isn't a NAM 37) looks as if it will entail some rather drastic changes to the RHW's menu system, and will require us to re-write the tooltips, anyway, so that concern will be addressed.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on July 29, 2019, 03:56:14 AM
Alex,

I have not logged in here for awhile..
Indeed i did not even realize devotion was back online until Tibi Just told me in NAM discord chat just now.. ()sad()

On  a more positive note , I would like to thank you once again for staying with all this and our small community  :thumbsup:

And i will try to check in more often now and be a little more active on behalf of both RTMT and NAM teams my good friend ..

Regards, Brian
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 21, 2020, 02:01:14 PM
Last I heard NAM 37 is waiting on changes to the installer, IIRC. I am a programmer who has built installers in one of my prior positions I have held. I can't promise anything, but I would like to take a look at it. Where should I go?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 24, 2020, 06:40:22 PM
Quote from: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years.
On top of that, FlexFLY will work with L3 and L4!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2020, 10:42:42 PM
Quote from: roadgeek on January 21, 2020, 02:01:14 PM
Last I heard NAM 37 is waiting on changes to the installer, IIRC. I am a programmer who has built installers in one of my prior positions I have held. I can't promise anything, but I would like to take a look at it. Where should I go?

Thanks for the offer!  I think (at least at the moment--we'll quickly learn once we have a "release candidate" out to the public), the installer itself is actually alright--it's the file architecture of the stuff going into it that's been the problem, coupled with pretty much no time to make the requisite fixes (and probably none for a few more weeks).  RL's been very busy--very good in many regards, but very busy.

Quote from: roadgeek on January 24, 2020, 06:40:22 PM
Quote from: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years.
On top of that, FlexFLY will work with L3 and L4!

The 3-Level Crossing functionality unfortunately proved to be too fragile to include in the release track, at least in its current form.  It would pretty much need to be recoded from scratch, and that's not at all an easy feat.  Suffice to say, it won't be in NAM 37.

The L3 and L4 FLEXFly are still absolutely 100% on track, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 27, 2020, 02:17:38 PM
Quote from: Tarkus on January 24, 2020, 10:42:42 PM
RL's been very busy--very good in many regards, but very busy.

Let me guess, You getting married!

Quote from: Tarkus on January 24, 2020, 10:42:42 PM
The 3-Level Crossing functionality unfortunately proved to be too fragile to include in the release track, at least in its current form.  It would pretty much need to be recoded from scratch, and that's not at all an easy feat.  Suffice to say, it won't be in NAM 37.

The L3 and L4 FLEXFly are still absolutely 100% on track, however.

-Alex

Oh if only I could figure out how to do recoding! L3 and L3 FLEXFlys, is definitely drool worthy!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2020, 06:46:39 PM
Quote from: roadgeek on January 27, 2020, 02:17:38 PM
Quote from: Tarkus on January 24, 2020, 10:42:42 PM
RL's been very busy--very good in many regards, but very busy.

Let me guess, You getting married!

A lot of good career stuff has been happening for me the past month or two . . . though I have to admit that there may be certain . . . other RL developments that may also be happening (though in a much, much earlier state than what you've described).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 28, 2020, 08:27:37 AM
Quote from: Tarkus on January 27, 2020, 06:46:39 PM
A lot of good career stuff has been happening for me the past month or two . . . though I have to admit that there may be certain . . . other RL developments that may also be happening (though in a much, much earlier state than what you've described).

-Alex

Well feel free to share!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on April 09, 2020, 09:01:47 AM
I am just curious to know how much RL has been affected by Covid-19.

EDIT: Can we start a thread for that, or has one already been started?

I'll tell you mine. it's kind of funny. I lost my job, and got transferred to another organization within the company, so I got rehired back.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 08, 2020, 02:38:34 PM
Quote from: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years.

I see we now have NAM38, but it unfortunately doesn't look like this made the cut. Fingers crossed for NAM39.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 08, 2020, 08:01:44 PM
Quote from: roadgeek on September 08, 2020, 02:38:34 PM
Quote from: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years.

I see we now have NAM38, but it unfortunately doesn't look like this made the cut. Fingers crossed for NAM39.

It won't be in NAM 39, either.  It's extremely complicated and fragile code that needs to be rebuilt from scratch--and I'm considering if that's even the best implementation for that sort of feature.  Additionally, stack-type interchanges are already possible with the current RHW codebase (and have been since even before the big "Mark IV" upgrade that came in NAM 37), so this isn't a necessary component.  As such, it's pretty far down the priority list at the moment.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 09, 2020, 05:06:48 PM
Quote from: Tarkus on September 08, 2020, 08:01:44 PM
Quote from: roadgeek on September 08, 2020, 02:38:34 PM
Quote from: dyoungyn on March 24, 2019, 10:26:39 AM
Even much more importantly is the "Stack" crossing over one another is ABSOLUTELY remarkable which is a feat of it's self in every regard.  This something players have been dreaming of for years.

I see we now have NAM38, but it unfortunately doesn't look like this made the cut. Fingers crossed for NAM39.

It won't be in NAM 39, either.  It's extremely complicated and fragile code that needs to be rebuilt from scratch--and I'm considering if that's even the best implementation for that sort of feature.  Additionally, stack-type interchanges are already possible with the current RHW codebase (and have been since even before the big "Mark IV" upgrade that came in NAM 37), so this isn't a necessary component.  As such, it's pretty far down the priority list at the moment.

-Alex

It might be nice to have one or two preferably wider base  (RHW-6C or 8C) as a puzzle piece for the time being. &idea

Has the Flex Fly been modded to accommodate X Diag RHW, to date?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 09, 2020, 08:07:09 PM
There's pretty much been a de facto moratorium on standard puzzle pieces for the last 5 years.  FLEX Pieces--maybe.  In any case, it needs to be pretty much redesigned from the ground up, and that's going to take time.  And if you're okay with the stack not being perfectly symmetrical on all four sides . . . I came up with this solution back in 2016 (during NAM 35 development, no less), which doesn't require Three-Level Crossings:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07172016-1.jpg)

FLEXFly currently only supports orthogonal under/overcrossings.  Diagonal support has been discussed at times, and it'd certainly be nice to have for compact diagonal RHW x RHW interchanges, but there's never been any sort of concrete move toward it, or even an attempt to define an IID scheme for it.  It'd likely require about a 250,000 line chunk of RUL2 code, at least.

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 10, 2020, 08:13:44 AM
Quote from: Tarkus on September 09, 2020, 08:07:09 PM
There's pretty much been a de facto moratorium on standard puzzle pieces for the last 5 years.  FLEX Pieces--maybe.  In any case, it needs to be pretty much redesigned from the ground up, and that's going to take time.  And if you're okay with the stack not being perfectly symmetrical on all four sides . . . I came up with this solution back in 2016 (during NAM 35 development, no less), which doesn't require Three-Level Crossings:

(https://simtarkus.files.wordpress.com/2016/07/rhw-07172016-1.jpg)

FLEXFly currently only supports orthogonal under/overcrossings.  Diagonal support has been discussed at times, and it'd certainly be nice to have for compact diagonal RHW x RHW interchanges, but there's never been any sort of concrete move toward it, or even an attempt to define an IID scheme for it.  It'd likely require about a 250,000 line chunk of RUL2 code, at least.

-Alex

I seem to recall seeing that image, and eventually, I plan on incorporating something like that in my cities, albeit, I think I want to go 5 levels, and now that we have L3 and L4 FlexFLYs, I think that is doable. Also, I saw a mention that we might get RHW 10C and 12S in either NAM 39 or NAM 40. That would be pretty awesome. More FARHW would be awesome as well, as currently you cannot do a whole lot with FARHW as far as on-ramps, off-ramps underpasses, overpasses, or Y interchanges. Here's a crazy idea, and I don't know if you have already thought of it: Wouldn't it be awesome to have a FA FlexFly!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Indiana Joe on September 11, 2020, 01:10:36 AM
I think FLEXfly is in a pretty good place at the moment, you can do a lot with the current 4 levels and 45/90 degree pieces.  You can go even smaller with stacks, this was also possible a few versions ago:

(https://i.imgur.com/DqcbA62.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 11, 2020, 09:37:24 AM
Quote from: Indiana Joe on September 11, 2020, 01:10:36 AM
I think FLEXfly is in a pretty good place at the moment, you can do a lot with the current 4 levels and 45/90 degree pieces.  You can go even smaller with stacks, this was also possible a few versions ago:

(https://i.imgur.com/DqcbA62.jpg)

I looked at the Namdoc on the wiki page, which has not been updated to reflect the new L3 and L4 pieces, but I looked to see if it shows the radii of the different pieces, and that information appears to be missing.

https://www.wiki.sc4devotion.com/index.php?title=Namdoc:RHW_FLEXFly
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 11, 2020, 09:48:16 PM
Regarding the Namdoc section of the Wiki--aside from a couple of pages that Naomi57 updated last year (still during the long reign of NAM 36), pretty much nothing on there has been updated since NAM 35. 

We began examining the use of the Wiki as a new source for documentation in the wake of the issues of the PDF-based "User Guides" that came with NAM 31 (and pretty much never got updated, because the source documents were almost impossible to edit).  But when we decided to go back to HTML-based documentation for NAM 36 (something we last had with NAM 30), the Wiki efforts, which hadn't gotten very far, anyway, were pretty much abandoned. 

Anyone looking for up-to-date online NAM documentation should instead head over to https://sc4devotion.com/namdoc (https://sc4devotion.com/namdoc), which currently hosts exactly the same documentation as is included in the NAM 38 package.  I'll note it's still lacking in some departments, in large part because our focus has been getting the NAM's release engineering schedule onto a much faster track, instead of the 17-month average that was the norm between NAM 31 and NAM 37, but it should catch up relatively soon.

With regards to the RHW-12S and RHW-10C, they're indeed still planned--as are additional even wider networks beyond them.  The 12S and 10C were originally part of the plans for the notorious NAM 31 release, but were shelved relatively late in development--a state which was prolonged by an effective moratorium on adding new networks after the disaster that NAM 31 ended up being.  The base networks for them (L0, L1, and L2) are basically done, and there's FLEXHeight and FlexOnSlope transitions designed for them already. 

The main reason they got shelved was that the were exactly zero ramp interfaces designed for them at that late stage in development (and thus, no way to make interchanges with them), plus the fact that they didn't really add anything new to the capacity landscape, due to their having a shared footprint with the other S and C networks.  And being of the width that they are, the demand for a wide variety of ramp interfaces (especially the borderline-mythical "X3" ramps--the only extant example being the RHW-10S C3) was going to be very high.  Having none or only a couple wasn't going to go over well with the general public.

I probably wouldn't put much stock into "this is planned for future NAM Version X" statements--even those coming out of our own mouths/keyboards as late as 2-3 months ago, and especially anything said on that front prior to NAM 37's release. 

This new "Agile"-type release engineering that we began implementing while finishing up NAM 37 means more frequent releases with smaller feature sets.  Indeed, some of these features might end up arriving around the same time on the calendar as "NAM X" would have under our old paradigm, but it'll probably end up having a much higher version number attached to it, provided we're able to keep up the intended pace.  I've actually been instructing the other developers to refrain from making such proclamations going forward, as well as trying to keep myself from doing so (old habits die hard), unless something is actively on the release track for the version currently in development (as is the case with "New FLUPs" and NAM 39).

This is an actual quote of mine from the big "manifesto" post I made on our private boards about this new approach, just before the NAM 37 Release Candidate went live:

Quote from: Tarkus date=1587230952
Additionally, again getting back to that notion of reducing the release cadence, let's not overplan what feature will go into what NAM release.  Focus on the project, and we'll figure it out from there.  Much as we tell our own userbase whenever they ask us about release dates, it will be ready when it is ready.  And if you're dying to get something out sooner, again, look at doing things in smaller chunks.

And another related quote from the same post:

Quote from: Tarkus date=1587230952
What's the key to shorter release cycles?  Taking a closer look a feature scope.  We don't need to cram all the features into one release, or have some massive, sweeping project.  Focus on smaller features that make a difference, or break larger groups of features into manageable phases.  For example, for the long-anticipated NWM diagonal intersection/crossing capacity, we can do it on a by-crossing-network basis.  One release, for example, we could cover all the NWM networks crossing Road and Street.  The next, Elevated Rail and Monorail.  And so on.

As far as FARHW goes, I think eggman121's approach with FA in the RRW really shows the way forward there--going for FLEX pieces.  There's been some preliminary steps in that direction, which Shadow Assassin started years ago, but I'm not sure when that will happen.  There's been a push toward improving diagonal functionality first on the RHW side.  And while the prospect of FA-FLEXFly is certain possible, it's very unlikely to happen anytime soon.  Adding diagonal undercrossing support to the existing FLEXFly setups, or even adding RHW-6S FLEXFly setups (3-lane flyovers) would happen before we'd start to really think about adding new angles to the system.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 11, 2020, 10:37:23 PM
Would RHW-8 X3 work? The inside lane would become a MIS. The idea is already being used with a dual C-type D3 and the RHW-6S.

And I don't know of any IRL freeways with more than 10 lanes. That's how many the Eastern Freeway (https://www.google.com.au/maps/@-37.7957044,144.998835,91m/data=!3m1!1e3?hl=en-GB) has here (I think that particular junction is 10S splitting into two 6S, one of which immediately transitions to 8S then 10S with the outermost lane being for buses. Take out the bus lane and that's a RHW-8 X Ave-8 intersection responsible for the Eastern Carpark)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 12, 2020, 01:37:54 AM
Quote from: Wiimeiser on September 11, 2020, 10:37:23 PM
Would RHW-8 X3 work? The inside lane would become a MIS. The idea is already being used with a dual C-type D3 and the RHW-6S.

And I don't know of any IRL freeways with more than 10 lanes. That's how many the Eastern Freeway (https://www.google.com.au/maps/@-37.7957044,144.998835,91m/data=!3m1!1e3?hl=en-GB) has here (I think that particular junction is 10S splitting into two 6S, one of which immediately transitions to 8S then 10S with the outermost lane being for buses. Take out the bus lane and that's a RHW-8 X Ave-8 intersection responsible for the Eastern Carpark)

Indeed, the RHW-6S does have D2/E2 ramps that have MIS out the bottom of the mainline--that's the smallest network that can support that configuration, and the math works out that the 8S would be the smallest to support D3/E3. 

While the largest freeway I know of in Oregon is also only 10 lanes (a brief stretch of Interstate 5 just south of the Oregon 217 interchange in Tigard (https://www.google.com/maps/search/I-5+at+OR-217/@45.4151305,-122.7437077,170m/data=!3m1!1e3)), I've driven on plenty of wider stretches in other states.  The largest I'm personally aware of driving on has to be the Loop 202 in Tempe, Arizona--which happens to get to 14 lanes (https://www.google.com/maps/place/AZ-202,+Arizona/@33.4357325,-111.91815,240m/data=!3m1!1e3!4m5!3m4!1s0x872bb0287c16f3f5:0x5fa8e6830e445efd!8m2!3d33.3935405!4d-111.6456786) in quite a few spots on the mainline between interchanges.  The Downtown Connector (Interstate 75/85) in Atlanta, Georgia (which I've not driven) is generally considered to be the widest mainline in the US- this bit is 16 lanes (https://www.google.com/maps/place/Downtown+Connector,+Atlanta,+GA/@33.7511754,-84.3806793,142m/data=!3m1!1e3!4m5!3m4!1s0x88f5039eb97f2c65:0xcda9c31b8f18029a!8m2!3d33.7410267!4d-84.3915924).

The plan is to cap the proposed "Ultra-Wides" at 16 lanes, accordingly--the P57 IID scheme uses the fourth digit to designate width, and being hexadecimal, there's 16 slots.  11 are taken:

0 - RHW-2
1 - RHW-3
2 - MIS
3 - RHW-4
4 - RHW-6S
5 - RHW-8S (and S-Inner tile)
6 - RHW-10S
(7 - RHW-12S)
8 - RHW-6C
9 - RHW-8C
(A - RHW-10C)

That leaves five spots open.  The scheme has B assigned to the RHW-14S, C to the 16S, D to the 12C, and E to the 14C.  F remains unassigned.  This ultimately leaves a capacity continuum of 2 (1-tile) -> 3 (1-tile DIPped) -> 4 (2-tile) -> 6S (2-tile DIPped) -> 8C (3-tile) -> 10S (4-tile) -> 12C (5-tile) -> 14S (6-tile).  (All networks with full mainlines spanning 3 or more tiles have crossover paths, which act like DIPs, and networks can't be "double DIPped".)

It'll probably be quite some time before those networks come to fruition, though, as gap-filling on the existing networks remains a much higher priority.  And I don't think we'll be making X4 ramps.  I've yet to see anything beyond an X3 personally in RL (and that includes in Phoenix and vicinity).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 12, 2020, 07:08:59 AM
So F would logically be 16S. Barring that I suppose you could make WRHW-2 draggable as a last resort...

Incidentally, I just found a part of the Warringah Freeway in Sydney (https://www.google.com.au/maps/@-33.8343384,151.2112422,56m/data=!3m1!1e3?hl=en-GB) that's 9 lanes northbound, albeit in two separate carriageways of 6 and 3 and the outermost lane is an onramp merging into the next lane over. The opposite direction is 7 lanes plus a 2-lane offramp, so in theory you arguably have an 18-lane road (though, again, it's a collector-express/anti-weaving setup with multiple carriageways each way and includes two ramps...)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 12, 2020, 07:12:56 PM
Quote from: Wiimeiser on September 12, 2020, 07:08:59 AM
So F would logically be 16S.

16S is already at ID C, so I'm guessing you meant 18S?  Noting that, it appears the Arizona Department of Transportation plans to outdo that 14-lane section of Loop 202 . . . by widening the Broadway Curve part of Interstate 10 at the Phoenix/Tempe border to 18 lanes.  Technically, it looks a little more C-ish with having those inside exits for the HOV lanes.

https://www.youtube.com/v/4l_Ee8VRZa0
(fixed video link)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 13, 2020, 12:36:04 AM
I must have misread. I see you said the 16S now.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 13, 2020, 08:34:40 PM
Quote from: Wiimeiser on September 12, 2020, 07:08:59 AM
So F would logically be 16S. Barring that I suppose you could make WRHW-2 draggable as a last resort...

Incidentally, I just found a part of the Warringah Freeway in Sydney (https://www.google.com.au/maps/@-33.8343384,151.2112422,56m/data=!3m1!1e3?hl=en-GB) that's 9 lanes northbound, albeit in two separate carriageways of 6 and 3 and the outermost lane is an onramp merging into the next lane over. The opposite direction is 7 lanes plus a 2-lane offramp, so in theory you arguably have an 18-lane road (though, again, it's a collector-express/anti-weaving setup with multiple carriageways each way and includes two ramps...)

I would think that if we had 12S, we could already do separate carriageways of 6 and 3, and if we had 14S, we could likewise do,separate carriageways of 7 and 2. Thus eliminating the need for any 18S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 13, 2020, 09:11:11 PM
16 is a sensible place to stop, I think. Many games, especially older ones, stop there (and default regions are 16X16). Draggable WRHW-2 seems like the best option for F, then.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LucarioBoricua on September 14, 2020, 07:26:25 AM
Are there any plans for new inner ramps (left lane ramps for right-hand drive) with 2 and maybe 3 lanes? These would be useful to create more beefy collector-distributor lane arrangements, even if they're generally not advised for interchanges (aside from directional T and Y configurations.

I also concur with Wiimeiser on keeping the ultimate 2-way mainlines capped at 16 lanes total / 8 per direction. I can see these ones being especially useful for players who want to create extra wide highway merge/diverge areas, where there can be merging and diverging of 4 + 4, 5+3 or 6 + 2 lanes; and for players who want to have open HOV lanes. Mainlines with more than 6 lanes per direction, however, are extremely uncommon, but certain very large North American cities feature them. It also opens up the possibility of recreating extra wide traditional toll booths.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 16, 2020, 12:43:59 PM
Quote from: LucarioBoricua on September 14, 2020, 07:26:25 AM
Are there any plans for new inner ramps (left lane ramps for right-hand drive) with 2 and maybe 3 lanes? These would be useful to create more beefy collector-distributor lane arrangements, even if they're generally not advised for interchanges (aside from directional T and Y configurations.

I also concur with Wiimeiser on keeping the ultimate 2-way mainlines capped at 16 lanes total / 8 per direction. I can see these ones being especially useful for players who want to create extra wide highway merge/diverge areas, where there can be merging and diverging of 4 + 4, 5+3 or 6 + 2 lanes; and for players who want to have open HOV lanes. Mainlines with more than 6 lanes per direction, however, are extremely uncommon, but certain very large North American cities feature them. It also opens up the possibility of recreating extra wide traditional toll booths.

Actually, I like what I have seen with the REW. I know that there are plans to get REW to work with NWM OWR, but I haven't seen a whole lot of activity on that thread lately.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 16, 2020, 03:20:40 PM
I'm not fully sold on having the WRHW-2 take Network Code F . . . especially since RHW FTLs are planned to be a thing, and it's really little more than a "T-End" FTL setup.  Plus, being in the same footprint as the RHW-3, and given that the RHW-3 doesn't have L3 or L4 (or DD) versions, there's some IID space in there, if it were to be built up further.

As far as X2-Inside and X3-Inside, I think they'll probably eventually make it in (much better chance with X2-Inside), but they're pretty far down the priority list for ramp interfaces.  The top priorities on that end right now are diagonal ramp interfaces, FLEX versions of the last remaining PP-only ramp interfaces, elevated versions of currently ground-only ramps, and once FlexFARHW gets to active development, FLEX versions of the Type Cx and Fx ramps.

The REW suffered a lot of setbacks due to Tidal Flow issues with the One-Way Road network, plus, AFAIK, eggman121 has been dealing with pretty heavy RL of late.  If you're curious about Tidal Flow, I posted a detailed explanation (https://community.simtropolis.com/forums/topic/759609-owr-1-override-texture-problem/?tab=comments#comment-1737019) of it at ST in response to some issues that 11241036 had with an OWR-1 texture mod he was designing.  I'll quote it below:

Quote from: Tarkus
Unfortunately, you've run into one of the strange quirks of the One-Way Road network, which extends to all of the additional One-Way Road-based override networks in the Network Widening Mod plugin: the (mostly) dreaded Tidal Flow.

When Maxis programmed the One-Way Road network, rather than having the directionality of the network be controlled through the RUL files, they seem to have overlaid some sort of other mechanism (which I've named "Tidal Flow") which handles the directionality separately, allowing for the directional flipping one gets when re-dragging an OWR in the opposite direction, and automatically reversing paths that might be going the wrong direction, provided they line up with the network flags in the RUL (and in the case of RUL0, the specified direction in the OneWayDir command).

To the game on the RUL end, the One-Way Road network looks practically identical to the Road network, and other two-way networks, rather than resembling half of an Avenue, as one might expect.  In fact, if you examine the path file for the orthogonal One-Way Road tile in SimCity_1.dat (0x09004b00), you'll find it's identical to the one for the orthogonal Road tile (0x00004b00).  Tidal Flow flips whichever of the two Car paths is facing the wrong direction.  By virtue of being based on the One-Way Road network, the NWM OWRs inherit Tidal Flow properties.

This also means that there's only two flag combinations for the One-Way Road network orthogonal tiles--which, using INRUL ordering, would be 0,2,0,2 (North and South entry/exit, rotation 0) and 2,0,2,0 (East and West entry/exit, rotation 1).  Rotations 2 and 3 don't exist on the INRUL end--they can't, as they'd have the same flags as the existing combinations.  And as such, the game expects the network to be symmetrical on both sides, and your asymmetrical parking lots will unfortunately always be stuck on one side. Despite its similarities, the OWR-1 does not work like the RHW's MIS Ramp networks (and sticking the MIS's texture on the OWR-1 would result in some Tidal Flow situations where the pathing is going the opposite direction of what is indicated by the textures).

The quirks of Tidal Flow are also part of why the One-Way Road network does not have traffic signals facing its approaches (it also does not allow functioning stop points, so they're stuck on green anyway), and the caveat of the automatic path reversal only working if it is in the direction of the network flags is also why the NWM's OWR-4 and OWR-5 are prone to having car automata in the center lanes drive the wrong way, or do "donuts" in the middle of the road.  The crossover paths that are necessary for those networks to function properly go "against the grain" of the network flags (with the base orientation of both networks, the crossovers are entering/exiting the east on one side), so Tidal Flow can't flip them.  But if only one side is covered, the network will actually be broken in two of the four possible orientations, so the crossovers must be pathed bidirectionally.

There have been proposals within the NAM Team pretty much as long as I've been a part of it to basically shelve or repurpose the OWR network, and make Road-based OWR-style override networks.  There were also specificially some proposals to redesign the OWR-1 itself to be Road-based or even Street-based, in order to give it a lower capacity, but there were complaints when the proposal was aired publicly for consideration in 2010 (https://sc4devotion.com/forums/index.php?topic=1200.msg337159#msg337159), so it was shelved.

But yes, ultimately, REW plus the expansion of SITAP is going to be the ticket for proper frontage roads with zone access alongside RHWs. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 18, 2020, 06:06:56 PM
Yeah I gotta agree with you on not using F for WRHW-2. That FlexFARHW is something I know I have been looking forward to for quite some time, so that will be good to seem some previews of it. Also, I love the Diag Ramps. You can't have a very interesting highway system, if the only on-ramps and off-ramps are orthogonal.

I actually played around with the OWR-4 to 2 OWR-2 spiltter in one of my cities, where the inside OWR quickly changes to an RHW-4, in order to create an off-ramp. I think I also did something similar with the new REW, transitioning the OWR-1 into an MIS, which then provides the Auxiliary lane for the main lanes of the Highway. I think I will have to upload a pic. I suppose it would be neat to see #Haljackey incorporate something like that into one of his videos.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 23, 2020, 08:26:11 AM
I saw all the patterns for RRW, and I see there are a couple of FARR Turnouts that use patterns similar to what could be used as a DRI for C1 and F1 ramps. One of them actually would be more like an A1 pattern for FARHW.

Here is the link http://sc4devotion.com/namdoc/feature-guides/realrailway/realrailway.html (http://sc4devotion.com/namdoc/feature-guides/realrailway/realrailway.html). Scroll down to where it says C Class Turnouts. I also noticed that there is identification for G class and J class, which corresponds to FARR-2 and FARR-1.5 respectively, which is shown when you scroll further down the page.

I attempted to do the first C Class pattern myself, on the RHW4, but it automatically converted the ramp to an A1. I would think we would like to have that A1 ramp only if the RHW is drawn to connect  to the orthogonal RHW piece, as opposed to when it is drawn adjacent to that one. Of course, the difference between the C1 and F1, would be drawing that RHW to the tile in a diagonal direction, but again, when I attempted to do so, it auto-converted to a D1 ramp.
Title: Re: RHW (RealHighway) - Development and Support
Post by: RisKFactoR on November 28, 2020, 05:21:33 AM
Quote from: krbe on January 01, 2008, 06:06:15 AM
It's coming sometimes before Christmas 2021.

This was a very prescient post. That version did, indeed, come before 2021. One month, and four days shy of 13 years since this has been posted. My, how time flies by....
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 09, 2020, 02:30:01 AM
Quote from: RisKFactoR on November 28, 2020, 05:21:33 AM
Quote from: krbe on January 01, 2008, 06:06:15 AM
It's coming sometimes before Christmas 2021.

This was a very prescient post. That version did, indeed, come before 2021. One month, and four days shy of 13 years since this has been posted. My, how time flies by....

Indeed, it's hard to believe we're still at it, with no plans of stopping.  The RHW mod actually turned 15 years old last month (first release was November 16, 2005).  And there's still tons of room for us to keep expanding it.

One such way . . . diagonal D1 ramps . . .

(https://simtarkus.files.wordpress.com/2020/12/rhw-12092020-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 09, 2020, 03:14:24 PM
More diagonals are always good. Surprised that's not in NAM 39, to be honest. I assume the E1 is next?

I wonder if we'll get a diagonal RHW-3 to RHW-3S transition. Though we don't even have an orthogonal one of those...
Title: Re: RHW (RealHighway) - Development and Support
Post by: LucarioBoricua on December 10, 2020, 12:11:40 PM
I have the perfect site to try the diagonal D1 ramp with RHW-4S splitting into two MIS! This interchange is almost perfect as-is but has an awkward short 2-lane cross-section when transitioning from the RHW-3 to the interchange ramps due to using the RHW-3 to RHW-4S transition.

(https://i.imgur.com/H9QJaAi.jpg)

(https://i.imgur.com/e6LOrP6.jpg)

I could probably shrink the interchange footprint if I also use said ramp for the other side, this interchange required an awful lot of excavation to fit in this mountainside area.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2020, 08:23:56 AM
Quote from: Wiimeiser on December 09, 2020, 03:14:24 PM
More diagonals are always good. Surprised that's not in NAM 39, to be honest. I assume the E1 is next?

I wonder if we'll get a diagonal RHW-3 to RHW-3S transition. Though we don't even have an orthogonal one of those...

The textures for the Diagonal D1 ramps weren't started until November 28th, just a few days before NAM 39 was finalized, and the release was taking long enough as it was (in large part because the power supply on my SC4 system decided to give me a "birthday present" and fail back in October).  I've just started on the Diagonal E1 texturing now, and as of writing, we're looking at diagonal A1, B1, D1, and E1 for all the ground-level "dual carriageway" RHW networks.  Present plans currently entail RHW-2 and RHW-3 expansion being in a separate phase (mainly as they're going to require separate FLEXRamps), and of course, we have no models for elevated versions at this point.

At the start of each new dev cycle, we're now taking stock of what's in development and what's planned, and what can get brought up to a releasable state in a reasonable period of time.  While I won't say what our official definition of "reasonable" is, I'll note that NAM 38 and 39 both fell right within it, and the only other NAM cycles in the past 10 years that actually fit within it were NAM 29 and NAM 34.  The tendency for either (a) large sweeping projects, or (b) trying to stuff as many features in as possible because it was going to be another 9 months-3 years until the next release was absolutely killing the NAM (and arguably, the community). 

And LucarioBoricua, very nice interchange!   :thumbsup:  Looks like this phase and that future RHW-2/3 one will be right up your alley.

Another taste of what to expect with this latest batch of ramps:

(https://simtarkus.files.wordpress.com/2020/12/rhw-12132020-1.jpg)

-Alex

Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 13, 2020, 06:09:09 PM
So it sounds like the NAM Team needs to better coordinate what they need to do each update? Huh... I wonder if I could help?

On the subject of D1 and E1 ramps, could we get one for RHW-3 to RHW-2?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tyberius06 on December 13, 2020, 07:19:18 PM
Quote from: Wiimeiser on December 13, 2020, 06:09:09 PM
So it sounds like the NAM Team needs to better coordinate what they need to do each update? Huh... I wonder if I could help?

On the subject of D1 and E1 ramps, could we get one for RHW-3 to RHW-2?

Phrasing, phrasing! Come on...
I don't think, there are such things what we need to do. There are things what we would like to do, and there are things, that we actually do for each release. And there is RL (which always comes first) and other things. This is still a hobby and not a job. So chill, relax and enjoy the features what you get with each release or sit tight till the next release which might contain some stuffs what you would like better... or might not. Who knows... :)
Peace!

- Tyberius
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 13, 2020, 11:34:10 PM
Quote from: Wiimeiser on December 13, 2020, 06:09:09 PM
So it sounds like the NAM Team needs to better coordinate what they need to do each update?

Quite the opposite, in fact.  The plan for NAM 39 all along was the new Subway-based FLUPs and the Alternate Viaducts--that was finalized back at the end of September, and the Diagonal D1 ramps were never part of the plan. 

I simply shared that tidbit about when the D1 work started to demonstrate that changing those plans to have that feature in NAM 39 would have been a bad idea with regards to our new release strategy, and reminiscent of all the way-too-long development cycles that certain releases of ours have had--i.e. NAM 30 (1 year, 1 month), NAM 31 (1 year, 6 months), NAM 33 (1 year, 10 months), and NAM 37 (2 years, 10 months).  I'd even throw NAM 32, 35, and 36 onto that list, as they all came close to that one-year mark (32 was the shortest, at 9 months, not counting those hideous "31.x" releases).

Simply put, we're not going to break our new release paradigm just because someone thinks we "need" Feature X in a certain release.  That's a road to ruin.

Quote from: Wiimeiser on December 13, 2020, 06:09:09 PM
On the subject of D1 and E1 ramps, could we get one for RHW-3 to RHW-2?

Logistically, that'd probably end up being part of that future RHW-2/RHW-3-related expansion.  There's also still a lot to figure out with respect to RHW-2 and RHW-3 Dx/Ex/Fx ramps in terms of FLEXRamp implementation, since the RHW-2's status as a base network actually throws some complications into the picture.  And puzzle pieces are out of the question.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 15, 2020, 07:38:05 AM
And onto the next step . . .

(https://simtarkus.files.wordpress.com/2020/12/rhw-12142020-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on December 15, 2020, 03:13:20 PM
No idea about US type road markings IRL, but wouldn't make more sense to start the yellow line from the bifurcation iself?
Title: Re: RHW (RealHighway) - Development and Support
Post by: flann on December 15, 2020, 05:52:56 PM
Quote from: matias93 on December 15, 2020, 03:13:20 PM
No idea about US type road markings IRL, but wouldn't make more sense to start the yellow line from the bifurcation iself?

Indeed the way that this ramp is marked is how it is done in the US.  https://mutcd.fhwa.dot.gov/services/publications/fhwaop02090/fwymarkings_longdesc.htm
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 16, 2020, 07:01:45 AM
And here come the overrides for the Diagonal E1. . .

(still need overhang cleanup on this first one)

(https://simtarkus.files.wordpress.com/2020/12/rhw-12152020-1.jpg)

(https://simtarkus.files.wordpress.com/2020/12/rhw-12152020-3.jpg)

(https://simtarkus.files.wordpress.com/2020/12/rhw-12152020-2.jpg)

And I thought I'd show you all . . . of all things . . . an Orthogonal A1 . . . ::)

(https://simtarkus.files.wordpress.com/2020/12/rhw-12162020-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: LucarioBoricua on December 22, 2020, 08:13:09 PM
Any news or plans for making a centered width transition from RHW-6S (with wide median) to RHW-8C, such that it looks like the already available centered RHW-4S to RHW-6C transition? Making the transition go from RHW-6S to RHW-8C takes up a lot of space (10 cells if using the RHW disconnector to have both transitions interface directly.

CORRECTION: the last transition shown below should say RHW-8S (and thus the lateral shift) not RHW-8C.


(https://i.imgur.com/nJDpCpk.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 22, 2020, 11:10:39 PM
FLEX Width Transitions (FLEX-WT) have been in the works for quite some time now--since the NAM 33 cycle, in fact--though they've had a much bumpier history behind the scenes than the FLEX Height Transitions (FLEX-HT), and haven't made it to release track yet.  Both configurations of RHW-8C-to-RHW-6S transitions (the "split" and the "shift") are indeed planned to be supported by FLEX-WT, as well as a number of other setups that aren't supported by the existing puzzle pieces.

I just did a test with my FLEX-WT files/code, and it appears they are pretty broken right now, so they'll need to be fixed back up before any plans to get them back on release track.  Don't know that they'll be NAM 40 material, but they are a near-term priority, especially as FLEX-WT is a pretty huge step in our goal of freeing the RHW from old-style puzzle pieces.

I'll also note, on the front of D1 and E1 ramps, since they've been a major focus here of late (mostly on the diagonal end), I am considering changing the base network on them from RHW-4 to RHW-3, with the lane drop on the two-lane side of the RHW-3.  (And yes, this means the mythical RHW-3 D1 and E1 ramps would move up the queue.) 

The reason for this is that the mainline out the bottom of the ramp (after the lane drop) is the base RHW-2 network.  It's easy to turn the RHW-2 into override networks, but it's very hard to turn override networks back into the RHW-2.  Accordingly, this would cut down on the number of dedicated FLEXRamp/DRI setups required for full coverage.  (The RHW-2 D1/E1 and the RHW-3 D1/E1 with the single-lane side being the lane drop--and RHW-4 coming out the bottom--may require separate dedicated FLEXRamps/DRIs still.)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2020, 04:31:53 AM
BTW, speaking of RHW-3 D1/E1 ramps . . . here they are in their current state.  The ortho ones are completely done, while the diag ones need a little cosmetic TLC and pathing.

(https://simtarkus.files.wordpress.com/2020/12/rhw-12242020-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: b22rian on December 24, 2020, 04:37:16 AM
Lovely transition  here ,

especially for players who use the rhw-2 as more a semi highway/ higher capacity road..

:thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 24, 2020, 03:33:54 PM
Those will definitely be useful. Maybe even as extended slip lanes for those fancy RHW-3 T-intersections...

EDIT: I just had a thought. This would probably fall under FTLs, but how about a piece where the inner lane of the two-lane side of the RHW-3 crosses over to the other side while the mainline transitions to WRHW-2? It can be at a 45 or 90 degree angle. Just a random thought I had...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on December 24, 2020, 10:53:15 PM
Thanks, everyone! :thumbsup:

Wiimeiser, that definitely sounds like an FTL setup of some sort.  RHW FTLs are indeed still in the plans, but no idea at this point when they'll be revisited.

Finally got the RHW-2 versions of the Diag D1 and E1 textured and in-game.

(https://simtarkus.files.wordpress.com/2020/12/rhw-12242020-3.jpg)

And before anyone asks, "what about the ramp coming off the one-lane side of the RHW-3?"--because I know everyone well enough to know that someone out there is itching to ask . . .

(https://simtarkus.files.wordpress.com/2020/12/rhw-12242020-2.jpg)

And also before anyone asks, yes, diagonal versions of these two are planned (currently in the texturing phase).

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 24, 2020, 11:50:06 PM
Oh yes! I've been asking about that for a while now because I originally found it odd that you'd made a transition between RHW-3 and RHW-4. This preview makes a great Christmas present!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on December 31, 2020, 10:32:28 PM
Will there be something like these (https://youtu.be/30uzZRSVxXQ) meters? Obviously it would be purely aesthetic and would fall under CP Transitions if it gets added at all...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2021, 02:35:38 AM
First post of 2021--Happy New Year to everyone here! :thumbsup:

Here's a preliminary peek at the aforementioned diagonal version of the RHW-3 Type D1--it is pathed (as are all the ramps being added in NAM 40--more than 30 of them), though the overhangs still need to be put into place:

(https://simtarkus.files.wordpress.com/2021/01/rhw-01012021-1.jpg)

For those of you who are fans of the RHW-3, know that NAM 40 is going to be a release where that network really starts to come into its own--there's indeed more planned for it (at least at the ground level).

Quote from: Wiimeiser on December 31, 2020, 10:32:28 PM
Will there be something like these (https://youtu.be/30uzZRSVxXQ) meters? Obviously it would be purely aesthetic and would fall under CP Transitions if it gets added at all...

Ramp meters have indeed been long in the plans for a potential Cosmetic Piece-type addition.  All Cosmetic Piece development is pretty much on hold (and has been since NAM 33), since we're looking to go FLEX with them, rather than break our moratorium on puzzle piece proliferation.  The process of FLEXing the CPs, in theory, is very similar to the process of creating FTLs, so it's not as far-fetched an idea as it might initially seem.  The proposed FLEX-CPs are currently the lowest priority in terms of the FLEX conversion process going on with the RHW, however.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 01, 2021, 02:34:35 PM
The RHW-3 can be situational sometimes, maybe these additions will make it a much more general network. (And will there be D2 and E2 splitters and Wyes?)

Oh, I see what's going on... Though given the restriction that the root tile can't be draggable it doesn't seem like every cosmetic piece could easily be FLEXed, though I might be wrong. Transitions, the RHW-4 side ramps and the RHW-3 intersections would be really easy in comparison, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 06, 2021, 06:01:30 PM
Quote from: Wiimeiser on December 31, 2020, 10:32:28 PM
Will there be something like these (https://youtu.be/30uzZRSVxXQ) meters? Obviously it would be purely aesthetic and would fall under CP Transitions if it gets added at all...

I have never liked those. The only place I recall seeing them, was on US 75 in Dallas, before they upgraded the highway from RHW-4 to RHW-8C with auxiliary lanes.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 07, 2021, 01:42:41 PM
Quote from: Wiimeiser on January 01, 2021, 02:34:35 PM
(And will there be D2 and E2 splitters and Wyes?)

Eventually--not for NAM 40.  There's a decent probability (also post-NAM 40) we'll rebase the A2 and B2 to be RHW-3 instead of RHW-6S, as so far, the RHW-3 base is proving to improve stability--though we'll have to see how it performs once we get NAM 40 to its first internal build (which should be happening quite soon).

In the meanwhile . . . FLUPenstein's monster doesn't sleep . . .

(https://simtarkus.files.wordpress.com/2021/01/rhw-01072021-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 07, 2021, 05:49:49 PM
Underground interchanges are now a reality. Boston Big Dig overhaul?

Also, what about RHW-3 F Ramps?

And these upcoming splitters will be useful in parclo interchanges (Two lanes coming off and into turn lanes with one lane going onto the highway)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 09, 2021, 02:38:09 AM
Indeed, if you've followed the RHW and the plans to go underground over the years, we're pretty much to the point I've always envisioned with it.

Anything to do with C and F ramps is likely on hold until FARHW gets its long-awaited FLEX treatment.  Priority with the ramps once that happens is to cover everything that currently exists in puzzle piece form.  I'll also note, we're very close to being able to completely relegate the non-FA puzzle piece ramps to Legacy status.  There's just a few more obscure ones (the outside "shift" ramps) left.

That said, this isn't the last you'll see of new RHW-3 stuff this release cycle.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 09, 2021, 10:47:51 PM
I wonder if we'll get a version of that RHW-6/7/8C splitter with RHW-3 in place of the RHW-2?

Also, I infrequently use the outside shifts. I'm guessing they're not coming this version, though.

And you forgot about the Volleyball pieces, too. Will those be FLEXed?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 10, 2021, 04:47:34 PM
If you're referring to the "D1 Dual Shift Inside", the prospect of having the inner RHW-2 instead be an RHW-3 (which would make it some sort of strange hybrid) hasn't been on the radar.  In general, expansion of "inside" ramps isn't a priority at the moment, save for possibly an elevated version of the D1 Dual Shift Inside (not in NAM 40). 

The Outside Shift FLEXing was one of many things that was started and shelved during NAM 37's development cycle.  They started running into INRUL interference with the various S-to-C FLEX Width Transitions (FLEX-WTs), and that's a large part of the reason those two features haven't gone back into the development stream yet.  Neither is going in NAM 40--FLEX-WT is pretty high up on the priority list for future releases, though I won't commit publicly to it being a NAM 41 thing.

I didn't count the Volleyball Pieces--they're not technically "ramps", albeit they are under the old puzzle piece ramps button.  They are on the list for FLEXing, mainly as doing so will allow them to be easily elevated--as is the DDI. 

And, as I promised some more RHW-3 . . . Girafe made FLUPs portals for it as well.  You'll also see there's a special version of the RHW-4 portal for when two RHW-4s are side by side.  This doesn't require any additional FLEX pieces, instead relying on RUL2 code to detect when the two portals are directly adjacent to one another.

(https://simtarkus.files.wordpress.com/2021/01/rhw-01102021-1.jpg)

And the underground components:

(https://simtarkus.files.wordpress.com/2021/01/rhw-01102021-2.jpg)

The RHW-3's underground counterpart also got the DRI treatment:

(https://simtarkus.files.wordpress.com/2021/01/rhw-01102021-3.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 10, 2021, 11:16:56 PM
So there's compatibility issues somewhere?

Also, what happens if you have the two RHW-4 portals the other way around, or have them both the same direction?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on January 11, 2021, 01:29:52 AM
Quote from: Wiimeiser on January 10, 2021, 11:16:56 PM
Also, what happens if you have the two RHW-4 portals the other way around, or have them both the same direction?

You get a RHW 8S portal... well I doubt that happens automatically, but the point being, why would we support such, when that would in essence be RHW 8S?

Likewise, I don't see a good reason for coding them such that two networks "flipped" like this would be supported either. If I understand you right, you are talking about the use of a LHD setup in a RHD game? Ultimately, you could still have each individual tunnel if you really needed such. But since every supported configuration requires a dedicated model to be made, code to make it function, and more besides, it's a lot of work. What you propose is a combination of redundancy and a setup that makes little sense, my question is why would we add such things?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 11, 2021, 03:38:59 AM
Indeed, all that would happen is that you would get the single/separate versions of the RHW-4 portal, as seen on the left.  Such setups are too specialized for us to justify a combined portal.  The only planned combined portals for the S-type RHWs are going to be same width/opposite direction ones.  Everything else will result in the single/separate portals.

I'll also note on the matter of the Outside Shift ramps vs. the S-to-C FLEX Width Transitions, there's also some questions regarding scale.  The new spec FLEX-WTs for S-to-S and C-to-C setups lengthens those transitions from 3 tiles long (as they are in their current puzzle piece form) to 4 tiles long, to match with the FLEX Height Transitions (FLEX-HTs).  The one exception is MIS to RHW-4, which is remaining a 2-tile transition.  (And before anyone asks, yes, the prospect of combined FLEX-WT/HTs is on the table down the road.) 

The existing S-to-C transitions (i.e. RHW-6S to RHW-6C) are 6 tiles long.  The Shift ramps that would seemingly tie into them, however, vary in length, and all are shorter than the actual transitions (which involve no lane drops).  Excluding starters, the RHW-6C D1 Dual Inside Shift (the one with RHW-2 coming out the middle) is 4 tiles long, the RHW-6C D1 Dual Outside Shift (turns into two RHW-4s and two MIS Ramps out the bottom) is also 4 tiles long, but the RHW-8S D1 Dual Outside Shift (turns into RHW-6C and two MIS Ramps out the bottom) is 5 tiles long.

Here's a visual comparison on all the latter:

(https://simtarkus.files.wordpress.com/2021/01/rhw-01112021-1.jpg)

With the improvements in the ability to bend textures (thanks to rivit's Bender tool), we would be able to theoretically get a 4-tile-long S-to-C transition looking quite a bit smoother than the present puzzle-based RHW-6C D1 Dual Inside Shift (the ramp in the upper right).  The prototypes of the FLEX Outside Shift ramps are in fact 4 tiles long, and making the S-to-C transitions the same length (instead of the current 6-tile-long prototypes, which match the puzzle pieces) would allow us some additional modularity/flexibility.

Here's what a 4-tile-long RHW-6S-to-RHW-6C transition with the geometry improvements would look like:

(https://simtarkus.files.wordpress.com/2021/01/rhw-01112021-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on January 11, 2021, 06:26:40 AM
More FLUP... More FUN!!!!  :bnn: &hlp I will waiting!  :thumbsup: &apls :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 11, 2021, 09:38:39 AM
Quote from: AsimPika3172 on January 11, 2021, 06:26:40 AM
More FLUP... More FUN!!!!  :bnn: &hlp I will waiting!  :thumbsup: &apls :popcorn:
Indeed! Klyde Warren Park is looking more and more like a reality!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 11, 2021, 09:24:39 PM
If you want my opinion on the shift lengths, the inside shift is perfectly fine as is, the way it's arranged it doesn't need to be that long at all, but the others could probably be synced whichever way, be it 6, 4, or even 5.
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on January 12, 2021, 12:36:37 AM
Exciting news! That old 6S-->C transition with all the dead tiles blocking other highway options has been a builders bane for so many years :D Personally, I'm a big fan of the geometry of the 8S/C version @6 tiles--though I'm admittedly obsessed with wide angles (one might even call me obtuse  ::) ). If the code works such that S-->S transitions and S-->C transitions are best done in a similar space then I'd say go for convenience and uniformity there, but if not I'd humbly petition for the old, longer layout :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on January 12, 2021, 03:16:29 AM
Been away a good while! Looks like a lot has happened :D :D
Very exciting times ahead!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 12, 2021, 01:55:51 PM
I don't suppose Flew WT will be like Flex Fly, with the ability to drag orthogonal RHW underneath or an L1 or L2 over the WT, because I'm sure that would take a lot of coding.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Jack_wilds on January 12, 2021, 04:12:53 PM
that is some additional activities to teh rhw...  :thumbsup:

but, now, with all this under ground work there needs to be a magnifying glass of all shapes and sizes and depths

&idea

an observation tool to see to other levels and aspects of teh game...

... "$Deal"$

to pick full underground level 1 and see everything there...
or pick see all utilities or just pipes or just power or just water...
even pick subway level and all action there...
under ground rail its own level and viewing...

just a thought or to...   ;)

:satisfied:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 12, 2021, 07:40:13 PM
Thanks for the kind words, everyone!

I'll note, the prototypes I've done on those S-to-C FLEX-WTs are already 6 tiles long across the board, whereas all the FLEX Outside Shift ramp prototypes are 4 tiles long.  I'm leaning toward the 6-tile approach, particularly since it might allow me to do some . . . interesting things . . . with the RHW-2-to-4 transitions.

To answer your question, roadgeek, pretty much any of these FLEX implementations we've created are theoretically capable of that.  That's definitely true of FLEX-WT.  It would indeed require quite a bit of code--somewhere in excess of FLEXFly itself, which is actually only a paltry 104,282 lines of RUL2 for FLEXFly-V2 (removing L0 RHW-2 crossing support kept that figure manageable).  Figuring out a workable IID scheme would probably be the most difficult bit, and it's not anything I'd expect to see anytime soon, but it's not off the table. 

There's also the fact that I suspect people are going to start requesting non-RHW under/overcrossings, which adds quite a lot to the line count--hence why those haven't been added with FLEXFly.

Jack_wilds, to answer your question about the underground view, we're pretty limited in terms of what we can do with it.  By all appearances, the game has two underground views--Pipes and Subways--and that's it.  I'll never say never, based on my long time doing this (indeed, who would have expected New FLUPs?), but at this juncture, I'd say it's extremely unlikely.  I'll also note that both eggman121 and I experimented with Subway-based Underground Rail, and suffice to say, the game didn't like the Passenger and Freight Train transit types on the Subway network very much. 

We're looking at killing all the fiddly URail crossing pieces by adding Rail paths onto the FLEX Overcrossings that New FLUPs added, but the base URail is presently out of reach for that sort of reimplementation.  My attempt to do a "Dual-Network" FLEX piece setup (a la Hybrid Railway) didn't go all that well, either, as it left above ground components.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 12, 2021, 08:01:25 PM
I don't think Non-RHW FLEXFly crossings will be needed in the shorter term, except for RD-2. If you want an AVE-4 crossing you can just temporarily convert it to RHW-4. A lot of this is why I strongly believe WRHW-2 (and Rural Roads and RHW-2, for that matter, but that's too much of a tangent) should be made draggable, as a workaround for there being no L0 RHW-2 support for stability reasons.

I never would have guessed that metro and rail were that separate that subway would refuse rail traffic, despite the fact the two networks are exactly the same IRL...
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 23, 2021, 01:23:22 PM
Do we have any updates on diagonal Flex Height transitions? I tried one the other day, and the only thing that can transition heights on a diagonal, is RHW-2.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 23, 2021, 03:22:51 PM
The Diagonal FLEXHeight transitions as they exist in NAM 39 support L0-to-L1 RHW-4 and L0-to-L1 MIS , as well as L0-to-L1 RHW-2 (without auto-RHW-2 out the end).  If you're using RHW-4 or MIS, and they're not overriding the RHW-2, then there's likely some sort of adjacency or other situation that's interfering with the override.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 24, 2021, 11:24:06 AM
OK, I am actually using RHW-6S, and it is not overridden, and I happened to notice that it only advertises RHW-2, so I can't say that I actually tried MIS or RHW-4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 05, 2021, 11:53:04 AM
Showcasing a couple new features from NAM 40 from a new highway project of mine

You can click them for full size.

Diagonal RHW-6S to 8S ramp pieces
(https://i.imgur.com/AA2yRgG.png) (https://i.imgur.com/AA2yRgG.png)

Solid stability. 5 tiles of overpasses all in a row and no sweat.
(https://i.imgur.com/S8q1hYR.png) (https://i.imgur.com/S8q1hYR.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on April 27, 2021, 05:02:18 AM
After messing around with the new REW for a bit, I have come to the conclusion that diagonal inside D1/E1 ramps are a necessity. The REW has them due to bidirectional pathing, so why shouldn't the RHW get them? You can just put them on alternate rotations on the orthogonal inside Flex Ramps, at least I assume you should be able to...

I was also thinking about "trident" splitters where a three-lane road splits off onto both side tiles at once. Would likely be a low priority, though...

Another thing I noticed is that while OWR-1 to MIS works diagonally, OWR-2 to RHW-4 does not. This should be easy to fix, though, right?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on April 30, 2021, 08:01:38 PM
I love having diagonal on ramps and off ramps in the REW, but I fear that inside diag on ramps and off ramps for RHW would require additional work on RUL-2, since they would have to be flex pieces. I know that the FLUPs were long overdue, but so is the Flex FARHW. I would hope that doesn't get bumped in favor of the newest shiny object.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on May 01, 2021, 03:19:17 AM
Just as is the case with the Orthogonal Inside ramps, what would actually be required for Diagonal Inside is full-on new FLEXRamps for each setup, as roadgeek correctly noted.  That requires INRUL work to find a suitable flag pattern, and then RUL0 work to make that pattern placeable in game.  Once that aspect is done, then that's when RUL2 enters the equation.  The RUL2 code allows the other networks to override the base setup.

Diagonal Inside ramps have been planned since before the REW existed.  If it exists orthogonally, the plan has pretty much been for it to also exist diagonally . . . eventually.  I'll note that beyond the pathing, the REW ones also only support one network at present--the base One-Way Road network (AKA OWR-2).  The expectation once we add such setups to the RHW is pretty much going to be that we get all 9 ground networks covered (as applicable for the ramp--obviously, the MIS can't have an D1 or E1, Inside or Outside, since the mainline out the bottom of such a ramp would be an . . . RHW-0).

I'll note that there will be no additional diagonal ramps added in NAM 42, at least from me.  I'm still recovering from all the fiddly cosmetic work that was required to finish the 40 or so diagonal ramps I added in NAM 40 (which was actually a large part of the reason NAM 40 took 4 months).  I don't know what NAM 43 will bring, but I'll hopefully be recovered enough that I can at least consider resuming that ongoing project.

"W-splits" have been considered, but they're not a priority.  They'd basically be a form of "Dual" ramp.  There's a ramp setup near me sort of like it, at least functionally (the infamous US-26/I-405 interchange (https://www.google.com/maps/place/Sunset+Hwy,+Oregon/@45.5148751,-122.6922636,120m/data=!3m1!1e3!4m5!3m4!1s0x549495a94316ebbf:0x8a13243de1df4bfd!8m2!3d45.8699765!4d-123.5991258) just east of the Vista Ridge Tunnel in Downtown Portland--almost always a lovely congested mess), but that actually has an F2-ish ramp first, with the branch of the F2-ish ramp then turning into an E1 Wye shortly thereafter.

Now, with regards to Flex FARHW . . . that has been on the backburner for a long time, but I've recently gotten some ideas with regards to implementation, and am doing some R&D.  Stay tuned.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 01, 2021, 01:31:15 PM
Thought I'd post this here if anyone may need a tip or two: How to build a tight overpass with RHW network

https://www.youtube.com/watch?v=kbJzTY_zruY
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 02, 2021, 07:57:42 PM
I did learn something. All this time I have been using the digger/raiser to make smooth highway height changes, when I could have just dragged the highway out. Oh and Wiimaster is spot on about that OWR-2 to RHW-4 diagonal transition. That has been one of those bugaboos that would be real nice to see it get fixed.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 03, 2021, 11:11:58 AM
Quote from: Tarkus on May 01, 2021, 03:19:17 AM
Now, with regards to Flex FARHW . . . that has been on the backburner for a long time, but I've recently gotten some ideas with regards to implementation, and am doing some R&D.  Stay tuned.

I most definitely will stay tuned and check back often. I look forward to seeing video clips as well, and of course the new capabilities, such as new on and off ramps, and L1, L2, Flex Height, etc.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 09, 2021, 04:20:37 AM
You know how there were a bunch of people complaining about how the old, deprecated puzzle piece height transitions button that we tried to kill "isn't really deprecated" because of the Curved MIS Height Transition Puzzle Pieces?

Well, it sure as heck is now . . . these bad boys (modeled by my fellow NAMite eggman121 awhile back) are FLEX, and they're L0-L1.

(https://simtarkus.files.wordpress.com/2021/06/rhw-06092021-1.jpg)

NAM 42 is taking a big swing at puzzle piece-killing.  More on that to come. ;)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Kitsune on June 09, 2021, 06:15:21 PM
Nothing like some puzzle piece killing .... charge !!  %BUd%
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on June 11, 2021, 06:49:22 PM
Will definitely use this. Hope there are L1-L2 and RHW-4 (and 2) versions in the pipeline.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 14, 2021, 07:00:25 PM
Quote from: Tarkus on June 09, 2021, 04:20:37 AM
You know how there were a bunch of people complaining about how the old, deprecated puzzle piece height transitions button that we tried to kill "isn't really deprecated" because of the Curved MIS Height Transition Puzzle Pieces?

Well, it sure as heck is now . . . these bad boys (modeled by my fellow NAMite eggman121 awhile back) are FLEX, and they're L0-L1.

(https://simtarkus.files.wordpress.com/2021/06/rhw-06092021-1.jpg)

NAM 42 is taking a big swing at puzzle piece-killing.  More on that to come. ;)

-Alex
Than sounds good! Will there be any 45 degree Flex height curves?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on July 31, 2021, 11:39:12 AM
Are neighbour connections only available at L0? Seems like a good candidate for being flexed, if so.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LucarioBoricua on August 08, 2021, 05:10:41 PM
  :sunny:    Imma leave a lil' something here...     ()meeting()

Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on August 08, 2021, 05:52:24 PM
Really epic! I've been trying to figure out how to make proper stack interchanges for ages, this will definitely help!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Glazert on August 09, 2021, 06:36:12 AM
Making the impossible possible. The NAM Team certainly don't seem to have run out of new ideas - and the hard slog to implement them. This will make more realistic and tighter interchanges possible and perhaps inspire people to revisit Sim City 4.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 09, 2021, 02:48:13 PM
That is phenomenal!!!! I gotta say, I love the music that goes with it, although I can't quite place it....
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on August 09, 2021, 07:23:45 PM
WOW just WOW, FINALLY true spaghetti Interchanges.  Thank you sooooooooooo much for sharing.   Completely amazing and stunned to see such an ability.   The possibilities are endless.
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on August 10, 2021, 07:14:41 PM
I will waiting!!!!  &hlp :bnn: &apls :thumbsup: :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 23, 2021, 04:37:01 PM
Just watched Secret Weapon #2, and that is totally epic!!!! Flex widths at all levels...gonna come in handy! Oh and I absolutely love that image you posted on Moddb with the box interchange using OWR-4! Salivating all over the place!!!!
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on August 24, 2021, 06:09:48 AM
Just a few things you'll . . . imminently . . . get to play with . . .

(https://simtarkus.files.wordpress.com/2021/08/rhw-08242021-1.jpg)

(https://simtarkus.files.wordpress.com/2021/08/rhw-08242021-2.jpg)

Thanks to my colleague eggman121 for the models! :thumbsup:

-Alex

Edit: And I wasn't kidding about the whole "imminent" thing, either (https://www.sc4devotion.com/forums/index.php?topic=18870.msg537388#msg537388).
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on August 26, 2021, 04:43:47 PM
Made my first 'true' stack with NAM 42. It really showcases the new 3-level connector pieces!

Click images for full size

(https://i.imgur.com/NENsAhy.png) (https://i.imgur.com/NENsAhy.png)

(https://i.imgur.com/cXEa5JU.png) (https://i.imgur.com/cXEa5JU.png)

Back in 2005, this was a distant pipe dream. Now reality!  ;D
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 02, 2021, 02:00:45 AM
So yeah, NAM 43 development has already commenced. 

(https://simtarkus.files.wordpress.com/2021/09/rhw-09022021-1.jpg)

Technically, this is a Type 110-Median FTL . . . but yeah, it looks like . . . something else someone's been requesting for a long time.

(https://simtarkus.files.wordpress.com/2021/09/rhw-09022021-5.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 02, 2021, 06:11:54 PM
Is that... Draggable WRHW-2? Sort of? Hopefully it supports going under FlexFly... Wishful thinking, though, just like 6S FlexFly, but I can dream, right?

I also had a thought about how two lanes could be added/dropped at once if you got rid of both the innermost and outermost lanes at once. You'd probably have to disable MIS transitions, though. As far as the implementation would work you'd just place two inline FlexTransitions next to each other.
Title: Re: RHW (RealHighway) - Development and Support
Post by: matias93 on September 03, 2021, 01:30:48 PM
More like an AVE-2 with asphalt instead of a proper median, but is close
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 07, 2021, 08:17:51 PM
Quote from: Haljackey on August 26, 2021, 04:43:47 PM
Made my first 'true' stack with NAM 42. It really showcases the new 3-level connector pieces!

Click images for full size

(https://i.imgur.com/NENsAhy.png) (https://i.imgur.com/NENsAhy.png)

(https://i.imgur.com/cXEa5JU.png) (https://i.imgur.com/cXEa5JU.png)

Back in 2005, this was a distant pipe dream. Now reality!  ;D

Looks like the San Antonio stack interchanges. I have plans to build some nice High-5 style interchanges, but unfortunately, I've come down with Covid, and my wife caught it too, so we are just trying to recover, without everything going haywire on us.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dicko6 on September 20, 2021, 08:59:36 AM
Praying hard for more diagonal stuff and a basketweave with FLEX overrides in 43... my 6C puzzle pieces still get a solid workout, even in these FLEX times! Love your work Tarkus (and co!), NAM42 and your video with Rob got me back into it after many years and even to ditch my love affair with puzzle pieces! Well, that and 200+ days of lockdown in Australia.

In the decades I've been playing it seems you've never stopped making it better.


Looking forward to QuickChange progress too, those full diamonds have been teased for what feels like ever!!



P.S. Those fricken silos...
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 23, 2021, 12:42:05 PM
Well, I wasn't kidding about coming up with a High-Five replica. Still a work in Progress, but have a look and enjoy....
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 24, 2021, 07:58:14 AM
Quote from: dicko6 on September 20, 2021, 08:59:36 AM
Praying hard for more diagonal stuff and a basketweave with FLEX overrides in 43...

I am earnestly petitioning (I feel awkward using the word praying) for FLEX FARHW and FLEX FANWM because I would love to...
Quote from: dicko6 on September 20, 2021, 08:59:36 AMditch my love affair with puzzle pieces!

Quote from: dicko6 on September 20, 2021, 08:59:36 AMWell, that and 200+ days of lockdown in Australia.
Makes me so grateful to be living in Texas!
Quote from: dicko6 on September 20, 2021, 08:59:36 AM
In the decades I've been playing it seems you've never stopped making it better.
Ain't that the truth!

Quote from: dicko6 on September 20, 2021, 08:59:36 AM
Looking forward to QuickChange progress too, those full diamonds have been teased for what feels like ever!!



P.S. Those fricken silos...

I thought we already had QC full diamonds. You ought to check out the REW thread. I use REW extensively, integrating it with RHW ramps to create nice looking frontage roads.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on September 27, 2021, 09:46:51 AM
Here is what it looks like when finished...
Title: Re: RHW (RealHighway) - Development and Support
Post by: dicko6 on September 27, 2021, 08:29:16 PM
holy crap! Pretty darn accurate too, but for the carpool lane flyover which doesn't even seem doable in sc4... makes me wish I wasn't just bussing through last time I was in Texas. Even got the surface streets volleyball stuff going on... did you have any stability issues with the short on-slope stubs over the ground highway at the centre? I've typically found I need a bit more room to make these stick.

Did you have to use that 3-level flex piece thing in the middle of those side-to-sides? Figuring out where to place that has been pretty difficult too as it's a newer piece without much in the way of how-tos, it has led to many bulldozings. I don't think they ended up utilising it in the Tarkus+Rob video.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on September 28, 2021, 12:44:52 AM
Indeed, some impressive interchanges here, Haljackey and roadgeek!

Quote from: roadgeek on September 24, 2021, 07:58:14 AM
I thought we already had QC full diamonds. You ought to check out the REW thread. I use REW extensively, integrating it with RHW ramps to create nice looking frontage roads.

The QuickChange (QC) features presently available include the "quadrant" setups for diamonds (basically, the ramp interface and the height transition together), and the parclo equivalent (with the 180° loop).  The full-on interchanges (QuickChange Xpress, or QCX), are not yet available.  We still need to shore up some of the ingredients for them (particularly on the FTL side) before those go live, but for those wondering what happened to them, rest assured, we haven't forgotten the QCXs.  At some point in the near future (not NAM 43), they will resurface.

Quote from: dicko6 on September 27, 2021, 08:29:16 PM
Did you have to use that 3-level flex piece thing in the middle of those side-to-sides? Figuring out where to place that has been pretty difficult too as it's a newer piece without much in the way of how-tos, it has led to many bulldozings. I don't think they ended up utilising it in the Tarkus+Rob video.

When Rob and I were doing the video, we were on NAM 41 still.  We kept the revival of the Three-Level Crossings pretty much under wraps until Lucario's "Secret Weapon" video, which is probably the best source:



There had actually been some documentation written for them back with NAM 31 with the old PDFs, when they were originally planned to debut, but were pulled (but despite our best efforts, escaped being removed from the old documentation) late in the development cycle of that very messy release.  I'll see if I can salvage it.

As far as my latest developmental adventures, after all these fancy interchange escapades, I've actually gone back to expanding the RHW at its rural roots . . .

(https://simtarkus.files.wordpress.com/2021/09/rhw-09022021-4.jpg)

Yes, those are RHW-4 Type 120 FTLs.

And, as I started adding SITAP-style signalization support to the RHW networks that support at-grade surface intersections, you can signalize these beasties if you'd like, too.  (T21 signal placement not finalized.)

(https://simtarkus.files.wordpress.com/2021/09/rhw-09022021-3.jpg)

(https://simtarkus.files.wordpress.com/2021/09/rhw-09022021-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on September 28, 2021, 02:42:00 AM
That looks really nice. I wonder if there could be a version that has both left and right turns while continuing as MIS?
Title: Re: RHW (RealHighway) - Development and Support
Post by: noahclem on September 28, 2021, 12:29:26 PM
Looks fantastic, Alex, both with an empty median tile and without  &apls &apls

Quote from: Wiimeiser on September 28, 2021, 02:42:00 AM
That looks really nice. I wonder if there could be a version that has both left and right turns while continuing as MIS?

Personally I'd think that idea would fit better with 1-tile geometry of RHW2, something very common around these parts. A top priority addition might be adding a right turn lane to the mix above ;)
Title: Re: RHW (RealHighway) - Development and Support
Post by: pieman102 on September 28, 2021, 03:03:16 PM
That looks great!. My question is, will it be made compatible with the slip lanes?
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on September 28, 2021, 03:57:06 PM
Cool!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: dedgren on September 29, 2021, 01:28:23 PM
Beautiful work! Kudos to Alex and the NAM Team.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on September 29, 2021, 08:34:17 PM
WOW, absolutely amazing stuff an ability.  Thank you for sharing.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 01, 2021, 11:30:15 AM
Quote from: dicko6 on September 27, 2021, 08:29:16 PM
holy crap! Pretty darn accurate too, but for the carpool lane flyover which doesn't even seem doable in sc4...
Exactly! Reversable lanes is simply not a SC4 concept.

Quote from: dicko6 on September 27, 2021, 08:29:16 PMmakes me wish I wasn't just bussing through last time I was in Texas. Even got the surface streets volleyball stuff going on...
I only wish I could have gotten the U-Turns to work properly. There are some stability issues there.

Quote from: dicko6 on September 27, 2021, 08:29:16 PMdid you have any stability issues with the short on-slope stubs over the ground highway at the centre? I've typically found I need a bit more room to make these stick.
Nope. Often what I'll do, is plant the OSTs right next to where the highway will go through, and then drag the highway through afterward, I did have to destroy and rebuild a few times, simply because of the fact that the OST has to be there before the L0 highway is built, which auto-builds the bridge.

Quote from: dicko6 on September 27, 2021, 08:29:16 PMDid you have to use that 3-level flex piece thing in the middle of those side-to-sides? Figuring out where to place that has been pretty difficult too as it's a newer piece without much in the way of how-tos, it has led to many bulldozings. I don't think they ended up utilising it in the Tarkus+Rob video.
I had to go back and watch the Secret Weapon #1 video, to see exactly where to place that 3-Level piece, and I had to build my Flex-FLY a couple tiles away from the US-75 main lanes as well. since Flex-Fly doesn't play nice with the 3-Level piece. I can only imagine the headache it would be to set the Rul-2 code up for that to work out!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 23, 2021, 12:25:19 PM
I created my own basket weave, using MIS. This is an emulation with similarity to I-635 in Dallas, near where it intersects with Montfort Rd, for anyone familiar with that area.
Title: Re: RHW (RealHighway) - Development and Support
Post by: dyoungyn on October 26, 2021, 04:55:07 PM
Can anyone tell me how to draw the attached RHW Function Angle (FARHW) pieces?  I prefer Flex FARHW pieces if possible. 

BLUF, I am sure we have the ability to do this, but I do not know how.  These pieces are different from RAR road pieces.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 26, 2021, 05:28:02 PM
Quote from: dyoungyn on October 26, 2021, 04:55:07 PM
Can anyone tell me how to draw the attached RHW Function Angle (FARHW) pieces?  I prefer Flex FARHW pieces if possible. 

BLUF, I am sure we have the ability to do this, but I do not know how.  These pieces are different from RAR road pieces.

There are no FLEX Pieces or draggables for FARHW right now--all the FARHW functionality is still stuck in the land of old-style puzzle pieces.  Draggables aren't particularly feasible due to the RHW's unfortunate auto-connect aspects, so FLEX is the plan for future reimplementation, though there's pretty much only been experimentation/early prototypes of it at this point. 

I've been attempting to work out a new FLEX implementation for both FARHW and FAR, which I started on during the NAM 42 development cycle, but it's proven to be rather complicated, and is on hold.  If I can get it to work, however, it'll cut down on the amount of required RUL2 code considerably.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 28, 2021, 09:24:07 AM
Quote from: Tarkus on October 26, 2021, 05:28:02 PM
Quote from: dyoungyn on October 26, 2021, 04:55:07 PM
Can anyone tell me how to draw the attached RHW Function Angle (FARHW) pieces?  I prefer Flex FARHW pieces if possible. 

BLUF, I am sure we have the ability to do this, but I do not know how.  These pieces are different from RAR road pieces.

There are no FLEX Pieces or draggables for FARHW right now--all the FARHW functionality is still stuck in the land of old-style puzzle pieces.  Draggables aren't particularly feasible due to the RHW's unfortunate auto-connect aspects, so FLEX is the plan for future reimplementation, though there's pretty much only been experimentation/early prototypes of it at this point. 

I've been attempting to work out a new FLEX implementation for both FARHW and FAR, which I started on during the NAM 42 development cycle, but it's proven to be rather complicated, and is on hold.  If I can get it to work, however, it'll cut down on the amount of required RUL2 code considerably.

-Alex

Perhaps a good recursive Python script might be of some use in dealing with the complexity. What are the paramaters and expected output?
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on November 03, 2021, 02:23:21 PM
Another 5 level stack with Box frontage roads is underway. This one uses MIS flyovers rather than RHW-4, but the box interchange also has U-Turns, and I went with the  :bnn: slip lanes rather than the REW for the right turns.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 03, 2021, 11:02:35 PM
Nice work, roadgeek--that thing is an absolute beast!

Quote from: roadgeek on October 28, 2021, 09:24:07 AM
Quote from: Tarkus on October 26, 2021, 05:28:02 PM
Quote from: dyoungyn on October 26, 2021, 04:55:07 PM
Can anyone tell me how to draw the attached RHW Function Angle (FARHW) pieces?  I prefer Flex FARHW pieces if possible. 

BLUF, I am sure we have the ability to do this, but I do not know how.  These pieces are different from RAR road pieces.

There are no FLEX Pieces or draggables for FARHW right now--all the FARHW functionality is still stuck in the land of old-style puzzle pieces.  Draggables aren't particularly feasible due to the RHW's unfortunate auto-connect aspects, so FLEX is the plan for future reimplementation, though there's pretty much only been experimentation/early prototypes of it at this point. 

I've been attempting to work out a new FLEX implementation for both FARHW and FAR, which I started on during the NAM 42 development cycle, but it's proven to be rather complicated, and is on hold.  If I can get it to work, however, it'll cut down on the amount of required RUL2 code considerably.

-Alex

Perhaps a good recursive Python script might be of some use in dealing with the complexity. What are the paramaters and expected output?

I think I may have worked out a solution.  I had hoped to go full bore and give each tile its own unique INRUL flag combination, to allow all the intersections to be done with RUL1 instead of RUL2, but the available flag combos didn't like being in the same FLEX Piece together.  Doing somewhat of a "checkerboard" setup (similar to how FLEXFly-V2 works) appears to be feasible, and would at least allow me some use of RUL1.  I don't anticipate I'll get to a further investigation of it just yet, though, as my current projects are keeping me quite busy.

Speaking of which . . .

(https://simtarkus.files.wordpress.com/2021/11/rhw-11032021-1.jpg)

Basically, I'm adding SITAP-style support using FLEX Intersections, to allow for signalized RHW-2 intersections with the FTLs.  This ties in with some of the plans (both current and future) with the RHW FTLs.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 05, 2021, 05:53:34 PM
That's neat. Will there be RHW-2 FTLs too? And hopefully MIS and OWR-1 support for that Avenue piece. I wonder if that really old piece I found and posted on the Discord a while back would be of use?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 14, 2021, 01:47:39 AM
Quote from: Wiimeiser on November 05, 2021, 05:53:34 PM
That's neat. Will there be RHW-2 FTLs too? And hopefully MIS and OWR-1 support for that Avenue piece. I wonder if that really old piece I found and posted on the Discord a while back would be of use?

There's RHW-2 FTLs on the previous page (https://www.sc4devotion.com/forums/index.php?topic=990.msg537408#msg537408).  Started with those first.  SITAP support on both the RHW and OWR end is planned to be expanded quite a bit in the near future, in phases.

As far as the Discord image, there were a few you posted that seem to fit that description. 

And if anyone's wondering if MIS FTLs are going to be a thing, the answer is yes.

(https://simtarkus.files.wordpress.com/2021/11/rhw-11142021-1.jpg)

Right now, the plan with NAM 43 is to get the basic "guts" for a lot of stuff in place, laying the groundwork for future expansion.  The number (and types) of supported intersections will probably be a bit limited initially.  The focus with the RHW-2 and RHW-4 FTLs thus far has been predominantly "rural" situations (i.e. no big giant crossing networks), and the MIS FTL situations are primarily those with other (non-RHW) FTLs, as seen above.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 15, 2021, 01:42:28 AM
I wonder if one where the other turn is its own lane would be coming, too?

The filename of the one I was referring to is "base6usadk7"
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 15, 2021, 06:55:23 PM
Quote from: Wiimeiser on November 15, 2021, 01:42:28 AM
I wonder if one where the other turn is its own lane would be coming, too?

The filename of the one I was referring to is "base6usadk7"

I've been designing things with future expansion in mind . . . I'll leave it at that. ;)

That particular image you referenced is actually an old concept texture for an Avenue x Road T-intersection with turn lanes by Dexter, from long before FTLs or TuLEPs were even a thought.  It was designed to hook in with the old Auto Turn Lanes--multi-network support for those (i.e. Avenue x Road intersections) was always a no-go. Being multi-network meant everything had to be RUL2 (Road x Road and Avenue x Avenue could be done with INRUL triggers), so pretty much anyone using the NAM would be forced to use them.  It wasn't until TuLEPs came along (and then FTLs) that there was an acceptable way to support such configurations. 

Road Type 110 intersecting with the RHW-4 Type 120 FTLs (what it seems you're actually requesting) isn't planned for NAM 43, though it's possible it could be added at a later date.

And more progress . . .

(https://simtarkus.files.wordpress.com/2021/11/rhw-11152021-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on November 16, 2021, 03:10:00 PM
Cool! FTL with traffic lights and FTL without traffic lights!  :thumbsup: &apls :bnn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 19, 2021, 12:12:50 PM
Thanks for the kind words and the likes!  And now, for the really big one . . .

(https://simtarkus.files.wordpress.com/2021/11/rhw-11152021-2.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 20, 2021, 08:55:31 PM
Nice. Still expecting a version of the MIS FTL where it's the other lane that goes through, though.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on November 22, 2021, 06:35:19 AM
Quote from: Wiimeiser on November 20, 2021, 08:55:31 PM
Nice. Still expecting a version of the MIS FTL where it's the other lane that goes through, though.

Never doubt the tankadillo . . .

Quote from: Tarkus on November 15, 2021, 06:55:23 PM
I've been designing things with future expansion in mind . . . I'll leave it at that. ;)

(https://simtarkus.files.wordpress.com/2021/11/rhw-11222021-2.jpg)

Been designing everything with that possibility in mind the entire time.  It's a rarer setup, for sure, but it's for sure possible.

The RHW-4 can hook into the MIS 2-Lane FTL transitions as well.

(https://simtarkus.files.wordpress.com/2021/11/rhw-11222021-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on November 25, 2021, 03:07:40 AM
Okay, that's neat. The RHW-4 connection will definitely come in handy too. I wonder, if you terminate it at the road, do the arrows change to the two curved arrows with no straight arrow? What about if the road terminates at the MIS FTL, odd as that sounds?
Title: Re: RHW (RealHighway) - Development and Support
Post by: mgb204 on November 25, 2021, 07:35:07 AM
That is how the regular FTLs/SITAP works, so I would expect the RHW ones to work the same.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 01, 2022, 12:36:47 PM
I noticed in NAM 42 that there is a Flex S-Curve, which is pretty awesome. I was wondering if this either has been or will be extended to double tile networks. I know we already have dual RHW-4 S Curves, but of course that could also be absorbed into the Flex Dual tile concept.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 01, 2022, 03:52:44 PM
Happy New Year, roadgeek!  To answer your question, expansion of the FLEX curves--the 45° MRCs as well as the S-Curve--is indeed planned for the wider RHW networks.  When that will happen, I'm not fully sure yet, but it is very much on the list.  The Dual RHW-4 setups would also be taken into consideration in the design of such FLEX pieces, too.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 04, 2022, 02:27:12 AM
Just going to leave this here . . .

(https://simtarkus.files.wordpress.com/2022/01/rhw-01042022-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 05, 2022, 02:12:17 AM
The MIS FTLs are also undergoing some expansion . . .

(https://simtarkus.files.wordpress.com/2022/01/rhw-01052022-1.jpg)

(https://simtarkus.files.wordpress.com/2022/01/rhw-01052022-2.jpg)

(https://simtarkus.files.wordpress.com/2022/01/rhw-01052022-3.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 05, 2022, 04:10:36 PM
So NAM 44 is all about the ramps. Now I'm wondering when the NWM stuff will happen... Still, the OWR stuff is cool, and it's good to see the DDI finally being redone...
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on January 08, 2022, 09:15:57 AM
Quote from: Wiimeiser on January 05, 2022, 04:10:36 PM
So NAM 44 is all about the ramps. Now I'm wondering when the NWM stuff will happen... Still, the OWR stuff is cool, and it's good to see the DDI finally being redone...

Yeah, to tack onto that, the Divergents look pretty cool. Where they are starting to pop up around here, are on the Elevated Ave-6 overpasses, which I'm not sure it is even possible to do, albeit the RHW Flex-height is a decent alternative, as it works well with the RHW-6S.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Mana-sama on January 17, 2022, 12:11:14 PM
Hii
this aesthetic detail, I see that it only happens in the European texture, can it be reviewed? the functionality is fine, it is only optical
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 17, 2022, 10:45:11 PM
We're going to be redoing all of the C and F-type ramps once FLEX-based FARHW happens.  As such, the existing puzzle piece ones are effectively "dead feature walking", and any fixes to them would be low priority, unless actual functionality is broken. 

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2022, 04:35:26 PM
Just gonna leave this here . . .

(https://simtarkus.files.wordpress.com/2022/01/rhw-01242022-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Wiimeiser on January 25, 2022, 03:23:12 PM
Is that at L1? Neat. Also, L1 FTLs in development?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 25, 2022, 06:21:50 PM
Quote from: Wiimeiser on January 25, 2022, 03:23:12 PM
Is that at L1? Neat. Also, L1 FTLs in development?

It is indeed L1, and the plan is to add at least enough of a stub of elevated FTLs in order to better connect interchange setups such as the SPUI.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 05, 2022, 10:19:53 AM
Quote from: Tarkus on January 17, 2022, 10:45:11 PMWe're going to be redoing all of the C and F-type ramps once FLEX-based FARHW happens.  As such, the existing puzzle piece ones are effectively "dead feature walking", and any fixes to them would be low priority, unless actual functionality is broken. 

-Alex
I get excited every time I see FARHW mentioned. I remember back when the first FARHW came out (NAM-30 I think), and how exciting it was to have realistic looking highways. As you can see, I utilized some of them in my Stack interchanges.
Title: Re: RHW (RealHighway) - Development and Support
Post by: LucarioBoricua on February 11, 2022, 04:53:14 PM
Up next: orthogonal S-curves for the MIS!


(https://i.imgur.com/0xdL6Zs.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 17, 2022, 06:28:20 PM
So, just connect an L0, L1, L2, L3 or L4 MIS to a Flex S-Curve?
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on February 18, 2022, 02:57:49 AM
Quote from: roadgeek on February 17, 2022, 06:28:20 PMSo, just connect an L0, L1, L2, L3 or L4 MIS to a Flex S-Curve?

Indeed, that's exactly the process.  :thumbsup:

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Gugu3 on March 08, 2022, 01:40:48 AM
This stuff is very exciting! Been away a while...
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 26, 2022, 04:26:35 PM
Thought I may as well share a couple new creations that show off NAM 44 content for the RHW network.

1- tighter loop ramps. The 3x3 curve gives you this:
(https://i.imgur.com/EhYj9PI.png) (https://i.imgur.com/EhYj9PI.png)


2- RHW-2 turn lanes on this 'almost trumpet' design:
(https://i.imgur.com/etmqyBa.png) (https://i.imgur.com/etmqyBa.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Durfsurn on April 17, 2022, 10:56:29 PM

(https://i.imgur.com/EvLCJaA.png)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on April 19, 2022, 06:41:24 AM
I don't want to turn this into a 'show us your' thread, but I did want to showcase a new video that displays various new RHW components from the more recent versions. Took many months to create this.

Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 17, 2022, 10:23:15 AM
Looks like some of the waterways are interfering with taking a straight path on one of your highways, Hal.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on June 09, 2022, 09:16:50 PM
Wondering if NAM45 will have MIS basketweaves....or perhaps a Flex-basketweave.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on June 10, 2022, 04:23:10 AM
Quote from: roadgeek on June 09, 2022, 09:16:50 PMWondering if NAM45 will have MIS basketweaves....or perhaps a Flex-basketweave.
The basketweave technically already is FLEX in its implementation (we haven't added a traditional puzzle piece since 2015), it's just that there's not really overrides built into it, aside from what's needed for the current default L0/L1 RHW-4 setup. 

Expansion of that functionality is planned, but I'm not sure when that will happen.  I'll note, NAM 45 technically hasn't even entered development yet, as we've been immersed in a large-scale file cleanup/bugfixing project.  A few members have done some preliminary things in the background, but I personally haven't made anything new since NAM 44's release, as I've been especially involved with the cleanup.  I do already have a very clear idea of what I will be doing for NAM 45, though.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on July 18, 2022, 04:57:14 AM
Hmm . . . what's this?

(https://simtarkus.files.wordpress.com/2022/07/rhw-07182022-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on August 20, 2022, 07:23:24 AM
I am always glad to see more progress on this.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ulisse Wolf on October 13, 2022, 12:50:18 PM
Network Addon Mod 46 - Double Deck Revamp (DDR)

(https://i.imgur.com/brCjv2k.jpg)

Warning: the image shows a content under development. The final version may be different
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on October 13, 2022, 04:55:09 PM
Oh yeah! Double Decker highway improvement!!!  :bnn: I will waiting!  :popcorn:
Meanwhile, my country Malaysia will ready for double decker which almost completed!


Keep moving forward!  :thumbsup:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 19, 2022, 08:01:53 PM
RHW-6DD, would be nice. Austin, TX could use a DD highway or two.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on October 22, 2022, 01:34:17 PM
For RHW FLUPs, I was puzzled by how to get those Subway pieces to convert to RHW, until I started tabbing on the RHW FLUP, and I was able to see underground starter pieces. I didn't even see this in the video https://www.youtube.com/watch?v=uhD_A0S4F8U. I thought somehow connecting the Subway to the end of the FLUP ramp would convert the subway to an RHW FLUP, and I could never get that to work.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on October 23, 2022, 12:58:49 AM
Quote from: roadgeek on October 22, 2022, 01:34:17 PMFor RHW FLUPs, I was puzzled by how to get those Subway pieces to convert to RHW, until I started tabbing on the RHW FLUP, and I was able to see underground starter pieces. I didn't even see this in the video https://www.youtube.com/watch?v=uhD_A0S4F8U. I thought somehow connecting the Subway to the end of the FLUP ramp would convert the subway to an RHW FLUP, and I could never get that to work.
I had to add a "not a tutorial" tag on that video, as people were erroneously assuming it was, especially as it's not representative of how the new Subway-based FLUPs have worked since NAM 41. We got slammed with people coming to us with issues after NAM 40 added the RHW-4 portals, and people started trying to put them side-by-side (which didn't happen so much when it was just RHW-2 and MIS).  That caused all sorts of wonkiness with the automatic conversion of the Subway network out the ends of the portal, so we had to switch to the starter pieces.

I'll note, however, that the implementation change was documented in the NAM Documentation as soon as it occurred, and was referenced in the release notes for NAM 41 (https://www.sc4nam.com/docs/reference/nam-version-history/#version-41-24-april-2021).  Here (https://www.sc4nam.com/docs/feature-guides/flexible-underpasses/) is the link to the FLUPs Feature Guide on the new (still somewhat under construction) NAM site, https://www.sc4nam.com/ (https://www.sc4nam.com/).
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on November 09, 2022, 08:21:41 PM
That's a pretty cool new website. I was wondering why I was not seeing much activity over here. I recommend the REW be under Specs & Capabilities.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 20, 2023, 05:52:11 AM
"Just one more lane, bro . . ."

Inspired by a recent convergence--some discussions I've had recently with @Haljackey (https://community.simtropolis.com/profile/96537-haljackey/), and Simtropolis member tez being excited enough by the concept to piece together a DIY "fake" version in this thread (https://community.simtropolis.com/forums/topic/762194-idea-fake-rhw-12s/) over there, I've decided to revisit the idea of the RHW-12S.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230117-1.jpg)

Those of you who have been following the RHW project for many years know that the idea of the RHW-12S has been around for a good long while.  In fact, both the RHW-12S and another "mythical" network, the RHW-10C, were previously under development and originally slated for inclusion in NAM 31, which was released almost exactly 10 years ago (March 2nd, 2013). 

They were cut in the later stages of that development cycle, due to there not being any way to connect them to other networks--no ramp interfaces or transitions had been made at that point.  And after NAM 31 ended up being one of the absolute worst releases in NAM Team history (a fact many have forgotten, since the situation with SimCity (2013)'s release just a few days later overshadowed it), the RHW-12S and 10C, along with most other new network plans, were mothballed long-term.

However, 10 years later, and with the NAM Team in a much better place, it seems time to finally revisit these networks, beginning with the RHW-12S, which I have decided to make my main project for the NAM 47 cycle.  To answer a few questions I suspect many will have about this network:


Will there be elevated forms?

Yes.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230119-1.jpg)

Much like the RHW-10S, the RHW-12S will come in L1 and L2 elevations.

What impact will this have on network capacity/congestion, when compared to the RHW-10S?

Sadly, not really much of one.  The game calculates capacity on a per-tile basis rather than a per-lane basis, and the necessary presence of crossover paths means that the "DIPs" trick (used to boost the RHW-3, RHW-6S, and many NWM networks) won't work here. 

In most instances, since they are of the same tile width, the RHW-12S will have the same capacity as the RHW-10S, with the exception of some isolated instances with curves (where the "new" lane extends on to tiles not really covered by the RHW-10S), and in the fact that the network mainline after ramps with lane drops will be wider (i.e. an RHW-12S Type D2 ramp will drop down to an RHW-8S, which is a substantial difference from the RHW-10S Type D2 dropping to an RHW-6S).

Note, however, that widths beyond the RHW-12S (and 10C) end up requiring greater tile widths, and will result in capacity increases.  (To paraphrase Lay's Potato Chips' slogan, "betcha can't add just one more lane".)

Wait . . . you said "will".  Does this mean there's going to be more widths beyond the RHW-12S?!

Yes.  There's another classification of RHW networks we've termed "Ultra-Wide".  The RHW-14S and 16S have long been in the official future RHW plans, along with the RHW-12C and 14C.  The RHW-16S (with 8 lanes per direction) has been planned to be the maximum, based on the status of the Downtown Connector (I-75/85) in Atlanta, Georgia, which has a sustained 15-lane mainline.  We are, however, evaluating the Arizona Department of Transportation's I-10 Broadway Curve Improvement Project (https://vimeo.com/541797247/a0f721de70) in Phoenix/Tempe, Arizona, and how its mainline configuration translates to the RHW.

The development horizon for the Ultra-Wide RHW networks is still sometime farther off in the future, however.

What is happening with the RHW-10C?  Why is the RHW-12S currently being prioritized over it?

The RHW-10C is still planned to be added in a near-future release. It fills a parallel niche in the C-type network scheme to the one the RHW-12S occupies in the S-type scheme, and is ultimately a necessary preparatory step for future Ultra-Wide RHW development.  While the RHW-10C had some advocates within the team, the RHW already has one extant 10-lane network, the RHW-10S, whereas there is no 12-lane network.  This novelty factor, combined with the recent heightened interest in the network, has put the RHW-12S on the fast track for development.

Are we going to finally get X3 (i.e. 3-lane) FLEXRamps because of the RHW-12S?

X3 FLEXRamps are planned for the near term (there may have even been . . . prototypes), but they are very unlikely to be part of NAM 47.  The RHW-12S is slated to receive the same repertoire of ramps as the RHW-10S in this initial phase.

How about some more developmental screenshots?

Sure thing!  Here's some more from the early stages of development.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230119-2.jpg)
And yes, this time we have ramps.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230120-1.jpg)
(https://simtarkus.files.wordpress.com/2023/01/rhw-20230120-2.jpg)

What about Bridges?  Multi-Radius Curves?  Fractional Angles?  Cosmetic Pieces?  Is it possible?

Getting some serious History Channel vibes here. (https://www.youtube.com/watch?v=wohHO3avEkI)

Planned in some form or another . . . yes.  All those things in this release . . . no.

-Tarkus
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on January 20, 2023, 06:13:13 PM
Oh yeah!  :thumbsup: RHW 12S!!!  :bnn: Waiting for RHW 14, 16, 18, 20 etc  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on January 22, 2023, 09:41:41 AM
12S Yeah! Good to see you guys are unstoppable :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2023, 06:20:45 AM
Thanks, @AsimPika3172 and @Paul 999

Quote from: AsimPika3172 on January 20, 2023, 06:13:13 PMWaiting for RHW 14, 16, 18, 20 etc
As mentioned in my previous post, we're currently planning at stopping at RHW-16S, and there are no plans at present for RHW-18 or RHW-20 (S or C).

Meanwhile, with the RHW-12S, things are . . . ramping up, so to speak.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230123-2.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230122-1.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230123-1.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230123-3.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230123-4.jpg)

RULs and textures are in place . . . pathing is not as of yet.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on January 23, 2023, 04:15:23 PM
Nice ramps!  :thumbsup:  How about RHW 12S ramp into RHW 6S and RHW 6S each
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 23, 2023, 07:38:39 PM
Quote from: AsimPika3172 on January 23, 2023, 04:15:23 PMNice ramps!  :thumbsup:  How about RHW 12S ramp into RHW 6S and RHW 6S each

RHW-12S splitting into two RHW-6S networks would be a Type D3 ramp (since the RHW-6S has three lanes per direction--the term "X3" refers to any ramp with a 6S branch, regardless of the angle/direction of the branch). 

As noted in my original announcement post on RHW-12S development, while such ramps are indeed planned, it's unlikely they'll be in NAM 47.

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 24, 2023, 10:15:36 PM
Next up . . . diagonal ramps.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230123-5.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230124-1.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230124-2.jpg)

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230124-3.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: Tarkus on January 27, 2023, 02:43:24 AM
Next up . . . FLEX Width Transition support.

(https://simtarkus.files.wordpress.com/2023/01/rhw-20230126-1.jpg)

-Alex
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 10, 2023, 10:22:19 PM
Quote from: Tarkus on January 23, 2023, 07:38:39 PM
Quote from: AsimPika3172 on January 23, 2023, 04:15:23 PMNice ramps!  :thumbsup:  How about RHW 12S ramp into RHW 6S and RHW 6S each

RHW-12S splitting into two RHW-6S networks would be a Type D3 ramp (since the RHW-6S has three lanes per direction--the term "X3" refers to any ramp with a 6S branch, regardless of the angle/direction of the branch). 

As noted in my original announcement post on RHW-12S development, while such ramps are indeed planned, it's unlikely they'll be in NAM 47.

-Alex


The drool is streaming out of my mouth into a torrential flood!
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 11, 2023, 10:21:56 AM
Quote from: AsimPika3172 on January 20, 2023, 06:13:13 PMOh yeah!  :thumbsup: RHW 12S!!!  :bnn: Waiting for RHW 14, 16, 18, 20 etc  :popcorn:

Oh boy! More 3 tile networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on February 18, 2023, 04:52:03 PM
Speaking of three tile networks, I am wondering what if any flex pieces are in the works specificaly for these special networks.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on March 02, 2023, 06:18:37 AM
The RHW-12S is becoming more stable. Here's a few examples I can showcase widening a 10S to 12S.

-----

Firstly, I use plops right next to the edge of my RHW networks, excluding the 6S since it overhangs. The new 12S does overhang a bit, but only about half the shoulder is cannibalized compared to the 6S where you often lose the entire shoulder.

Original- 10S
(https://cdn.discordapp.com/attachments/383313497964150785/1080675440164864090/Slayton_Shores-Dec._9_1841677722058.png)

New- 12S
(https://cdn.discordapp.com/attachments/383313497964150785/1080675455629262969/Slayton_Shores-Sep._26_1971677723402.png)

This is the sacrifice you will need to make if you want this kind of setup. While proper signs and other plops/props will be needed to work with the 12S' new size, functionality comes first.

Here is the same route without anything next to the highway, showing the full shoulder.
(https://cdn.discordapp.com/attachments/383313497964150785/1080675464143704084/Slayton_Shores-Jan._5_1981677723432.png)

-----

Next up, new ramp interfaces. Here are some before and after examples. While FARHW ramps do not currently exist for the 12S, the flex ramps do look quite good. Still some wealthing textures and whatnot to clean up, but again functionality first.

Before
(https://cdn.discordapp.com/attachments/383313497964150785/1080697619107565598/Slayton_Shores-Dec._12_1841677720238.png)

After
(https://cdn.discordapp.com/attachments/383313497964150785/1080697619732500501/Slayton_Shores-Apr._21_1851677728466.png)

-

Before
(https://cdn.discordapp.com/attachments/383313497964150785/1080697505299316788/Slayton_Shores-Dec._10_1841677720221.png)

After
(https://cdn.discordapp.com/attachments/383313497964150785/1080697505903284254/Slayton_Shores-Jun._15_1891677728750.png)

-

Before
(https://cdn.discordapp.com/attachments/383313497964150785/1080697201589764146/Slayton_Shores-Dec._10_1841677720200.png)

After
(https://cdn.discordapp.com/attachments/383313497964150785/1080697202256654336/Slayton_Shores-Mar._24_1851677728430.png)

-

Before
(https://cdn.discordapp.com/attachments/383313497964150785/1080697750347337738/Slayton_Shores-Dec._10_1841677720178.png)

After
(https://cdn.discordapp.com/attachments/383313497964150785/1080697750993256498/Slayton_Shores-Nov._29_1851677728523.png)

-

Before
(https://cdn.discordapp.com/attachments/383313497964150785/1080698115214024804/Slayton_Shores-Dec._8_1841677720137.png)

After
(https://cdn.discordapp.com/attachments/383313497964150785/1080698115893510225/Slayton_Shores-Jun._30_1891677728881.png)

-

And here are a couple images showing the 12S to 10S transition
(https://cdn.discordapp.com/attachments/697208343902552215/1080716254563811429/Slayton_Shores-Feb._9_1861677728576.png)

With pathing (yes I know the trees from the sound wall plop is in the shoulder now :P)
(https://cdn.discordapp.com/attachments/697208343902552215/1080701168688312360/Slayton_Shores-Aug._13_1921677729622.png)

-----

The team has been hard at work developing and testing the 12S. As you can imagine there is lots to work on introducing a new network, and every new network require even more work to ensure it is compatible with all the other current networks. Bug reports and subsequent patches are churning with each and every new build, and good progress is being made.

Hope you enjoyed these screenies :)
Title: Re: RHW (RealHighway) - Development and Support
Post by: AsimPika3172 on March 02, 2023, 03:29:09 PM
Awesome!  :thumbsup: Waiting for RHW 14S very soon!  :bnn:  :popcorn:
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 06, 2023, 08:29:32 PM
I think I'll pass on the trees. I know TXDOT would not have them anywhere near the highways.
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ulisse Wolf on March 12, 2023, 08:09:43 PM
RHW 12S & X3 RAMP

You read the title correctly. RHW 12S and the infamous X3 RAMP are contained NAM 47. You can see the content in action on this video


But that's not all. NAM 47 will have a feature that completely revolutionizes Simcity 4 by turning it into another new game, but you have to be patient. Waiting for the big reveal here is a nice promotional image of RHW 12S and X3 Ramp

(https://i.imgur.com/24NQJIA.jpg)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Paul 999 on March 13, 2023, 02:55:32 PM
Cool ! :) my region could use some expansion projects  :thumbsup: 
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 14, 2023, 07:11:25 PM
 &apls  &apls  &apls  &apls  &apls  &apls
I am so excited!!! Now my interchanges can have proper entrance ramps.
Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on March 29, 2023, 07:28:23 AM
I am having trouble using the new D3. It looks like I will have to redesign my stack interchange somewhat to accommodate the fact that there is no RHW-6S S-Curve. The RHW-10S that I was using, employed an F-2 which enabled me to employ a FA curve to connect to the converged lanes coming off the flyover. I spent some time working on the redesign last night, and I couldn't get it to work on account of the fact that the 45 degree Flex-Fly has to have some space between it and the mainlanes. ::)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Ulisse Wolf on May 10, 2023, 06:22:38 PM
Although late with the announcement but I did a Live Streaming Tutorial on RHW starting from the basic concepts up to the most complex concepts. Here is the link of the live streaming Tutorial

https://www.youtube.com/live/kJmmeIC3cvk?feature=share (https://www.youtube.com/live/kJmmeIC3cvk?feature=share)
Title: Re: RHW (RealHighway) - Development and Support
Post by: Haljackey on May 14, 2023, 08:32:03 PM
Here's my first video in over 6 months. Includes some new RHW components... including the 12S!

Title: Re: RHW (RealHighway) - Development and Support
Post by: roadgeek on May 22, 2023, 08:00:51 PM
I Absolutely LOVE Fractional angles!!! I look forward to the day when I see a preview of Flex-FARHW. I have been looking forward to it for a LOOOOOOOOONG time.

One thing is for certain; if I ever see Haljackey in my rear view mirror, I'll be sure to get outt his way! Sure is nice to have those 12S highways. I look forward to seeing you widen some of the exiting highways in your region. Looks like some of them could use it.